XCOM 2
Accurate Soldier XP [Not currently supported]
57 Comments
Loraxxe 9 Oct, 2017 @ 12:41pm 
Doesn't really work on WotC. Seems like promotions from Covert Actions aren't included in the counter, even though GTS+Live Fire Sergeants' fake-kills are.
Scavenger 17 Sep, 2017 @ 7:15pm 
One of my soldiers is at 68/57, another is 62/57, and another is 59/57...
I know at one point i did choose to farm the zombies for quite awhile, idk if thats afffected by it.
BlueRaja 6 Sep, 2017 @ 3:28pm 
Sort of works with WotC, but sometimes the extra XP doesn't show up. Playing the game in debug mode shows a bunch of red screens (which happens when a mod throws an error)
Boge 29 Aug, 2017 @ 9:47pm 
Works with WotC
The Gunslinger 19 Jan, 2017 @ 10:50am 
@Nitewolf No, its not Compataible it says.

https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view
Nitewolf 19 Jan, 2017 @ 10:37am 
Is it working with LW2?
SCout_fm 10 Jan, 2017 @ 11:08am 
It is partly compatible with LW. The indicator "The Kills/Kills needed" You can only see at the classic vanilla classes. I am hoping that LW will help to correct and ad oder use that on comming LW2 :steamhappy:mod.
Darkcow 5 Oct, 2016 @ 12:58am 
Applied the mod but I see no indecator. I am using all of the LW mods.
Phantom 21 Jul, 2016 @ 9:17am 
Is this compatibel with LW perk pack? because i read they are changing the soldier xp requirements.
pierre.fagnan 11 Jun, 2016 @ 11:13pm 
This note so you know I'm enjoying the fruit of your efforts. Thanks for sharing thid mod. It is greatly appreciated.
Memoria 14 May, 2016 @ 6:56pm 
Just checking in to see if there are any compatability issues with the new patch. I'd really hate to go without this one when I start my new game soon.
T'erissk 14 May, 2016 @ 12:44am 
For some reason, this no longer shows up for me. I think it has something to do with the DLC Alien Hunter.
Tyverus89 19 Apr, 2016 @ 12:19pm 
Been loving this mod for a few games now, so useful as it helps me plan my kills (who needs to get the kill and who can just wound the target) I would love to see an overlay for this while on a mission, sometimes I forget what the number was on the character sheet and it's a bit of a guess who needs to get the kill xp.
zion6 29 Mar, 2016 @ 7:46pm 
Nexus Please
saizai 22 Mar, 2016 @ 11:48am 
… however, a couple mods have an 'extends UISoldierHeader' class: 632397344 ShowMeTheSkills, 638033313 ShowMeThePeronnsel
saizai 22 Mar, 2016 @ 11:45am 
Also, I just grepped my entire mod directory. This is the only mod that overrides UISoldierHeader.
saizai 22 Mar, 2016 @ 11:04am 
@Erratic, @BlueRaja: I have a bunch of other mods, but I don't think any overwrite the same file. Steps to crash is simple: go to the soldier list in armory, select a soldier. Crashes to desktop immediately. Ditto if you click a soldier's loadout in the mission prep screen.
BlueRaja 15 Mar, 2016 @ 9:04am 
@Sai does it crash with *only* this mod enabled? If not the cause is likely some other mod that overrides the same file.
Erratic  [author] 13 Mar, 2016 @ 9:54am 
@Sai if you can describe what steps you are doing to cause the mod to crash I'll look into it. Truthfully since the last XCOM 2 update I've done limited testing as I've moved onto playing other games, and my save files are all borked do to other broken mods I've used.

I did start a new game with just this mod and played ~3 or so missions to make sure it was working so if you have a situation that is causing it to crash I'll be happy to look at it if I can recreate the problem.
Erratic  [author] 13 Mar, 2016 @ 9:49am 
@Sai what do you mean by the individual soldier screen?
saizai 13 Mar, 2016 @ 9:45am 
Great mod. However, this mod crashes my since yesterday, specifically when going to the view-indiviual-soldier screen. (Narrowed it down to just this by testing disabling other mods.)
Erratic  [author] 12 Mar, 2016 @ 2:18pm 
@alatar1313

So turns out my xcom2 modbuddy program failed to update and the reason I couldn't figure out what was changed to wetworks was because i was looking at the pre-change code.


