XCOM 2
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[Add-on] Allies Unknown Redux² – LWOTC Compatible
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1.053 MB
15. dec. 2024 kl. 11:08
24. nov. kl. 14:38
59 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

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[Add-on] Allies Unknown Redux² – LWOTC Compatible

Beskrivelse
If you've never tried Allies Unknown before and want to get into it this post lists off most of the related mods you might need. Naturally you'll want to grab Allies Unknown Redux and its pre-requisites as well.
What started out a simple port of [WOTC] Rustys Recruits Redux for Allies Unknown turned into a much bigger project. Since then, I've tinkered with the Allies Unknown code, all to bring it up to par with present-day mods; by utilizing Highlander Hooks that simply didn't exist seven years ago when RealityMachina first wrote the mod, it was possible to streamline AU Redux's implementation, now that some things can be achieved in a more straightforward, less resource-intensive way. Due to the several bugfixes present in it, I would advise you to subscribe to this even if you don't intend to play with LWOTC.

Features:
  • Bugfixes: All of the bugfixes for Allies Unknown Redux as well as for the older Species Modules can be found here!
  • Freely Customizable Aliens: Now I've patched RM's old modules to have access to the full-length of cosmetics you might have downloaded; this also grants them access to UCR's features. This is disabled by default, unless you have UCR installed as well, just to ensure no weirdness due to lack of invisible parts.
  • New Second Wave Options: when starting a new campaign you can enable new custom options, such as starting with an alien recruit on Gatecrasher or disabling the custom faction. Be sure to check them out.
  • Custom Target Icons for every species: If you're using Rusty's Massive Target Icons mod, this mod now adds target icons for each species module currently released. This can be disabled through MCM, if you hate my art design.
  • Rustys Recruits Redux Functionality: now it's possible to see your recruits' stats on the recruit screen, as well as plenty of other changes to how the game handles recruits. If you're not familiar, all is explained more in-depth in Rusty's Mod's page.
  • Custom Character Pool Selection for Non-Human Recruits I've taken the liberty of expanding Rustys Recruits Redux's functionality to include a config flag for the Character Pool selection mode exclusive to the alien recruits generated by this mod. Now you can ensure your aliens are always from the pool, while keeping your regular soldiers random. By default this is set to Pool Only, but you can change it in the configs or override it with MCM.
  • Fully LWOTC Compatible: I believe the original Allies Unknown was compatible with LW2 and now, all these years later, AU Redux is finally compatible with LWOTC. Your alien soldiers should get the full LWOTC stat generation treatment and all other "buff's" compared to the base game soldiers, like the extra utility slots. The Vipers species module is likely not compatible with LWOTC, use it at your own peril. The full list of changes made when LWOTC is active can be found here.
  • Various Code Optimization: seven years have passed since AU Redux was released and, boy, it shows. I've done plenty of small tweaks to AU's code to make it more optimized, such as disabling 4 UISLs, bringing this mod's net UISLs to -2. In general, it should be slightly less resource-intensive than the original AU Redux.
  • Console Commands: although most of them were created to make debugging my species modules easier, there are a couple that are useful to your average player (like the fix for Character Pool Aliens not showing up in campaigns). The full documentation can be found in this mod's ReadMe.txt file, easily accessible as a tab in AML.


Non-Intrusive Mod Config Menu Integration
This mod uses MCM to enable easily changing up some of its configuration. However, if the MCM side is left untouched, the mod will fetch all its values straight from the config files instead. This way, if you prefer handling your config work yourself and/or hate having to re-set your MCM settings after regerating the config, you can safely ignore it.

Hey! I read what Rustys Recruits Redux does and I hated it
Good news! With Rusty's permission I managed to disentangle this mod entirely from Rustys Recruits Redux, meaning that mod is in no way required for this to function. Through MCM, by checking a box you can override the Rusty's Recruits Redux implementation in its entirety. The MCM override also disables the custom character pool selection mode.

I installed this mod but now my Non-Human Recruits List is empty!
If installed mid-campaign this mod does port the existing recruits in the original Recruits List to the new List. However, that only happens after a tactical mission or at the end of the month (Game Month, not literal in-game-time month). In other words, they'll show up soon enough. If you happen to need your Recruits List filled now for whatever reason there's a console command that may help you.

