XCOM 2
Allies Unknown Redux Species: the Khajiit
38 Comments
Styrium  [author] 12 Mar @ 1:37pm 
@TK421 For this one, no. I mean, all it does is provide the icon for the ability. If you don't mind your Khajiit having a white square on their ability bar then I guess you could skip it. Though I doubt Mitzruti's Perk Pack conflicts with anything.
TK421 12 Mar @ 12:36pm 
Thank you c: Is the Mitzruti's Perk Pack really NEEDED, as well? I'm testing out mods and i'm wondering if this is causing conflicts with other ones
Styrium  [author] 12 Mar @ 7:47am 
@TK421 should be fixed now!
Styrium  [author] 12 Mar @ 7:25am 
Yup that would be tiny mistake on my end. oops. I never noticed it because UCR overwrtites that bit of code. Will be uploading a patch shortly.
TK421 11 Mar @ 9:48pm 
any way to add hair? I've noticed there's 0 options for it
tilarium 17 Dec, 2024 @ 8:23am 
Thank you for the explanation. I'm going to add the perk pack to my list then, these reduxs are awesome additions as I do like playing with a small handful of different species and this makes them make more sense to me.
Styrium  [author] 17 Dec, 2024 @ 7:58am 
@tilarium All that MZPerkPack does is add a lot of custom abilities and effects to the game. If I recall correctly, by default, it adds no gameplay changes, merely allows other mods to pull from the framework of abilities and effects.
My species modules use them mostly for icons, although some do use it for custom effects (and as such need it in a more definite manner). In each species' description I say exactly what MZPerkPack is used for. If it says it's just for the icons, well, if you don't mind seeing white squares instead of proper ability icons you can choose that I guess.
tilarium 17 Dec, 2024 @ 7:34am 
Haven't played XCOM 2 in a long while, so going through and looking at the awesome mods, trying to tweak things around. Liking this set of Redux mods but I don't really understand Mitzruti's Perk Pack. First glance is that it's one I would turn away from because it adds to much. How hard of a requirement is it for all of these Redux packs?
Styrium  [author] 9 Dec, 2024 @ 2:57pm 
No worries. If you happen to use my AU / Rusty Recruits Redux bridge you can use the command forceRefreshAlienRecruitsRRSBridge to reroll your recruit list. ;)
Be warned that this will obliterate the existing recruits on your list tho.
TITANMASTER25 9 Dec, 2024 @ 2:09pm 
Oh my goodness, thanks for looking into to that! super fast. I had noticed that the wookies had the race set as khajiit in the recruit section but didn't know if that was an issue or not. I hope I see them soon :steamhappy:
Styrium  [author] 9 Dec, 2024 @ 4:19am 
@TITANMASTER25 You were right the Khajiit were never spawning, that is because the Wookiees, by a copy-pasting oversight were overwriting the Khajiit's SpeciesTemplate instead of creating their own. Oops. It should be fixed now with an update to the wookiees.
Styrium  [author] 9 Dec, 2024 @ 3:02am 
@TITANMASTER25 Hm I definitely had them spawn at least once before. I can double check on a test-save if they show up okay, but there's little else I can do if everything is correct on the backend. Allies Unknown has no weighted spawns or anything like that, so all modules have the same likelyhood of being drawn when a new alien is requested. If you too many species modules it can be a simple case of really bad luck :/
TITANMASTER25 8 Dec, 2024 @ 9:59am 
Hey there, just had a question. I'm currently using a bunch of your allies unknown species (wookies, dragons, etc.) and they all work great however, for some reason I cannot find a single Khajiit in any of the non-human pools. Even after 5 months of in-game searching they don't pop up for me. I double checked and made sure that I selected the mods and that they're on too. I'd appreciate any help, thanks.
Masako 14 Nov, 2024 @ 11:04pm 
Thanks for the reply I appreciate it. Great mod btw.
Styrium  [author] 9 Nov, 2024 @ 5:48am 
I didn't test it per se, but I see no reason why it wouldn't work
Styrium  [author] 9 Nov, 2024 @ 5:47am 
@Kinsect they don't... but it should be an easy fix! (maybe)

