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Thanks for clearing that up for me.
I should, however, say I only played one mission so far with the character and voice, but I have a feeling it'll happen again.
Seems the prototype All-In-One is so insanely crashy that you'll get a CTD within 5 minutes of navigating through the Character Pool menu.
I can upload it for you if you want to see for yourself, but loading the mods separately somehow is more stable. Must have something to do with the number of upks or number of voices, but I'm not really sure.
I could try packing everything into a single upk, but in addition to being very time consuming, upks have a size limit of 300 MB. Anything more than that and XCOM 2 is going to yell at you to make it smaller.
Also, like YT series "modded beyond reason" showed, game doesn't like 1000+ mods. Up to that limit, until you have true conflicts, it should work... most of the time.
Shouldn't game performance be a bigger issue? I don't know about XCOM 2 but some games have serious problems when you load a lot of separate mods.
(I've only got to like 200~ mods in XC2)
If I would do it, I would do both - having them as separate characters, and having them in groups of, I don't know, 20? But if you don't wanna, that's ok. It was really just a question...
1. Coping an existing mod and renaming all the WOTC_GFL1_[Character]_Squadmate in the inis to something else.
2. Taking all the upks in Content and stuffing them in the new mod Content folder.
3. Doing a Ctrl+A on the mods' XCOMContent.ini and appending them all to the new mod's XCOMContent.ini
4. Same with XCOMGame.int in Localization
Such a mod would be real trouble to upload. If there's something like 100 character mods out, then it would be 1GB of stuff to upload each update.
Trying to lower number of active mods, since AML have little problem with that number being close to 1k... :P :)