XCOM 2
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[WOTC] Rustys Recruits Redux
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6 Dec, 2020 @ 5:34am
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[WOTC] Rustys Recruits Redux

Description
What is this ?
This mod is a combination of Krj12's Enhanced Recruitment Lists , SaintKnaves Recruits Conserve Character Pool and Kdm2k6's LWotC Recruits Stat Display .

The code is about 80% Kdm2k6's and made with his permission.
However I was unable to contact SaintKnave or Krj12.

The reason I've made this is that the three parent mods all use a ModClassOverride, MCO, on the same class UIRecruitSoldiers so cannot work together but they all had interesting features and I couldn't pick which one to use. So I merged them.

The Result
So in this mod we get the base of the 'LWotC Stat Display' recruit screen, with the extra bit of information of 'Enhanced List' and the functionality of 'Conserve Units'.

  • Krj12's Enhanced Recruitment Lists :
    Displays the soldier class as specified in the character pool, which can be useful for some mods like Use My Class . This can be turned off in the config if you wish. I couldn't get the list sorting working with Recruits Conserve Pool.
  • SaintKnaves Recruits Conserve Character Pool :
    Uses a config ini change to stop adding soldiers to the Recruit Soldiers list every month and instead adds a new recruit whenever you hire someone. This helps to preserve your carefully constructed character pool soldiers to actually be findable and usable during your campaign.
    No more will your favorite end up languishing in the recruitment pool, never to see the shiny side of a Sectoid. This can be turned off in the config if you wish.
  • Kdm2k6's LWotC Recruits Stat Display :
    The bulk of the mod. An amazing focus colour changing, stat displaying, mugshot taking beast of a mod. Extremely useful with mods like Point Based Not Created Equal . Has config options for which stats to display and which ones to hide.

Configs
So as well as configs for the features of the above, I also included all the 'recruitment' configs I could find from XComGameData.ini. This includes the Starting Barracks Recruits (set at 7, to let your pool soldiers be rewards), Number of Recruits each supply drop (set at 0, recruits appear when you hire one) and Cost of Recruits (set at 20, 25, 25, 42 per difficulty).

There are also options for how long recruits take to show up (left at the default of 0hrs) and if the recruit pool should use the pool, randoms or mixed soldiers. I set this to 'pool' so the recruits will always prioritise Pool Soldiers if they haven't been assigned already.

Other Notes
This new Recruit Screen technically needs my Standardised Resource Bar (or a similar mod that supports the new screen) to display the number of supplies you have in the resource bar. I already had all the setup in that mod and didn't feel like merging more stuff into this.
You can just as easily get by without this so not a hard-requirement.

I can't actually recall where the status icons come from, it was either Detailed Soldier Lists or the original LW Toolbox , they've been sat on my PC for so long I lost my source notes. Sorry.

Should be fine for a mid-campaign strategy save install. The display should update instantly, but your mileage will vary with some features depending on the state of your game prior.

Known Issues
Nothing is 'perfect' ...
  1. Obviously this mod suffers the same problem of the original 3 and uses a MCO of UIRecruitSoldiers, it will therefore NOT work with any mod that does the same, including LWotC and the 3 parent mods, lol!. Should be fine for RPGO and Covert Infiltration (with some minor config edits for balance).
  2. SWR NCE randomises its stats based on a UISL for the UIAvengerHUD, so you need to back out of the recruits screen and come back in to refresh the Stats Display after hiring
  3. Charmed's NCE I didn't personally test this mod but it might be okay, not sure how it does it's thing by config only?
  4. Shiremcts PBNCE should work fine (and is what I tested with)
  5. Unlimited Recruits Has major conflicting configs and theme.
  6. Mugshots/Headshots may take a while to load. The system catches up eventually, but in one case I was waiting a good 2 minutes, this may be a reflection of my potato PC :)

Credits
Obvious credits to the three original mods, links above, without which this really would never have been possible.
My thanks also to the XCom2 Modders Discords for amazing support over the last year.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
44 Comments
RustyDios  [author] 15 Jul @ 9:16pm 
@lighteneddark
sorry for a late reply!.. I could try to do something like that, but for this mod in particular, none of it is my code... and I only barely understand what it all does. I took 3 mods that all overwrite (MCO) the same class and merged them so they be able to work together ...