Compatibility
This mod overrides the availability of the ambush risk template (CovertActionRisk_Ambush) and, if you have LWOTC enabled, the rookie reward template (Reward_Rookie). I don't know of any mod that edits those, so it should be compatible with most things.

Credits
Most of the code was originally from either [WOTC] Rustys Recruits Redux or Allies Unknown Redux, all I did was mash them together and scribble with a sharpie over it.
Special thanks to Rusty (and his Full ShadowReport mod) for helping me set up the MCM integration properly and to Tedster for answering all my questions about what I needed to change to make it LWOTC compatible, seeing as I've never played it before. Honorable mention to Reshi for her code to add custom Second Wave Options.

My other Allies Unknown Mods
If you feel like some of RealityMachina's old species modules miss the mark in terms of balance, check out my Rebalance attempt!

Check out my One Million Colours Plugin for AU Species.

And my Plugin for the Vipers

Ever wished to reroll the awful callsign your alien got? This can probably help you.

Help! My Twi'Leks have dragon legs and wookiee arms--I've got you.

Populære diskussioner Vis alle (4)
5
3. feb. kl. 11:26
How to have your Character Pool aliens showing up in your campaigns
Styrium
0
1
24. juli kl. 9:30
FASTGJORT: Allies Unknown Master-Post - list of related mods
Styrium
0
12. jan. kl. 5:36
FASTGJORT: LWOTC Compatibility Changes
Styrium
139 kommentarer
LeyShade 31. okt. kl. 13:15 
@ZERØ - For projects that focus on intergration between mods, search for the term 'Bridge' and 'Plugin' seperately on the workshop. For premade packs that contain configuration changes outside of the original mods setup, see the Collection's page. And if there isn't any that have what you need, you can make a request to several well-known users to create private mods for your purpose, or standalone mods of the bridges from their Collections.
ZERØ 30. okt. kl. 10:28 
@Styrium Thank you, that was very useful to know
Styrium  [ophavsmand] 30. okt. kl. 8:14 
@ZERØ Expanded Playable Aliens is its own beast and doesn't really need (nor would it benefit) from integration with this mod. Playable Aliens is possible to be integrated but, with EPA active, they also become way more complex semi-heroic characters that don't really fit the Allies Unknown "regular soldiers but aliens" vibe.

However, you can absolutely use them together! The EPA stuff will still show up at Gatecrasher, and its Covert Actions will still spawn. There's simply not much to be gained from integrating them.
ZERØ 30. okt. kl. 8:08 
@Styrium but there is no compatibility with any of the playable aliens mods such as:

Playable Aliens (LW2 Compatible)

Expanded Playable Aliens [http//shttps]
Styrium  [ophavsmand] 30. okt. kl. 7:51 
@ZERØ at the top of the description I have a link to a list of all currently-released Species Modules. The only "XCOM-Inspired" aliens in the workshop are the Vipers and the ADVENT Hybrids. Everything else is from other IPs.

Porting the XCOM aliens, due to their custom skeleton, involves redoing all their animations from scratch. As you can imagine, that makes it a more complex and grueling process than porting over a perfectly anthropomorphic species from some other game.
ZERØ 30. okt. kl. 7:04 
@Styrium, do you know what mod I should use to give me the Xcom lore friendly especies that work with this mod ??

I already use Allies Unknown Redux Species: Vipers but I want the rest of the normal species
LeyShade 26. okt. kl. 12:18 
@RenderOfTime - The base game launcher doesn't work correctly with mods, and often doesn't list many of them for very silly reasons. As such, the community made it's own custom launcher that works with all mods, and allows better management of them, called the AML. You can find it at this clickable link [github.com].
Styrium  [ophavsmand] 26. okt. kl. 12:04 
@RenderOfTime it shouldn't be hidden, no. If you aren't I would suggest you grab the Alternate Mod Launcher (AML). It could be just a byproduct of the steam launchers sucking major ass.
RenderOfTime 25. okt. kl. 20:35 
heyy so when I add this mod and the other mass effect redux mods to my mod list, this and the others are not showing up ;.; what should I do? or is it hidden, I am very computer iliterate
LeyShade 21. okt. kl. 4:25 
@Styrium- I thnk Choco is referring to the Spectre Faction mod that generates CA's that allow you to 'rescue a soldier'. That, of they mean the POI's added by that mod. As such, they'd need to edit the config of the Spectres Faction mod that the others plug into, to change its balancing at root.