XCOM 2
75 ratings
Raider Faction: SCP Foundation Operatives (Not compatible with Resistance Firearms) [Discontinued Read Description]
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
460.834 MB
13 Jun, 2019 @ 9:32am
14 Oct, 2019 @ 5:35am
36 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Raider Faction: SCP Foundation Operatives (Not compatible with Resistance Firearms) [Discontinued Read Description]

Description
As of 16.09.2019, this instance of Foundation Operatives mod is discontinued. Latest bugs were fixed, but for any new content and new bugfixes you should go to Raider Faction SCP Foundation Operatives (Almost) Standalone, Formerly known as RF Compatible.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1774066942





18th of August 2019: Mod Should be Fully Operational. Only things required are Capnbubs accesories and Community Highlander

26 of August 2019: Added Raider faction Bases mod support, Added third tier of Mtf operatives.

This mod is not compatible with Resistance Firearms mod.
Raider faction bases mod supported
INCOMPATIBLE WITH RESISTANCE FIREARMS. For Resistance Firearms compatible go to https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1774066942
EXPLAINER: You will need to Install, and select the required items during launch, in order for this mod to work.
DO NOT USE WITH RF VERSION OF THIS MOD

Overview
This game really needs some more SCP stuff, so I created a raider faction mod basing on the ones that RealityMachina created. This mod adds a "Foundation Raid" Sitrep, which spawns a Mobile Task Force squad on the battlefield as the third party(Meaning they will shoot at both you and the aliens). I did my best to balance this mod well, but if you wan't to change some statistics then you can do it in This mod's ini files in config/xcomgamedata.in(For weapon values)i and xcomgamedata_CharacterStats.ini(For operatives health, aim etc). At the moment there are all three tiers of operatives you can encounter.

Current Enemies you can meet are:

MTF Rookies Basic Foundation Field agents, carrying a Foundation-Issued FN P90, And standard issue pistol.. They are a bit stronger than T1 Advent soldiers, but have less aim assist and crit chance. Later they upgrade to MTF Troopers.

MTF Support Foundation Heavy weapon specialists. They Carry around a Foundation-Issued M249 LMG, a pistol and a grenade. Their main role is to suppress hostiles, and Draw enemy fire. Later upgraded to MTF Fire Support. (As it stands they might be a bit op. Fix incoming)

MTF Leader The most experienced person(s) in the squad. Carrying around a M4 they are more accurate, and deadly than their subordinates. His engame stronger variant, is named MTF Red berret (They both wear red berrets but who cares).



FAQ
The game froze when it went to the MTF turn!
You didn't have the highlander installed. Please install it.

Enemies Appear with solid black parts of uniforms!
That means i screw up shader compiling thing when i updated the mod. Please write a comment if that's the case!

The mission ended when there were still some of these enemies left?
Unfortunately the nature of how XCOM's backend works means I would need to replace every single mission kismet in order to make them properly count as enemies for the game to track when it comes to mission completion. For now you can assume enemies just retreat once XCOM has eliminated all threats and is able to start focusing on them.

Also Take a look at My other Scp mod(s): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1781154099


Credits
-e3245 for creating resistance firearms mods, and helping me during this mod's development. He also created MGSV Enforcer Gear Which I took helmet for women operatives from.
-RealityMachina for creating Banditry mod, this mod is based on, and leaving usefull comments in his mod's .uc.
-UncleGunman for creating original MW_armor mod and Greenman for porting it to WOTC
-lukyz, for creating a Tactical Voicepack I used to make the Operatives sound more serious.
41 Comments
spike 8 Mar, 2020 @ 1:24pm 
Ah, ookie-dokie
Puma_The_Great  [author] 8 Mar, 2020 @ 1:20pm 
Yeah I dived into the files of Mocx and Found that the Memetic Skin pcs came from there.
spike 8 Mar, 2020 @ 1:17pm 
@Puma_The_Great fuck I didn't realize this was the discontinued one lel. According to the desc it allows your troop to reconceal if he is in full cover. I'm on mobile rn so I didn't pay much attention to mod title, srry.
Puma_The_Great  [author] 8 Mar, 2020 @ 1:00pm 
@Spike, Certainly not from this mod, as it's an uncontinued variant of my scp raider faction mod.
That's the new one I just overhauled: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1774066942
I also don't remember making Memetic Skin PCS. It might be something someone other did that had name that sounded SCP-ish. On the other hand addidng secrets to my mods is a passion of mine for sure, and expect more.
spike 8 Mar, 2020 @ 12:50pm 
Jesus Christ man, your like the gift that keeps on giving! Been pumping out some PCS's using MOCX, and imagine my shock when I make a "Memetic Skin" PCS! There's so much cool little stuff in your mods. Are there any other lil' secrets?
neIVIesis 10 Dec, 2019 @ 7:56am 
It seems this mod ads a few uniform options to the inventory. Is there a way to disable it via ini?
Puma_The_Great  [author] 14 Oct, 2019 @ 5:57am 
@EvilDastard, Ty, I've corrected it now
EvilPolygons 13 Oct, 2019 @ 10:10pm 
Typo in XcomGameCore.ini. The 2nd loot table entry is missing its closing parenthesis.
Puma_The_Great  [author] 30 Aug, 2019 @ 7:35am 
You surely will survive 1-2 more hits from them, and their health is doubled as it was meant to be. So that's a yes, although i am not sure if it is 100% balanced.
igorpc 29 Aug, 2019 @ 9:40am 
Is it a good idea to play with Beta strikes and this mod?