XCOM 2
Hutt Cartel 3rd Party Faction [WOTC]
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.
MostlyHarmless  [author] 26 Apr, 2023 @ 4:26am 
@RedDobe: Nope. Not intended. Should only be encountering Hutt Cartel forces during Hutt faction Raider base missions.

Can't say I have even a first guess as to how that happened.
RedDobe 25 Apr, 2023 @ 10:50pm 
Not sure what just happened. But I went to take out the Hutt Cartel base and there were about 4 pods of Mandalorians there also. Do you know if that is intentional?
Shaggoth (Ищезаяц) 10 Jan, 2023 @ 2:03am 
in theory should run without voicepack. just disable it and try
MaCC165 7 Nov, 2022 @ 5:27am 
is this voicepack needed? Or if not used, it just use vanilla voices?
Cause this pack lags
MostlyHarmless  [author] 4 Oct, 2022 @ 9:11am 
@gamerdawson111: Basically what CaptainKampfkeks said.

@Noisymichael: I don't know anything about the capture and interrogation mod but I wouldn't expect it to tie into this one.
CaptainKampfkeks 1 Oct, 2022 @ 5:16am 
Generally, yes. If your pc can handle it is a different question altogether.
gamerdawson111 1 Oct, 2022 @ 5:02am 
Can you have multiple 3rd party factions (such as Nightsisters and this)?
Proxy 19 Sep, 2022 @ 11:08am 
Can you capture them if you have interrogation mod? and maybe research them?
MostlyHarmless  [author] 8 Sep, 2022 @ 10:01am 
@Steeamtruck: Grats on finding a workaround. :)

@Slackboy101/The Worst: No plans for either of these at the moment.

@Wrathofanarchy: Sorry, don't know what would cause this.
Slackboy101 6 Sep, 2022 @ 3:18pm 
What I Meant was making the units their own sub class like the ones made so far for the Twiileks and HK Droids
Steeamtruck 24 Aug, 2022 @ 9:33am 
@MostlyHarmless: about headshot mechanic, found a workaround in the DefaultGameData_SoldierSkills - ini of War of the Chosen (not LWOTC).

seems to disable all headshot-mechanic even with this mod and LWOTC running together. Needed this for balancing. Wanted the Cartel troops to actually pose some threat to Long War 2 ADVENT without ludicrous numbers or stat-buffs. Their goons are on site to win after all :)

simply put a ; before these lines.

[XComGame.X2Effect_TheLostHeadshot]
;ValidHeadshotAbilities=StandardShot
;ValidHeadshotAbilities=SniperStandardFire
;ValidHeadshotAbilities=StandardShot_NoEnd
;ValidHeadshotAbilities=PistolStandardShot
Who 26 Jun, 2022 @ 7:34pm 
Awesome mod! Is there a chance we can get oppression droids as a buildable unit? Asking for a darth
Wrathofanarchy 15 Apr, 2022 @ 4:24am 
for some reason when i get the hut cartel sitrep in the actual mission no units spawn for the cartel
MostlyHarmless  [author] 11 Apr, 2022 @ 5:47pm 
So I hadn't been getting thread notifications for this mod. Steam seems to unsubscribe me from thread notifications at times.

To answer the questions that have come up (even the old ones) . . .

@terran: The Raider Faction bases mod does seem to have some occasional stability issues. I think a lot of them have been ironed out though since I first released this mod. I recently played a campaign with Raider Faction Bases, this mod and the Mando Raider Faction mod and was able to get through the mission chains to destroy the base HQs for both raider factions. I don't recall any CTDs or freezes but if I did it wasn't anything that a restart couldn't sort out.

@The Magic Conch: Sitrep name is "HuttCartel"
MostlyHarmless  [author] 11 Apr, 2022 @ 5:47pm 
@Slackboy101: I don't know what would be involved in that/what the value would be.

@CheifCommissar: Like buildable/XCOM playable units? No plans to do so. I did that kind of thing for some units for some Advent2Empire mechanized units and wasn't satisfied with the payout ratio to the time and effort required.

@Steeamtruck: (1) Not really no. Changing them to eTeam_Alien would put them on Advent's side and they wouldn't target civis then but I don't think that's what you're going for. (2) Afraid not. The headshot mechanic is defined in the templates.

@123jazz2007: Nope.
MostlyHarmless  [author] 11 Apr, 2022 @ 5:34pm 
Made a small update to stop some Tygan voicelines from triggering.
123jazz2007 31 Mar, 2022 @ 12:00am 
Does this mod have any unique drops or researches?
Steeamtruck 13 Feb, 2022 @ 12:52am 
@MostlyHarmless: thx for this and all these sweet INIs!
two things:
1. is it possible to make the Cutt Hartel operatives ignore civilians somehow and still be a third party eg. team two?
1. is there a way to deactivate the "headshot"- mechanic in the INIs?
CheifCommissar 10 Feb, 2022 @ 9:50pm 
Any chance of just getting a droid or skiff only mod?
The Magic Conch 4 Dec, 2021 @ 5:19pm 
So does anyone know the sitrep name for this?
Slackboy101 30 Nov, 2021 @ 1:30am 
Can you make some Allies Unknown mods with your raider factions?
bichayeva 22 Oct, 2021 @ 8:54am 
Game freeze at start for "Recover Intel from Raiders" mission. Not sure the cause is this mod or raider faction bases or diverse aliens by force level? Here are some of the logs

