XCOM 2
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Hutt Cartel 3rd Party Faction [WOTC]
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763.247 MB
6 Oct, 2021 @ 2:02pm
11 Apr, 2022 @ 5:31pm
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Hutt Cartel 3rd Party Faction [WOTC]

Description
REQUIREMENTS

REQUIRED DLC:
WOTC

REQUIRED MODS:
Community Highlander

Animation and Sockets Supplement

SW Alien Voice Pack (Legacy)
[In my experience this mod works perfectly fine for WOTC]

SW Alien Head Pack 03: Cantina Denizens (WOTC)

SW Alien Head Pack 04: Scum and Villainy (WOTC)

DESCRIPTION
This mod adds a third party Hutt Cartel faction to XCOM2. Difficulty-wise, the Cartel is an easier foe to beat than the other third party factions I have made. Their core of seasoned mercenaries is padded with large numbers of expendable goons.

By default, the Hutt Cartel are a hostile raider-style faction that will fight you, Advent, Lost and civilians during Hutt Cartel sitreps, which may generate beginning at force level 3. 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 instead align to Advent or the Resistance. See below under CONFIG SETTINGS.

This mod includes support for the Raider Faction Bases mod. As far as I have tested, they are compatible. Do check the known issues section for some caveats though.

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
A cautionary note in advance: any ini change you make will be reset if this mod is updated. I will try to limit the updates I make for that purpose.

Team Settings
The team the Hutt Cartel fights for can be changed using some simple config edits. You will have to edit two ini files to accomplish this.

First, go to XComGameData, find the line that reads +HuttCartelFaction_Team =eTeam_Two and change Team_Two to the team of your choice. Options are below.

eTeam_Two (default)
eTeam_One
eTeam_Alien
eTeam_XCOM
eTeam_Resistance
eTeam_TheLost
eTeam_Neutral (Never tried this one myself)

Next, go to XComEncounters and change any occurrence of eTeam_Two to your selection. If you skip this second step, any reinforcements called in by friendly Hutts will still spawn under eTeam_Two.

Other Ini Files

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

XComHuttCartelData
Controls many attributes for weapon and ability settings.

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

SUGGESTED MODS

[WOTC] AI to AI Activations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2157967646

[WOTC] Raiders and Resistance Strategic Spawning
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2139432337

Raider Faction Bases
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1601260788

More Mission SITREPs
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1365805339

Guarantee Third Parties
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1583980638
(I understand that NightNinja has made a newer mod able to accomplish more or less the same things as this mod and more, but I haven’t tried it out yet)

CREDITS AND ACKNOWLEDGEMENTS

- I made liberal use of DrDcb's Star Wars alien head and voice mods (listed as requirements) in making this one. Many thanks for all the work he did, which greatly expedited work on this mod.

-Several weapons used in this mod come from the Rebel Weapons mod by Cavily.

-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 this mod).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582632067

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.

Goons [T1+]
The lowest forms of life in the Cartel, willing and eager to do anything to prove themselves to the Hutts. Goons are more used to hassling honest denizens than they are to combat and it shows. Untrained and armed only with what they can acquire for themselves, they have no grasp of tactics and are easily disposed. Goons have a headshot mechanic like the lost. Killing one with a standard shot refunds action points.

Hirelings [T1+]
Good enough at what they do to earn an hourly wage.

Hired Gun
Standard rifle infantry.

Gamorrean Grunt
Slow, tough axe-wielders.

Taskmasters
Paid to motivate fellow underlings to work harder.

Kowakian monkey-lizard [T2+]
Mischievous creatures. It can prove dangerous to ignore them.
Hint: Do not let them touch you. Especially if you are carrying grenades.

Retained Mercenaries [T2+]
These killers are proficient enough to demand pay in advance and are usually seen in the personal retinues of Hutts.

Enforcer
Heavily armored and armed with concussion rifles, the enforcers are the Cartel's toughest mercenaries.

