XCOM 2
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Central (Bradford) Starting Soldier [BETA]
   
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5 Mar @ 9:13pm
3 May @ 4:43pm
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Central (Bradford) Starting Soldier [BETA]

Description
CREDIT TO VectorPlexus FOR THE CODE TO ADD CENTRAL AND MANY OF THE CUSTOM PERKS. I JUST YOINKED IT OUT OF HIS MOD. PLEASE CONTACT ME IF YOU WANT THIS TAKEN DOWN.

OTHER CREDITS TO Richard, MrCloista, xPanD, xylthixlm, and shiremct for other perks/code. If any of you want me to take this down also, please let me know.

DISCLAIMER: I haven't tested this with very many other mods, it may or may not break something. Please let me know and I can try to fix it. No promises.

ADDITIONAL DISCLAIMER: This Central is the same one from the Nest mission and therefore should load into that mission correctly. It did the one time I tested it, at least. DO NOT DISMISS BRADFORD FROM YOUR CREW IF YOU HAVE THE NEST MISSION ENABLED. HE WILL NOT LOAD INTO THE MISSION AND RENDER IT UNCOMPLETABLE.

Adds Central to your barracks after Gatecrasher. For some godforsaken reason he starts as Corporal if you start the new game with this mod; if you add it after Gatecrasher he loads in as Squaddie (as intended). No idea why.

I've added conventional, magnetic, and beam versions of his Multipurpose Rifle, and made them configurable in XComGameData_WeaponData.ini; all versions automatically come equipped with every base game attachment at advanced except for the Repeater. They upgrade automatically when the rifle schematic is bought, and are, at default, identical to normal rifles, except with a 50% chance of +1 damage (I don't think it works with single build, but I haven't tested.)

He is always a Savant (max Combat Intelligence), and his class is the custom hero class Commando (defined as CentralOfficer in ClassData). This definitely is not balanced. In fact, I highly doubt this mod is balanced at all. Feel free to give me feedback, I may or may not take it into account.


Please delete the XComGameData_SoldierXpData.ini from the /Config folder if you have another mod defining the XP tables (e.g. LWOTC); it is provided in order to enable the Brigadier / Field Marshal rank.


Config variables:
XComCentralStartingSoldier.ini
  • bAddCentral = true
    Toggles whether or not to autmatically add Central to your barracks, in case another mod adds him.
  • bUseSeamlessHead = false
    Toggles whether or not to use the seamless head from the following mod, because the base head has some weird neck textures: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1543722282
  • bCentralMustSurvive = true
    Toggles whether or not Central dying or being captured results in a GAME OVER. Always treated as true if the Nest is enabled.
  • bUpgradeBM = false
    Toggles whether or not Central's AR upgrades its attachments when obtaining the BM schematic.

Most of the custom perks are configurable, see the bottom.

(Thanks to shiremct for Proficiency)
Proficiency Perk: Enemy Known
Level 1 (Rank 1):
  • Deal +2 damage and gain +10% crit chance against enemies encountered during the first war. Against all other enemies, gain +0 damage and +5% crit chance.
Level 2 (Rank 4):
  • Deal +3 damage and gain +15% crit chance against enemies encountered during the first war. Against all other enemies, gain +1 damage and +7% crit chance.
Level 3 (Rank 6):
  • Deal +4 damage and gain +20% crit chance against enemies encountered during the first war. Against all other enemies, gain +2 damage and +10% crit chance.
Other:
  • Additionally, gain 2 Ablative HP (shield) at soldier ranks 3, 5, 7, 8. (Thanks MrCloista)

Skill Trees
Support Fire: Perks that improve the primary weapon and add supportive effects/turn economy.

Squaddie: Battle Orders
  • As a free action, grant one standard action point to an ally. 4 turn cooldown.
Corporal: Holo-targeting
  • base game
Sergeant: Shredder
  • base game
Lieutenant: Run and Gun
  • base game
Captain: Salvo
  • base game
Major: Rupture
  • base game
Colonel: Rapid Fire
  • base game
Field Marshal: Marauder
  • base game

Juggernaut: Perks that improve close-range ability and tankiness.
Squaddie: Sword Slice
  • base game
Corporal: Close Range
  • For enemies within 8 tiles, gain +15 defense against attacks and impose a Mobility penalty of -3.
Sergeant: Enhanced Armor
  • Gain bonus armor base on equipped armor tier. +1/2/3 for conventional/plated/powered.
Lieutenant: Resolute
  • Confers immunity to mental attacks.
Captain: Blademaster (custom)
  • Deal +2 damage with your sword, and also, for enemies within 8 tiles, impose a penalty of -10 defense and -10 dodge.
Major: Bladestorm
  • base game
Colonel: Juggernaut
  • Take -1/2/3 damage from any enemies within 8 tiles depending on armor tier. This can reduce damage to 0.
Field Marshal: Upgraded Slash
  • Replaces Slash, making it only cost one action and not automatically ending the turn. Also grants +10% crit chance on Slash.

