XCOM 2
SWR Not Created Equal
255 Comments
Mertius  [author] 2 Apr, 2023 @ 5:20pm 
@Draken Hey, you will actually find the folder for it here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500
Draken 1 Apr, 2023 @ 11:42pm 
where do i even find this file to mod it. I've searched like every file in my xcom2 folder and can't find the XComNCE.ini file litterally anywhere.
Mertius  [author] 17 Dec, 2019 @ 10:12pm 
@thementat Bear in mind, it's been a while, but in default WotC 45 is where it will be. With the WotC NCE, it is 41-55.
Mertius  [author] 17 Dec, 2019 @ 9:16pm 
@thementat Ah, Ok, just making sure. :)
Well, Will in WotC is a flat 40 (or 50, depending on difficulty), and then it only goes up 5 once at Squaddie, IIRC. Essentially, Will is either 45 or 55 depending on difficulty throughout the majority of the campaign, since it's essentially changed into a stamina meter which requires troops be rotated out.

I should correct myself, however. WotC NCE is actually 36-50 as opposed to normal NCE at 25-60. So it's tighter around the base 40, with a slight positive bias to mitigate game-breaking low-roll streaks.
Mertius  [author] 17 Dec, 2019 @ 6:20am 
@thementat Well, the change to Will means that if you are playing WotC, you'll want to use the WotC version of each mod (links at the top of each mod's respective description).

The WotC version of each mod essentially sets it so Will matches default WotC's Will progression/generation. The range is narrower in NCE (26-50, so it won't go as high, but also won't go as low), and Hidden Potential only sees a flat increase to Will at the Squaddie level (as opposed to a random global increase each level).

Again, this matches default WotC to prevent soldiers from running out of Will in a single normal mission (although grueling ones can see a soldier tiring after one mission), but also ensures that even high-level soldiers are still getting tired and rotated out.

As for the range being slightly off, WotC (modded or not) adds a flat 5 to soldier Will at Squaddie.
tiktaalik 8 Dec, 2018 @ 10:11pm 
Looks like LW2 already has a built-in NCE (and also Hidden Potential)... So we don't need this one for LW2, is that what it is?
macelharen 2 Sep, 2017 @ 12:35am 
lol. oh crap! *customizes ini file*
Saintanik 1 Sep, 2017 @ 3:34am 
legend! thanks
Mertius  [author] 31 Aug, 2017 @ 9:29pm 
Oh, hey, I also updated this mod to have some of the usability features of the WotC version, like the custom SPARK stat ranges.
Mertius  [author] 31 Aug, 2017 @ 1:28pm 
Attention! There is now a War of the Chosen specific version of this mod, updated just for you! It can Randomize Faction hero classes alongside your normal soliders, has the option to customize Sparks, and now supports having seperate randomization ranges for each Soldier type (Normal, Skirmisher, Reaper, Templar, and Spark).

So, if you have the DLC, head on over and try it out!
CrazyOdd 30 Aug, 2017 @ 2:48pm 
@xxxShakal78xxx, it works with WOTC, but not for the new classes.
Johnny "Wild Dog" Buckley 30 Aug, 2017 @ 1:22pm 
this MOD should work with WOTC
CrazyOdd 30 Aug, 2017 @ 6:00am 
"RandomizedBaseStats" Is already built into the config file, so a config file with it listed for all effected templates, should work.
macelharen 29 Aug, 2017 @ 10:49pm 
errr...pretty sure NCE is solely for rookie creation. nothing to do with the whole class thing
Lampros 29 Aug, 2017 @ 9:21pm 
Chiobe,

Great news! And no excuse now for Mertius ;)
CrazyOdd 29 Aug, 2017 @ 8:16pm 
This one works. It just needs updating for the new classes: "ReaperSoldier", "TemplarSoldier" and "SkirmisherSoldier". Meaning it might be as simple as duplicating the current script and adding the new names instead, plus a few IF conditions to separate them.
Lampros 29 Aug, 2017 @ 7:59pm 
This is probably the single mod I want to keep most, so please please... ;)
Saintanik 29 Aug, 2017 @ 6:54pm 
Thanks mate, your work is much appreciated :sectoid:
Mertius  [author] 29 Aug, 2017 @ 6:49pm 
@Saintanik As soon as I get off work, the plan is to start chipping away at all the SWR mods. I'll start with the simple .ini tweaks, and then work my way up. This one will probably take time, since I have very little free time, but I'm not planning on giving up on these just yet!
Saintanik 29 Aug, 2017 @ 6:46pm 
Any plans to make a WotC version of this mod?
Looks like it might be a bit more work.. but I love this mod, sad to lose it
Mertius  [author] 9 Aug, 2017 @ 9:51am 
@macelharen It's good to hear that everything is working for you, even alongside the LWT! Excellent experimentation, and thank you for letting me know your results!
macelharen 5 Aug, 2017 @ 2:37am 
yup. works fine with negative numbers, although i lowered the integer to 2.
macelharen 3 Aug, 2017 @ 10:47am 
doing great so far. almost perfect. only issue is that defense in the original XCOM:EW was between -10 and +10...i'm going to try and tweak your ini file to see if it'll work.
macelharen 1 Aug, 2017 @ 4:03pm 
"1 Jul, 2016 @ 10:27am
I can't guarantee everything will work, but I feel that you'll be fine if you want to use the LWT with the SWR mods. Just make sure to keep backups of your saves, and if there are compatibility issues, let me know, and I'll see what I can do. "

