XCOM 2
[LEGACY] Random Appearance Button
213 Comments
kakorot411 31 Mar, 2021 @ 7:21pm 
@thades thanks for replying! I didn't realize that I commented in the legacy one, but yes i am using the WotC one! :)
thades  [author] 30 Mar, 2021 @ 8:13am 
@kakorot411 also just incase, this is the Legacy version for non Wrath of the Chosen. So if you have Wrath of the Chosen, you need my other version of this mod to work at all.
thades  [author] 30 Mar, 2021 @ 8:13am 
Hi @kakorat411! I get it, when I play, I run tons of mods too, and debugging them is super frustrating. The short answer is: each of my XCOM mods (including this one) work with the UI classes which a LOT of mods tend to override..and if those classes are overriden, my mods straight up wont work (will silently and politely fail to appear at all) so anything that messes specifically with the soldier edit screens should be where you focus your suspicions, with a side of any complete overhauls. My mods definitely still work <3 I use em haha, and other folks do too. :)
kakorot411 29 Mar, 2021 @ 2:51pm 
I know this hasn't been commented on in a while, but I'm trying to get this mod to work, but I have a bunch of mods (-230) and it would take me forever to figure out which one is causing the issue, I was wondering if it was the load order of the mods that could be it and what order this one should be in. Thanks for any help.
thades  [author] 5 Jun, 2018 @ 4:10pm 
Correct, controller's not supported by any of my mods: they assume mouse+KB (because controller support's a LOT of work and my time is very limited).
iBe ImmorTaLiiTy 4 Jun, 2018 @ 6:46am 
Can't select the options with a controller. Only with mouse it seems.. and since you can't use ccontroller+mouse
lexo1000 12 May, 2018 @ 6:57am 
Please could you make it compatible for 21:9 screen ? Thanks
thades  [author] 8 Feb, 2018 @ 6:08am 
@Gingerbread_Matt then it's either a screen res issue (what screen res are you using?) or a mod conflict (it's usually a mod conflict).

Whatever mods you have that add items, armor pieces, or change the armory UI in any way stand a good chance of tripping over mine...or rather, mine will just fail as I built it to step aside rather than fight with other mods. (Nobody wins in those fights, so it's best to not engage. ;) )

At some point the devs changed how mods load and are marked for loading...and so unchecking them doesn't necessarily actually turn the mod(s) off. Check out /XComGame/Config/DefaultModOptions.ini and you may see that the mods are still listed as "active" even tho you've unchecked them. Delete em all (every line in that file) then load the game back up with them unchecked and you may get to see my mod working finally. Then you can activate mods one by one til you find the one that conflicts.

I hope that helps!
Gingerbread_Matt 8 Feb, 2018 @ 3:46am 
@thade no it's the original game
thades  [author] 3 Feb, 2018 @ 9:23pm 
@Gingerbread_Matt, this is the Legacy version...are you playing WOTC? You need the updated version to work with that.
Gingerbread_Matt 2 Feb, 2018 @ 2:16pm 
It doesn't seem to be working for me. I've disabled all other mods but it's behaving like it isn't even enabled. Any reason why?
MichaelRossMD 29 Nov, 2017 @ 9:19pm 
@thade you are the light which colors our world!
thades  [author] 29 Nov, 2017 @ 6:54am 
@Pray, thank you for beliv in me bb

WOTC version is up! It's here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1215679398
MichaelRossMD 18 Nov, 2017 @ 6:01pm 
we beliv in u bb
thades  [author] 16 Nov, 2017 @ 6:41am 
Update for anybody following this: this is the mod on my workbench right now. You maybe have noticed that - in WOTC - some number of the buttons moved around in the Customization UI screen family and you might be thinking that alone requires work on my part: you'd be right. :)

This particular project will take me a while as the best way to do it is basically from scratch, keeping the UI elements I built but changing how everything's wired up under the hood.

To be honest, I miss having this for bog standard soldiers but don't really see much utility in it being used for the three new classes as, frankly, they have so few things to randomize, so I may explicitly omit implementing it for them. (That's where I currently am, but that may change.)

I have no timeline on this, but I am working on it in what little spare time I have.

