XCOM 2
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Allies Unknown: War of the Chosen Edition
   
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3.229 MB
29 Aug, 2017 @ 10:18pm
16 Jun, 2022 @ 11:53am
23 Change Notes ( view )
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Allies Unknown: War of the Chosen Edition

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Humanity isn't the only species willing to fight against the long reign of terror and servitude the Ethereal Collective has brought to wherever they went, XCOM just needs to spend time (and resources) finding them.

In order to actually utilize this mod, click on the Allies Unknown tag and download one of the species mods designed for War of the Chosen.

Description
Allies Unknown is a meta mod that enables players to recruit non-human resistance fighters with other mods made for this mod. They can be gained through scanning sites, mission rewards, black market, etc.

Each species will have its own recruitment cost, along with potential time requirements (ie requiring that the resistance be active for x amount of time, or for the aliens to have gained enough force level). Otherwise, they will integrate with however the mod maker has defined them. If they're designed to be like humans and access both vanilla and mod classes, they will do so. If they're designed to have their own class ala Playable Aliens, that is also a choosable goal.

It will also try to follow character pool rules if a mod maker chooses to support its usage.

This mod's .ini files can be located at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\1123588800\Config

Also adds a custom mod faction called the Spectres. They come with their own resistance orders, HQ support, and covert actions. They may not be able to help XCOM fight the Chosen directly, but they can help provide the means of their destruction on the battlefield.

Increasing influence with the faction requires that the player progresses the plot: do story missions and you'll get access to their influence covert actions.

How To Make Mods For This
Make an .ini in your config folder of your mod called XComAlliesUnknown.ini.

Add a [AlliesUnknownRedux.AU_X2SpeciesTuple] section, and type in:
+SpeciesNames=*InsertModNameHere*


This tells the mod to make a new template with that name.

Then type in:
[*InsertModNameHere* AU_X2SpeciesTuple_Template]
TemplateName=
RecruitCost=
MonthsRequired=
ForceLevelRequired=
CanBeReward=
CanBeMarket=
MarketCost=
NoRecruit=

TemplateName is for the actual character template of your species (for humans, this is Soldier, for the linked proof of concept mod, this is TurianSoldier), this is required for the mod to generate a soldier.

RecruitCost is how much supplies it costs for your soldier to be recruited (they can be recruited through a screen that appears when you click the new button that appears, on the normal recruit soldiers screen.)

MonthsRequired is how many months need to pass for the template to be used. Use 0 (or leave it blank) if you want it to be available from start of the game.

ForceLevelRequired is how strong the aliens need to be for the template to be used. This is affected by the difficulty level as aliens take longer to gain a force level on Legend, but for all difficulties, they cap out at 20.

CanBeReward decides whether or not a species can be used for both mission rewards and scanning site rewards.

CanBeMarket decides whether or not a species can be used for the Gray Market

MarketCost decides how much intel a species costs to buy outright. (RecruitCost influences supply cost for supply recruits at the Gray Market)

NoRecruit decides whether a species can even be recruited through the Avenger, or if it has to go through one of the means above or an alternative one provided by the mod itself.

Known Issues/Plans for the Future
CompleteCurrentCovertAction if you're still getting the stuck on covert action bug.
Popular Discussions View All (13)
10
26 Apr @ 6:58pm
Idea for additional aliens
The Gaming Archaeologist
4
27 Dec, 2021 @ 8:52am
Bugs
Noobwoken
8
30 Dec, 2020 @ 12:27am
Issues I've found.
Kevin Flemming
343 Comments
TheAnonymousOne 22 Jun @ 11:30pm 
Figured it out, the soldier spawned by finding the HQ is triggering the unfortunate "UI locks up on promoting a rookie to a soldier" bug. Now I just need to isolate which class I'm using is bugged and set the promotion movie flag to 'false'.
TheAnonymousOne 22 Jun @ 11:36am 
Alas, I've tried the CompleteCurrentCovertAction command, restarting the game, and half the commands in the Debug Menu, but I cannot seem to resolve this bug on my own. After the action completes and I click through the menu, the game hides the UI like a cutscene is playing, but nothing happens and the game just stays there on the geoscape, softlocked.
Snekenjoyer6 22 May @ 11:54am 
does anyone know how to turn off the new faction?
Katieclysm 5 May @ 11:22am 
I want the other XCom species, not every damn ME3 alien race, but Vipers are the only ones that exist?
SexyOctopus 26 Apr @ 1:14pm 
So, this doesn't come with any playable races on it's own and is just the framework for all the other race mods then?
Niam 22 Feb @ 10:10am 
Having the opposite problem everybody else seems to have. I can recruit aliens just fine every month, but there hasn't been any new human recruits since my game start and I'm well into the second year at this point. I double checked and this is the only mod I have conflicting with LWotC that screws around with UIRecruitSoldiers.
rmfranco 14 Jan @ 6:17pm 
Question: Does these alien addons work with LWotC?
TITANMASTER25 16 Nov, 2023 @ 7:01pm 
Same problem as Landrick
Landrick93 14 Nov, 2023 @ 11:39am 
So far none of the alien species in this mod have shown up or have been available in my playthrough so far, so I'm wondering when they're supposed to show up.
Chewybowl55195 2 Oct, 2023 @ 8:48pm 
Recently the mod has been having problems loading with the game is there any fix to this known right now?