XCOM 2
Allies Unknown Redux² – LWOTC Compatible
82 Comments
Styrium  [author] 8 Jul @ 3:31pm 
@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 @ 3:18pm 
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  [author] 29 Jun @ 1:23pm 
@Zoroaio this mod doesn't touch the regular Recruits List at all. It must be another mod's fault.
Zoroaio 29 Jun @ 1:16pm 
Why My Human Recruits List is empty?
The Non Human Recruits List will be generated normally
Styrium  [author] 8 Jun @ 10:19am 
@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  [author] 8 Jun @ 8:08am 
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 @ 9:32pm 
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  [author] 23 Apr @ 7:01pm 
@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  [author] 23 Apr @ 12:03pm 
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 @ 11:35pm 
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?
Styrium  [author] 13 Apr @ 1:23pm 
Wild. Okay. Tho I'd be surprised if it was this mod's fault.
Joe Marotta 13 Apr @ 1:02pm 
Not sure where the config is, but I can now recruit Templars for 100 supplies? Can anyone please tell me how to turn this off.
Styrium  [author] 25 Mar @ 12:39pm 
=_= it sure does, thanks for catching it!
Ironmonk 25 Mar @ 12:12pm 
on the read-me file, the following command has a typo

forceRefreshAlienRecruitsAUSquaredf

the last letter "f"
Styrium  [author] 23 Mar @ 6:42pm 
@Ironmonk I don't think there is....
Ironmonk 23 Mar @ 4:53pm 
@Styrium
A couple of days ago I saw that you added a command to refresh the AU recruit list... do you know if there is a similar command for the regular recruit list?
Ironmonk 23 Mar @ 3:04pm 
Thanks for the hard work :steamthumbsup:
Styrium  [author] 23 Mar @ 2:22pm 
@Ironmonk just wanna update you that I did try to implement a button to copy a characters full appearance, Head and stuff included, but it's pretty much impossible without making UCR a hard-requirement. I might release a standalone mod that does it, but it's not really a priority.
Styrium  [author] 17 Mar @ 2:52pm 
Well, Iridar for sure isn't gonna work on it (he's retired from X2 modding, if you didn't know).

Unfortunately, for creating AU modules the ability to create and edit CharacterTemplates through config wouldn't be enough. You'd still need to at least have either a custom XGCharacterGenerator or a X2DLC_Info hook ModifyGeneratedUnitAppearance to make sure they generate with the proper cosmetics. So you'd need a "Create Custom Soldiers Mod" that handles that bit, even if TemplateMaster allows for CharacterTemplates handling.
Ironmonk 17 Mar @ 11:49am 
one thing we are missing is a possibility to add/edit character templates in the Template Master... if iridar implemented it, then a new era for AU would be born.

my main problem is that I'm a windows 7 orphan that migrated to linux and the DevTool doesn't work on linux... so, I can't do much.

I have plenty of ideas, but limited by this.

I wanted to create a Predator species for AU... I re-watched the movies to make a proper class/species based on lore... the idea would be to have the species being able to train in any class, but still have a exclusive class for the species available to train at the GTS.

I'm in the middle of a playthrough testing this class and so far, its strength isn't overpowered like the Predator Class by Drumax... but still needs some tweaks to put it in the similar power level as other vanilla/faction classes.
Styrium  [author] 17 Mar @ 11:33am 
if I can think of a way to achieve it without a full hijack of the UCR loading from CP screen, I'll do it for sure.
Ironmonk 17 Mar @ 11:00am 
well, its a QoL, but still not important enough to risk potential trouble and waste your time to implement.

Just forget it... thanks
Styrium  [author] 17 Mar @ 10:36am 
@Ironmonk Okay so. It'd be very difficult to fix, probably not impossible tho. It breaks because, essentially, it doesn't copy the full appearance, just the outfit (name, nickname, race, face option, skin tone, etc. are left unchanged). With the wilder discrepancy between each species' cosmetics, I definitely undertstand why it'd be an issue. As-is... technically it "works". You still have to manually select the proper Head and skin/hair color but it should be functional, just annoying to use. I full fix that would copy the missing bits of the appearance that aren't usually part of the "outfit" could be doable, but it'd be very intrusive.
Styrium  [author] 12 Mar @ 10:11am 
did not know it wasn't working, I can see if there's anything to be done about it
Ironmonk 12 Mar @ 9:56am 
thanks bro

BTW, there is any plans to add support for "Load From Character Pool" for AU characters?
Styrium  [author] 12 Mar @ 7:47am 
@Ironmonk now they should be able to select voices again!
Styrium  [author] 12 Mar @ 7:16am 
The " character has been like that since forever, for me at least. It's probably a typo'd double quote fromwhen RM released them.
Interesting about the voices tho, I'll take a look at it
Ironmonk 11 Mar @ 11:34pm 
I don't know if its this mod, but my Salarians can't select voices

Also, for some reason, in my Character Pool, their names had the character " at the end of both name and surname and it wasn't like that before, dunno if its related.

