XCOM 2
Allies Unknown Redux² – LWOTC Compatible
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Styrium  [developer] 15 Dec, 2024 @ 11:53am
How to have your Character Pool aliens showing up in your campaigns
I've since figured out what was the issue with AU Aliens saved to the Character Pool not showing up during campaigns. It turns out that when they get saved to the character pool they don't get assigned the variable that enables them to be picked up by the game to spawn as soldiers. To fix it you must open the character in the Character Pool and uncheck and then recheck the Allowed Soldier box, if the alien has one.

The last bit is the tricky part, since some (if not all) of RealityMachina's species modules don't have their custom UICustomize_Menu set up with the character pool controls visible. For that reason, I've added a couple of console commands to this mod to manually check if that flag is set to true, as well as setting it to true allowing your aliens to start appearing.

  • First, you can use ListCharPoolAllowedSoldierStatus [TemplateName] to list all characters of that type in the character pool and whether they are flagged to be allowed as soldiers or not. This command also prints out the same names to the log file, to make copy-pasting them easy. For example, you could use ListCharPoolAllowedSoldierStatus RM_HybridSoldier to list all Hybrids in your character pool and see which ones got the flag enabled.
  • Then, for each of the soldiers that returned false in the list above you can use CharPoolSetAllowedSoldierToTrue [Soldier Name] to set their flag to true.

And voila, they should be showing up for your campaigns.

If you don't use this mod/don't wanna use this mod for its other functionalities, both commands can be run from the main menu. That means you can enable the mod, run the necessary commands to enable your character pool aliens, then disable it and relaunch the game without it with no harm done.
Last edited by Styrium; 15 Dec, 2024 @ 1:55pm
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Cekseiro 2 Feb @ 10:26pm 
I apologize if it's because I'm just doing something dumb (which is likely) or just the game really hating me with RNG, but for some reason, after following these steps it just isn't working. I've had a long-running viper recruit character in my pool for a fair while and have remade 'em in this version (along with an actually new hybrid recruit I randomly got in a campaign after upgrading to this version, and who also isn't showing up). For some reason, she just isn't showing up post-this. A few other steps I've tried in addition to those listed here:

- Every combination of enabled/disabled settings in the MCM
- Removing their classes and reverting them to rookies
- Installing Rusty's Redux to see if that'd help
- Uninstalling Rusty's Redux after I realized it didn't
- Outright remaking them from scratch twice
Styrium  [developer] 3 Feb @ 2:24am 
The first question would be if you have seen any other Vipers/Hybrids in this campaign. The process of selecting the species is truly random, but if you happen to roll the correct species, in Pool Only Mode, they would come straight from the character pool, assuming your MCM settings aren't disabling the custom character pool selection mode. I've just tested this in a fresh save and a couple of refreshes later the viper I just created in the character pool showed up on the recruit list no problem (you can see it as they have Viper Recruit set as their class instead of Rookie).

Actually.. Thinking on it, I forgot to edit the Hybrids' covert action to use the new custom CPSM, so that one was an oversight on my part. But the viper should be showing up.
That's the weird part, other vipers are generating just fine—it just refuses to pull from the pool, even with the proper setting checked [and the console returning the character as True for the template]. Thinking I messed something up in the config (which, to be entirely fair, is still very much likely since when I first used the mod in combination with a Covert Infiltration run that fell through due to other reasons it was working fine), I had went so far as to delete/unsubscribe from the mod and resubscribe/reinstall it in the hopes that it'd restore it to a sorta factory default. It seems since I had initially installed it and now there was an update that added a new MCM option to add a random recruit to Gatecrasher, but neither the reinstall nor checking that option really solved the issue.
Last edited by Cekseiro; 3 Feb @ 8:05am
Styrium  [developer] 3 Feb @ 8:31am 
Unfortunately that could just be very bad luck. Each month two aliens are generated for the gray market so the more likely scenario is that the character pool viper is getting generated and cycled through the market. Assuming, of course, that you haven't hit the master override in MCM. That would, naturally, override the custom CPSM. /shrug
It all seems to be working fine on my end so I can't seem to replicate the issue to attempt to fix it.
Cekseiro 3 Feb @ 11:26am 
Ah, well. Figured it was something on my own end anyways, if it turns out to be something potentially useful for others to know I'll try to share it (if it doesn't, or I just never figure it out, obviously I won't waste any more time). Thanks anyways for trying to help.
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