[20533.42] HuttCartel: mission has HuttCartel SITREP, adding.
[20533.42] Warning: Redscreen: [DanK] Unable to find Mission Schedule ID 'None'
[20533.42] HuttCartel: we were somehow given a missionstate with no schedule: fix it ourselves

[20533.42] ScriptLog: RFB found following base def to use for raider ambush: Hutt Cartel
[20533.42] ScriptLog: RFB is altering encounter Encounter_Dummy_Weak with the following BaseDef Hutt Cartel
[20533.42] ScriptLog: RFB successfully replaced encounter definition data. This is now Encounter_HuttCartel_Weak_FL1

[20533.42] DiverseAliensByFL: Processing preplaced encounter Encounter_HuttCartel_Weak_FL1 with leader HuttCartel_HiredGunM1
[20533.42] DiverseAliensByFL: Encounter Encounter_HuttCartel_Weak_FL1 is not in eTeam_Alien or eTeam_TheLost, skipping...
VoidLight 19 Oct, 2021 @ 4:27pm 
its okay XD, thanks for the response anyways.
MostlyHarmless  [author] 18 Oct, 2021 @ 9:15am 
I think I might have deleted your question by mistake, VoidLight, but to answer I don't have any immediate plans to make playable vehicles for the Sentinel/Leman Russ any time soon. This is largely due to the time and complexity involved in making vehicle mods.
Eleanoire 13 Oct, 2021 @ 12:00pm 
Think I found the problem, I had another Star wars voice pack or t was just the Cartel goons are numerous and can lag the game slightly when they move at once.
MostlyHarmless  [author] 13 Oct, 2021 @ 6:12am 
I could probably do Hutts as a skin for the Viper redux mod (on account they use the same skeleton). But I would have to look into how that mod sets up its cosmetics.

Sorry Void, still no plans for a CIS/Droid faction. *If* I do another 3rd party faction, and there is 0 guarantee that I will, it would probably be a Nightsister inspired faction.

The only reason I can think of why the game might crash on the Cartel's turn would be if you didn't have the Community Highlander subscribed/active. If you do, then I am not sure what other cause could be responsible. On the off chance, make sure you are using the Alternative Mod Launcher and not the game's vanilla launcher.
Eleanoire 12 Oct, 2021 @ 10:23pm 
My game keeps crashing during the hutt cartels turn and idk why
VoidLight 10 Oct, 2021 @ 1:26pm 
Any chance for a droid/CIS faction? Droidekas and AAT would be beyond epic (more so if playable)!
Nekavandre 8 Oct, 2021 @ 7:05am 
This gives me KOTOR and Jedi Academy Vibes and I love that. Thank you. Perfect of course for Galactic Civil War setting as well.
The Magic Conch 7 Oct, 2021 @ 7:10pm 
I didn't choose the Hutt life, the Hutt life chose me :)
koboldlord94 7 Oct, 2021 @ 6:48pm 
Very cool mod. I love it. Any plans to bring the Hutt as a soldier skin? I'd love a playable Hutt. Regardless thanks for the mod!
BlueEaglex7 7 Oct, 2021 @ 8:52am 
This looks really cool cant wait to check it out
Dęąth Viper 7 Oct, 2021 @ 5:23am 
what if someone made a blackmarket item that when bought you can use to "hire" a mercenary crew for your next mission???
X-heketchis_V44 7 Oct, 2021 @ 5:22am 
Hopefully the crysilid-like bots and the big yellow spider bot becomes something X-com can use at some point.
MostlyHarmless  [author] 7 Oct, 2021 @ 3:34am 
Haven't tested that myself but it ought to work.
kenanthebarbarian 6 Oct, 2021 @ 7:18pm 
Please tell me I can mind-control a Kowakian monkey-lizard. It is my wildest fantasy.
MostlyHarmless  [author] 6 Oct, 2021 @ 6:17pm 
@armbarchris: (1) Legacy voicepacks should work fine for WOTC. I'm not aware of a specific WOTC version of the voicepack used in this mod, which has voices for the different species used in this mod. (2) For the human-proportioned cosmetics it's a possibility but I don't have any kind of ETA for when that might happen (if it does). For the vehicles like the skiff and the kingpin's walker, mostly likely not.

@DEATHWATCH913: Should be fine to use both.
armbarchris 6 Oct, 2021 @ 6:10pm 
I've been waiting for this!!!
Couple of questions: 1) Why use the legacy voice pack when the rest of the req mods are the WOTC? 2) will the armor cosmetics become available later for soldier customization?
DEATHWATCH913 6 Oct, 2021 @ 6:05pm 
Is this able to be used alongside your mandalorian 3rd party mod?