So, if you have feature requests or change requests, now's the time to put them out to me because I'm in the design phase.
Erwin von Gulaschkanone 8 Nov, 2017 @ 7:02am 
But the best clones make themselves a name, you know ;)
Only the best deserve honor
thades  [author] 8 Nov, 2017 @ 4:51am 
Sounds moddable, but it'd likely be a (maybe complicated) Unreal Script class override and not a simple INI change. It's also - forgive me for saying so, no judgement implied here - it's also counter to the entire design of the game, where soldiers are unique and their deaths are meant to be felt by the player. Having a squad full of clones isn't really XCOM, you know?

That said, you do you. :)
Erwin von Gulaschkanone 8 Nov, 2017 @ 1:43am 
Another question: Doesn't really has to do with your mod but I find it nowhere...

Is it possible that the character pool draws one unit multiple times?
Normally when you have for example "Martin Luther" in your character pool as only character and you set "CharacterPoolOnly" then you will get him in your first mission and then the game starts creating random soldiers.
But sometimes I would love to have multiple "Martin Luther"s. As long he has the same name he will only get drawn from the pool once. Even though I got him in the pool like ten times. Which is sad when you make a pool full of "Clone Trooper"s

You have any idea to encounter my problem?
thades  [author] 7 Nov, 2017 @ 5:45pm 
If you mean "No random heads" the mod does in fact do that. :) If you click "Toggle Options" and open up the panel, you can click the checkboxes to "lock" specific slots (like the head) to prevent it from being rolled at all.
Erwin von Gulaschkanone 7 Nov, 2017 @ 5:36pm 
Yea like this "No random heads". But this doesn't work there tbh ^^

Maybe you make it work!

Thanks for the quick and detailed answers, my lord
thades  [author] 7 Nov, 2017 @ 5:25pm 
@erYsch, unfortunately I can't think of an easy way for the end-user to do what you're suggesting: the code asks the game "how many props for this slot are there?" then casts a dice (basically) that's got as many sides as there are props for a given slot.

Potentially I could add code to read the mod's config file for prop names to ignore; that I can look into. I'll add it to the list. :) I'm about to dive into making the WOTC version which will require a really heavy refactor so that's on my plate first.
Erwin von Gulaschkanone 7 Nov, 2017 @ 5:23pm 
edit: Miswrote stuff, am sry

I meant parts which were taken from the generator for random characters before a fix would have been applied
Erwin von Gulaschkanone 7 Nov, 2017 @ 5:22pm 
You totally got what I wanted to say lel.

If you know these Star Wars Species mods where you also get "Invisible Heads" or Alien Heads on normal human heads, you're done with live when this rolls randomly. Do you have any idea where I can pull this out of the randomizor? x)
thades  [author] 7 Nov, 2017 @ 5:19pm 
Hi @erYsch, I'm afraid I don't understand what you mean by "Can you disable parts taken randomly before?" Before..what? The mod allows you to 'lock' specific body *slots* but not prevent *props* from being elligible to come up in a random roll. That's not on the wishlist even...it would require kind of a big deal UI overhaul for the mod, I think.
Erwin von Gulaschkanone 7 Nov, 2017 @ 4:50pm 
Can you disable parts taken randomly before?
Like specific armor props. Am looking for something like this
or face props etc
thades  [author] 6 Oct, 2017 @ 4:54pm 
Hi @p6kocka! I'm glad you like the mod. First, I should mention I've only just gotten back to my home system and have yet to find a large enough block of time for mod work (I'm trying) so it may be some time.

I'm not sure how I could make your feature in a satisfying way. Off the cuff, I could make a "Lock filters" checkbox that persists across the parent UI classes (Armory or the Character Pool) but that could get ugly. Maybe I could require it be turned on in the config file.

