XCOM 2
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[WOTC] A Better Rookie (LITE)
   
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13 Sep, 2017 @ 8:14pm
1 Oct, 2017 @ 10:03pm
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[WOTC] A Better Rookie (LITE)

In 1 collection by Scuba Steve
[XCOM2] A Better Start | Rookie | Arsenal + (LITE) Mods
22 items
Description
A Better Rookie for War of The Chosen (LITE)
Lightly Buffed soldier and other player types' abilities, characteristics, growth, and more.

Commander we know you have been away and before you start thinking that we spent all of our time scavenging wind turbines to build our flying cave base we wanted you to know that we have been dabbling a bit with bioengineering.

Our rookies come from the solid stock of our orginal XCOM gene-modified and psi-trained soldiers and then trained up and made ready for the day you returned to once again wage war against alien forces.

This mod, created in the same vein as "A Better Start" starts your rookies out with more mobility, HP, offense (aim), defense, and WILL (they have the WILL of Gods... no more will PVT. G. PILE piss his pants because he got shot at after stepping off the Skyranger). (WILL is bumped up from 40 to 70 which still allows for the chance for PVT PILE to wet himself at the site of blood.)

*This mod works at all gamelevel difficulties.

Under The Hood
The changes made span 4 different ini files including the soldier skills, character stats, LW soldier skills, and xp data.
  • Character Stats - All of your men, women, and sparks have greater health, mobility, offense, defense, WILL, crit, etc. - LITE: mobility, hp, defense, etc. have been considerably lessened from full version.
  • Soldier Skills - cool-downs and charges have primarily been tweaked so that you can use abilities more often during an engagement. LITE: all cool downs have only been reduced by 1 turn without any 0 cool downs. ability charges have only been increased by 1 in most cases. Ability damage modifiers have also been reduced.
  • XP/Rank - the criteria for promotion has been reduced so that you can climb the ranks faster and unlock those awesome perks. - LITE: rank progression is not as fast as full version but better than vanilla.

DIY Modding
If there are aspects of this mod that you hate or things you wished were just a bit more buffed, then open the file(s) below in a text editor and scan through settings. My mods are nothing more than configuration file overrides with no coding. A word of caution about editing the downloaded files in your workshop directory. If I ever update this mod your changes will get replaced with a fresh copy of my files. I recommend copying the modified file to another folder that you can swap back in after an update.
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1134715540\Config\XComGameData_CharacterStats.ini
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1134715540\Config\XComGameData _SoldierSkills.ini
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1134715540\Config\XComGameData _XpData.ini
This is assuming your running windows and steamapps are on your c:\ drive.

44 Comments
ScriptGenius12 28 Aug, 2024 @ 3:01pm 
Do the cooldowns and ability charges affect modded classes?
NBThunderbolt 21 Apr, 2021 @ 12:03pm 
How do I adjust how many bonus skills I get? I'm having all of the skill slots filled even when I disable the mod.
Apache49 13 Oct, 2020 @ 8:50am 
Yeah, it's always driven me nuts that XCOM's new recruits, even the ones whose backstories suggest they're absolute badasses who should, by rights, be able to take on whole squads by themselves, shoot like drunken idiots who've never held a gun before and piss themselves in terror the first time they get shot at.
Solargeo 24 Jul, 2020 @ 3:33pm 
I do like the Lite Mod. It gives you better ability to do Commander and such without being uber lucky and going through soldiers like crazy. I feel like Xcom would at least make sure their rookies could Aim and such.

Its a good middle ground.
Scuba Steve  [author] 29 May, 2020 @ 6:42pm 
It should not auto select them and in the lite version you do get a bit more AP per level but not so much that you can have everything. One of the things you can tweak is look at the SoldierSkills and XpData ini files. You should be able to reduce the amount of starting AP and per rank AP on a new game.
I need to crack open this set of mods at the moment due to folks reporting that they are not loading at all. I'll take a glance at the AP and skill selection changes I make to see if I could be causing that.
Matthew Xariel 27 May, 2020 @ 5:11pm 
Soo... is it normal that my squaddies instantly learn all the new perks of the unlocked level without me even clicking them? They litterally learn all the trees on level up.

I've been trying to figure out which of my mods is causing this as I vaguely remember having to at least click the perks first, right? Also, there shouldn't even be enough AP for a squaddie to just learn all 3 paths instantly, right?

It's kinda annoying cz it's taking away the fun of the RPG decision-making. Tips, any1? :O
Scuba Steve  [author] 27 Apr, 2020 @ 9:11am 
Thanks Pireotis for the follow up. I have in the past created versions of my mods to support mods, namely the Long War mods. If I get into RPGO I'll look to see if I can do something there.
Pireotis 26 Apr, 2020 @ 4:05am 
Hi Steve. I have tried it myself and all I can say is that all A Better series does not break RPGO indeed. However most of the buffs are not applied unfortunately. No problem. I unsubscribed RPGO for the moment since I now play some heavy Advent upgrade mods and need the extra power. :steamhappy:
Gigadesu! 23 Apr, 2020 @ 2:58pm 
Thanks for the help.
Scuba Steve  [author] 23 Apr, 2020 @ 12:39am 
I had not heard of RPGO until I read these comments. Apparently I have been living in a cave. Looks impressive. My mods overwrite the game's default values for the weapons, soldiers, base, etc. Most often they will work with other mod's however my mods can't buff up unique classes or weapons created in another mod. That said you can look at the files I have listed in the details above and see how I modify these things (if you feel like digging into the text files). Once you see how I change an attribute you can always make similar changes to the soldier classes or items that may be offered in another mod.

The short answer is that my mods should not break another mod or your game but when added with another mod my mods can be overridden by another.

I'll have to check out RPGO for the unique classes and see if I see any conflicts.