First War: Perks that are thematically appropriate/literally perks from the first game?
Squaddie: Enemy Known
  • proficiency perk, see above
Corporal: Inspiring Presence
  • Grants allies (excluding self) within a radius of 15 (10 tiles) 10 hit and 10 crit chance while flanking.
Sergeant: Sprinter
  • Grants +3 mobility.
Lieutenant: Disabling Shot
  • Fires a special shot with -10 to hit and -100 to crit that stuns an enemy for 1 turn and disables their weapon. 2 turn cooldown.
Captain: Mobile Artillery
  • Enables the Heavy Weapon slot.
Major: Heavy Ordnance (Requires Mobile Artillery)
  • Grant +1 use of the Heavy Weapon. Grants an additional +1 use if Heavy Armor (e.g. EXO Suit) is equipped.
Colonel: Resilience
  • Confers immunity to critical hits.
Field Marshal: HEAT Ammo
  • Deal 1.3x damage to Robotic enemies with all attacks.

I've replaced his AWC with a slightly more curated version.

XCOM: Pretty much utility stuff, some guaranteed, some random.
Squaddie: We'll Need To Move Fast
  • After a turn-ending melee attack, gain a half-move movement only action point. The mobility penalty decreases as te Avatar Project progess increases.
    - this is just because I felt having a melee unit go in and have no way whatsoever to reposition felt unfun, since I removed Implacable. Probably op, but eh. Yes, I named it after that voice line because I thought it was funny.
Corporal: Blast Padding
  • base game
Sergeant: Phantom
  • base game
Lieutenant: Random, Shadowstep / Lightning Reflexes
  • base game
Captain: Extra Pockets
  • Enables the grenade and ammo pockets.
Major: Random, Hail of Bullets / Conceal / Saturation Fire
  • base game
Colonel: Random, Serial / Death from Above / Reaper / Killzone
  • base game
Field Marshal: Random, same as Colonel
  • base game

If you have any ideas for the other First War perks feel free to let me know, I have no creative bones in my body, basically all of the custom perks were designed by VectorPlexus/Richard/shiremct and slightly modified by me.

Additional thanks to Zelfana and others on the modding discord for showing me how modding works!

Skill configs are in XComGameData_SoldierSkills.ini, too many to list atp.
26 Comments
FuRi0uS AnGeL 23 May @ 12:56pm 
Once later in the game when I removed weapons from squad, Bradford's gun lost all of the mods
Pray2RNG  [author] 3 May @ 4:46pm 
Okay, I hopefully fixed the missing XPad bug by OPTCing his RequiredLoadout.
i also decided to just remove the take vial and take stasis suit abilities because I don't have the full_content and also I have no idea how kismet works and I don't have the time to look at how it works rn, so Lost and Abandoned is kinda doomed for now, sorry.
Canthyse 29 Apr @ 8:23am 
hes just not that smart to hack
Dęąth Viper 21 Apr @ 9:10pm 
Great mod! He is awesome. Just one small thing - I think you might have forgotten to give him an "xpad" so he cant hack objectives lol.
Pray2RNG  [author] 15 Apr @ 9:46pm 
@nhatminhnguyen0512
Hmm yeah I think Vector fixed that by shipping a custom umap or something for blacksite, I might just take the easy way out and remove his ability to pick up the vial, lol, but we'll see. I'll test out the stasis suit too.

@Aage Raghnall
I'm ngl I forgot L&A existed, I personally don't play with it on, but I guess it might count the soldier template type when trying to evac or something, I can try to take a look when I have time but no promises.

@DocBot200
Yeah the soldier xp ini actually works for all soldiers, I probably should've mentioned that, sorry, I'll add a note to remove it in case you have another mod that changes XP tables like LW
DocBot200 13 Apr @ 9:19pm 
Alright so a quick fix was to delete Bradford's soldier xp data, for some reason his soldier xp data overrides everyone else's. It might also be the reason he starts as a corporal but more testing is required for that.
DocBot200 13 Apr @ 9:10pm 
Ok so a little checking shows me that for some reason the xp necessary to rank up drops when this mod is installed possibly in tandem with LWOTC. I have no idea why
DocBot200 13 Apr @ 5:01pm 
Hey, I did add this into a midgame, but upon adding Bradford to my barracks, almost my entire barracks ranked up. I have no clue how that happened.
Aage Raghnall 10 Apr @ 9:10pm 
Central does not count as a unit in the Lost and Abandoned mission. When you try to move units into the rendezvous space, the counter won't acknowledge him. So you can't complete the mission.
nhatminhnguyen0512 8 Apr @ 4:01pm 
Game cuts to black if Central picks up the vial in the 'Investigate Blacksite' mission. Otherwise great mod!