XCOM 2
Unique Stats for All Units [WOTC]
77 Comments
iGroman 1 Jun, 2022 @ 4:14am 
I see tnx
Alex Nares  [author] 18 May, 2022 @ 1:29am 
That means your game won't crash or get messed up when adding the mod to an existing campaign or removing the mod mid-campaign. It's safe to enable or disable any time. Some mods can't be added to existing games or removed once the campaign starts or else your campaign could get messed up. If this mod is not working then you may have another mod which is overwriting its effects.
iGroman 17 May, 2022 @ 2:24pm 
100% safe to enable or disable at any time
I'm sorry may be i'm supid but HOW?
Ive started new game, every units are the same. I dont see your mod in mod configurator menu.
Alex Nares  [author] 19 Apr, 2022 @ 11:32pm 
Any mods made after May 5, 2020 which create a new enemy will not be included, but you can add them yourself if you know how to modify the INI.
Dęąth Viper 19 Apr, 2022 @ 7:35pm 
Does this include support for all mod added enemies current?
Alex Nares  [author] 12 Jan, 2022 @ 6:14am 
That is correct
Valvatorez(Cox Cable = awful ISP 12 Jan, 2022 @ 1:59am 
@Alex Nares
Semi relevant to the mod but I assume if change stats for bosses such as Rulers, Chosen or Julian it overrides those from the base game?
Alex Nares  [author] 21 Nov, 2021 @ 12:46am 
Yes. If you saved your game during a mission, edits won't take effect until next mission.
Quariongandrax 20 Nov, 2021 @ 10:51pm 
is it safe to edit this mod mid-campaign?
Alex Nares  [author] 14 Sep, 2021 @ 7:37pm 
Existing soldiers will not be affected by the mod. Only soldiers that are "newly generated" by the game will have random stats. Soldiers waiting in the recruiting screen have already been generated - however after activating the mod, new soldiers that appear there AFTER applying the mod will have random stats. The game also "generates" a soldier whenever you see one as a mission reward.
talino7 14 Sep, 2021 @ 2:01pm 
I noticed that aliens have new stats but my existing team is still at AIM 65. To clarify I won't see my units change stats until a new set is generated. I assume that existing soldiers in the recruiting screen will also remain at 65 but once new soldiers are generated for recruitment the mod will kick in?
Alex Nares  [author] 14 Nov, 2020 @ 1:57am 
OK good, thanks.
p6kocka 13 Nov, 2020 @ 6:31am 
OK. I just want to let you know that it´s working after I deleted the cinfig filder. Thank you
Alex Nares  [author] 13 Nov, 2020 @ 4:54am 
Maybe, what exactly is causing the conflict? Does that mod alter unit stats?
p6kocka 13 Nov, 2020 @ 1:02am 
Is it possible to make it compatible with LWOTC mod pls?
Alex Nares  [author] 26 Sep, 2020 @ 2:25am 
I understand but the idea of the mod is that "all" units have random stats. Kinda seems to weird to have diverse enemies but all of the human soldiers (which are not manufactured in a lab, like Advent is) are all the same clone of each other.

The mod is designed to affect *all* units, but you can customize it yourself if that is what you wish.
Alex Nares  [author] 26 Sep, 2020 @ 12:02am 
Yes it does but only 1 of the mods will affect soldiers at a time, depending on your load order. You can disable this by putting a semi colon ; in front of the RandomizedBaseStats for the SoldierTemplate in CharacterStats.INI
Freelancer 27 Jul, 2020 @ 10:20pm 
@Alex Thanks, I'll check it out.
Alex Nares  [author] 27 Jul, 2020 @ 12:59pm 
You can disable that part by opening XComCharacterStats in the mod's folder, and put a " ; " in front of each line that says +RandomizedBaseStats under the [Soldier X2CharacterTemplate].
Freelancer 27 Jul, 2020 @ 2:44am 
@Alex So this will also affect Rookies? I intend to use Mertius' SWR Not Created Equal WotC mod for my next run, so sounds like there will be a conflict?
Alex Nares  [author] 26 Jul, 2020 @ 9:05am 
It will affect XCOM too but it does not affect any existing XCOM soldiers. It only affects newly-generated ones whenever the game generates a new soldier.
Freelancer 25 Jul, 2020 @ 11:42pm 
"Friendly units" mean only temporary resistance / faction units right? Units from my Armory shouldn't be affected right? Thanks.
Alex Nares  [author] 4 Jul, 2020 @ 1:51pm 
It has worked for me on Gatecrasher.
ImLinkn 4 Jul, 2020 @ 1:49pm 
@Alex Nares Cleared configs and only enabled this mod and got the same results.

