XCOM 2
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Allies Unknown Redux Species: Argonians
   
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5 Oct, 2024 @ 1:25pm
25 Jun @ 11:24am
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Allies Unknown Redux Species: Argonians

Description
Description
This mod adds a new recruitable unit to XCOMs alien roster:

  • For the base cost of 55 supplies, argonians are tougher and regenerate faster than your average recruit. Stat-wise, compared to humans, they gain 10 defense (higher in lower difficulties) and 1 extra HP, while losing about 10 points in average to their will score and 2 to their mobility. Additionally, they take 50% less damage from poison and gain the ability Histskin, which, upon activation, allows them to regenerate 1 HP per turn to a max of 3 HP (both configurable).

Don't forget to go to Options > Gameplay and set the 3 sliders for the SkyrimArgonians to the minimum so that humans don't generate using Cavily's cosmetics.

Alternatively....
It has been pointed out to me that the slow tank archetype does not match the argonians as seen in Skyrim; they're, as a rule, sneakier, and more agile than I originally made them. To remedy this, I've created an alternate ability set for the argonians that can be enabled through config in XComAUArgonians.ini and they are off by default. This way the argonians generated before this update can remain unaffected and those who wish can use the new, more lore-appropriate argonians. If you happen to use Allies Unknown Redux² (and I recommend you use it), there will also be a MCM setting to switch between the argonian variants.

  • Alternate Argonian: argonians are more nimble than humans, and through their connection to the Hist are capable of increased regeneration. Stat-wise, compared to humans, they gain 10 dodge(higher in lower difficulties), while losing about 5 points in average to their will score. Additionally, they take 50% less damage from poison and gain the passive ability Histskin, that regenerates 1 HP per turn, if hurt, to a max of 3 HP (both configurable); HP regained in this manner decreases the time spent wounded after the mission.


Cosmetic Options
You have free range to use regular soldiers' cosmetic options on argonians--so, for all of you with hundreds of cosmetic mods, go nuts!

Additionally Cavily's mod comes with plenty of horn variants in upper face props as well as some feathers sorted under hairs, so have fun altering your argonian's appearence if they didn't spawn quite right. The mod also comes with actual argonian faces as well as helmets to be used with invisible heads, argonians are always generated using the helmet versions, due to their matching the arm colors better. I have fixed the issues in the Heads' archetypes that resulted in the color mismatch between head and the arms/tail; this means that the argonians will always generate using the actual heads and appropriate plummage! Of course, the helmet version of the heads is still there, though I don't believe there's any point in switching back over to invisible heads+helmets.


Known Issues
Sometimes they generate with an invisible torso. Idk if it's due to UCR but I'm not fully sure why it happens.

Requirements
Obviously Allies Unknown Redux is required to be able to recruit argonians to your forces.

Mitzruti's Perk Pack is required for the icon used for the argonians ability: Histskin. As well as for the poison resistance ability, since that mod handles that perk's template's creation in its entirety.

To be able to see the argonians, you'll need Cavily's Skyrim Argonian Cosmetics, as all of the cometics used are from his mod.


Credits
Thanks to Cavily for allowing me to port his amazing Khajiit cosmetics for this mod.

Thanks to Mitzruti for making it so that I didn't have to figure out how to code the argonians' poison resistance from scratch.

Thanks to Max for telling me what could be the issue with the heads being off-color and how I could easily fix it.

And huge thanks to the XCom modded discord for helping me through a lot of the fiddling required to put this one together, and for giving me ideas on what sort of abilities to give argonians to make up for my being a total skyrim noob.
32 Comments
LEad EaD Soldier 11 Jan @ 6:55am 
I installed this last night and first guy I gotten rocked Spartan armor and legs. thanks:coromon_blush:
Dęąth Viper 20 Dec, 2024 @ 9:25pm 
Added you. I would like to make some of these but have no idea where to start
@R+5 12 Dec, 2024 @ 11:24am 
i tried to use aml last year in linux, but didnt work. also try luck in windows, and also wasnt working. it was bugged (would recognise the mods, but wasnt able to launch the game), and after trying different things i became bored. will try again soon, to see how things work now.
Styrium  [author] 12 Dec, 2024 @ 7:45am 
@R+5 so I can't help with how to extract models from other games, and 3d modeling and whatnot, I just take cosmetic mods already on the workshop and turn them into species modules. As to the coding part, I've started from the modding wiki on reddit and then it's just a lot of picking apart how other mods do stuff. The important part--the custom abilities--is the part that I can't really make a tutorial since the kinds of ability you can give a species is entirely up to your creativity.

And about the launcher, you should really start using the Alternate Mod Launcher (AML) if you don't already.
@R+5 12 Dec, 2024 @ 6:57am 
well, i dont know basic coding, so thats why i would like a "foor noobs" starting point (to copy paste stuff with less guessing lol), so i could begin experimenting with that, as well as recycling models from other games, or learn the basic stuff to use something made or modified in something like blender.

Anyway, if you could afford the time, would be cool. if not, its also ok, but still would be nice to have a starting point to begin learning the basics for modding (did you used any guide for that once?). i used to play this game a lot, but stopped as soon as the launcher began breaking mod compat, but since the bs launcher has been removed, i want to begin a new game, heavily modded (just a bit more than before, lol).
Styrium  [author] 12 Dec, 2024 @ 6:47am 
@R+5 honestly it's not too hard if you know basic coding and look through the source code of any of my species modules. The only actual thought goes into making the custom abilities and the CharacterGenerator--everything else is just a lot of copy-pasting
@R+5 11 Dec, 2024 @ 5:20pm 
could you make a guide-tutorial about how you made this mod? to then try other unusual races with new attributes.
Styrium  [author] 15 Oct, 2024 @ 11:38am 
@Papistman no clue, I'm all out of ideas. I know of a couple of good alien cosmetics but they're mostly from ME3 and I don't much care for that
Papistman 15 Oct, 2024 @ 10:55am 
What's your next one going to be Styrium?
Styrium  [author] 12 Oct, 2024 @ 3:24am 
@BigHillsBigLegs I'm afraid I can't help your erm friend there, I don't do any modeling work, only use what others have uploaded to the workshop, with permission of course.

@Fantasy System D: