XCOM 2
Immersive Names
68 Comments
mrprotagonist 13 Sep, 2017 @ 5:34pm 
What sources are you using for these names? Just curious.
Greslin 12 Sep, 2017 @ 8:20am 
I don't have an issue with seeing the word "Legacy" on a mod. I have a major issue with all the modders who have been trying to turn their stable legacy mods into cross-mods, completely screwing up my LW2 campaign when they should have just forked a WOTC version.

Thanks for not doing that. I've seriously unsubbed from somewhere around 10 mods since WOTC came out, manually installing from backups because the authors just couldn't stop screwing up an already good thing.
DaggaRoosta  [author] 11 Sep, 2017 @ 5:27pm 
@Uhuru N'Uru - Done. Now go away.
Uhuru N’Uru 10 Sep, 2017 @ 8:15am 
@ james.h.tanner
No, Legacy is specifically a bad choice, because it was used for the game breaking practice of using original mod page for WOTC version, and reposting old mod on a new page.

Changing the names of existing products is always a bad idea.
Let me give an game example, where principle applies to moids as well.
Tomb Raider was a game that launched an entire series, it earned the right to that name.

In 2013 a remake attempted to steal the name, and add the "Classic" suffix to the original.
Many use Tomb Raider (2013), for the remake, and leave original alone.
I prefer to use, Tomb Raider - A Survivor is Born, but still only rename the remake.

I use the same standard for mods, the original has earned it's name, and needs no suffix.
The WOTC remakes, are the only mods needing a suffix, and WOTC fits every one of them.
DaggaRoosta  [author] 9 Sep, 2017 @ 4:32pm 
@Uhuru N'Uru There's an obvious reason to add a clear identifier to the name: people aren't always seeing them side by side. By labeling both clearly you don't have to see both at the same time, or drill down into a description, to see whether this is WotC-ready or not.

So apparently all you care about is the choice of the word "LEGACY" over "VANILLA/LONG WAR 2 VERSION"? Answer: it's shorter.

Not sure why you care. As you point out, I did it the right way. If you're already a subscriber you don't have to unsub or resub to anything; it just works, as always. And I can't be expected to account for the negative associations you have in your head with the word "LEGACY".
Uhuru N’Uru 9 Sep, 2017 @ 2:57am 
Why change the name, and by adding "Legacy" to it, of all things?

"Legacy" has been very badly used, first by the MCM, and other mods since.
Where they repurpoosed the original version to WOTC, and created a new "Legacy" mod, Breaking the existing installs of all users, for no benefit.

Thankfully that bad idea seems to have died, and at least this is still the original mod.
Adding "Legacy" to the name needlessly associates this mod, with that bad practice.

Immersive Names WotC
This is the new mod, and needs a new name, adding the WOTC suffix is the best solution.
Both mods have same name, and thus load order positions, it's the most appropriate name.

Immersive Names
The original name, for an unchanged original mod.
We know it's for the base game, because Immersive Names WotC isn't. No change needed.

Please put the name back to the original one, no need to ever change it,
DaggaRoosta  [author] 8 Sep, 2017 @ 1:02pm 
Dragon32 3 Sep, 2017 @ 4:46am 
@james.h.tanner:
Here's the Community Mod Launcher: https://github.com/X2CommunityCore/xcom2-launcher/releases
It's so much quicker than Firaxis' own.

With the .XComMod thing I was just referring to the "RequiresXPACK=true" line the WoTC SDK adds. Unfortunately if you set that to False then, counter to logic, the Firaxis launcher will still show a warning for the vanilla game. Regardless of what a mod does, even an INI edit, the warning will be shown for one game or the other.

So, basically, all I'm asking is if you do see some issues whilst using the combined mod with WoTC then please remember those of us who're using just this one.
DaggaRoosta  [author] 31 Aug, 2017 @ 4:57pm 
@Dragon32: I'd be happy to do anything that makes the mod more useful, but I don't use the Community Mod Launcher (never had load order issues, oddly enough) and have always just used the XComMod file the SDK builds. If you can provide a bit more guidance, or a link or something, that'd be helpful.
Dragon32 31 Aug, 2017 @ 3:24pm 
@james.h.tanner:
I can live without the .XComMod boolean: I use the Community Mod Launcher. If you notice any naming issues in your play through a code update to this as well as the Nations combi one would be appreciated.
DaggaRoosta  [author] 31 Aug, 2017 @ 2:57pm 
@Dragon32: Thank you!