I made changes to the mod that should work with the new wetwork however my testing is very limited as all my save files are broken due to missing mods thanks to this update.

I'd appreciate it if you can give me a heads uf if you spot anything out of place.
Amaria77 12 Mar, 2016 @ 1:57pm 
It's not a big deal. It's better to have close to accurate (since I got wet work pretty early) rather than nothing at all. lol
Erratic  [author] 12 Mar, 2016 @ 1:37pm 
@alatar1313

I'll try to spend some time tonight to see if i can figure out how the new wetworks is working.

With that said if you want in the .ini file for the mod is a setting ShowModifiedKills

if you set that to false, it should disable the mod without having to uninstall it. You'll go back to the default behavior but less information might be better than none until I can fix this.
Amaria77 12 Mar, 2016 @ 12:59pm 
Yeah I have someone at 8/8 right now that didn't get a promotion.
Amaria77 12 Mar, 2016 @ 12:18pm 
Cool thanks! I'll try to watch for any instances of the mod saying I should have enough kills to rank up but not getting a rank.
Erratic  [author] 12 Mar, 2016 @ 12:15pm 
@alatar1313 I went and took a look to see if this mod was impacted and while I'm not 100% positive and can't be without testing I believe the mod is fine.

Specifically there is a function called CanRankUpSoldier that determines if a soldiers has enough kills to advance a rank. This function did not change. This is where I based my logic on.

But I will need to look at this much more because I don't quite understand how they are making it so wetworks is not retroactive.



Erratic  [author] 12 Mar, 2016 @ 11:48am 
@alatar1313 quite honestly I don't know, I haven't played since the patch. If there was a change to wetworks I'll have to look at the mod when I get a chance but there is a chance i might have to update this mod.
Amaria77 12 Mar, 2016 @ 11:05am 
Does this still work now that Wet Works is no longer retroactive as of the patch?
Erratic  [author] 12 Mar, 2016 @ 6:01am 
@marionicidiot sorry I didn't answer sooner, but yeah you are free to use it if you still wish.
GrimyBunyip 11 Mar, 2016 @ 11:49pm 
@Erratic
Nevermind, couldn't wait and ended up hashing out my own version. Thanks anyways though.
GrimyBunyip 11 Mar, 2016 @ 9:26pm 
@Erratic
mind if I use your GetKillString() function in one of my own mods? I'd credit you an author of course. It'd save be a good bit of time, and I'd appreciate it.
zion6 5 Mar, 2016 @ 1:08pm 
Will you post this on Nexus please?
Erratic  [author] 3 Mar, 2016 @ 4:50pm 
@Morgan luckily for me computers are better at math than I am :)
Morgan 3 Mar, 2016 @ 7:14am 
12 kills x 1.25 (Wet Works) = 15 !!!! LOL
Mod should display 19/24
Sporks 1 Mar, 2016 @ 4:53pm 
Hello! Does it affect the number at the end of the missions? e.g. if I install this, is there any way to try a soldier's true kills any more? If not, would it be possible to add a thing next to kills in the panel displayed in your screenshots which said "exp", and basically put the same number (even though we now know it's not *actually^ xp)?
Regardless, thank you for this!
Keridus 28 Feb, 2016 @ 4:08am 
ive been looking for a mod that displays the xp/xp needed to level, you have my gratitude :)
Amaria77 25 Feb, 2016 @ 5:58pm 
Thanks for the info!
Erratic  [author] 25 Feb, 2016 @ 5:40pm 
@alatar1313

As far as BonusMissionXP I think that it is related to bUseFullXpSystem=false. Many parts in the code give the impression that at one point XCOM2 used an xp based system. So my guess is this is left over from the past.

