Mandalorian 3rd Party Faction [WOTC]

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Author: MostlyHarmless

Last revision: 11 Apr, 2022 at 00:30 UTC (2)

File size: 1.15 GB

On Steam Workshop

Description:

REQUIREMENTS

REQUIRED DLC:
WOTC
Alien Hunters

REQUIRED MODS:
Community Highlander
Cannon Redux (needed for animations)
Animation and Sockets Supplement
Dual Wield Pistols Mod

ADDITIONAL REQUIRED MODS FOR TCW MANDALORIANS:
[WOTC] Star Wars Mandalorian Armory
https://steamcommunity.com/sharedfiles/filedetails/?id=2079005791

[WOTC] Star Wars Mandalorian Weaponry
https://steamcommunity.com/sharedfiles/filedetails/?id=2079008301

DESCRIPTION
This mod adds a third party Mandalorian faction to XCOM2, something I have wanted to do since I removed Mandos from the Advent2Empire mod. By default, these Mandalorians are a hostile raider-style faction that will fight you, Advent, Lost and civilians during Mandalorian Incursion sitreps, which may generate beginning at force level 4. A significant amount of customization of this mod is possible via the config files, which includes an option to turn this faction from hostile raiders to friendly resistance fighters. See below under CONFIG SETTINGS.

This mod includes support for the Raider Faction Bases mod. As far as I have tested, they are compatible.

While it is always best practice to use new mods starting with a new campaign, so far as I have tested, this mod does work with pre-existing saves.

CONFIG SETTINGS
The ini files, located in config directory for this mod, enable you to choose between Old Republic and Clone Wars style Mandalorian cosmetics, change the team the Mandalorians fight on and change character and weapon stats. You can find the mod directory quite easily with the Alternative Mod Launcher (look this up if you are not already using it). Just right-click this mod and select Show in Explorer

Mandalorians as Resistance Faction
The Mandalorians can be made to spawn in as Resistance Fighters (on your side) rather than as Raiders. You will have to edit two ini files to accomplish this.

First, go to XComGameData, find the line that reads +MandalorianFaction_Team =eTeam_Two and change eTeam_Two to eTeam_Resistance

Next, go to XComEncounters and change any occurrence of eTeam_Two to eTeam_Resistance. If you skip this second step, any reinforcements called in by friendly Mandalorian Rally Masters will be hostile.

XComMandalorianRaiderCosmetics
This ini file enables you to select between Old Republic (default) and Clone Wars style Mandalorians and weapons. If you use the TCW Style Mandalorians, make sure that you have the Additional Required Mods for TCW Mandalorians (see above) subscribed and active.

So how do you pick your pick? There are sections for Troop Styles and Weapon Styles with Old Republic Style and TCW Style subsections. Under the troop and weapon sections you will see lines that read like below.

Troop Example
MandalorianRaider_RiflemanM1_M = "MotOR_Raiders.Archetypes_M.ARC_MandalorianRiflemanT1_M"

Weapon Example
MandalorianRaider_Rifleman_Rifle = "MotOR_Raiders_Weapons.Archetypes.WP_EE3_NoScope"

The lines like these under the TCW subsections will have semicolons in front of them. That means they are commented and therefore ignored by the game. So, if you wanted to change styles from Old Republic to TCW, you would remove the semicolons from in front of the lines for TCW Style and add semicolons to the lines for Old Republic Style.

Other Ini Files

XComEncounters
You can change the pod size of encounters and reinforcements in this file.

XComMandalorianRaiderData
Controls many attributes for weapon and ability settings.

XComGameData_CharacterStats
Pretty self-explanatory, the character stats of the Mandalorians are set in this file.

SUGGESTED MODS

[WOTC] AI to AI Activations
https://steamcommunity.com/sharedfiles/filedetails/?id=2157967646

[WOTC] Raiders and Resistance Strategic Spawning
https://steamcommunity.com/sharedfiles/filedetails/?id=2139432337

More Mission SITREPs
https://steamcommunity.com/sharedfiles/filedetails/?id=1365805339

Guarantee Third Parties
https://steamcommunity.com/sharedfiles/filedetails/?id=1583980638

CREDITS AND ACKNOWLEDGEMENTS
-The Darksaber model was created by THEIRONBOI.
https://sketchfab.com/3d-models/dark-saber-blender-290-73bb3524d59445c580552c71bce7543d

-All TCW Mandalorian Models were created by Lord Poncho.

-The DL18 blaster pistol is from Cavily’s Rebel Weapons mod.

-The Code for this mod is largely based on Team CX’s Black Legion mod (credits to Shadow79, ObelixDk, DimDim, Paddy11B and RealityMachina and HulkCX for their work on these mods).

DISCLAIMER
This mod is for non-commercial purposes only. No payment or donations will be accepted.

Certain assets in this mod originated from The Old Republic and EA’s Star Wars Battlefront 2.

UNIT DESCRIPTIONS
For the most part, units in this mod do not fight very differently from your normal XCOM2 adversaries. Where they will differ is that Mandalorians typically have greater armor and jetpacks, allowing them to easily change elevation. Mandalorians drop various resources when killed.

Tier 1+ Units

Warrior
Basic rifleman. Also carries wrist rockets at Tier 2+.

Vanguard
Wields sword and pistol. Also has a flamethrower at Tier 2+.

Pyrotech
Wield rifle and flamethrower. Upgrades to heavy flamethrower at Tier 2+.

Sawbones
Wields rifle. Carries medkits. Can use Med Probe to remotely heal allies at Tier 2+.

Rally Master
Wields rifle, flamethrower and wristblade. Also has wrist rockets and whipcord at Tier 2+. Can call reinforcements and mark targets.

Tier 2+ Units

Skirmisher
Dual wields pistols. Uses jetpack to aggressively relocate and escape when damaged.

Battler
Wields assault cannon and wrist rockets. Also carries a squad shield generator.

Commando
Wields rifle, wristblade, flamethrower and backpack missile launcher.

Tier 3 Units

Basilisk War Droid
Heavily armored walker unit. Armed with twin blaster cannons, rocket launchers and shockwave generator. Sectopod equivalent.

Field Marshall
Wields rifle, flamethrower, wristblade, backpack missile launcher and electrified whipcord. Can call reinforcements, mark targets and return fire against missed shots.

The Mandalore
The Mandalore will only be encountered on the Raider Faction Base Destroy Primary Base mission. If you do not want to use that mod, you can spawn the Mandalore yourself with the console command "DropUnit MandalorianRaider_Mandalore 6" (or 4 to spawn as Resistance faction). There are no tiered versions of the Mandalore, so no matter how early or late in the game you decide to challenge the Mandalore, the stats will be the same.

The Darksaber
The Mandalore drops the Darksaber when killed. Stats for this weapon are based on the Chosen Assassin Sword. You can change the weapon category of the Darksaber in the XComMandalorianRaiderData config file. By default, it is set to sword.

KNOWN ISSUES
Mandalorian Sawbones may become indecisive due to the weight of professional obligation and just move around instead of healing teammates or shooting at you. This seems to happen when two of the Sawbones’ allies become injured on the same turn and have exactly the same amount of health left. The effect persists until the second unit to be damaged is killed.

When doing Raider Faction Bases Covert Ops, the tactical missions spawned by the Covert Ops do not always line up with the Covert Op performed. This issue has been raised with the author of the Raider Faction Bases mod. My advice is that you make a save just before a Raider Base Covert op will finish. If you get the wrong mission, you can reload this save and try again. Even if you get the wrong mission the first time you might get the right mission the second time.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.