XCOM 2
[Add-on] Allies Unknown Redux² – LWOTC Compatible
139 Comments
LeyShade Oct 31 @ 1:15pm 
@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 Oct 30 @ 10:28am 
@Styrium Thank you, that was very useful to know
Styrium  [author] Oct 30 @ 8:14am 
@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 Oct 30 @ 8:08am 
@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  [author] Oct 30 @ 7:51am 
@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 Oct 30 @ 7:04am 
@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 Oct 26 @ 12:18pm 
@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  [author] Oct 26 @ 12:04pm 
@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 Oct 25 @ 8:35pm 
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 Oct 21 @ 4:25am 
@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.
MrChooChooHead Oct 20 @ 7:20am 
"You can simply recruit humans. I don't know what gave you the impression that you couldn't."

What it looked like to me was that the results of recruit jobs were being split between human and aliens

Im happy not recuiting rookie aliens and limiting myself to those few rare outliers for better balance. I know theyre not really optiomal for LW but I very much like to enjoy your work

Because it looked like recruit jobs were adding 50% to the human pool and 50% to the alien pool, i was worried id end up having to recruit too many overpowered rookies, making the game far too easy

You've clarified that theyre separate so i dont have to worry
Styrium  [author] Oct 20 @ 5:17am 
The "Liberated" is a visual-only mod. All it does is change text and images. Extremely unsure what you're thinking of. As for the Shangheili, they're the outliers, and one of the 2 out of 20 unique AU aliens that have their own class. As an aside, it's wild that you think they would be "more balanced" as they aren't balanced with LW in mind at all, but to each their own I guess.

You can simply recruit humans. I don't know what gave you the impression that you couldn't.
Styrium  [author] Oct 20 @ 5:17am 
@MrChooChooHead I don't fully understand your question. What do you mean prevent the aliens from being recruited through the usual pool? The Alien recruits list (and screen) is entirely separate from the regular recruits list. Maybe I misunderstood something

1. That's the premise of Allies Unknown--soldiers that play slightly different but you can use all the modded classes you've got downloaded on them. The ones that actually come with their unique class are the outliers, not the norm. If you think some species module is too OP when combined with LW classes simply Don't use that species module.

2. Don't understand this point. All the recruits gained from the Recruit Job (the ones that end up on the Recruit Soldiers screen) are humans. Full stop. There's a feature to make it so rookies gained as rewards are sometimes aliens; tho the odds of that are nowhere near 50:50 idk where you got that from. If you're thinking of the latter case, you can disable it through config.
MrChooChooHead Oct 20 @ 2:22am 
In LWOTC is there a way to prevent aliens from being recruited through the usual pool? The reason i ask is because:

1. such alien recruits get normal classes (assault etc) however they have their innate alien abilities (snake's massive dodge and aim buffs, elite's shields) this is quite unbalanced

2. because the new recruits are split 50:50 between human and aliens you cant just ignore the aliens if you dont like them. Human recruits will quickly dry up


the reason i ask is because i play with the "Liberated" which give you levelled special aliens as rewards. These Aliens all have their own class (Only Sangheli can be an "Elite") as these are rare, i find them more balanced


