XCOM 2
[WOTC] Raider Faction: Terminus Mercenaries
48 Comments
Dank Potatoes 6 Feb @ 11:38am 
Hey, NightNinja. I don't suppose you've gotten any new insight into why the Raider Bases aren't working as intended with your mods? :)
I have played a playthrough with Cerberus, Terminus and The Collectors, and they all spawned as intended during regular missions. They make for great additions!
But there was no base on the world map, nor was I offered covert actions to locate it.
I have many raider mods installed, including several not created by RealityMachina, and they all work barring these 3.
I tried looking into this mods ini files and comparing them to some of the functional mods, but couldn't track down a culprit. The code is nearly identical.
I also attempted ReddDobe's solution of adding a BossBucket to the mods in question before starting a new campaign, with no changes.
It would be really cool if you could look into it. I'm willing to give a hand, if I can, though frankly, I'm a novice to poking around ini files like this.
NightNinja54  [author] 25 Jun, 2023 @ 2:55pm 
@RedDobe
I've put on my list to take a look for ya! Might take me a little while to get around to unfortunately
RedDobe 20 Jun, 2023 @ 8:44am 
Well I really wanted to try out your raider mods for the mod that I just created. I tried adding the boss bucket prior to the new campaign start and it still didn't’ create the base. I am not sure what is preventing base creation with your raider mods. Maybe RM can look into it if you ask him nicely :).
NightNinja54  [author] 20 Jun, 2023 @ 8:25am 
@RedDobe
I'll fix it for you if you'd like me to :)
RedDobe 12 Jun, 2023 @ 11:36am 
@NightNinja, I am almost positive it is because you are missing a bossBucket.
NightNinja54  [author] 12 Jun, 2023 @ 10:06am 
@RedDobe
To be candid, I haven't tested with the bases. It's very possible I did not implement appropriately.
RedDobe 10 Jun, 2023 @ 9:16pm 
Could it be that you are missing the BossBucket in RaiderBases.ini? IDK
RedDobe 10 Jun, 2023 @ 8:56pm 
@nightninja - I have this and all of the raider faction mods, including raider faction bases, and your raider unit manager. And for some reason the raider bases are not being created for any of your 3 raider faction mods, including this one. All of the other bases are being created, so there is definitely something going on here.
Atmus81 9 Jun, 2023 @ 8:49am 
What is the difference between raiding faction and sit rep? it looks like i can download 2 separate mods but they seem to inject the same units? thank you
NightNinja54  [author] 24 Jan, 2023 @ 7:19pm 
@AdamGoodtime
Thanks :) enjoy
AdamGoodtime 13 Dec, 2022 @ 11:45am 
Mod is very cool.
NightNinja54  [author] 22 Jun, 2022 @ 9:20am 
@awesomeking6
I'd highly recommend running with the 'Guaranteed Sitreps' mod.
awesomeking6 12 Apr, 2022 @ 8:34am 
I have used these raider mods (Reaper, Collector, Terminus) for a while now. I've only encountered a third party conflict in one mission. Only one. Maybe there's an issue with the algorithm? The third party raiders do not occur frequently enough for my liking
NightNinja54  [author] 9 Apr, 2022 @ 7:21am 
@MakoGT
I'm unfamiliar with LWOTC unfortunately

@VoidLight
Not at this time
MakoGT 31 Mar, 2022 @ 2:33pm 
Trying to narrow down what might be going on for my game, are there any compatibility issues with this raider faction (or raider factions in general) with Long War of the Chosen? I was having some other issues with some mods that included SITREPS with LWOTC and removing those seemed to help, this technically counts as one but I don't want to remove any raider factions unless I have to. (And even then I'll do a different campaign with them and without LWOTC afterwards)
VoidLight 27 Mar, 2022 @ 6:34am 
Is there an option to have them on my team?
NightNinja54  [author] 23 May, 2021 @ 7:35pm 
@Endercreeper764
Please use this mod in conjunction with the respective raider factions:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2294234510

