XCOM 2
[DEPRECATED] Rustys Recruits Redux/Allies Unknown Redux BridgeMod
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.
Lidiaz 1 Oct, 2024 @ 3:42pm 
@Styrim After a binairy search on my 560 mod pack, I've determined your mod does cause gatecrasher to autofail, same as kman11000. While looking up the issue I've stumbled on a reddit post about this specific issue, apparently caused by several mods, and according to the big man Iridar himself, it means your mod is just made wrong.
Styrium  [author] 1 Oct, 2024 @ 2:04pm 
@kman11000worst case scenario you can do gatecrasher and then tick this on, you'll lose the aliens already generated for the original rookies pool, but if they're completely random that shouldn't be an issue
kman11000 1 Oct, 2024 @ 1:00pm 
@Styrium I assume it's a mod compatibility issue as well (my modlist has 819 mods discounting this one so who know which of the many it could be triggering with). When the issue came up I had added 5 mods to the list and after ticking each one on/off this was the one that when turned off stopped the autofails. I have no clue why it was specifically this one given I had both the required mods already in the list for a long time prior.
Styrium  [author] 1 Oct, 2024 @ 12:38pm 
@kman11000 Autofails? I'm genuinely unsure how this could even be related to this mod, I have literally no code pertaining to the Gatecrasher mission. Iirc the first point this mod starts doing anything is on the post mission screen, so straight after Gatecrasher. I can doublecheck later, but I'd probably chalk it up to a mod compatibility issue.
kman11000 30 Sep, 2024 @ 12:33pm 
I am unsure why but when running this mod and starting a new campaign Gatecrasher autofails. Assuming it is a compat issue with some mod I have (modlist is huge so could be anything honestly)