If not, the only work around I can think would be to use console commands and recruit the aliens for 15 supply each, dismiss them and console in human soldiers to replace them
LeyShade Oct 14 @ 11:46am 
@Styrium - Belated apologies if the word 'several' came across rude. The waifu has nudged us that we should have used 'couple' or 'multiple' instead so as to not sound aggressive in tone. Apologies for any potential offence caused.
Styrium  [author] Oct 12 @ 2:22pm 
@LeyShade. Woah. You're right I had a couple of comments missing a ";" at the start, I wonder how long it's been like that lol. Thanks for catching it! I'll update it soon-ish
LeyShade Oct 11 @ 6:21am 
@Styrium - Also I suggest putting a "[XComGame.X2Character_DefaultCharacters]" at the top of the XComGameData_CharacterStats file to ensure that regardless of order files are loaded in users setups, the intended effect changes always take place. A common and easily missed error by mod-creators and one of the main reasons for load failure our team has found.
LeyShade Oct 11 @ 6:17am 
@Styrium - Several of your commentary enteries in XComRustyRecruits_AUBridge don't have the obligatory ; before them, causing them to be picked up in engine as code and potentially interferring with some users intended functioning.
Zoroaio Oct 9 @ 4:43pm 
Is it because I added this mod midway through the game?
I'm sorry to bother you, but is there any console code that can increase my faction influence?
Styrium  [author] Oct 9 @ 7:15am 
@Zoroaio Sorry, but with just the TJ list + AU, the Covert Action appeared without issue as soon as possible--the first one that is, the second improvement is disabled in LWOTC.

It sounds like you've either already done the mission, or it's some other mod conflict going on.
Styrium  [author] Oct 8 @ 5:26pm 
huh. It should be there as soon as you complete the Meet the Faction Covert Action. Intriguing...

I'll poke around and see if I can replicate it.
Zoroaio Oct 8 @ 5:18pm 
I am playing Tedjam, but I am unable to generate Rescue Spectrum/Liberated Operating that can increase Faction Influence during the game
I have completed the Psi Gate or the Forge mission



Sorry, I used machine translation
Styrium  [author] Oct 8 @ 4:28pm 
@Zoroaio I assume you mean specifically increase the Faction Influence with the Spectres/Liberated. You can only increase their faction influence twice: the first is called Rescue Spectre/Liberated Operative and it is available right after contacting them, the second increase is called More Order Slots and only appears after you have completed the Psi Gate or the Forge mission (and doesn't appear at all if playing with LWOTC)

Which of the two are you having problems with? Or are you just having issues with increasing influence with any faction?
Zoroaio Oct 8 @ 3:13pm 
I am unable to generate cover actions that can increase factual influence
Is there any console code that can solve this problem?
My factual influence cannot be increased!
Styrium  [author] Aug 15 @ 8:42am 
Intriguing... Which aliens specifically, cause I've never seen/heard of that happening.
MR.E? Aug 15 @ 8:06am 
im trying to make aliens in the character pool but they arent showing up with the alien skins they just appear as humans with the alien as a class
Styrium  [author] Aug 11 @ 9:37am 
hopefully it stays that way this time '^^
Humrh360 Aug 11 @ 9:29am 
I had to start another NG, but yeah, looks like i've stopped running into the problem :D
Styrium  [author] Aug 11 @ 8:10am 
Yeah I've only seen this happen with LW, although I have no clue how they are related.

Well, I made yet another change to try to fix this issue. See if it sticks this time (remember to unsub/resub to force steam to update)
Humrh360 Aug 11 @ 7:40am 
Yes, I am. I guess that changes a lot of things, huh.
Styrium  [author] Aug 11 @ 6:44am 
this happened to me as well, but I thought I had fixed it... I'll do some further testing on my end then.