@jje_aleman
Thank you for confirmation
Endercreeper764 23 May, 2021 @ 6:22pm 
I seem to have a problem where the troops are only fighting me and don't fight advent and even spawn with them. How do I fix?
Jenny Chance 21 Mar, 2021 @ 6:41pm 
@Metal Machine & @NightNinja54

I think I had a similar issue - do you have like a Mass Effect mercenary cosmetic armor mod enabled as well? Once I disabled that mod, they showed up as intended.
NightNinja54  [author] 21 Mar, 2021 @ 4:51pm 
NightNinja54  [author] 21 Mar, 2021 @ 4:50pm 
@Metal Machine
Apologies for the delay in response. I meant Cavily's CAT6 Cosmetics mod. I'm curious if it's causing a conflict when the assets are loaded.
NightNinja54  [author] 3 Mar, 2021 @ 6:36am 
@Metal Machine
Noted, thank you. Question, can you confirm if you also have the CAT6-Cosmetics Mod enabled?
Металiчна машинка 3 Mar, 2021 @ 12:56am 
@NightNinja54 it is installed, not ususal but long war version (beta), from GitHub. I have >400 mods, and almost all requires highlander. So - it is not source of problem. BTW, saw some people have same troubles is core mods ([WOTC] CAT6 Sniper - [WOTC] CAT6 Specialist - [WOTC] CAT6 Heavy)
NightNinja54  [author] 2 Mar, 2021 @ 5:53pm 
@Metal Machine
Highlander is likely required
Металiчна машинка 2 Mar, 2021 @ 5:09pm 
enemies spaws as invisible, only eyes and mouthes. Subscribed to all reccommended files, except for Highlander (using LWOTC one).
NightNinja54  [author] 13 Feb, 2021 @ 9:35am 
@Freezec
As far as I know, no rewards. I am also unfamiliar with the way the fulton system works - but this mod and other raider mods by me do not have additional functionality built in for it.

@Carnbonated Lettuce
You can update the podsizes in the config file for the raiders to natural bring more soldiers with them. There's 3 config variables you can change depending for which force level you're currently at.
Feezec 11 Feb, 2021 @ 9:03pm 
If I stun and Fulton a Raider Faction soldier (MOCX, Phantoms, Rogue XCOM, etc), do I get a reward? Do I recruit the captures soldier?
Carbonated Spinach 1 Feb, 2021 @ 4:58pm 
Thanks btw.
Carbonated Spinach 1 Feb, 2021 @ 4:58pm 
Yes they do, though I was wondering so I could add more, since advent usually tend to outnumber them in my campaign.
NightNinja54  [author] 1 Feb, 2021 @ 4:50pm 
@Carbonated
(Team=eTeam_Two) - they should be spawning on the their own team naturally?

@aegis
Yessir, independent and compatible
Carbonated Spinach 1 Feb, 2021 @ 4:27pm 
Any Channce you might know what team they're on? I mean in a way because I was trying to spawn them in on their own team but I can't seem to find them.
aegis 2 Jan, 2021 @ 9:36pm 
@NightNinja54
is it compatible with the cerberus gardian replaceing shield bearer mod
(as in will cerberus guardians still spawn as shield bearers)
NightNinja54  [author] 2 Jan, 2021 @ 11:53am 
@aegis
Subscribe to this mod, it will take care of the rest: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2294234510
aegis 2 Jan, 2021 @ 11:19am 
i cant find the units to remove .ini file
so how do i disable them for ADVENT
NightNinja54  [author] 18 Nov, 2020 @ 6:20pm 
@NightHunter
Hm. I may be revisiting this in the near future. This question keeps coming up since there is not a consistent method at the moment.

@dskdev
Yeah, no unique abilities at this time. When I originally developed these enemies that was beyond my knowledge and I wanted to offer units that acted similarly to ADVENT for consistency.

