XCOM 2
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[DEPRECATED] Rustys Recruits Redux/Allies Unknown Redux BridgeMod
   
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22 Sep, 2024 @ 10:10am
12 Dec, 2024 @ 2:27pm
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[DEPRECATED] Rustys Recruits Redux/Allies Unknown Redux BridgeMod

Description
A NEW, MORE COMPLETE VERSION OF THIS MOD WAS RELEASED HERE. IF YOU DO SUBSCRIBE TO THAT MOD REMEMBER TO DISABLE THIS ONE.
Description
This mod essentially overhauls a lot of Allies Unknown Redux, mainly with the idea of updating old code/fixing bugs and, as the name suggests, allows the new recruit screen from
[WOTC] Rustys Recruits Redux, that displays the recruits' stats, to work for the Allies Unknown's Non-Human Recruits screen.

This mod also integrates the other functionalities of Rusty's Recruits Redux, such as changing how the recruit list is refreshed (from being renovated with time, to the recruits sticking around indefinitely, and new ones being called immediately upon recruitment so the list is always filled).

When first installed on an existing save, the new recruit list fetches the recruits from the old recruit list before populating it, so no soldiers are stuck on limbo when you install it. Additionally, this mod zeros out the numbers of Starting Recruits and Refill Recruits from the old screen so that it stops generating characters on existing saves and never generates them in the first place for new saves.

I've also used this mod to add a handful of console commands that have to do with the AU aliens--basically a mix of things to either fix the weird functionalities of AU or just to make my life easier when testing new species.
The list of console commands and what they do can be found in this mod's ReadMe.txt file
Known Issues
Not exactly an issue, but, if you add this mod mid-campaign, at first glance your recruit list will be empty--don't worry! Due to how Allies Unknown is coded, the list only repopulates after a tactical mission, so it'll be empty only momentarily. If you need your recruits now for some reason, you can use the console command forceRefreshAlienRecruitsRRSBridge to fill it back up to your starting number of recruits--but know that by doing so the recruits on your original list will be lost to time.
Also don't use the AddSpecificAlienRecruit console command to spawn a viper, use that mod's command instead otherwise the animations won't load properly.

If you're into customizing AU aliens...
Check out my One Million Colours Plugin for AU Species.

And my Plugin for the Vipers

Ever had issues with your Character Pool aliens not showing up? Look no further.

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.

Credits
Obviously all credit for most of this goes to the two original mods, links above, all I did was mash them together. Any bugfixing and updating to better match new Highlander features were entirely my doing.
Also a huge thanks to the to the XCom2 Modders Discord for bearing with me as I fiddled with this until it worked.
Popular Discussions View All (1)
0
6 Dec, 2024 @ 5:13am
How to have your Character Pool aliens showing up in your campaigns
Styrium
15 Comments
Styrium  [author] 5 Dec, 2024 @ 12:56pm 
With this next update I've figured out why AU Aliens from the Character Pool don't show up during campaigns. Check out the change notes for how to make your pool alies show up.
ViivviiX 6 Oct, 2024 @ 7:43pm 
@Styrium thanks, I understand and appreciate the information.

Yeah, I assume those alien characters in the CP could show up as VIPS/Mission/Covert Actions maybe, but other than that, it seems that if a Alien character is saved to pool as anything but a rookie, the CP shows they are that class, so I imagine that's why I have never been able to see my Alien characters in the CP show up as recruitable rookies when starting a new campaign. Just seems odd if they are able to be saved to the CP but from there, they never seem to have a way to show up in the game/my squad. Hell even the rookies I don't typically see more than a single 1 show up in my starting barracks squad when getting back to Avenger/I've seen most of 1 of my Alien CP entries even show up in the "Recruit Non-Human". Idk if it's intended by the creator of "AU" but feels like it wasn't.

Great job again either way and thanks for all your work.
Styrium  [author] 6 Oct, 2024 @ 5:03am 
@zero3320 I can look into it. I've tried making it so Random Soldier Info Mod works for AU aliens and it's a nightmare, due to them all having custom naming functions, generators, and customization classes. It's to a point that you can't really build a mod like that without manually inputting all of the aliens' custom classes into your code and at that point it'll have all the species modules you built with as hard-requirements, so that people would only be able to use it with the exact same species intealled.

Suffice to say, a lot of those QOL mods like One Million Colors are just unfeasible to port over due to how the custom soldier classes are build.

About the Species being saved later not showing up as rookies I can look around and see if it's fixable.
ViivviiX 5 Oct, 2024 @ 11:34pm 
PS.
I don't know if you're just making some QOL mods atm for "Allies Unknown". But one thing that'd be great/possibly simple. (Could be wrong, but scale wise doesn't seem to grand.) Is how "Project Doll House" (Or UCR) adds the button on human soldiers when customizing them in your "Armory", you can "Import From Character Pool" their Character Info/Customization and paste it on a random soldier. Sadly aliens (Even ones of the same race/species) can't do this. A button to do the same for em would be cool.

Which leads to another idea is a button that Allies Unknown Races/Species don't have as well is the button in the CP to integrate something like the "Choose My Class"/"Commanders Choice" where your Allies Unknown Races/Species don't have a "Rookie" version of their class if you saved them as anything but a rookie, the char in the pool can never just show up as a random rookie ("Recruit "Non-Human") Something like a button similar to normal soldiers would be dope too.

Thanks again.
ViivviiX 5 Oct, 2024 @ 11:17pm 
I will third I was getting that bug, and came to conclusion. It was so unexpected to be from this mod, after downloading like 20+ I uninstalled pretty much all of the new ones I installed and a handful of others I thought could effect Gatecrasher. Then all of a sudden I try this one and it stopped auto completing Gatecrasher and doing what kman100 said. Seeing a failed mission debriefing, then going back to base as if I had used the console command "Endbattle Xcomwins true" which for some reason, that command when I use it auto finishes battle, but it ends up showing a failed completion. Not sure if you maybe know, if you know coding at all (as I don't) why I'm being given a failed mission even when I say "Xcom Wins true"?

Going to try and retest this mod for myself as it's a really nice QOL mod to have. Thanks for being so efficient with your fixes.
Lidiaz 2 Oct, 2024 @ 1:40pm 
Same
kman11000 2 Oct, 2024 @ 9:53am 
Update fixed it on my end.
Styrium  [author] 2 Oct, 2024 @ 2:47am 
Okay I learned what the issue was, it was one of the changes I made on the last update. That's probably why I hadn't encountered it while testing, it should be fixed on the new version and now compatible with new save games.
Styrium  [author] 2 Oct, 2024 @ 2:27am 
Okay, apparently this is an issue I didn't encounter in my several testing runs. I will look into it.
kman11000 1 Oct, 2024 @ 3:44pm 
@Syyrium That works, did the mission post Gatecrasher with the mod on and no issues. Weirdly it is just Gatecrasher that I am having problems with. To clarify on the autofail, the WOTC Get Commander Cutscene plays then the base game one starts a second or two later I get a "Mission Failed" debriefing with the Speaker and News People gloating.