Oh and very important: are you using LWOTC or not?
Humrh360 Aug 11 @ 6:36am 
No luck on that. I still feel like I'm doing something wrong here. I imagine if it was a mistake, others would have noticed it already before me. I've seen ppl on the OG AU talk about jimmying up a workaround that I'll try in the meantime.
Styrium  [author] Aug 11 @ 4:13am 
Do tell if it keeps happening after unsub/resub. If my fix didn't stick I'll try looking into it once again.
Humrh360 Aug 10 @ 7:08pm 
This is from me starting NGs to test out my setup. Definitely post Aug 1st.
Styrium  [author] Aug 10 @ 6:57pm 
No I think it's some weird handling caused by this interaction with the original AU mod, pre august the 1st. That's why I asked if it was an older save.. it was possible that the same bug I was experiencing has plagued other people. But, supposedly, it should be fixed now.
Humrh360 Aug 10 @ 6:06pm 
Okay, so I've confirmed that when I specifically re-recruit AU soldiers I already have, it then produces these blank roster entries. I'm guessing it's some kind of conflict of overlapping entries or something. I'll check to see if it's a conflict with one of my other mods, but that's gonna be a really, REALLY long list to narrow down...
Humrh360 Aug 10 @ 5:48pm 
Haven't done any disable/reenable tests yet, but I did notice something interesting. After loading up a save, I noticed that some of the AU soldiers that I already recruited appeared were reappearing in the recruitable roster. I re-recruited them to try and clear it out, and it reproduced the blank soldier entries.
Styrium  [author] Aug 10 @ 3:15pm 
Intriguing. Not a clue what could have resulted in this..
Is this a relatively new campaign? Earlier this month I pushed an update that should, hopefully, have resolved most recruiting weirdness. I recommend unsubbing/resubbing on steam to force it to update, as steam updates things erratically.
Humrh360 Aug 10 @ 3:08pm 
Is anyone else getting a bug where any AU recruits adds a blank soldier entry to their roster that can't be removed or dismissed? I have a feeling it's being caused by an incompatibility.
Ironmonk Jul 24 @ 1:42pm 
Well, I'm not playing Xcom right now (not that motivated either), so I'm in no rush... but if you ever get some free time and interest, you can try to contact me later.

I didn't test this with a existing species to see if it work, but there is a entry that could be added to a class that might do just that:
AcceptedCharacterTemplates="YautjaSoldier"

If this works, then a new class can be tied to a specific character template, while the same character template can work with any other classes available.

So just to clarify, its a species that would be like any other AU species + a exclusive class that can only be accessed by this species.
Styrium  [author] Jul 24 @ 1:21pm 
Yeah, I'll add the HK Droids, did not even know they were a thing
More Resistance Order Pages is a prerequisite, so no point in adding it.
I could add the Random Soldier Info Mod bridge, I didn't consider it at first cause it's unlikely that I'll be expanding its functionality to all the species.

That does sound like a cool project! I'm currently working on too many stuff at the same time as is so I think I'll have to pass it for now, mostly cause I'm not as interested in classed aliens. I don't know exactly how you'd implement a class to only be available to them but it does sound like it would work nicely.
Ironmonk Jul 24 @ 11:03am 
Btw, I was planning to make a AU for the Yautja (Predator), but gave up because the mod tools doesn't work on linux.

But I ended up making a Class with extra squaddie abilities to simulate the species+class... The idea was to allow the Yautja species to train in any regular class while also have a exclusive class that would make them closer to what is seen in the movies (essentially a Reaper+Skirmisher mix).

I spent many hours tinkering with it, and I think it could be a nice addition to the AU family.

If you are interested, maybe we could talk to see if a collab is possible.
Ironmonk Jul 24 @ 10:33am 
you missed:
- Allies Unknown Redux: Buildable HK Droids

might add these as well:
- More Resistance Order pages
- Random Soldier Info / Allies Unknown Bridge Mod
Styrium  [author] Jul 24 @ 9:33am 
There you go , this should have them all
aceboy_21 Jul 23 @ 10:59am 
@Styrium Thank you.
Styrium  [author] Jul 23 @ 5:03am 
If you click on the allies unknown tag on steam you'll see pretty much all of them (save for the Geth and the Hybrids iirc) but I can compile a list, sure.
aceboy_21 Jul 22 @ 7:05pm 
I second that motion.
Ironmonk Jul 22 @ 6:21pm 
perhaps a list saved in a new discussion thread with all compatible/working races available on steam (divided either by author or theme) would be helpful for some folk...
Styrium  [author] Jul 22 @ 5:40pm 
what isn't working? you need to have species modules installed, by itself this mod does nothing.
aceboy_21 Jul 22 @ 2:44pm 
Can't seem to get this mod to work. No alien ally ever appears. Playing on LWOTC. Please help.