This mod does not track kill assists. It uses the GetNumKillsFromAssists function in the XComGameState_Unit class. This function is the one used in calculating when a soldier gains a ranks.

As far as a rookie getting 4 assists then becoming a grenadier; my guess is you would have 4/5th of a kill at this point.

I don't know of a good way to report the number of kill assists by themselves. The KillAssists variable is protected and the GameState classes can't be extended so I'm not aware of any way to get access short of manually tracking it yourself.

The only way I found to get assist data is from GetNumKillsFromAssists and this only gives the number of full kills from assists.

Tthat said I'm no expert. Everything I said might be wrong.
Amaria77 25 Feb, 2016 @ 3:58pm 
Oh one last thing (sorry to bug you with a whole bunch of dumb questions lol). Is there any way to display kill count with fractions or decimal values for partial kills?
Amaria77 25 Feb, 2016 @ 3:56pm 
Also, are the kill assists actually stored somewhere or does your mod track them as they occur? Does it keep a running total? For instance, if I get 4 kill assists on a rookie, that would count as 1 kill and he would get promoted, but if I get 4 kill assists on a grenadier, that would only count as 4/5 of a kill. When the rookie gets promoted to a grenadier, does the soldier have the equivalent of 1 kill or 4/5 of a kill?
Amaria77 25 Feb, 2016 @ 3:44pm 
Any idea what the values are for BonusMissionXP[X]=Y are in GameData_XpData? Are they not used when using the default (kill-based) xp system?
Erratic  [author] 24 Feb, 2016 @ 9:32pm 
@chrisnavy21

This is normal if SubtractAdjustmentsFromNextLevel=true.

explanation:

When I wrote the mod it was to show me how close a soldier was to rank up. This meant 2 things to me. Expose the modifiers from wet works and kill assists and show me the total kills needed.

The default behavior of the mod:

(Kills + Wet Works + Assists) / Next Rank

Example: A sharp shooter has 12 kills, 20 assists, and wet works on veteran difficulty.

Without the mod you see: Kills = 12.

With this mod the ui will show 20 / 24

This is calculated: 12 kills x 1.25 (Wet Works) = 16 kills. Sharp shooters get 1/5 kill per assist for an extra 4.

One of the early requests was to subtract the bonus values from the next level instead of adding them to kills. That's what SubtractAdjustmentsFromNextLevel=true does.

So with the sharp shooter example:

Instead of: 12 + 4 + 4 / 24 = 20 /24
You get: 12 / 24 - 4 -4 = 12 /16

I hope that makes sense.
Criton21 24 Feb, 2016 @ 8:56pm 
@Erratic, thanks for the info. But I have another question, I have 3 soliders at the rank sergeant and the kills need to level up are different is that supposed to happen? One is 27 kills then the others are 30 and 38.
Erratic  [author] 24 Feb, 2016 @ 4:37pm 
@chrisnavy21 there should be a line that reads:

SubtractAdjustmentsFromNextLevel=false

change that to

SubtractAdjustmentsFromNextLevel=true

and save the file
Criton21 24 Feb, 2016 @ 4:19pm 
I open the XComAccurateSoldierXP.ini file then do what exactly to switch to option 2?
Kuroi.Kitsune 24 Feb, 2016 @ 4:10am 
Is it compatible with Upgrade Reminders mod?
BE02-Raziel 24 Feb, 2016 @ 3:43am 
Doesn't seem to work for me. Does it require some sort of load order or perhaps extended names/nicknames mods affects the same class? How about the random names/country/nicknames/bio/etc mod?
anonynamja 23 Feb, 2016 @ 11:20pm 
Thanks for the explanation. Shouldn't the display then have fractional kills? The screenshots only have integer values.
Erratic  [author] 23 Feb, 2016 @ 9:54pm 
@anonynamja

This is a short version of how they work. In a level if you kill an enemy every soldier who did not get the killign blow is credited with a "kill assist". This number is never shown to you.

The game then treats the kill assists like a partial kill. It varies from class to class but generally it is about 4 kill assists = 1 kill for the purpose of leveling.