XCOM 2
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Advent to T'au Empire [WOTC]
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File Size
Posted
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3.362 MB
11 Feb, 2023 @ 1:47pm
23 May, 2024 @ 4:13pm
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Advent to T'au Empire [WOTC]

Description
Due to reports of issues with the vanilla XCOM2 game launcher, my recommendation is that you use the XCOM2 Alternative Mod Launcher (AML) in conjunction with this mod. You can find the AML here: https://github.com/X2CommunityCore/xcom2-launcher

REQUIREMENTS
Required DLC:
WOTC
(The mod may work without the two DLC below but there will be missing animations and particle FX)
Alien Hunters
Tactical Legacy Pack

Required Mods:
Community Highlander
Alien Hunters Community Highlander plugin (if you have this DLC, if not, skip it)
Animations and Sockets Supplement
Tau Content Masters volumes 1 and 2

DESCRIPTION

This mod converts Advent forces to those of the Tau Empire from the Warhammer 40k universe. Like my other Advent changer mods, this is a partial conversion and only affects the tactical layer of the game. The strategic layer, including the tech tree, is totally unaffected. Units drop corpses depending on what they replace so tech and campaign progression remains the same. All hostile units, including Advent Troops, Aliens, Chosen and Alien Rulers, are replaced.

If you would like to know more about the Tau Empire, you can read up on them here:
https://wh40k.lexicanum.com/wiki/T%27au_Empire

My expectation is that you would probably enjoy the mod more if you go into it without knowing exactly what to expect, but, if you must know what enemies have changed into what, you can see the list below:
https://docs.google.com/document/d/1wEfVmwiOzHpF45Y68Cq7heKVkQI_xvqtyagKVifY990/edit?usp=sharing

Generally speaking, I will say that Tau units tend to use more direct fire abilities and fewer disabling abilities compared against Advent. As a result, you may see higher casualties when using this mod compared to fighting against vanilla Advent units; I certainly did.

I do not guarantee compatibility with any other mods but I only anticipate conflicts with mods that affect Advent characters and AI scripts. See the Known Issues section for known conflicts. Some of the mods I used during my test campaign, and can vouch for, include [WOTC] Mission Overhaul: Core, Increased Pod Sizes by Force Level, Golden Path Mission Revamp and A Dance of Avatars and Chosen.

CREDITS

Tau Fire Warriors and Pulse Rifles by Shrodo. Modified for use in XCOM by IronGroin.
https://sketchfab.com/3d-models/fan-art-tau-fire-warrior-2020-12e5dd322e0643de885b84f8310e3fc2

Guevesa Armor was kitbashed using the Imperial Guard armor by IronGroin as well.

Chainswords and Power Swords used by Guevesa are from the Armours of the Imperium weapons mod by DimDim. Stealth Battlesuit animations were also derived from those used by Terminators in the Armours of the Imperium mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1562792067

XV22 Battlesuit by Apothecary.Kekoulis
https://sketchfab.com/3d-models/commander-shadowsun-209865ec00284af5b34d3faa999e1baf

Y Vahra Battlesuit also by Apothecary.Kekoulis
https://sketchfab.com/3d-models/xv109-yvarna-battlesuit-f2c701ccb4364d0d8d7b8ce038cdd223

Pathfinders and Breachers created using models by OrangeBlueHue
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1578930275

DISCLAIMER
Warhammer 40k is rightfully owned by Games Workshop. The assets here are for non-commercial uses only. No payment or donations will be accepted. I do not have a patreon.

Certain assets in this mod originated from Gladius - Relics of War, by Proxy Studios, Dawn of War, by Relic Entertainment, Inquisitor Martyr, by NeocoreGames, Mechanicus, by Bulwark Studios, and Dark Nexus Arena, by Whitebox Interactive.

PERMISSIONS
If you have a question regarding permissions for use of assets in this mod, feel free to ask in the comments section.