Dead-Eye
Snipers. Deadly from a distance. Not so deadly up close.

Regulator
Able to deploy shields to keep their bosses safe, snug and secure.

Oppression Droid [T3]
These Colicoid-manufactured droids are deadly in melee or ranged combat. Programmed to delight in both.

The Hutts Themselves
Sometimes a job requires the personal attention of the Hutts.

Hutt Underboss [T2]
Upstart Hutts that have yet to rise in the ranks of the Cartel are apt to find themselves slugging along with their minions. Can hire reinforcements if isolated.

Hutt Overseer Skiff [T3]
No longer in the humiliating position of being on the same level as their subordinates, Overseers ride heavily armed skiffs. Can hire reinforcements if isolated.

Hutt Kingpin [Boss]
An eccentric Hutt who delights in the opportunity to wreak havoc, the Hutt Kingpin rides in a custom-designed walker in order to tower over his foes.
The Hutt Kingpin appears only in the Raider Faction Base Destroy HQ tactical mission but can be dropped into any tactical mission using the console command Dropunit HuttCartel_HuttKingpin

KNOWN ISSUES
I am not happy with the weight painting on the Hutt Underboss but it is as good as I could get it.
49 Comments
Major Dude 29 May @ 8:27am 
Hello, I see SWTOR weapons in the pictures, but I can't find them as a mod for players, meaning they're usable. Could someone please post a link to the weapons? That would be very helpful.
Komandir Kronos 1 Jan @ 5:14pm 
Hello everyone, for me the Hutt Cartel and Night Sisters Faction are no spawning on missions. Their Sitrep is there saying they would be present. But when I get to the mission. They are not in there. I also have the Bandit mod and the Resistance and both these groups show up as normal. It's just the Hutt Cartel and Night Sisters that don't show up for some reason.
NomadGMZ 7 Aug, 2024 @ 7:36am 
Have all the problems in the comments been fixed or has this mod been abandoned? I really want to use it, but I don't want it to mess up my game :(
tellewatt252 28 Jan, 2024 @ 3:55pm 
A Goon was killed during an op and the current dark event, psi zombies, tried to ressurect him. the game froze at that point and it was just stuck
Donovan 17 Oct, 2023 @ 5:27am 
They showup as normal advent (empire) units for mr.
RedDobe 26 Apr, 2023 @ 9:50pm 
Yes that too, but some dark events from mods check if they are marked as advent.
MostlyHarmless  [author] 26 Apr, 2023 @ 6:29pm 
Ah. Gotcha. I'll put that on my list.

The units are more than likely getting dark events because I hadn't removed those abilities from their templates though.
RedDobe 26 Apr, 2023 @ 2:12pm 
Also if you don't mind removing the flag to make all of the units Advent I would appreciate it. They shouldn't be flagged as advent. Thanks.
RedDobe 26 Apr, 2023 @ 2:10pm 
Well here is the culprit found by RM. +ConfigurableEncounters=(EncounterID="Encounter_HuttCartel_Normal_FL16", \\
ReinforcementCountdown=0, \\
MaxSpawnCount=4, \\
MinRequiredForceLevel=16, \\
MaxRequiredForceLevel=20, \\
TeamToSpawnInto=eTeam_Two, \\
ForceSpawnTemplateNames[0]="MandalorianRaider_CommandoM3", \\
ForceSpawnTemplateNames[1]="MandalorianRaider_SkirmisherM3", \\
ForceSpawnTemplateNames[2]="MandalorianRaider_RiflemanM3", \\
ForceSpawnTemplateNames[3]="MandalorianRaider_MeleeM3", \\
bGroupDoesNotAwardLoot=false)
RedDobe 26 Apr, 2023 @ 12:03pm 
Alright I reached out to RM on Discord Mod Troubleshooting to see what he thinks. One final question, is there a purpose to setting your raider factions as Advent in the Character template? Any dark events that affect advent are also applying to your raider factions because of this.