i'm going to try and use this mod alongside LWT. The fact LWT doesn't randomize a rookie's hacking stat is troublesome (not to mention i can't customize the range of variety) so i've come back to your mod in hopes it won't be problematic to get it to intervene.
I'll report on how well the hand shaking goes.
Mertius  [author] 28 Jun, 2017 @ 11:47am 
@[CUM] The Shogun ಠ_ಠ I believe it was discovered that, yes, you should be able to continue with the current game, but that because stat assignment is done when Rookies enter the Recruitment Pool, you'll only start to notice the effects over time as new soldiers are added to it. That means soldiers already recruited or available to recruit may not be randomized.

So, it will work, just not as well/quickly as in a fresh campaign.
Bleopping 28 Jun, 2017 @ 5:11am 
can I continue playing my current game after installing this?
Silvia Dragoness 21 May, 2017 @ 7:59pm 
Ah, yes, I do. It would seem I missed the point in the description about lowering base Aim/Offense. :/ I'll have to tinker with its config.
Gwynbleiid 21 May, 2017 @ 7:51pm 
@SilverlightPony did you have this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770955755&searchtext=abilities .
Because it drops the aim to 55 for all soldiers, it may be your problem
Mertius  [author] 20 May, 2017 @ 6:23pm 
@SilverlightPony Hmm, well, the 55 still implies something changed their stats, either this mod or another one. It could still be a series of terrible rolls (which I've personally seen happen before), although it's rare. It may be helpful to (if not on Ironman) try purchasing another soldier, or start a test campaign (with or without other mods) to see if the error persists.

That said, this only affects Rookies, so if you're hoping to see randomization in characters at later levels (like the Grenadiers), you may need a Hidden Potential-style mod.
Silvia Dragoness 20 May, 2017 @ 2:12pm 
I'm in the middle of a campaign, and the "fresh recruits" I mentioned in my last post had probably been in the recruitment pool since I started the campaign, but yeah, they were all at 55. I did have several mods installed to begin with, but AFAIK none of them said anything about changing soldiers' starting stats.

I went looking for mods like this the other day 'cause my two Grenadiers both had Aim/Offense stats in the mid-60s (66 for one, 64 for the other) despite being nearly max level; even with scopes giving them aim bonuses, they were missing shots WAY too often.
Mertius  [author] 20 May, 2017 @ 10:49am 
@SilverlightPony That's because the Aim Stat's called Offense, it's the first stat modified in the XcomNCE.ini, and it's not an optional stat. If other stats are being randomized, aim will be as well. Also, the base aim for soldiers at all difficulties is 65, not 55, so something is changing your aim.

Randomization checks take place at the beginning of a campaign, during certain screen changes, and whenever a soldier enters the recruitment pool. The randomizer checks to see if the soldier's stats match the soldier default, and if they do, it proceeds to randomize Aim, Mobility, Will, and Hacking (in that order), and then checks if you want optional stats like HP, Dodge, Defense, and Crit, and randomizes them if needed.

Honestly, this sounds like you may have had a series of bad rolls, but it doesn't hurt to make sure no mods are causing the issue. You could always check with a quick test campaign as well.
Silvia Dragoness 19 May, 2017 @ 9:48pm 
I dunno if any of my other mods are blocking it, but I checked this mod's INI files and I don't see Aim listed anywhere, and 5 fresh recruits all had an Aim stat of 55.

...Actually, I just had a thought while typing this: Does the game choose stats when soldiers are recruited, or when they're added to the available-to-recruit list? 'Cause the ones I tried were all already on the list.
Mertius  [author] 19 May, 2017 @ 9:33pm 
@SilverlightPony Umm, aim should be one of the primary stats randomized. Is it possible you have a conflicting mod or have previously altered related .ini files?
Silvia Dragoness 19 May, 2017 @ 8:55pm 
It doesn't look like Aim is one of the stats this mod randomizes. Is there any way to add it?
Mertius  [author] 19 Feb, 2017 @ 12:09am 
@thecatoverlord Oh, I'm sorry, did I miss a question? How can I help?
Rannifeetsniffer 18 Feb, 2017 @ 11:51am 
ive been waiting for 83 years...
Mertius  [author] 30 Jan, 2017 @ 11:35am 
@Scotias No problem! Glad you like it!