... and I did that 4years ago ... and have never needed to look into/study/change/adapt the code since...

@nightmaredream
this mod only effects recruits coming from the recruit screen. it doesn't affect who you have in character pool, you can easily manually make a 'Bradford clone' though. I suggest mr.Cloista's male clothing pack, that gives a fixed version of his torso
NigthmareDream 15 Jul @ 5:40pm 
rusty bro I need your help your mod can make me get the central bradford from characther pool??
LightenedDark 30 Jun @ 3:08pm 
Great mod. I put the starting and refill values back to vanilla 10 and 5, but I noticed the refill/overwrite system of vanilla isn't conducive to the idea of soldiers you want to be or not be recycled from your pool (either fluff or NCE). Once my pool refills at 5/month to the maximum of 10, the weak/annoying troops will sit there, filling up those precious 10 slots, forever, right?

If so, could you add a 'Save for Later' button for soldiers you want to keep in your recruitment pool who don't get overwritten? Or perhaps a 'reroll' button up to 5 uses, if that's easier. Sometimes I just want different recruits, and I'm pretty sure I've heard streamers express the same desire. For now, I'll just cheat for the supplies to get the 5 soldiers per month and dismiss them...
Circle of Psi 15 Jun @ 12:31pm 
No worries o7
RustyDios  [author] 15 Jun @ 12:15pm 
sorry, lol.. list is the list, it gets addressed in the order it's in to not show favouritism. The only thing that gets bumped is immediate game-breaking bugfixes that are required
Circle of Psi 15 Jun @ 12:13pm 
Ahh I see, that makes sense how it'll be a completely different Recruit Screen, good to know, it's a shame it's on long (x3) of yours but totally understandable.

Now, I don't suppose there is a way for me to say, bump that to the top if the list, right?, just curious :coolstar2022: if not, no worries, will have to wait :steamthumbsup:
RustyDios  [author] 15 Jun @ 11:45am 
Allies Unknown uses a completely different Recruit Screen and 'recruit barracks'... an entire separate plugin would need to be made for that and it's just never been on my radar to do so. Added to the long long long list of 'stuff to do'
Circle of Psi 15 Jun @ 11:11am 
Hey so, this doesn't seem to work with Non-Human Soldiers (AKA: Allies Unknown), so this won't work for the Vipers as example, is there a way to allow this mod to effect the Allies Unknown Soldiers or is this something that Configs won't fix?.
Sniper677™ 19 Apr @ 10:47am 
Thank you RustyDios and Dragon32 for your feedback.

I found myself a workaround as using 'Unlimited Recruits' is a one time action for my only.

As information as it might be interesting for you or others:

I am using 'Starting Soldiers' to get a small amount of customized soldiers from character pool on campaign start. But this leads somehow to an empty recruit pool and I couldn't figure out why and how to fix even with several configs for this mod.

Therefore your main feature 'refill on each buy' is not working, which pointed my to 'Unlimited Recruits'. I wanted to use the console command or load/save feature to get some recruits into the pool. But 'Unlimited Recruits' was not working at all.

Workaround is to start new campaign with 'Starting Soldiers' + 'Unlimited Recruits' enabled, save the game and restart XCOM with your mod enabled only.

But I guess I will go for a 2nd option in the future, with only your mod and monthly refill feature enabled and wait a month.
RustyDios  [author] 19 Apr @ 9:37am 
Correct. As per point 5 of the Known Issues;
Unlimited Recruits Has major conflicting configs and theme.

Technically most of those configs are shared, and you could potentially set this up in the same way, at least for the starting barracks size and number of recruits each month. The default replace after each purchase can be turned off - but that is a main feature of this mod?

The only thing 'missing' then would be Iridars console command for spam adding recruits ...