XCOM 2
SPARKs Rebalanced
67 Comments
Malidictus  [author] 18 Oct, 2024 @ 3:49pm 
I honestly don't remember. I think I either made or updated it after War of the Chosen, but it's been way too long since I've done any XCOM modding.
BB7 18 Oct, 2024 @ 3:39pm 
Works with WOTC?
Musterduck 15 Feb, 2023 @ 5:19pm 
thanks for the reply - we shall see :)
Malidictus  [author] 15 Feb, 2023 @ 5:45am 
This mod did not conflict with Trainable Sparks when I made it. I've not played the game in a long while so I don't know if anything has changed. However, both mods change different things so I don't see how they would.
Musterduck 14 Feb, 2023 @ 8:09pm 
does this conflict with Trainable Sparks?
Waves 12 Jun, 2021 @ 9:43am 
Ohhh, I see it. Its already there as (StatType=eStat_CombatSims,StatAmount=0). So I just change that to a 1 for all of them.
Malidictus  [author] 12 Jun, 2021 @ 9:14am 
The first +SoldierRanks tag is what you want to change. It's split into two sections: aAbilityTree= and aStatProgression=, each followed by a list of items in brackets separated by commas. Add (StatType=eStat_CombatSims,StatAmount=0) at the end of aStatProgression=, in the brackets, separated by a comma. Do this on the squaddie rank for each mec. That'll give you the PCS slot for each of those at creation. I don't know if it'll affect preexisting SPARKs since some of their stats are saved in GamestateObject instances of their class files while some are not. I THINK aStatProgression stats are loaded from the config files on game load, so you may be safe there.

Maybe try it with one just to be sure it works. I'm not actively playing the game or making mods, so that's about the extent of the help I can offer. Crucially, I can't test this myself as I don't have a working XCOM 2 to experiment in.
Malidictus  [author] 12 Jun, 2021 @ 9:14am 
I'll try to keep the character limit low. The mod you're trying to tweak should have a XComClassData.ini file in its config folder. Open that and you'll find definitions for 8 classes. Each starts with a [<class name> X2SoldierClassTemplate] tag. Below that are a bunch of base stats along with a comment which says ;squaddie. Below that you have a +SoldierRanks tag which spans across multiple lines and ends with the next ;corporal comment.
Waves 12 Jun, 2021 @ 6:24am 
The thing I want is to add them to the LW Mecs as Sparks mod.

Though I've had issues with that mod already, tried adding in +bAllowAWCAbilities=1 with nothing happening. So I'm not quite sure where to stock the StatType=eStat_CombatSims,StatAmount=1.

At the end of the whole 'allowed' list before the level ranks?
Malidictus  [author] 12 Jun, 2021 @ 5:32am 
That depends on what mods you're using. If I recall correctly, PCS slots are part of their level progression. If you have a mod that modifies their level progression, then you'll need to manually add the PCS slot to level 1. It's how the game does it. If not, then you'll need a separate PCS for Sparks mod. I'm pretty sure one of those exists as a standalone.

Basically, you'd need to look into XComClassData.ini under [Spark X2SoldierClassTemplate] and add (StatType=eStat_CombatSims,StatAmount=1) to the end of that list. If you're aware of how to remove and replace config file lines, it should be simple though you'll need to replace the ENTIRE line - including ability and stat gains at that level. If you have a mod which replaces that line already, you can directly tweak that replacement.
Waves 11 Jun, 2021 @ 3:01pm 
I use a few spark mods and unfortunately this wouldn't be compatible I don't think.

How would I manually add PCS slots to sparks?
Malidictus  [author] 17 Jul, 2020 @ 1:34pm 
The list of mod links to what this mod doesn't do is pretty old, yeah. I'm sure new ones have popped since then, or I just didn't know about them at the time.
AnarchoPup 17 Jul, 2020 @ 12:09pm 
Btw there's a mod called "Normalize Sparks" which encompasses both spark bonds and access to the training center.
Malidictus  [author] 28 Aug, 2019 @ 11:10am 
Thank you. Hopefully nothing will break as we seem to have targeted different things, but you never know with mods.
EvilPolygons 28 Aug, 2019 @ 10:39am 
I just started a Legendary Bronzeman campaign with these two mods running. I'll leave a note if any weirdness occurs.
Malidictus  [author] 28 Aug, 2019 @ 8:22am 
Interesting... So it seems like that mod you linked me to does nothing to the actual SPARKS. Rather, it alters the Workshop project used to create them. There's a packed Unreal resource file in there that I can't open so I don't know what's in it. However, there are no overrides to the base class ini files and near as I can tell no code which messes with their behaviour.

