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Allies Unknown Redux² – LWOTC Compatible
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2024 年 12 月 15 日 上午 11:08
10 月 15 日 上午 8:05
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Allies Unknown Redux² – LWOTC Compatible

描述
If you've never tried Allies Unknown before and want to get into it this post lists off most of the related mods you might need. Naturally you'll want to grab Allies Unknown Redux and its pre-requisites as well.
What started out a simple port of [WOTC] Rustys Recruits Redux for Allies Unknown turned into a much bigger project. Since then, I've tinkered with the Allies Unknown code, all to bring it up to par with present-day mods; by utilizing Highlander Hooks that simply didn't exist seven years ago when RealityMachina first wrote the mod, it was possible to streamline AU Redux's implementation, now that some things can be achieved in a more straightforward, less resource-intensive way. Due to the several bugfixes present in it, I would advise you to subscribe to this even if you don't intend to play with LWOTC.

Features:
  • Bugfixes: All of the bugfixes for Allies Unknown Redux as well as for the older Species Modules can be found here!
  • Freely Customizable Aliens: Now I've patched RM's old modules to have access to the full-length of cosmetics you might have downloaded; this also grants them access to UCR's features. This is disabled by default, unless you have UCR installed as well, just to ensure no weirdness due to lack of invisible parts.
  • New Second Wave Options: when starting a new campaign you can enable new custom options, such as starting with an alien recruit on Gatecrasher or disabling the custom faction. Be sure to check them out.
  • Custom Target Icons for every species: If you're using Rusty's Massive Target Icons mod, this mod now adds target icons for each species module currently released. This can be disabled through MCM, if you hate my art design.
  • Rustys Recruits Redux Functionality: now it's possible to see your recruits' stats on the recruit screen, as well as plenty of other changes to how the game handles recruits. If you're not familiar, all is explained more in-depth in Rusty's Mod's page.
  • Custom Character Pool Selection for Non-Human Recruits I've taken the liberty of expanding Rustys Recruits Redux's functionality to include a config flag for the Character Pool selection mode exclusive to the alien recruits generated by this mod. Now you can ensure your aliens are always from the pool, while keeping your regular soldiers random. By default this is set to Pool Only, but you can change it in the configs or override it with MCM.
  • Fully LWOTC Compatible: I believe the original Allies Unknown was compatible with LW2 and now, all these years later, AU Redux is finally compatible with LWOTC. Your alien soldiers should get the full LWOTC stat generation treatment and all other "buff's" compared to the base game soldiers, like the extra utility slots. The Vipers species module is likely not compatible with LWOTC, use it at your own peril. The full list of changes made when LWOTC is active can be found here.
  • Various Code Optimization: seven years have passed since AU Redux was released and, boy, it shows. I've done plenty of small tweaks to AU's code to make it more optimized, such as disabling 4 UISLs, bringing this mod's net UISLs to -2. In general, it should be slightly less resource-intensive than the original AU Redux.
  • Console Commands: although most of them were created to make debugging my species modules easier, there are a couple that are useful to your average player (like the fix for Character Pool Aliens not showing up in campaigns). The full documentation can be found in this mod's ReadMe.txt file, easily accessible as a tab in AML.


Non-Intrusive Mod Config Menu Integration
This mod uses MCM to enable easily changing up some of its configuration. However, if the MCM side is left untouched, the mod will fetch all its values straight from the config files instead. This way, if you prefer handling your config work yourself and/or hate having to re-set your MCM settings after regerating the config, you can safely ignore it.

Hey! I read what Rustys Recruits Redux does and I hated it
Good news! With Rusty's permission I managed to disentangle this mod entirely from Rustys Recruits Redux, meaning that mod is in no way required for this to function. Through MCM, by checking a box you can override the Rusty's Recruits Redux implementation in its entirety. The MCM override also disables the custom character pool selection mode.

I installed this mod but now my Non-Human Recruits List is empty!
If installed mid-campaign this mod does port the existing recruits in the original Recruits List to the new List. However, that only happens after a tactical mission or at the end of the month (Game Month, not literal in-game-time month). In other words, they'll show up soon enough. If you happen to need your Recruits List filled now for whatever reason there's a console command that may help you.

Compatibility
This mod overrides the availability of the ambush risk template (CovertActionRisk_Ambush) and, if you have LWOTC enabled, the rookie reward template (Reward_Rookie). I don't know of any mod that edits those, so it should be compatible with most things.

Credits
Most of the code was originally from either [WOTC] Rustys Recruits Redux or Allies Unknown Redux, all I did was mash them together and scribble with a sharpie over it.
Special thanks to Rusty (and his Full ShadowReport mod) for helping me set up the MCM integration properly and to Tedster for answering all my questions about what I needed to change to make it LWOTC compatible, seeing as I've never played it before. Honorable mention to Reshi for her code to add custom Second Wave Options.