I'll give it some thought. :) Thanks for the suggestion!
p6kocka 6 Oct, 2017 @ 5:58am 
Thank you for the mod. One question. Is it possible to set filter once for every soldier so I don't have to set it for each one of them. What I don't want to randomize is fave, hair, eye color...
thades  [author] 4 Oct, 2017 @ 9:55am 
Once my life calms down, @Idlemind. I managed to get the new tools all downloaded and setup, but haven't been able to really build or test with the new stuff yet. People report it's mostly working as-is so you may find that too.
Player 8 Sep, 2017 @ 11:50pm 
Mostly works. Some stuff like Torso Gear for the faction soldiers doesnt change though.
FREND 5 Sep, 2017 @ 12:27pm 
So far it's been working for me except for the facepaint option. I double checked with the facepaint option not locked and it never changed. Every other option works just like it did in vanilla.
Smashed Brain 5 Sep, 2017 @ 9:23am 
Works perfectly with WOTC. Really essential mod for me.
Scary Big AL 2 Sep, 2017 @ 12:19pm 
Ditto. Works the same on WOTC as it did with the vanilla game.
José 30 Aug, 2017 @ 2:06pm 
It works perfectly with WotC for me. I think it's compatible.
ZetaZephyr 30 Aug, 2017 @ 10:39am 
Any word on WOTC compatibility?
Player 20 Jul, 2017 @ 2:34pm 
Great idea I cant believe this wasnt in the base game
TomeG1 30 Jun, 2017 @ 1:17pm 
Just came here from AdmiralBahroo stream. This mod is perfect !!! Love it
thades  [author] 17 Mar, 2017 @ 5:04am 
@Archwing Ruler: yes, it works in LW2; works in-game as well as in character pool. If you don't see the buttons in-game, very very likely another mod you're running is overriding mine.
TennoTea 16 Mar, 2017 @ 8:32pm 
Ok in all honesty, the does this mod work in Long War 2? I cant find any of the aforementioned features in the mod anywhere.
TennoTea 16 Mar, 2017 @ 7:52am 
Where is the toggle options button? Does this only work in Character pool or in game customization? I cant find it.
thades  [author] 11 Mar, 2017 @ 5:38am 
@ObelixDk Thank you :) And awesome. I can't make any promises, but as requests go that's a really easy one to hit, so it's within bounds.
ObelixDk 10 Mar, 2017 @ 8:01pm 
Setting defaults in config would be ok... oh and big congrats on the baby :)
thades  [author] 10 Mar, 2017 @ 7:59pm 
That I could maybe arrange, actually. My wife is (no joke) going to give birth in a few days tho so my time's pretty strapped. :) Would you be cool setting defaults in the config? That'd be trivial for me to expose, I might actually have time this week for it.
ObelixDk 8 Mar, 2017 @ 7:53pm 
damn.. would be a nice little thing though :)

is there any way of having some things in the options checked by default (like head / race and so on)?
thades  [author] 8 Mar, 2017 @ 7:36pm 
Hi @Obelix! I haven't, I'm afraid. Not much demand for it, and my time these days is pretty limited.
ObelixDk 8 Mar, 2017 @ 6:50pm 
have you thought about releasing a combined version of the 3 "randomizers" mods you have?
ZetaZephyr 4 Feb, 2017 @ 9:57pm 
I don't know, but totally random voices on soldiers could be really funny. I respect your decision though.
thades  [author] 4 Feb, 2017 @ 7:34pm 
Hi @Xzerox. Unfortunately there's just no satisfying way to do it, not in a way that works with any VPs the user might choose to download. Firaxis would have to overhaul how they handle VPs, or I'd have to require the user to make and maintain some kind of config files, matching up custom (non vanilla) VPs with nationalities: lot of heavy lifting. The button could be totally random, but that would seem weird, I think.

Also, making it more complicated, sometimes custom VPs can straight up conflict with my mods for reasons I've never been able to determine. :\

So, I'm afraid, I'm still stuck on "Won't implement." Sorry for that.
ZetaZephyr 4 Feb, 2017 @ 4:25pm 
Have you reconsidered your stance on randomizing voice packs?
Insufferable Smartypants 27 Jan, 2017 @ 8:13pm 
Fair enough. I'll leave this thread subscribed - just in case. :-D
thades  [author] 27 Jan, 2017 @ 5:52pm 
@insufferable smartypants. I don't *believe* so, but it's not out of the question. This mod is intimately tied to the Armory UI which I'm pretty sure doesn't touch the VIPs, but if there's a random VIP appearance thing anywhere, I could maybe find it and attach/enhance a button to it haha. It might be some time before I get a chance to try and find it though, I'm afraid. :(

Not a quick fix, that's for certain. Sorry I don't have better news.