And to the general user base: I'm using More Nations and Names in my gameplay, and it's nearly identical in structure so I'm not playtesting this right now. If you encounter issues, or if you want a separate WotC version of Immersive Names, drop a line in comments.
Dragon32 31 Aug, 2017 @ 11:17am 
@james.h.tanner:
Oh that's great news. I don't really care about the More Nations side of things but this, this is a wonderful mod.
DaggaRoosta  [author] 31 Aug, 2017 @ 7:00am 
@Sputnik Monroe - yes, it should work with WotC. However the mod launcher will say it's not compatible. If you want to try a version that's WotC-signed, consider the More Nations and Names mod, which is a combination of this mod and More Nations. Links above in description.
Sputnik Monroe 30 Aug, 2017 @ 11:17pm 
Is this WOTC compatible?
macelharen 30 Jul, 2017 @ 10:19am 
wow. kudos on the research...it always amazes me when i see stuff like this and the international camoflage patterns mod. It really shouldn't...i mean, other mods should be just as amazing in the effort put in...but *shrug* lol kudos anyways
DaggaRoosta  [author] 19 May, 2017 @ 8:06pm 
thanks @teh1Archon! @Prokul I've done all my file editing in ModBuddy, partly to avoid having to think about details like encoding. I vaguely remember wrangling with it early in the mod creation process but I can't remember the issue exactly.

The .int file I have locally is working fine in the game and it has the encoding 'UTF-16 LE with BOM'. I'll check over the weekend to see if the published mod needs an update. In the meantime you can manually set the encoding on the mod's files and AFAIK it should work correctly in the game. It is in mine, at least.
teh1archon 19 May, 2017 @ 11:21am 
@Prokul that's Unreal Engine issue that persists even to this day in UE4.
Prokul 12 May, 2017 @ 12:28am 
It seems that Xcom2 does not support unicode, at least in my case. I can enter Ü letter in game using ANSI code by pressing Alt+0220, but randomly generated names with language specific characters are all messed up. This includes German, French, Scandinavian, Polish, Czech, Spanish and perhaps some other names.
DaggaRoosta  [author] 5 Apr, 2017 @ 1:15pm 
@SputnikMonroe - I'd have to examine the mod directly to be sure. My guess is, it should mostly work fine, but the country weights - e.g., how frequently people from each country appear - might be a little funky once you put them together. It also might be funky or perfectly fine, dependent on the load order of the mods.

I'd suggest you try it, and if the country balance seems off, unsubscribe from whichever you subscribed first, then re-subscribe. My understanding is that mods load in date-of-subscription order, so that will change the load order of the two mods, which might fix the problem (or might not).

In any case, any conflict shouldn't be game breaking, it just might give you unusual results.
Sputnik Monroe 4 Apr, 2017 @ 10:20pm 
Is this compatible with "New Countries"? I know that obviously the new countries wont use this mods name list but I was just wondering if they could be used together?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=618481020&searchtext=countries
FletchWazzle 22 Feb, 2017 @ 9:47pm 
Sounds good.
DaggaRoosta  [author] 22 Feb, 2017 @ 9:29pm 
@FletchWazzle - for now, try this: go into your Steam installation and browse to \steamapps\workshop\content\268500\629135324\Config and erase the XComGameBoard.ini file.

In fact, anyone who doesn't like my unit weights (and I do rebalance to be a bit less America-centric) can do this.

The file shouldn't reappear unless I update the mod, and besides, my next update - when I get around to it (hopefully this weekend?) - will be to separate the country weights from the main mod and give you several options that can be installed separately. While I do that I'll check out More Nations and see if I can make one of those options a compatibility patch.
FletchWazzle 21 Feb, 2017 @ 8:25pm 
Hoping Astograph & james.h.tanner's work together to make an ideal solution.
Astograph 19 Jan, 2017 @ 7:57pm 
Hi! I'm the author of the More Nations Mod. I've sent you a friend request to ask you some questions regarding compatibilisation.
Mezzanine 5 Dec, 2016 @ 6:39am 
Thank you kindly, author. Have a good day.
Dragon32 31 Oct, 2016 @ 3:40pm 
@Oathed:
The soldiers from that mod look like they're added into your character pool. This mod affects randomly created soldiers. So they won't conflict.
75338 31 Oct, 2016 @ 12:02pm 
unikornus 29 May, 2016 @ 2:11pm 
Makes sense! Thanks
DaggaRoosta  [author] 29 May, 2016 @ 12:44pm 
@unikornus The values affected by the Longer Names mod do not appear to apply to the names added during character generation, only to editing names manually.

Longer Names changes the default values for name editing from 11-character first names and 15-character last names to 30-character names for each. But just to pick two examples from discussions here and on Nexus, "Maria Florencia" is a 16-character first name successfully added by this mod and "Ribiero dos Santos" is a successfully added 18-character last name.

Just don't try to manually edit a Immersive Names name that's longer that the base default unless the Longer Names mod is installed (which should work fine alongside this mod), or you'll probably be forced to shorten the name in order to save your changes.
unikornus 22 May, 2016 @ 5:38pm 
will this work with that mod which enables you to have longer names? Might help with @ssomchay85 suggestion
DaggaRoosta  [author] 21 May, 2016 @ 12:45pm 
Unfortunately, in version 1.4 the only namelists in the mod from Southeast Asia/Oceania are Vietnamese, Filipino and Australian.

In a future version of this mod I plan to add countries to the game with their own namelists - the countries I'm considering are Indonesia, Malaysia, Thailand, Taiwan, Myanmar, North Korea, Iraq, Saudi Arabia, Algeria, Morocco, Sudan, Ethipoia, Uganda, D.R. Congo, Tanzania, Switzerland, Finland, Belarus, Czech Republic, Peru, Chile, Cuba, and New Zealand. I might not do all of those, and the actual countries will be available as a separate mod, but once those namelists are put together they'll be incorporated into the immigrant portion of base countries' namelists in this mod.

That'll be version 2.0 and I'll probably put it together after the first EW-like comprehensive DLC comes out. @ssomchay85 I'll consider your comment a vote to include Thailand and Laos.
ssomchay85 21 May, 2016 @ 12:00am 
Including Lao and Thai names??Man we have some of the most longest hard to pronounce names like Xllephesongkham for a last.
DaggaRoosta  [author] 17 May, 2016 @ 5:51pm 
It affects soldiers, scientists, engineers, enemy VIPs, etc. Any character with a procedurally generated name.
unikornus 16 May, 2016 @ 8:50pm 
Silly question but I'd like to clarify - this only affect random soldiers?
Tabris 25 Apr, 2016 @ 5:01pm 
I'm very happy to see this is still being upgraded :)
Tabris 26 Mar, 2016 @ 3:59am 
Yes, that is usually how names work here in Brazil too, except some people might accumulate even more surnames (I happen to have 3) but people usually only use the last. But yes, there are exceptions, so i guess it fits. Ribeiro dos Santos would not be a weird surname here in Brazil too.
DaggaRoosta  [author] 15 Mar, 2016 @ 7:15pm 
"Ribeiro dos Santos" is a rare but real result of Portuguese naming conventions. Ribeiro is the maternal name, dos Santos is the paternal name. To wit, Campinense has a goalkeeper named Glédson Ribeiro dos Santos. And apparently the guy who first directed the Portuguese National Library was António Ribeiro dos Santos. So no, I'm not taking it out.

Mostly you just got a combination of first and last name that are both very rare. In this mod a Portuguese soldier only has a 1-in-1298 chance of drawing Élia and a 1-in-1937 chance of drawing Ribiero dos Santos. You would probably have to draw at least another million Portuguese soldiers to have even modestly favorable odds of drawing that name a second time.
Tabris 14 Mar, 2016 @ 10:44pm 
I found a name that feels weird to me. a male portuguese soldier called Élia Ribeiro dos Santos.

I'm not portuguese but since i'm brazilian we usually have similar names. I've never heard about that name before and a search on google only found info about some wives of roman emperors that has that name.