if you go to this mod's XComContent.ini you'll see that the only lines there are copies of the heads from Cavily's mod, but with CharacterTemplate="KhajiitSoldier". You can copy the head entries from the Anthro Cosmetics pack into that file but adding/changing CharacterTemplate to KhajiitSoldier and voila it should work
Kinsect 8 Nov, 2024 @ 8:32pm 
shoot they don't support the Anthro Cosmetics Redux cat heads ^^;;
Styrium  [author] 8 Oct, 2024 @ 9:01am 
@Masako sorry I didn't reply earlier, I totally missed it. I don't use Project Dollhouse, but, from my experience looking at the codes of other color mods like One Million Colors they are tied to the UICustomize classes that run while you're on the customization screen. This mod still uses the same UICustomize_Body (that's why the khajiit still have the UCR menu instead of a truncated menu that's not accessed by that mod) but it still uses a custom XComCustomization class to handle the custom soldier template. I can probably try talking to the people behind PD to see if there's anything to be done about custom soldier types support but idk how soon/if they get to it.
ACrusaderGuy 7 Oct, 2024 @ 11:43am 
Genuinely thought I was tweaking when I saw this on the workshop. Gonna give it a try on my next playthrough.
Styrium  [author] 7 Oct, 2024 @ 4:25am 
@heirtothestar No clue. My gut says no, due to another comment mentioning they never could use AU aliens with LWOTC due to them missing the extra utility slot /different stat spreads. I don't play LWOTC myself so no idea what changes would need to be made to make them compatible nor how easy they'd be to implement.
HeirtotheStar 7 Oct, 2024 @ 2:38am 
Is this compatible with LWoTC ?
Masako 6 Oct, 2024 @ 8:38pm 
I'm trying to get this to work with project dollhouse. I can't get the color selector in project dollhouse to work with the Kahjiit soldiers. The game seems to use the vanilla UI for color selection. If you add the character template to the UI.ini file in project dollhouse, the UI works but any changes you make with it aren't reflected on the Khajiit, If anyone has a solution, please @ me
tastiger841 6 Oct, 2024 @ 4:08am 
Meow! Always love cats, take my award!

Someone mentioned the predator, I think they can be based off the Allies Unknown Redux Species: Sangheili with less armor but higher mobility. You can also get some ideas from the predator class I guess.
Styrium  [author] 5 Oct, 2024 @ 7:24pm 
@Halo6301 the arms ahave a different tint than the heads head, the helmets heads are closer in coloration to the arms and tail
Halo6301 5 Oct, 2024 @ 6:04pm 
QUestion. Is it me or is there an issue with the arms being a different color than the head?
Styrium  [author] 5 Oct, 2024 @ 2:53pm 
@kinsect I don't see why you couldn't
Kinsect 5 Oct, 2024 @ 2:13pm 
say can I use the Anthro Cosmetics Redux (nor the cat like heads, Legs, and tails) on them?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2697077129
LeoArcticaa 5 Oct, 2024 @ 3:50am 
@Styrium oh wow that was quick!

And yay ^^ can't wait to add them :P ty!
Styrium  [author] 5 Oct, 2024 @ 3:49am 
@LeoArcticaa Good news! Argonians are next on the list!
LeoArcticaa 5 Oct, 2024 @ 3:41am 
Do you think you can do the Argonians as well? Theres a mod that adds peices of them which I THINK is done by the same modder.

Awesome work btw :P my anthro / viper army grows :P
Styrium  [author] 4 Oct, 2024 @ 2:09pm 
Also updated with reduced detection radius!
Styrium  [author] 4 Oct, 2024 @ 2:08pm 
@Slackboy it's not that hard, even I can do it! But if it helps for SW there's already an AU module for the Twi'leks at least.
Slackboy101 4 Oct, 2024 @ 2:05pm 
Part of me wants too ask if you can do some Star Wars and 40k modules for Allies Unknown
Styrium  [author] 4 Oct, 2024 @ 1:00pm 
@EvilBob22 Thanks! I think I've figured out how to implement it, but I couldn't touch the mod much today. All that's left is for me to sit down and do it.
EvilBob22 4 Oct, 2024 @ 11:34am 
I like the concept, nice idea. As far as reducing detection radius, I see you have eStat_DetectionModifier set to 9. Try setting it to something like 0.2 instead, it's a float and the enemy detection is multiplied by (1.0 - detection modifier). So, that would reduced it to 1.0 - 0.2 = 80% of normal.
The Fat Wolf 4 Oct, 2024 @ 9:32am 
@Styrium There's loads on here. >w<
Styrium  [author] 4 Oct, 2024 @ 9:06am 
@Stolas If I can figure out a stat/ability set for them, and there's a cosmetic item for it, sure
The Fat Wolf 4 Oct, 2024 @ 8:49am 
Huh, can a Predator be an Allies Unknown?