XCOM 2
Allies Unknown Redux² – LWOTC Compatible
115 Yorum
Styrium  [yaratıcı] 15 Ağu @ 8:42 
Intriguing... Which aliens specifically, cause I've never seen/heard of that happening.
MR.E? 15 Ağu @ 8:06 
im trying to make aliens in the character pool but they arent showing up with the alien skins they just appear as humans with the alien as a class
Styrium  [yaratıcı] 11 Ağu @ 9:37 
hopefully it stays that way this time '^^
Humrh360 11 Ağu @ 9:29 
I had to start another NG, but yeah, looks like i've stopped running into the problem :D
Styrium  [yaratıcı] 11 Ağu @ 8:10 
Yeah I've only seen this happen with LW, although I have no clue how they are related.

Well, I made yet another change to try to fix this issue. See if it sticks this time (remember to unsub/resub to force steam to update)
Humrh360 11 Ağu @ 7:40 
Yes, I am. I guess that changes a lot of things, huh.
Styrium  [yaratıcı] 11 Ağu @ 6:44 
this happened to me as well, but I thought I had fixed it... I'll do some further testing on my end then.

Oh and very important: are you using LWOTC or not?
Humrh360 11 Ağu @ 6:36 
No luck on that. I still feel like I'm doing something wrong here. I imagine if it was a mistake, others would have noticed it already before me. I've seen ppl on the OG AU talk about jimmying up a workaround that I'll try in the meantime.
Styrium  [yaratıcı] 11 Ağu @ 4:13 
Do tell if it keeps happening after unsub/resub. If my fix didn't stick I'll try looking into it once again.
Humrh360 10 Ağu @ 19:08 
This is from me starting NGs to test out my setup. Definitely post Aug 1st.
Styrium  [yaratıcı] 10 Ağu @ 18:57 
No I think it's some weird handling caused by this interaction with the original AU mod, pre august the 1st. That's why I asked if it was an older save.. it was possible that the same bug I was experiencing has plagued other people. But, supposedly, it should be fixed now.
Humrh360 10 Ağu @ 18:06 
Okay, so I've confirmed that when I specifically re-recruit AU soldiers I already have, it then produces these blank roster entries. I'm guessing it's some kind of conflict of overlapping entries or something. I'll check to see if it's a conflict with one of my other mods, but that's gonna be a really, REALLY long list to narrow down...
Humrh360 10 Ağu @ 17:48 
Haven't done any disable/reenable tests yet, but I did notice something interesting. After loading up a save, I noticed that some of the AU soldiers that I already recruited appeared were reappearing in the recruitable roster. I re-recruited them to try and clear it out, and it reproduced the blank soldier entries.
Styrium  [yaratıcı] 10 Ağu @ 15:15 
Intriguing. Not a clue what could have resulted in this..
Is this a relatively new campaign? Earlier this month I pushed an update that should, hopefully, have resolved most recruiting weirdness. I recommend unsubbing/resubbing on steam to force it to update, as steam updates things erratically.
Humrh360 10 Ağu @ 15:08 
Is anyone else getting a bug where any AU recruits adds a blank soldier entry to their roster that can't be removed or dismissed? I have a feeling it's being caused by an incompatibility.
Ironmonk 24 Tem @ 13:42 
Well, I'm not playing Xcom right now (not that motivated either), so I'm in no rush... but if you ever get some free time and interest, you can try to contact me later.

I didn't test this with a existing species to see if it work, but there is a entry that could be added to a class that might do just that:
AcceptedCharacterTemplates="YautjaSoldier"

If this works, then a new class can be tied to a specific character template, while the same character template can work with any other classes available.

So just to clarify, its a species that would be like any other AU species + a exclusive class that can only be accessed by this species.
Styrium  [yaratıcı] 24 Tem @ 13:21 
Yeah, I'll add the HK Droids, did not even know they were a thing
More Resistance Order Pages is a prerequisite, so no point in adding it.
I could add the Random Soldier Info Mod bridge, I didn't consider it at first cause it's unlikely that I'll be expanding its functionality to all the species.

That does sound like a cool project! I'm currently working on too many stuff at the same time as is so I think I'll have to pass it for now, mostly cause I'm not as interested in classed aliens. I don't know exactly how you'd implement a class to only be available to them but it does sound like it would work nicely.
Ironmonk 24 Tem @ 11:03 
Btw, I was planning to make a AU for the Yautja (Predator), but gave up because the mod tools doesn't work on linux.

But I ended up making a Class with extra squaddie abilities to simulate the species+class... The idea was to allow the Yautja species to train in any regular class while also have a exclusive class that would make them closer to what is seen in the movies (essentially a Reaper+Skirmisher mix).

I spent many hours tinkering with it, and I think it could be a nice addition to the AU family.

If you are interested, maybe we could talk to see if a collab is possible.
Ironmonk 24 Tem @ 10:33 
you missed:
- Allies Unknown Redux: Buildable HK Droids

might add these as well:
- More Resistance Order pages
- Random Soldier Info / Allies Unknown Bridge Mod
Styrium  [yaratıcı] 24 Tem @ 9:33 
There you go , this should have them all
aceboy_21 23 Tem @ 10:59 
@Styrium Thank you.
Styrium  [yaratıcı] 23 Tem @ 5:03 
If you click on the allies unknown tag on steam you'll see pretty much all of them (save for the Geth and the Hybrids iirc) but I can compile a list, sure.
aceboy_21 22 Tem @ 19:05 
I second that motion.
Ironmonk 22 Tem @ 18:21 
perhaps a list saved in a new discussion thread with all compatible/working races available on steam (divided either by author or theme) would be helpful for some folk...
Styrium  [yaratıcı] 22 Tem @ 17:40 
what isn't working? you need to have species modules installed, by itself this mod does nothing.
aceboy_21 22 Tem @ 14:44 
Can't seem to get this mod to work. No alien ally ever appears. Playing on LWOTC. Please help.
Lanford 18 Tem @ 12:42 
Thanks for the update. Doing it via config is also a good approach as my I'm in the middle of my campaign right now.
Styrium  [yaratıcı] 18 Tem @ 11:19 
Alll done. It's a simple config toggle to ensure it'd work even for existing campaigns ^^
Lanford 18 Tem @ 0:03 
Would you mind do the disable through code? I imagine it will be a second wave toggle. I think it will be more elegant that way.
Styrium  [yaratıcı] 17 Tem @ 13:59 
If that doesn't work I can make a toggle to disable them through code.
Styrium  [yaratıcı] 17 Tem @ 13:58 
I'm not 100% sure on how to fully disable them. I think that if you leave only 1 Weights=... entry on XComGameBoard.ini but make all the weights 0 they should stop spawning. Probably.

Try deleting all the lines that start with Weights= and replace with this line:
Weights=(DaysActive=0, Weight[0]=0, Weight[1]=0, Weight[2]=0, Weight[3]=0)
Lanford 17 Tem @ 12:54 
I have a question about scanning site for non-human soldier.

I'm not really looking for non-human soldier to acquire by scanning sites. I prefer to get them from covert ops or mission. So are there any ways to disable the scanning site? It also ate up my POI too as almost POI spawn always non-human soldier/rookie.

Is it okay/work just to comment out [POI_AU_Rookies X2PointOfInterestTemplate], [POI_AU_Soldier X2PointOfInterestTemplate] in XComGameBoard.ini in the main Allies Unknown mod?
madpoet 16 Tem @ 8:55 
oh sick I was just looking for this
Styrium  [yaratıcı] 8 Tem @ 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 Tem @ 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  [yaratıcı] 29 Haz @ 13:23 
@Zoroaio this mod doesn't touch the regular Recruits List at all. It must be another mod's fault.
Zoroaio 29 Haz @ 13:16 
Why My Human Recruits List is empty?
The Non Human Recruits List will be generated normally
Styrium  [yaratıcı] 8 Haz @ 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  [yaratıcı] 8 Haz @ 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 Haz @ 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  [yaratıcı] 23 Nis @ 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  [yaratıcı] 23 Nis @ 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 Nis @ 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?
Styrium  [yaratıcı] 13 Nis @ 13:23 
Wild. Okay. Tho I'd be surprised if it was this mod's fault.
Joe Marotta 13 Nis @ 13:02 
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  [yaratıcı] 25 Mar @ 12:39 
=_= it sure does, thanks for catching it!
Ironmonk 25 Mar @ 12:12 
on the read-me file, the following command has a typo

forceRefreshAlienRecruitsAUSquaredf

the last letter "f"
Styrium  [yaratıcı] 23 Mar @ 18:42 
@Ironmonk I don't think there is....
Ironmonk 23 Mar @ 16:53 
@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 @ 15:04 
Thanks for the hard work :steamthumbsup: