XCOM 2
[WOTC] A Better Rookie (LITE)
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.
Gigadesu! 22 Apr, 2020 @ 10:09pm 
Does this work with RPGO?
Pireotis 14 Mar, 2020 @ 12:47pm 
*RPGO I mean :)
Pireotis 14 Mar, 2020 @ 12:46pm 
Hi Steve, I am about to start a new campaign and wondering if it is compatible with RDGO. Any feedback? Thanks for the mod! :steamhappy:
Scuba Steve  [author] 30 Nov, 2019 @ 8:47am 
I don't know if it is possible to make skills available but what you can do is set how many points the player starts with and then the cost of each skill. This means you can then afford to buy all skills as soon as they are available.
NBThunderbolt 29 Nov, 2019 @ 10:41pm 
I'm trying to figure out how to adjust how many bonus skills are available. But I'm having trouble, Could I get a hand?
Scuba Steve  [author] 10 May, 2018 @ 9:05pm 
You can but may not see some of the buffs on your existing soldiers as their stats are baked into your save files. It will buff the abilities that they have and they will jump a few levels as the xp latter in my mod is lower than vanila.
Cúchulainn 9 May, 2018 @ 10:29pm 
can i activate this mid-campaign?
Scuba Steve  [author] 6 May, 2018 @ 8:54pm 
In the character stats file (path in details above) you can tweak the "mobility" setting for soldiers another option is to use the "Lite" version of this mod.
NBThunderbolt 17 Apr, 2018 @ 1:45am 
How do I change the mobility modifyer? My characters are crossing the entire map in two turns.
Enemy Infant Tree 24 Feb, 2018 @ 11:43am 
Alright, thanks.
Scuba Steve  [author] 24 Feb, 2018 @ 10:54am 
Yep, this mod adjusts it. in the XComGameData_CharacterStats.ini (full path above in the details)
Under the section:

[Soldier X2CharacterTemplate]
CharacterBaseStats[eStat_Will]=70

The original value is 40. Then understand you need to change the overides for game difficulty level

[Soldier_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 6
CharacterBaseStats[eStat_Will] = 130

Orginal value was 50.
Enemy Infant Tree 23 Feb, 2018 @ 6:55pm 
Does anyone know how I'd go about changing the .ini files so soldiers have a base Will of 50?

I could really use the help.
Scuba Steve  [author] 26 Jan, 2018 @ 5:34pm 
Sorry for the late response. characters that don't use the base soldier template that I modify will not be buffed in anyway.
Manawolf 30 Dec, 2017 @ 9:00pm 
How might this interact with mods that add different soldiers like playable aliens?
Scuba Steve  [author] 22 Nov, 2017 @ 10:24am 
You could be right. that or the buffed mobility allows you to get to it in fewer turns than the game expects. I'm not sure of a fix other than to scale back vision and mobility by hand editing the ini files or not using my mod.
Dacie 13 Nov, 2017 @ 9:50am 
So i encountered a bug that i most likely think comes from this mod,
Sometimes my soldiers would walk close to the objective and you can see the objective yourself, But the soldier does not acknowledge the objective.
For example: When i as the player see the psionic gate, the game does not recognise that it has been spotted and would therefor not trigger the cutscene to progress and update the objective.
This goes for Blacksite mission, All dlc missions, and the chosen's sarcophag in the chosen lair.
My guess is that this is because of the buffed vision of the soldier from this mod.
Scuba Steve  [author] 7 Oct, 2017 @ 10:06am 
I was at first as at the time of my updating the mod I had not played enough of the WOTC to get to Elena and Mox. I did however still guess that they were xcom playable and did buff them. I'm glad I guessed right otherwise shortly after getting Elena I would have been pushing out an update to the mod. Thanks though for helping with the clarification. The devs don't comment the configs as much as I wished they did and it isn't clear what are playable and enemy characters. ...and now with WOTC you can get Advent soldiers on your team and they cary the very same stats as the enemy Advent soldiers because they use the same base class template. I can't buff those at all which makes getting them as friendlies late in the game make them a nuiscance due to their lack of mobility and health. (I always had to keep them at the back for fear of getting them hit or killed and messing with my chances for Flawless rating.)
trsand98 6 Oct, 2017 @ 12:53pm 
@Scuba Steve I noticed that you were confused on the entries labled LostAndAbandonedElena and LostAndAbandonedMox. They refer to the characters Elena and Mox. They are the Reaper and Skirmisher units respectively that you get if you decide to activate the Lost and Abandoned story mission.
ferret 2 Oct, 2017 @ 9:16am 
cool, thx
Scuba Steve  [author] 1 Oct, 2017 @ 10:06pm 
Updated full version of A Better Rookie and have made the same additions with lesser buffs to the LITE version as well.

