XCOM 2
(WOTC) Starting Soldiers
HotWheels 3 Sep, 2020 @ 1:25pm
In Depth How to Use (with custom soldiers)
For those of you who are confused, here's a succinct rundown of what you need to do:

1) Create the characters in the game's character pool (from the main menu)

2) Navigate to your Steam's workshop library and to the XcomStartingSoldiers.ini as shown below

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1147925885\Config

3) Ignore everything that starts with a ; symbol (aka the green text if you're using notepad ++) these are just comments, everything that's important will look like what you see below:

+CHARACTER_INFO=(SoldierName="Master Chief",SoldierClass="SPARTAN-II_SS",SoldierRank=6)
+CHARACTER_INFO=(SoldierName="Terra November",SoldierClass="Reaper",SoldierRank=4)
+CHARACTER_INFO=(SoldierName="Motoko Kusanagi",SoldierClass="Cyborg_SS",SoldierRank=4)

4) Customize or Remove/Replace those soldiers as you please, just know that your list dictates how many soldiers are in your armory if it's less than 10, so don't do this just to create 2 or 3 static characters you want to have on the first mission or you'll have nobody in your armory. Also, for each soldier line that's down there that isn't in your character pool in game will be randomly generated *Nicknames are not needed but it is case sensitive!*

5) OP made a mistake on the second to last argument, just add a ; symbol at the end to close it.

In other words change this:

; Set to true if you want the starting soldiers to be removed
+bRemoveStartingSoldiers=true

To this:

; Set to true if you want the starting soldiers to be removed
+bRemoveStartingSoldiers=true;

Now for CUSTOM CLASSES, you just need their class id.
For the Super Soldiers mod I found that the ID listed in "XComClassData.ini" was the id the game references. I believe this is normally the case, depending on how the mod is applied it could be located in another spot. Frankly speaking just putting "Cyborg" or "Spartan-ll" won't cut it.

For those who are using that mod-pack in particular here's some copy paste magic for you:
SPARTAN-II_SS
Cyborg_SS
Ghost_SS
Nanosuit_SS
Ninja_SS
N7_SS

*If you don't want to make a unique soldier for everyone in your armory you can tell it to roll a random soldier as-well like I have below that way you aren't short on soldiers in your armory just add another line of (see below) for each extra soldier you need to fill out your armory.*

+CHARACTER_INFO=(SoldierName="",SoldierClass="",SoldierRank=1)


Here's how mine currently looks as I'm still in the process of creating my cast:

+CHARACTER_INFO=(SoldierName="Master Chief",SoldierClass="SPARTAN-II_SS",SoldierRank=6)
+CHARACTER_INFO=(SoldierName="Terra November",SoldierClass="Reaper",SoldierRank=4)
+CHARACTER_INFO=(SoldierName="Motoko Kusanagi",SoldierClass="Cyborg_SS",SoldierRank=4)
+CHARACTER_INFO=(SoldierName="Yvonne Stravoski",SoldierClass="Ranger",SoldierRank=3)
+CHARACTER_INFO=(SoldierName="Richard Jackson",SoldierClass="Grenadier",SoldierRank=3)
+CHARACTER_INFO=(SoldierName="Elaine Estarossa",SoldierClass="PsiOperative",SoldierRank=3)
+CHARACTER_INFO=(SoldierName="",SoldierClass="",SoldierRank=1)
+CHARACTER_INFO=(SoldierName="",SoldierClass="",SoldierRank=1)
+CHARACTER_INFO=(SoldierName="",SoldierClass="",SoldierRank=1)
+CHARACTER_INFO=(SoldierName="",SoldierClass="",SoldierRank=1)

I know it's a lot of information, but I hope this made things a bit more approachable for you.
As for other modders feel free to point out any corrections or suggestions that need to be made.

*edit*
Your starting soldiers appear to be pulled from the first 4 you have listed, I performed a series of new game runs and was able to get the same 4 as my original crew each time.
Last edited by HotWheels; 3 Sep, 2020 @ 2:26pm
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Showing 1-8 of 8 comments
NateDogPack12 17 Jan, 2021 @ 11:11pm 
Did anyone ever figure out how to deal with the "duplicate soldier" issue w/ this mod - your selected soldiers to start the game appear again in the recruit pool?
I'm getting an issue using any of the classes from WOTC in my starting squad even though they're set up in the character pool. Is there any way around that or to at least get them in the armory near the start of the game?

Edit: For anyone wondering, my issue was starting with the WOTC intro missions enabled which prevented me from starting with a Reaper class.
Last edited by Marceline the Gamer Queen; 8 Apr, 2021 @ 8:29am
Rhyse Montreago 8 Aug, 2021 @ 4:39pm 
perhaps im just retarded but for some reason no matter what i do i always start with a reaper, a skirmisher, a templar and a ranger and none of them are from the character pool. as far i know i did everything right, using proper code names such as RM_Biotic for the specific class i want, not sure what im doing wrong
hey, uh... does this work with the tutorial mission as well? as in, will characters appear after the tutorial mission?
CaptainKampfkeks 4 Apr, 2022 @ 8:57pm 
Originally posted by Zaku II (Alias WatcherZigzagoon):
hey, uh... does this work with the tutorial mission as well? as in, will characters appear after the tutorial mission?
They should. Your soldiers won't show up in the tutorial gatecrasher, but this mod determines the barracks.However, the easiest way is always to just try it out.
Alpha Of Cyber 7 Jan, 2023 @ 6:38pm 
Has anyone gotten it to work with the Allies "Unknown Redux Species: Vipers" mod? I have tried using what I have found in its "XComClassData.ini" file, but my Viper still turns into a random soldier. All of my other soldiers are appearing just fine, so I don't know what to do at this point.
SeteAlteras 14 Jun, 2024 @ 7:27pm 
If someone didnt figured it out, to use it with modded classes you have to look for the modded class in your mods directory(AML provides the location) and see in the config file how the class is called internally, for example, i was trying to do a marksman only run from the proficiency class mod and chaging to ''Marksman'' wouldnt do anything, i would get random classes, i went into the files to discover that the internal name is ''WOTC_APA_Marksman'' so when you guys want to use a modded class, do this and it should work.
Circle of Psi 16 Jun, 2024 @ 3:24am 
Originally posted by Alpha Of Cyber #FixTF2:
Has anyone gotten it to work with the Allies "Unknown Redux Species: Vipers" mod? I have tried using what I have found in its "XComClassData.ini" file, but my Viper still turns into a random soldier. All of my other soldiers are appearing just fine, so I don't know what to do at this point.


I have the same issue, this needs to be fixed
Last edited by Circle of Psi; 16 Jun, 2024 @ 3:35am
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