ANTICIPATED QUESTIONS

Vanilla/LW/LWOTC version when?
Afraid not.

Chaos/Eldar/Halo Advent replacer when?
I am not willing to commit myself to making any additional Advent Replacers at this point.

Playable Tau when?
That will probably be my next project. No estimates on when it may be complete at this point.

KNOWN ISSUES AND CONFLICTS
Known Conflicts
-[WOTC] Enhanced Ragdoll Physics and FX (Overrides enemy archetypes)
-[WOTC] Yellow Alert Gameplay V2.0 (Had issues with this mod breaking AI when I tried it with Advent to Galactic Empire so I would expect it to cause issues for this mod as well)
-The Hive (Overrides Chryssalid)
-Still Stop Wasting My Time (Seems to cause lengthy lockups during tactical missions when reaction events occur [i.e. bladestorm and overwatch shots])

Other known issues include the following:
-Third Party Factions, like Black Legion or Dark Eldar raiders, do not appear to trigger ruler reactions.
-When not posing as a civilian, the Guevesa Sicarian Infiltrator uses Faceless proportions in cinematic reveals. (At the moment I can only fix this by disabling the civilian reveal cinematic as well, so I'm not doing it)
-Some Tau Advent units were observed spending all of their actions on movement (despite viable targets) during a UFO mission when fighting against Lost when XCOM has not been revealed yet. They attacked normally again once XCOM showed itself.
Popular Discussions View All (1)
0
31 Jan @ 8:10pm
3rd ruler
PheronPsycho
199 Comments
Naylind 18 Jun @ 12:53am 
If u know warhammer 40k you should know that Tau have always the right tool for the job. Just completed a campaign 10+squad and overwhelming enemy pods playing as Advent VS TAU Empire and it was crazy beyond my imagination. Really enjoyed.
Baka Racker 7 Jun @ 6:43pm 
Are the grav inhibitor drones intended to be rage-inducing? Because, uh, they're really good at it. Spawning in and immediately destroying all my cover and stunning everyone they hit.
saximaphone 29 Dec, 2024 @ 3:55am 
There are some new abilities, but they are mostly as close as possible to vanilla units.
Dęąth Viper 24 Dec, 2024 @ 8:47pm 
After playing around with this for a few missions... I could be wrong but this is just a cosmetic overhaul? I thought it added new abilities to them since they are "new" units
AVIS 14 Dec, 2024 @ 4:40am 
@Dęąth Viper From having played all 3 total conversion mods. I'd say the hardest was the Imperium to advent one, while the easiest was the star wars mod.
Dęąth Viper 13 Dec, 2024 @ 1:41pm 
Of all of your total conversion mods, who would you say is the hardest to fight? I want to play against the toughest you made! :)
AVIS 2 Dec, 2024 @ 9:21pm 
After a few test runs, this mod seems to work fine with a better advent and the hive. When i installed an enemy reskinner mod it somehow fixed the t posing sectoid problem.

I am currently running tau overhaul with a better advent, bio division, the hive, all of clauses enemy mods and every enemy mod from the creative xenos mod list.

It all works fine.
except for when i added requiem for man, when pair that mod with this tau conversion mod it seems to crash my game

other enemy packs and overhauls are compatible.
AVIS 27 Nov, 2024 @ 2:36am 
@MostlyHarmless as the mod stated that "The Hive overrides Chryssalids" does that mean it would replace the kroot carnivor with "The Hive" units? or would it just break the game?

I tried this mod together with A Better Advent it worked fine other than some T posing sectoids.
TazVibez 26 Oct, 2024 @ 10:27pm 
need a cosmetic version of that Guevesa armor!!!
Yhoko 18 Oct, 2024 @ 6:37pm 
Is there somewhere I can modify the krootox rider hp? I've lost so many terror attacks to the civilian groups getting swarmed by 10 30hp crysallids with guns that deal 10 damage while my resistance troops are dealing 2 damage