This mod SHOULD be fine to run with mine from what I can see, but use with caution regardless.
Malidictus  [author] 27 Aug, 2019 @ 11:38am 
Off the top of my head, I don't know. It's entirely possible it's using an entirely separate class, or messing with the class definition files, which would cause a conflict. Drop me a link to the mod and I'll have a look when I have the chance.
EvilPolygons 27 Aug, 2019 @ 10:12am 
Is this mod compatible with "[WotC] Useful Autopsies – ADVENT MEC"? That mod makes it so that Sparks are researched and constructed using autopsies. It supposedly doesn't make any gameplay balance changes to Sparks, just when & how you can build them. I'd REALLY like to use both, if possible.
Eqqsquizitine Buble-Schwinslow 14 Aug, 2019 @ 6:25am 
Thanks a million!
Malidictus  [author] 14 Aug, 2019 @ 5:59am 
So, point-for-point:

Yes, the PCS is set via "StatType=eStat_CombatSims,StatAmount=1" in XComClassData.ini. Change the StatAmount to 0 to remove the PCS slot.

Blast Padding is added in the command via "AbilityName="BlastPadding"," a row above. Delete this entire row in order to remove Blast Padding. Separators should remain consistent without it.

Hope this helps.
Eqqsquizitine Buble-Schwinslow 13 Aug, 2019 @ 12:43pm 
And Blast Padding i think is added as a possible XCOM skill by "Use SPARKs with AWC abilities", so if i wanted to slim this mod down to just the hacking stats and BIT hacking bonus, could you maybe set me on the right track..?
Eqqsquizitine Buble-Schwinslow 13 Aug, 2019 @ 12:12pm 
Think i found it... Is it "(StatType=eStat_CombatSims,StatAmount=1)" under Squaddie?
Eqqsquizitine Buble-Schwinslow 13 Aug, 2019 @ 11:51am 
Hey, so, what part of XComClassData.ini should i edit if i wanted to edit out the PCS?
SteadyToker 12 Jul, 2019 @ 2:19pm 
Thought this was an ED209 spark skin.. I probably should read more.
Malidictus  [author] 4 Jun, 2019 @ 9:34am 
Blast Padding does not resist Shred, only explosive damage. There are plenty of anti-armour weapons in the game which aren't explosive and explisve weapons which aren't anti-armour. If anything, explosives more often serve as anti-cover than anti-armour.