Random Stat gains are only in the beginning, but a Hidden Potential mod (there are a few, including an SWR version if you liked EW's random stats) will give you that random growth per level.

Also, this was made for the vanilla game, so as long as it is up to date, it should work for you!
Scotias 30 Jan, 2017 @ 10:06am 
I like this idea very much, thank you for making it.

Mind if I ask; are the stat gain amounts for each rank up random also, or is it a set gain each level? Oh and is it okay to add it to an existing vanilla game, or would it possibly mess it up? Many thanks :-)
Mertius  [author] 29 Jan, 2017 @ 5:29pm 
@Metzkermeister Good to hear you got it working! Or, that it was working already... :P
The stat stacking is a neat effect, too. Sorry I didn't do too much.
If you do need anything, or find any issues, let me know and I'll "help" again. ;)

@Echo At this point, it appears to be working! Just be sure to keep their NCE off, unless you want both randomizers working at the same time.
Echo 29 Jan, 2017 @ 5:18am 
Question: Has anyone tested this mod with the Long War 2 mod?
Metzkermeister 28 Jan, 2017 @ 4:26am 
@Mertius I figured it out.. Silly me forgot about the -3 Mob from LWT equipment which are applied to the stats that are shown on mission. Problem solved..
But after all this testing and messing around with your mod i can say that it works perfectly fine with LWT NCE, if the latter is enabled, the effects will stack, resulting in extreme stat variations.
Also i recommend to raise the min mobility by 2-3 points for use with LWT since 12 tiles/turn (8 mobility) is rather harsh.
Thanks for your help.
Mertius  [author] 28 Jan, 2017 @ 2:23am 
Sorry for the delay. I don't get much time off work anymore.
@ Metzkermeister Can I ask, what ranges are you using? 9-12 is a rather odd range, expected from the values Low=9, High=11, Int=1. Also, is your RollCrit chance activated? If you reset the mod to standard, what range does it give you?
Metzkermeister 26 Jan, 2017 @ 5:18pm 
So i was trying out your mod bc i really dont care much for the NCE system in LWT, put in my own numbers, enabled random hp etc and it all works fine except for mobility. seems to alway hit in the range of 9-12 regardless of what high/low i put into the .ini. I've also tried turning random mobility off completely, only problem is that i cannot save the ".u" script without corrupting it. Any input/help would be appreciated. Would be great if you could just make all random stats optional.
Echo 4 Dec, 2016 @ 3:03am 
Hi Mertius,
I've started a new game using your NCE and having the LWT NCE disabled, and it seems to work so far. Thanks for the reply!
Same case for Hidden Potential?
Mertius  [author] 4 Dec, 2016 @ 1:04am 
@Echo Hmm. Honestly, I don't know. LWT is known to have a few conflicts....
Still, NCE is made to cause as few conflicts as possible, so as long as the LWT doesn't remove anything critical that NCE uses, it should be fine. LWT can't affect the actual randomization since that's in its own private area, and everything it does triggers off of screen listeners, so it's highly unlikely to cause any issues.

Also, another player called Marshmallow Justice used both a few pages back, and didn't notice any conflicts. As long as LWT's NCE is disabled, the ranges should come out as expected.
Echo 3 Dec, 2016 @ 11:23am 
Hi Mertius. Tell me what would happen if I were to use your mod together with LW Toolbox?
I like your implementation of NCE better, would they conflict?
Mertius  [author] 27 Nov, 2016 @ 12:23am 
@angel_wolves Thanks! Glad you like it, and that it's working for you! :D
King of the Thannes 26 Nov, 2016 @ 6:05am 
This Mod is great :) Especially since Longwar Toll Box does not support the controller, so thanks for this
Mertius  [author] 26 Aug, 2016 @ 12:34am 
@LightenendDark Sorry for the delay! Unfortunately, that is not a feature with this mod, and is currently not planned. It might be available through another mod that displays character information (something like Show Me the Skills, etc.), but was never intended for this one. Sorry I can't give better news. :(
LightenedDark 20 Aug, 2016 @ 2:54pm 
Hey how do I see the rookie stats BEFORE I recruit them? I'd really like to CHOOSE rookies based off of their stats. I think the longwar toolbox allows this, but I don't trust that mod.