Second to that, Ribeiro is usually a surname. In portuguese speaking countries some people have much longer names than in english speaking ones but in situations like that people would usually just use the last name (just like in the USA) which is "dos Santos"in that example.

To add further confusion to that some people here in portuguese and spanish speaking countries have a first named composed of more than one word. I'm called "Luiz Felipe" myself. So it can be a bit annoying to pick which are surnames and which are part of a first name with two words from a list if you are not familiar with portuguese names.
AzteQ 8 Mar, 2016 @ 11:30pm 
Dear lord, I love this mod. I love my rookies now! I can't let them die!
DaggaRoosta  [author] 28 Feb, 2016 @ 10:41am 
That said - I'm going to take a few days off and just play the game for awhile. ;)

If anyone spots any bugs or horrible naming errors, please drop a line here or on the Nexus.
DaggaRoosta  [author] 28 Feb, 2016 @ 10:38am 
Thank you Dim99. And YES YES YES South Africa needs help. In its base configuration when the game rolls South Africa it'll give you a black with a Nigerian name 3/4 of the time, a white with a Dutch name 1/8 of the time, and a white with an English name 1/8 of the time. I suppose that's not an awful approximation if you're under orders to keep namelists as small as possible. But I think it's worth a few extra megs to get it right. Afrikaans and SAE and the Ngosi and Sotho language groups have their own naming traditions.
Dim99 28 Feb, 2016 @ 8:41am 
This mod is realy good. Ingame it works out nicely. I like your aproach on the 1.2 Update, though I have not experienced it ingame it sounds great. I was thinking just yesterday if something like this could be done for South African names. Keep up the great work.
DaggaRoosta  [author] 22 Feb, 2016 @ 8:11pm 
@AstaSyneri - Right on. We'll see how ambitious this gets. If I decide to take on the whole character generation system I'll probably be looking for help so don't be surprised if you hear from me at some point.
DaggaRoosta  [author] 22 Feb, 2016 @ 8:09pm 
@Tabris - Gulp, that might be due to an overeager Find/Replace pairing. Before the next version I'll go over the last names with the 'ae' vowel combination to make sure they're spelled with the correct marks.
Tabris 22 Feb, 2016 @ 9:50am 
Playing a bit here and found a brazilian soldier called Clarice Pães. I'm brazilian and i never saw that last name before. Maybe you meant Paes?
AstaSyneri 22 Feb, 2016 @ 12:28am 
VoidTrooper2014 from XCOMFanatics here - your mod is starting to look really good. I have been compiling "exotic" name lists for OOTP previously and if you'd like some assistance, by all means contact me (here or on XCOMFanatics dot com).
DaggaRoosta  [author] 21 Feb, 2016 @ 9:05pm 
Exactly. The game doesn't care that every name is unique, it just look at all the entries with the same key prefix and picks one at random. So if you want a name to appear more often, include it more often.

With this mod names should appear in the game with about the same frequency that they do in real life...almost. The most common names won't be AS common as in reality, but they'll still be a lot more common than the rare ones. In South Korea, for example, nearly 50% of the population have a family name of Park, Lee or Kim. In this mod it's more like 40%, but that's better than the base game, in which each name only appears once in a list of sixteen.
Gaming Geek 21 Feb, 2016 @ 8:55pm 
@james.h.tanner No worries.

Also just so you know. Totally hate you with getting this done. :P I burned out on my name list after a day and took a break with my random background mod. SO MANY NAMES!! My brain melted.

Yours is looking great and I really don't see much reason to expand on it - outside maybe adding even more names.

Not sure why you repeated some of them like you did, were you adjusting for more common names?
DaggaRoosta  [author] 21 Feb, 2016 @ 8:50pm 
@GamingGeek Naw, I'm sorry for putting you on blast. It is eerily close to the size of the Default Mod out of the box so that's not a completely unreasonable assumption..
Gaming Geek 21 Feb, 2016 @ 8:38pm 
@james.h.tanner Yea sorry, I ran into that issue of unexpected files added to my stuff, and just spent a few hours helping a kid work on code. I'd started that post just trying to be helpful and yea, it felt preachy to me.

Didn't help that your file size is very close to the size of the extra folder, so I didn't check. Egg on my face (also wow, you did all language int's, far more effort that I would have done)


So yea... Sorry man, long day.