XCOM 2
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Allies Unknown Redux² – LWOTC Compatible
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1.044 MB
15 dec 2024 om 11:08
8 jul om 9:12
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Allies Unknown Redux² – LWOTC Compatible

Omschrijving
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.

Populaire discussies Alles weergeven (3)
5
3 feb om 11:26
BELANGRIJK: How to have your Character Pool aliens showing up in your campaigns
Styrium
0
12 jan om 5:36
BELANGRIJK: LWOTC Compatibility Changes
Styrium
0
16 dec 2024 om 8:04
BELANGRIJK: List of Bugfixes to Allies Unknown Redux
Styrium
82 opmerkingen
Styrium  [auteur] 8 jul om 15:31 
@Samurai_Shogun MCO stands for Mod Class Override. It's hard to explain what it is if you're not used to object-oriented programming terms, but it's essentially a way to reroute every piece of code that goes through a basegame 'class' into a 'child class' provided by the mod. It's the only way to make very intrusive changes to the game code, as every time that class is accessed you can route it through your mod's code. That's why two mods who MCO the same class are Incompatible (they'll turn purple in the AML) and they Can Not be run together.

AU Vipers has two MCOs that weren't set up properly. The replacement classes listed in the MCO are not 'child's of the class they are trying to replace. This usually results in unintended consequences way beyond than what the author wished to accomplish.
Samurai_Shogun 8 jul om 15:18 
I read this in the changelog: Included config to disable bad MCOs added by AU Vipers. I don't understand what's an MCO, can you clarify?
Styrium  [auteur] 29 jun om 13:23 
@Zoroaio this mod doesn't touch the regular Recruits List at all. It must be another mod's fault.
Zoroaio 29 jun om 13:16 
Why My Human Recruits List is empty?
The Non Human Recruits List will be generated normally
Styrium  [auteur] 8 jun om 10:19 
@mickomoo On my end everything seems fine--I can launch the game with just AU² and its prerequisites (with and without LWOTC). That kind of error is usually due to the package trying to access code that just isn't there. Are you using Allies Unknown Redux and the Highlander? Are you using AML? The default launcher is, to put it nicely, shit.
Styrium  [auteur] 8 jun om 8:08 
I'll double check if I screwed something up with the last patch
but otherwise, you're sure you have Allies Unknown Redux enabled as well, right?
mickomoo 7 jun om 21:32 
Before launch whenever I load this mod I get this message "Error detected attempting load of package: AlliesUnknownSquared" I've played around with my mod list several times and this seems to happen regardless.
Styrium  [auteur] 23 apr om 19:01 
@Tortus Unfortunately, disabling the Gray Market would be quite a challenge as it doesn't have a "force shutdown" function that the Black Market does (likely because that was only added in wotc and AU precedes it). Hijacking its GameState isn't as straight-forward as was the Recruit Manager, so it gets tricky.

The button should hopefully no longer be there.
Styrium  [auteur] 23 apr om 12:03 
There's no such config so far. I can, at some point, add some logic to it tho to hide it if there're no viable species to recruit.

It should be possible to gate it by some scanning time. I don't know, however, if I am able to disable the code from AU that sets it to spawn immediately. It's something I could look into. It being affected by Gone to Ground is a great shout, I can see if it's possible to implement it.
Tortus 20 apr om 23:35 
I'm currently trying to dig through config files in this mod and the original AU mod, but maybe someone can help me with a quicker answer -- is there any way to disable the non-human recruits button in the Armory? I already configured all the species to only be recruitable via the Gray Market or mission rewards, so it triggers me a little bit to have a button there that I will never use.

For that matter, is there any way to make it so that the Gray Market only shows up after scanning for it, like the Black Market? And for it to be affected by Gone to Ground?