My other Allies Unknown Mods
If you feel like some of RealityMachina's old species modules miss the mark in terms of balance, check out my Rebalance attempt!

Check out my One Million Colours Plugin for AU Species.

And my Plugin for the Vipers

Ever wished to reroll the awful callsign your alien got? This can probably help you.

Help! My Twi'Leks have dragon legs and wookiee arms--I've got you.

热门讨论 查看全部(4)
5
2 月 3 日 上午 11:26
How to have your Character Pool aliens showing up in your campaigns
Styrium
0
1
7 月 24 日 上午 9:30
置顶: Allies Unknown Master-Post - list of related mods
Styrium
0
1 月 12 日 上午 5:36
置顶: LWOTC Compatibility Changes
Styrium
131 条留言
RenderOfTime 8 小时以前 
heyy so when I add this mod and the other mass effect redux mods to my mod list, this and the others are not showing up ;.; what should I do? or is it hidden, I am very computer iliterate
LeyShade 10 月 21 日 上午 4:25 
@Styrium- I thnk Choco is referring to the Spectre Faction mod that generates CA's that allow you to 'rescue a soldier'. That, of they mean the POI's added by that mod. As such, they'd need to edit the config of the Spectres Faction mod that the others plug into, to change its balancing at root.
MrChooChooHead 10 月 20 日 上午 7:20 
"You can simply recruit humans. I don't know what gave you the impression that you couldn't."

What it looked like to me was that the results of recruit jobs were being split between human and aliens

Im happy not recuiting rookie aliens and limiting myself to those few rare outliers for better balance. I know theyre not really optiomal for LW but I very much like to enjoy your work

Because it looked like recruit jobs were adding 50% to the human pool and 50% to the alien pool, i was worried id end up having to recruit too many overpowered rookies, making the game far too easy

You've clarified that theyre separate so i dont have to worry
Styrium  [作者] 10 月 20 日 上午 5:17 
The "Liberated" is a visual-only mod. All it does is change text and images. Extremely unsure what you're thinking of. As for the Shangheili, they're the outliers, and one of the 2 out of 20 unique AU aliens that have their own class. As an aside, it's wild that you think they would be "more balanced" as they aren't balanced with LW in mind at all, but to each their own I guess.

You can simply recruit humans. I don't know what gave you the impression that you couldn't.
Styrium  [作者] 10 月 20 日 上午 5:17 
@MrChooChooHead I don't fully understand your question. What do you mean prevent the aliens from being recruited through the usual pool? The Alien recruits list (and screen) is entirely separate from the regular recruits list. Maybe I misunderstood something

1. That's the premise of Allies Unknown--soldiers that play slightly different but you can use all the modded classes you've got downloaded on them. The ones that actually come with their unique class are the outliers, not the norm. If you think some species module is too OP when combined with LW classes simply Don't use that species module.

2. Don't understand this point. All the recruits gained from the Recruit Job (the ones that end up on the Recruit Soldiers screen) are humans. Full stop. There's a feature to make it so rookies gained as rewards are sometimes aliens; tho the odds of that are nowhere near 50:50 idk where you got that from. If you're thinking of the latter case, you can disable it through config.
MrChooChooHead 10 月 20 日 上午 2:22 
In LWOTC is there a way to prevent aliens from being recruited through the usual pool? The reason i ask is because:

1. such alien recruits get normal classes (assault etc) however they have their innate alien abilities (snake's massive dodge and aim buffs, elite's shields) this is quite unbalanced

2. because the new recruits are split 50:50 between human and aliens you cant just ignore the aliens if you dont like them. Human recruits will quickly dry up


the reason i ask is because i play with the "Liberated" which give you levelled special aliens as rewards. These Aliens all have their own class (Only Sangheli can be an "Elite") as these are rare, i find them more balanced


If not, the only work around I can think would be to use console commands and recruit the aliens for 15 supply each, dismiss them and console in human soldiers to replace them
LeyShade 10 月 14 日 上午 11:46 
@Styrium - Belated apologies if the word 'several' came across rude. The waifu has nudged us that we should have used 'couple' or 'multiple' instead so as to not sound aggressive in tone. Apologies for any potential offence caused.
Styrium  [作者] 10 月 12 日 下午 2:22 
@LeyShade. Woah. You're right I had a couple of comments missing a ";" at the start, I wonder how long it's been like that lol. Thanks for catching it! I'll update it soon-ish
LeyShade 10 月 11 日 上午 6:21 
@Styrium - Also I suggest putting a "[XComGame.X2Character_DefaultCharacters]" at the top of the XComGameData_CharacterStats file to ensure that regardless of order files are loaded in users setups, the intended effect changes always take place. A common and easily missed error by mod-creators and one of the main reasons for load failure our team has found.
LeyShade 10 月 11 日 上午 6:17 
@Styrium - Several of your commentary enteries in XComRustyRecruits_AUBridge don't have the obligatory ; before them, causing them to be picked up in engine as code and potentially interferring with some users intended functioning.