Does the mod modify XCOM unit aim to Gatecrasher units or does it take affect on some other event?
ImLinkn 4 Jul, 2020 @ 1:04pm 
@Alex Nares I'll playtest putting this mod after SWR Hidden Potential WotC. This mod is pretty low in the order and the last one (that I understand) modifies anything regarding XCOM units.
Alex Nares  [author] 4 Jul, 2020 @ 1:00pm 
No, soldiers should have 43-88 aim randomly. There must be a mod conflict causing a fixed 65 aim. And a quick rundown of the INI stats:

After "RandomizedBaseStats"... you see "StatAmount" this means the unit will start with this much Hp/etc at a minimum. Then "RandStatAmount" adds a random number from 0 to X... with X being the number that appears next to RandStatAmount.

For example:
+RandomizedBaseStats=(StatType=eStat_HP, StatAmount= 3 , RandStatAmount= 5 )

This means the unit will start with 3 HP at minimum. Then a random number from 0-4 (because the numbers 0, 1, 2, 3, and 4 equal a total of 5 numbers) is added to the base score of 3. So you will end up with Hp ranging from 3-7.
ImLinkn 4 Jul, 2020 @ 12:16pm 
Edit: Second test run got me a Reaper with 76 aim versus the 75 default, so aim variance is there but just very tight IMO.

I'd love some documentation on the .ini file and how to properly make adjustments to loosen up the range without a lot of back and forth experimentation.
ImLinkn 4 Jul, 2020 @ 3:41am 
@Alex Nares Are rookies with 65 aim expected in this mod? I expected more variance in randomized aim. HP was randomized though. I'm learning your .ini and trying to substitute this mod for SWR Not Created Equal WotC, given its potential with randomizing enemies as well.
Alex Nares  [author] 25 Jun, 2020 @ 1:16pm 
Sounds like you need to clean your config folder. Open "C:\Users\[YOURNAME]\Documents\My Games\XCOM2 War of the Chosen\XComGame" and find the folder called "Config". Delete the Config folder, then launch XCOM 2. It should reset your settings to the defaults. Make sure that your edits to CharacterStats were done *inside this mod's folder* not in the above mentioned location.
Cody Bayliss 24 Jun, 2020 @ 3:30pm 
I am not using any of those mods. I am starting a new campaign.
Alex Nares  [author] 24 Jun, 2020 @ 1:35pm 
Oh that's weird. Are you sure you don't have another mod that may be doing it? Such as Not Created Equal? Also just for clarification, any existing soldiers that have already been generated will have the stats that were available when they were created.
Cody Bayliss 23 Jun, 2020 @ 10:40pm 
Because if so I already did that and it did not work.
Cody Bayliss 23 Jun, 2020 @ 9:55pm 
Do you mean XComGameData_CharacterStats?
Alex Nares  [author] 23 Jun, 2020 @ 1:05pm 
@Cody Bayliss
Try deleting the whole section for soldier stats in mod's folder (NOT from your DefaultCharacterStats.ini). That sound work.

@Oblivious Naga
Yes, I will add that to my wish list.
Oblivious Naga 23 Jun, 2020 @ 10:05am 
Is it possible to randomise the dodge stat?
Cody Bayliss 22 Jun, 2020 @ 8:55pm 
I did what you told them to do to get rid of the randomized stats for xcom but it is not working.
EnderSlayer366 28 May, 2020 @ 4:31pm 
Thanks! Randomized soldier stats are cool so I kept the rest but soldier health felt like something that should stay consistent for me. :P
Alex Nares  [author] 28 May, 2020 @ 3:30pm 
You can disable that part by opening XComCharacterStats in the mod's folder, and put a " ; " in front of each line that says +RandomizedBaseStats under the [Soldier X2CharacterTemplate].
EnderSlayer366 28 May, 2020 @ 12:46pm 
Is it possible to make a version of this mod that only does this to enemies? Maybe I'm weird but there's something very unappealing about having a squaddie with 4 health to me.
Alex Nares  [author] 18 May, 2020 @ 7:43am 
Exactly! Mods should aim to be "modular" (pun intended) so that you can enable certain aspects that you like and don't enable the parts that you don't like.
h4ilst0rm 17 May, 2020 @ 11:24pm 
Second Wave Plus has a lot of interesting things, but unfortunately it all falls apart due to it causing issues with a lot of other mods. Every time I've been setting up a campaign I've got it on at some point, and then later I've dumped it as its just not worth the trouble. (for me)

I personally appreciate these small mods that do only one thing. I'd much rather have 1000 mods do one little change than to have one mod do 1000 things and break when some other mod does something slightly related. Keep up the good work!
Alex Nares  [author] 17 May, 2020 @ 4:44pm 
I always run a search before creating a mod, to make sure it hasn't been done already, to make sure I don't waste my time. I am only interested in creating mods that haven't been made yet (or otherwise, improving existing mods). There isn't another mod out there that does what this one does.
nekus 17 May, 2020 @ 2:53pm 
Well, not to say nothing but this is acomplished by
WOTC: Second Wave Plus by Dragonpunk, as one of others mods do the same as
Rend The Lost by RealityMachina. I think is ok and do the comunity to grow to have more modders but I Think too it is just polite recognize others people work and to do a little of digging before to publush a new mod, just saying, btw great work and keep on it
h4ilst0rm 16 May, 2020 @ 8:07am 
I might do if I feel the need for more xcom.
Just wanted to voice my thoughts :)
Alex Nares  [author] 16 May, 2020 @ 7:31am 
Feel free to take what I have and make it better. I am still a beginner-level modder and have no idea how to implement a design of that complexity.
h4ilst0rm 16 May, 2020 @ 5:30am 
(...hit the 1000 character cap on comments...)

I like what you're doing here, I just wish I could tweak it a little...
(most likely a lot, probably too much)
h4ilst0rm 16 May, 2020 @ 5:30am 
I love the idea behind this mod, but hate the implementation...

I'm the kind of person who tinkers with his mod setup for countless hours to get everything just the way I want it, so I know I'm in the minority here but I'd love to be able to customize what stats get randomized, how much, etc. Think of Point Based Not Created Equal, but for enemies...

Unfortunately this can't currently be done due to this being just a massive ini edit. I'd love to see this implemented using the highlander to patch the enemy templates on game load using a configurable set of rules. It would be simple to add in a blacklist for what templates should not be modified, and if someone wants them randomized, they can just take them out of the list for themselves...

This way the randomization made here would also apply over ini changes other mods make. I could eg. give troopers more HP, and nerf captains aim, but still get this mods %-based variety applied over those ini changes.
Alex Nares  [author] 9 May, 2020 @ 5:30pm 
Thanks for letting me know. I double checked the configs to make sure that I didn't make a mistake while coding it, and it appears that I did everything correctly and it "should" be working correctly. Sectoids on Legend normally have 10 HP, and with this mod it is set for a minimum of 7 HP and randomly adding anywhere from 0-6 HP.

So if your Legend Sectoids have 5 HP, there is definitely something going on, but I can't say what. Perhaps a mod conflict? Everything seems to be working as intended for me, so I didn't notice anything unusual. I don't play on Legend though, and I know the devs have set the configs for Legends to be alot different than the other difficulties, so I wonder if the devs have something hard-coded into the game that interferes with Legend.

So, for clarification, are the enemies in your game having random stats *at all*? Like varying amounts of HP and whatnot?
djekwl 9 May, 2020 @ 3:49pm 
Really love the idea!
Dad By Daylight 9 May, 2020 @ 2:32pm 
After playing a bit more with this mod, I feel like something weird is definitely going on with the RNG because, according to your description, units with 10 HP are supposed to have a range between 7-13 HP. On one of my runs, I've seen Sectoids with only 5 HP on Legend difficulty, and never seen them have anything over their 10HP baseline.

Really not sure what's going on, and as much as I want to use this mod for the potential gameplay that it brings, I haven't been seeing the results I've been hoping for through my testing.