That said, I respect your opinion. You can always remove the addition of Blast Padding by alterning the mod as shown in the description.
Dzūkian Mushroom Crusade 3 Jun, 2019 @ 8:53pm 
I don't like the blast padding. Explosives in this game are supposed function as anti armour weapons, due to their shred. If anything it should be a weakness to them.
Malidictus  [author] 18 Nov, 2018 @ 6:40am 
Again, read the description. The mods I listed there are the only ones I know about.
花兔 18 Nov, 2018 @ 5:41am 
SPARK Launchers Redux
i use
花兔 18 Nov, 2018 @ 5:39am 
Is there a mod that just adds a utility slot that IS NOT metal over flesh mod?
Malidictus  [author] 18 Nov, 2018 @ 5:27am 
Sparks don't have animations for most of the game's utility items - stuff like grenades and medkits and such. That can probably be worked around but it's WAY over my head. You can, however, get ammo slots and vest slots for them with some of the mods I've listed in this mod's description, in the section "What this mod doesn't do (but other mods do)."
花兔 18 Nov, 2018 @ 2:42am 
can you try to add utility slot to sparks?
Malidictus  [author] 13 Aug, 2018 @ 5:52am 
I'm not actually actively working on mods presently, so that's unlikely. I've also not actually worked with what's called "blueprints" in XCOM 2, so I'm not entirely sure what would need to change.
anybis 13 Aug, 2018 @ 4:56am 
@Malidictus Good afternoon. Please tell me, can you make a mod for "Xcom2" to reduce the time of construction of Sparks? I really want that spark was built in 1 day.
Bocaan 2 Mar, 2018 @ 11:52am 
well malidictus you hit this one perfectly lol now for someone to edit maybe the third tier spark as an ED209 then maybe the trolling can truly start ;)
Malidictus  [author] 2 Mar, 2018 @ 10:47am 
For some reason, picking the right thumbnail for even simple mods is half the fun :)
Bocaan 2 Mar, 2018 @ 8:37am 
lol that thumbnail "if sparks looked like the Ed 209 i can see it saying "you are in voliation of the penal code.......... you have 20 seconds to comply......... 19, 18" after 20 seconds are up it just unloads on the aliens XD
Malidictus  [author] 1 Mar, 2018 @ 8:21am 
Yes, that counts as Vanilla. The changes I made should affect SPARKs regardless of whether you have War of the Chosen or not.
Minibotas 1 Mar, 2018 @ 7:43am 
I don't get the compatibility part... what if I have this DLC, but not WoTC? Does it count as "vanilla"?
Malidictus  [author] 7 Feb, 2018 @ 5:06am 
Updated. All I could find on the + operator in UnrealScript ini files was "Adds a line if that property doesn't exist yet (from a previous configuration file or earlier in the same configuration file)." which I interpreted to mean that it simply adds a line to the ini file. Clearly I misunderstood :)
Malidictus  [author] 7 Feb, 2018 @ 4:54am 
As far as I'm aware, the + sign is an ini modding operator to ensure that the line is added to the ini file, not an array operator. The Vanilla XComClassData uses multiple calls to ExcludeAbilities and it works just fine. I am, however, not opposed to changing it. Should be an easy fix.
Dare 7 Feb, 2018 @ 3:20am 
Hey Malidictus, there is a little bug in your mod. In your XComClassData.ini you write:

ExcludedAbilities="BlastPadding" ; Prevents conflict with SPARK Blast Padding

but it really should be:

+ExcludedAbilities="BlastPadding" ; Prevents conflict with SPARK Blast Padding

the missing "+" has the effect that you set the whole array to "BlastPadding" only instead of just adding it to the array. That has the effect that any other mod which adds excluded abilities to that array and is loaded before your mod will no longer have any effect. In my case I excluded Shredder from Grenadiers (due to an oversight of Firaxis) but your mod is making the fix void due to the missing "+".
Malidictus  [author] 1 Feb, 2018 @ 1:23pm 
The mod does work with War of the Chosen, yes. That's why I put a "Compatibility" section in the write-up :)

As to disabling all the features except the PCS slot - not as such. I mean, you could if you dig into the code and do the changes yourself, but at that point you may as well make your own mod for all the effort you'd need to put into it. The PCS slot is part of the SPARK class definition, meaning it requires a whole-sale override of their progression and skill distribution.
Airu 1 Feb, 2018 @ 1:10pm 
Does this mod work with WotC and is it possible to disable all features of the mod expect for the PCS slot?
Malidictus  [author] 17 Dec, 2017 @ 5:17am 
No worries :) The mod certainly doesn't work with Long War in the first place :)
The Dawg 16 Dec, 2017 @ 9:08pm 
Sorry I don't Know Why I asked that I was just tired and I meant to put that on a diffrent mod
The Dawg 16 Dec, 2017 @ 9:07pm 
Dose this work with long war? Balence wise I mean?
Weebos 11 Oct, 2017 @ 9:37am 
Nice mod, I was looking for something with smaller tweaks just like this one.
Malidictus  [author] 30 Sep, 2017 @ 10:55am 
@pintocat:
I don't see why not. While that mod does give SPARKs a few extra abilities, that should in no way interfere with the ability redistribution in my mod. In fact, that's a pretty cool find, thank you!