But anyway, even new generated salarians can't select a voice.
MT_Time 17 Feb @ 10:32am 
Alright, thank you for such a quick fix :)
Styrium  [author] 17 Feb @ 3:44am 
@MT_Time Shit it is entirely my fault. I was testing something and a test feature (that as you have noticed does Not work) snuck its way into the release version. It should be fixed
MT_Time 17 Feb @ 1:38am 
Hello! I encountered a bug recently; if any of my soldiers where shadowbound the game would crash, and disabling this mod fixed it. I'm not sure if it's a conflict with another mod, but I use a ton so this could be the case.
Styrium  [author] 2 Feb @ 3:05pm 
Oh you use LWOTC... Yeah Vipers is not really super compatible with modded LWOTC. There have been reports on the past of it causing Crashes to Desktop. Vipers does a lot of intrusive modifications to viper abilities and LWOTC does a lot of intrusive things period. I'm trying to see if it's possible to disable the Vipers modifications.
Majes 2 Feb @ 1:44pm 
Hi, sorry for the late response, didn't get the message announced that you already replied :)
I've tried to put whole log to give it to you, but pastebin seems to have log limit, so I just copied what I think is battle log. It seems to freeze and crash on viper's tongue pull ability when checking if target is valid for that skill. Might be wrong tho.
https://pastebin.com/TTUaqn4x
If you need whole log, I might upload it somewhere else.
Cheers, and thank you for the keeping this game alive with mods :)
Styrium  [author] 18 Jan @ 4:44am 
huh I've never seen/heard of that happening. It'd likely be on their end, this mod only touches the vipers' Allly Tongue Pull, though I don't know if Mr. Danger Dude is still modding. If I can replicate the issue I could fix it through here.
Majes 18 Jan @ 4:00am 
Hi. Vipers from allies unknown addon seems to crash whenever I try to use any skill on viper. Is it on this end, or their end to fix this interaction?
Styrium  [author] 12 Jan @ 5:40am 
I've opened a discussion thread where all the changes made for LWOTC compatibility will be listed.
RambelZambel 9 Jan @ 3:16am 
ok, thx for the info, and its only the voices, for armorparts the sortoptions are showing up
Styrium  [author] 9 Jan @ 3:12am 
@RambelZambel this mod should have no interaction with UCR. If the voices can't be sorted that's likely due to the individual species modules overwriting the default customization screen where you can select them. That issue would need to be fixed separately.
RambelZambel 8 Jan @ 12:04pm 
is this not compatible with unresticted customization redux? Cause i cant sort voices of any allies unknown soldier(options deosnt show up)
Styrium  [author] 7 Jan @ 2:17pm 
Yeah I think I can patch it to make it so the NCE function gets called directly instead of relying on the event but I have yet to test it. For now, it's a bit of inherited LW jank
Xeal 7 Jan @ 12:24pm 
Huh okay, odd but I'll take it with the rest off the jank this game already has XD. Thanks for the quick responses.
Styrium  [author] 7 Jan @ 9:21am 
Looking into it the event that calls for the NCE treatment doesn't appear to run at campaign start, so the first batch of aliens created at campaign start will not get the NCE stats. If the mod is added mid-campaign, or if you nuke the first batch of recruits with the command, all should work fine.
Leokosta 7 Jan @ 8:37am 
Recruited a Quarian and Asari from Barracks to test: Will negative 8. Reloaded, used the command forceRefreshAlienRecruitsAUSquared, now will positive (Quarian 30, Asari 20).
Styrium  [author] 6 Jan @ 5:57pm 
@Xeal okay so I booted up the game with only Allies Unknown, some species modules, and LWOTC and the stats are generating fine now. I mean Twi'Leks get negative hacking stat sometimes, but let's call that semi-intentional.
However, for some reason beyond my understanding at the moment, the starting pool of recruits does not get their stats randomized. All subsequent recruits get the correct stat generation though. So, for now, I say run forceRefreshAlienRecruitsAUSquared once the campaign starts to get new recruits with the proper stat generation. I'll bug Ted about whatever might be causing this tomorrow.
Xeal 6 Jan @ 11:23am 
Hmm, not sure what it is but nothing seems to have changed. Rookies recruited from the ship still have -5 will, except Asari (and as a side, note, all their stats are uniform and not getting the Long War spread). Tried getting one from the gray market and they had 0 will, though that's probably growth from being a squaddie instead of recruit. This is from starting a new campaign since I'd just finished gatecrasher last night and didn't mind making sure. Suppose it could be a mod conflict, but as far as I know, the new minimal mod jam doesn't touch this and I don't have anything else that should be.
Styrium  [author] 6 Jan @ 8:10am 
With this new patch aliens should no longer be generating with negative will Hopefully.
Styrium  [author] 6 Jan @ 7:36am 
Shit okay, I'll double-check the Will code for the alien stats. Weird that it works for the Asari but not the other two cause Asari have a will penalty that I don't remember the other two having.
Xeal 6 Jan @ 1:51am 
Not sure what was going on under me, but I still have soldiers spawning with like -5 Will. Not sure if its a thing with the new minimalistic modam or not, but it's not every race either. I use the Asari, Quarian, and Twi'lek. Asari seem to always have normal will, but the other two are all -5/-5. I don't want to have to console command every non-Asari alien that I recruit XD.
Leokosta 2 Jan @ 10:16am 
Nice, thats great. Thank you for all your help.
Styrium  [author] 2 Jan @ 9:22am 
Yeah, sorry I deleted the ForceStart(...)Project commands with the latest patch, since now that functionality is handled by the HealingLimboWatchlist. Glad to hear you got it fixed! If they ever glitch again just use the SignUpForHealingLimboWatchlist and it'll ensure their will projects get handled correctly.