XCOM 2
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Better Veterans
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19 Aug, 2020 @ 9:37pm
6 Dec, 2020 @ 1:32pm
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Better Veterans

Description
Gives the "veteran" rookie (aka "Old World Hero") added by the Resistance Warrior Pack at campaign start some long-overdue improvements. These improvements include:


* No more veterans with terribad stats! A veteran rookie will never be generated with below average stats, and your vet will get a boost to a random stat to simulate prior experience. Do NOT expect this to make your vet a super soldier; this change is only meant to correct a widely-criticized shortcoming of the original DLC and NOT to give you an uber rookie winbutton. These features can now be disabled via simple config edits.

* Fixes some of the weird default behavior of DLC_Day_0 regarding cosmetics, and normalizes veteran customizations between the DLC and vanilla armor sets. So if a custom soldier from your Character Pool is picked to be a veteran rookie, its original hairstyle will be copied over to the DLC_Day_0 armor set. No more annoying inconsistancies between head customizations, and reduces likelihood of permanently stuck torso decos being added during character generation.

* New! Added a whitelist feature for headgear cosmetics! This allows some control over the headgear that veterans may spawn with. You can add (or remove) cosmetics via "+ValidGear" entries in the XComBetterVeterans.ini config file. By default, only the standard vanilla XCOM cosmetics are whitelisted, but templatenames from modded cosmetics can be added, as well! Note that this only affects randomly generated veterans, not those pulled from your Character Pool.


Important Details
Base minimum stats for the veteran recruit are now:
4 HP
12 Mobility
50 Will
67 Aim

The random veteran bonus gives one of the following buffs:
+1 HP
+1 Mobility
+10 Aim
+20 Hacking

Bear in mind that those are base minimum stats for veteran rookies, not maximum possible starting stats. I tried to balance the base states and bonuses keeping in mind mods such as "SWR Not Created Equal WOTC," but also taking vanilla XCOM2 into account. Better Veterans is not meant to be a cheat or uber mod. It's only meant to give vets added by the Resistance Warrior DLC a bit of a bump, not turn them into super soldiers!

On the cosmetic side of things, the "Blowout" hairstyle (Classic_M & Classic_F) is no longer the default hairstyle for veteran recruits. Why? Because I hate that hairstyle with a passion, that's why. I'm not a violent man, but every time I see Blowout hair it makes me want to punch something. So it's gone. If you REALLY want it back as a customization option (gross), simply comment out the relevant lines in XcomContent.ini.


Boring Details
Originally the mod started as a quick, simple ini edit to get rid of the Blowout hairstyle. But that only succeeded in removing it from customization menus and random character generation. Veterans were still spawning with that accursed hairstyle because it was being assigned to them directly from X2DownloadableContentInfo_DLC_Day0.uc. Once I figured that out, things just kind of spiraled down the rabbit hole. After I started digging around in the code, I was like "Hey, why don't I make veteran stats not suck?"
Anyway, I hadn't touched unreal script since around 2003, so the whole process of making this mod was extremely upsetting and traumatic.


Compatibility & Possible Issues
"Better Veterans" should be compatible with 99% of WOTC mods, as I didn't use any overrides. That includes mods that affect new character generation, such as Iridar's "Clean Soldier Generation" and Thegrimsqueaker's "Improved Soldier Generation WOTC" since my mod only modifies characters after the fact. The same goes for mods such as "SWR Not Created Equal WOTC" as, again, Better Veterans only modifies existing characters -- it doesn't interfere with initial character generation. All that being said...

  • "Better Veterans" will obviously conflict with the "Disable Old World Hero" mod by TheNiTrex. Expect unexpected behavior if you try to run both mods.

  • The "Unrestricted Customization" mod (or anything like it) may prevent this mod from restricting access to the Blowout hairstyle. It's called Unrestricted Customization for a reason. You can't have your cake and eat it, too.

The cosmetic fixes/normalization that this mod does between the vanilla kevlar & DLC kevlar armor sets works for both randomly generated soldiers and those pulled from the Character Pool. But it only works for the veteran recruit at the START of a new campaign. What my mod doesn't do is permanently correct any buggy cosmetic mods you may have downloaded that don't play well with the Resistance Warrior DLC. The best way to avoid stuck decos is to avoid using buggy cosmetic mods which cause stuck decos. :P

Also, if you have a bugged soldier saved into your Character Pool and the Resistance Warrior Pack DLC chooses that soldier for its veteran rookie when starting a new game, then your veteran rookie will likely end up with totally broken/stuck cosmetics when wearing the DLC_Day_0 armors. That's just how XCOM2 works. The best way to avoid it, as you may have guessed, is to avoid saving broken toons into your Character Pool.


Fix for incorrect veteran birth dates: Birthdates WOTC .



If you have any problems related to the mod, leave a comment. You can also leave a comment (or a thumbs up) if you like the mod, or want to share how Blowout hair has negatively affected your enjoyment of XCOM over the years.
24 Comments
AxtonXequalN 10 Apr, 2022 @ 12:21pm 
OMG i wanted this mod so much ssooo much i just didnt knew it befor ..... iii haaaattttttteeeeeeeee the blowout hair dude at the start ssooooo much
Tysken 22 Jan, 2022 @ 1:16pm 
I literally searched the workshop for "blowout" just to find a way to disable that haricut I get nightmares from. Thank you for this!
EvilPolygons  [author] 6 Dec, 2020 @ 1:51pm 
Minor bugfix related to character pool veterans & new optional whitelist feature for customizing what headgear cosmetics can spawn on randomly-generated veterans.

The whitelist entries can be found in XComBetterVeterans.ini. You can add your own entries, including cosmetics from other mods. You can also remove unwanted cosmetics by simply commenting out (or deleting) the +ValidGear entries you don't like. Super easy.

Enjoy!
EvilPolygons  [author] 7 Sep, 2020 @ 5:57am 
@Valvatorez (Spectrum=worst ISP)
It's totally possible . The quick, dirty, easy way would be to simply duplicate the TLE plate armor cosmetic entries, give the duplicates unique template names, and then set them to be available at the Conventional tech level. You could edit the XComContent.ini file included in this mod yourself to do just that if all you want is access to those cosmetics from the start of the campaign. But doing it the right way would take considerably more work because I'd have to code it as an optional feature that could be enabled/disabled.

I'm not against the idea, mind you. But the new features I already have planned are my priority. So no promises, but I'll keep in it mind.
Valvatorez(Cox Cable = awful ISP 7 Sep, 2020 @ 5:10am 
@EvilPolygons
Is it possible to have the Vet start off with TLP plated cosmetics or have him spawn as a RookieSoldierM2?(Rookie M2 and M3 are used by the Volunteer Army order and default militia) As players should be able to reach Carapace Armor before the base attack in Enemy Within. I'd prefer the former over the latter.
EvilPolygons  [author] 7 Sep, 2020 @ 3:24am 
Update:
Non-random toons pulled from the player's character pool will now have their cosmetic customizations fully respected.
Custom background text will no longer be overwritten by the generic Old World Hero description.
Custom character pool toons will default to the normal Kevlar Armor set. Of course, you can still switch to the DLC armor if you so choose.

Randomly generated veterans remain more or less unchanged since the last update, aside from minor code improvements.
EvilPolygons  [author] 6 Sep, 2020 @ 11:30pm 
@DOX
Basically this mod tries to restrict customization in order to get rid of Blowout hair. If you're using any mod similar to Unrestricted Customization, then it would probably nullify what this mod does.
DOX 6 Sep, 2020 @ 11:14pm 
heh actually im still seeing blowout hairstyles on vets, dunno if some other mod is interfering with it. (altho the actual name in the menu was blank)
EvilPolygons  [author] 23 Aug, 2020 @ 6:28pm 
I'm considering a small cosmetic change to the mod.

Currently, when headgear is normalized between DLC_Day_0 armor and vanilla kevlar armor, both armor types have their headgear changed to match the typical veteran appearance of aviator sunglasses + compatible helmets ( sans Blowout!). Now, that's fine on randomly generated vets, but I suspect players would rather I didn't mess with their custom toons from the Character Pool. Totally understandable.

So my plan is to keep the current behavior for randos, but to normalize Character Pool toons in favor of their original headgear customizations.

Not everyone cares about such things, but many players (including myself) do, and I don't want to stomp on the time people put into customizing their Character Pool.
Thomas Eichorst 22 Aug, 2020 @ 4:16am 
I cannot tell you how much the blowout hairstyle makes me seethe with rage. You are a good man, thank you.