@Cylindryk
I considered it! Like I mention above, I intended these enemies to be similiar to ADVENT at the time.
Nighthunter 7 Nov, 2020 @ 2:54pm 
@NightNinja54 I disabled them as Advent troops in the Raider Faction config but they still spawn as Advent same as cerberus. How can I make that not happen?
dskdev 18 Mar, 2020 @ 4:52pm 
What are these guy's gimmick? I mean other than asthetic. Because we already have a lot of cannon fodder jack of all tradesmen with the SCP guys. Eh, helps if you're rping with allien unknown I guess.
Cylindryk 18 Mar, 2020 @ 4:25pm 
If anything, CAT6 should start as, say, "advanced", then their advanved would be elite of Advent level, and their elite should be something better. :)
NightNinja54  [author] 18 Mar, 2020 @ 12:12pm 
@Vertigo Jockey
I really like all of these ideas. There's some great variety between the different mercenaries that would introduce some interesting pairings. Thank you for thinking of these in a way that combines the mass effect lore with the xcom gameplay!
VertigoJockey 18 Mar, 2020 @ 12:42am 
As for where CAT6 lies in all of this? Maybe they have certain elements from both Blue Suns and Eclipse that is combined with better gear and armor overall.
VertigoJockey 18 Mar, 2020 @ 12:42am 
Eclipse would primarily focus on using tech and biotics for an advantage. Salarians with Gremlins/drones that are capable of calling in reinforcements made up of LOKI mechs (the models are in the workshop) that are pretty much just cannon fodder - but can also be made to self destruct. I figure with the lack of a YMIR, maybe a MEC in Eclipse colours would work as a good stand in. Their normal rifle-totting troops would work primarily as flankers, while their Asari wreak havoc at a range.

Blue Suns... I figure that what they lack in specialties like Blood Pack and Eclipse, maybe they make up for it with tactics? Dedicated snipers, assault troops and fire support (mix it up between the batarian, Turian and Humans, no real fixed races for roles). Possibly the occasional officer who points out targets - possibly calls in AOE airstrike attacks since in ME2 they were the ones with the gunship.

VertigoJockey 18 Mar, 2020 @ 12:41am 
Admittedly I'm just putting out a few suggestions - take them with a grain of salt.

With the Blood Pack Units - I can see them primarily being made up of variant Vorcha led by Krogan. Regen would be a thing with them, even if the Vorcha are essentially paper towels against gunfire. Their tactics would be all about getting into someone's face to deal as much damage as possible - cover be damned. Along with a trooper type vorcha, I can see usage of a flamethrower being a thing. Along with the walking murderslabs that are shotgun totting Krogans, Battlemasters would have the extra problem of biotic abilities and barriers, while Warlords are just plain tough - possibly with a cannon-type weapon like the Revenant.

NightNinja54  [author] 17 Mar, 2020 @ 5:30am 
@The Rach
Could be interesting, have a few things in progress in the meantime

@Cylindryk, VertigoJockey,
Love the ideas, notice I called these guys terminus mercs rather than CAT6 specific :)

@G.Poison
Thanks!
The Rach 17 Mar, 2020 @ 12:56am 
Do you have any plans of doing an N7 and alliance raider faction?
VertigoJockey 15 Mar, 2020 @ 9:50pm 
@Cylindryk
You're thinking of Eclipse, which has humans, salarians and Asari. Also Blue Suns should also make use of the Batarian skins.
Cylindryk 15 Mar, 2020 @ 9:48pm 
Well, when it said "mercenary" I was hoping for Blue Suns and the rest of them. :)
Maybe add them as different tiers? Krogans Blood Pack, Turians and humans as Blue Suns, and Asari as the third one, which I can't seem to remember it's name? :)
G.Poiser 15 Mar, 2020 @ 7:55pm 
lot of mass effect i will test for LwotC tank you to create mod.