* Added updates to the Xcom Turrets.

* buffed soldier bond radius for benefits with out having to be as close.

* reduced ability point cost for purchasing skills.

* reduced the fatigue and negative effect impacts and days out of service.
Scuba Steve  [author] 24 Sep, 2017 @ 6:42pm 
sorry to hear about that trouble... this is the first I have heard of that issue. You might try dumping your config cache or also unsubscribing to my mods -> run the launcher -> enter the game then exit. Go back subscribe to my mods and then -> run the launcher -> check my mods -> enter the game. I've noticed that sometimes my freshly subscribed to mods don't show up in the first run of the launcher after subscription. It seems like entering and exiting and starting the launcher again will bring them up as they got downloaded in that time.
Harperers 24 Sep, 2017 @ 4:09pm 
I am trying to play this mod but it wont show up in my mods list :((((( all the other a better mods show up, but not the ones for WOTC
Scuba Steve  [author] 21 Sep, 2017 @ 9:12pm 
the new classes in WOTC are getting buffed. I changed those by hand along with revisiting the buffs for all the base game classes.
Lady Steelheart 21 Sep, 2017 @ 4:26pm 
So the new classes will also be buffed by these, mods, right?
Scuba Steve  [author] 15 Sep, 2017 @ 7:32pm 
what is happening is the LW2 mods are getting applied and then the WOTC DLC and then my new mods. As I replace most of everything in LW2 mod version none of it shows... my guess anyways... but hey let's count as a perk that you don't have to keep turning them off and on as you switch back and forth between LW2 on legacy and WOTC.
Force of Will 42 15 Sep, 2017 @ 4:38pm 
here is an update, have found that the LW2 Lite Mods work along side the new WOTC Lite mods. Apparently i loaded both when i started my new game the other day. So, uhm bonus i guess!
Scuba Steve  [author] 15 Sep, 2017 @ 2:50pm 
that is odd for sure. I am myself a Mod'aholic and i had almost made the error deselecting some mods and selecting others when loading as I was testing things.. I've seen that prompt but not for the LW2 mods.
Force of Will 42 15 Sep, 2017 @ 2:16pm 
small hiccup, but it may be on my end. i was playing on my desktop and saved my game, but then later i switched to my Surface to do some mobile gaming. When i went to load the file it said that i needed the Better lite mods for LW2 to use that save file. I loaded it anyway and there were some differences. Just a small issue, but like i said it may be that i loaded the wrong set of mods, and i use quite a large amount of mods.
Scuba Steve  [author] 14 Sep, 2017 @ 9:09pm 
Thanks Force! You guys are way too good to me. Let me know if you find any hiccups .
Force of Will 42 14 Sep, 2017 @ 5:34pm 
Scuba Steve, YOU ROCK!!! Was waiting on these mods! Great Stuff man!
But it was me, Dio! 14 Sep, 2017 @ 11:35am 
good shit man, keep it up
Ilvorn 14 Sep, 2017 @ 11:19am 
Woohoo! Thanks for the great work :D
Scuba Steve  [author] 13 Sep, 2017 @ 11:04pm 
WOTC Compatible versions of my A Better' MODS have been released!!!

A lot of additions were made by WOTC that made upgrading a few of these a bit more tedius.. I'm looking at You, A Better Arsenal!

Thank you all for your patience. In the interest of getting these out ASAP I didn't get to do the full amount of play testing that I would like. Please send me your feedback. (please refrain from commenting that these mods are too OP as that is their intent. That said, if I didn't dile back the LITE versions enough then pass those notes along.)

--- A special thanks to reCLUsive7 for sponsoring this work.