XCOM 2
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Dark Eldar Raiders Faction [WOTC]
   
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1.346 GB
1 Nov, 2019 @ 3:34pm
18 Jul, 2023 @ 3:49pm
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Dark Eldar Raiders Faction [WOTC]

Description
REQUIREMENTS

REQUIRED MODS:
Community Highlander
Cannon Redux (needed for animations)
Animation and Sockets Supplement

REQUIRED DLC:
WOTC

DESCRIPTION
Inspired by the Black Legion mod, this mod adds Dark Eldar of the 40k universe as an additional hostile faction.

Two sitreps are added by this mod. During Dark Eldar Raiders sitreps, Dark Eldar will appear as an additional pod that will fight you, Advent, Lost and civilians. During Dark Eldar Domination sitreps, all Advent units on the map will be replaced by Dark Eldar units.

In my tests, this mod has worked with pre-existing vanilla save games.

SUGGESTED MODS
This mod has support for the Raider Faction Bases mod:
https://steamproxy.net/sharedfiles/filedetails/?id=1601260788

For Dark Eldar customizations for XCOM soldiers, see this link: https://steamproxy.net/sharedfiles/filedetails/?id=1976289979

Always Recruit and Rescue; because the Dark Eldar will try to capture your soldiers:
https://steamproxy.net/sharedfiles/filedetails/?id=1136550654

You can use the mods below to drastically increase the chance for the Dark Eldar Sitrep (or any third party sitrep, really) to occur.

Guarantee Third Parties
https://steamproxy.net/sharedfiles/filedetails/?id=1583980638

More Mission SITREPs
https://steamproxy.net/sharedfiles/filedetails/?id=1365805339

I believe there is a more recent sitrep management mod that may be more effective at this, but I have not used that one myself.

CONFIGURABLE INI SETTINGS

Alternate Faction Assignment
The Dark Eldar can be made to spawn in under a different team by following the steps below.

First, go to XComGameData, find the line that reads +DarkEldarRaidersFaction_Team =eTeam_Two and change eTeam_Two to the team of your choice.

Next, go to XComEncounters and change any occurrence of eTeam_Two to the team of your choice. Options are listed below.

eTeam_One
eTeam_Two
eTeam_Alien (i.e. Advent)
eTeam_XCOM
eTeam_Resistance
eTeam_TheLost
eTeam_Neutral (i.e. for civilians; never tried this one myself, no idea if or how it works)

If you are also using the Raider Faction Bases mod AND if you change the assigned faction to anything other than eTeam_Two, you will probably also want to go to the XComRaiderBases ini and delete the line there starting with +BaseDefinitions. (During my tests, missions spawned by Raider Faction Bases only worked when the Raider Faction spawns were assigned to eTeam_Two; otherwise the mission would end in success after the end of the first turn, and you don’t want to win a mission undeservedly, do you?)

Spawn Numbers
Increased Pod Size mods will not affect the Dark Eldar but you can change their pod sizes in the XComEncounters ini file in the Config directory of this mod. If you're using increased squad size mods, the default Dark Eldar pod size of 5 will probably be too small to represent a real threat to you. The EncounterID DarkEldarRaiders_Squad refers to the squad spawned for Dark Eldar Raiders sitreps. The rest of the entries in this config file are for compatibility with the Raider Faction Bases mod.

CREDITS
IronGroinPie/Blackadder and MrShadowCX were good enough to give me advice on a few occassions where I had gotten stuck.

-Some of the art assets in this mod were created by Jibioco
https://free3d.com/user/jibicoco

-The Code for this mod borrows heavily from Team CX's Black Legion and Sectoid Abductor mods (credits to Shadow79, ObelixDk, DimDim, Paddy11B and RealityMachina and HulkCX for their work on these mods).
https://steamproxy.net/sharedfiles/filedetails/?id=1582632067
https://steamproxy.net/sharedfiles/filedetails/?id=1386027774

-The Grotesque uses animations by Iron from the Lost2Ork mod.

-UI icon images are from http://bakadesign.dk/warhammer-40-000-icons

-The code used to enable the target UI icons is from .vhs and Robojumper’s [WOTC] New Target Icons mod.
https://steamproxy.net/sharedfiles/filedetails/?id=1384631824

-Capes are from Ebontech Armor by by Derejin
https://steamproxy.net/sharedfiles/filedetails/?id=1148565732

DISCLAIMER
This mod is for non-commercial purposes only. No payment or donations will be accepted.

Certain assets in this mod originated from Inquisitor Martyr developed by NeocoreGames and Dark Nexus Arena, developed by Whitebox Interactive.

UNIT DESCRIPTIONS
I think it’s more fun to find out what these enemies can do as you fight against them but, if you want want spoilers, read on.

Generally, Dark Eldar have little or no armor and are not very resilient. However, they do have some nasty tricks up their sleeves. Most Dark Eldar attacks have a chance to stun and or poison and, if one of your units is stunned, the Dark Eldar will attempt to capture. Only the Grotesque is incapable of capturing stunned units. Captured units get pawned off onto Advent once the Dark Eldar have had their fun so you will get your chance to rescue any captured soldier.

Kabalite Warriors (Tier 1-3): the basic troops of the Dark Eldar. Has a chance to shoot back at Tier 2+. May be armed with splinter rifles or splinter cannons. Those with splinter cannons can suppress.

Wyches (Tier 1-3): nimble melee fighters. Can move after striking. Tier 2+ variants have lightning reflexes.

Wracks (Tier 1-3): heavy melee fighters. Can regenerate lost health.

Scourges (Tier 2-3): can relocate to achieve better firing position or avoid attackers. Armed with Dark Lance (moderate damage with armor shred and pierce) or Haywire Blaster (Minor AOE damage and weapon disable).

Grotesque (Tier 2-3): heavy melee focused unit with blast attack. Tier 3 variant can also perform stunning AOE slam attacks.

There will always be a leader unit who may be a Sybarite, Wych, Dracon, Succubus or Haemonculus. Leaders may use ranged or melee attacks, mark targets and call for reinforcements.

The Archon is the faction leader and will appear only on the Destroy HQ Raider Faction Bases mission.
157 Comments
PeyoteQueen 23 Jul, 2023 @ 8:49pm 
Thank you
VoidLight 19 Jul, 2023 @ 3:53pm 
Thanks
MostlyHarmless  [author] 18 Jul, 2023 @ 3:50pm 
Went ahead and posted an update fixing the issue that RedDobe pointed out as well as a minor pod animation issue for Wracks.
MostlyHarmless  [author] 18 Jul, 2023 @ 2:39pm 
@RedDobe: Thanks for the info. My hope was that specifying these valid mission types, and commenting out "Rescue," would prevent the Dark Eldar Raiders from popping up on missions where XCOM has to rescue a VIP, because I've noted Dark Eldar tend to murder VIPs if given the opportunity. I'll probably keep the array in since I expect that not everyone using this mod will also be using the Raider Faction Bases mod.

@PeyoteQueen: Yes. I think the primary version of the wych knife in the Dark Eldar armory *might* apply that dodge animation. But I don't trust my memory 100% on that.

@VoidLight: Yes. I updated the description with instructions for how to change the team the Dark Eldar 3rd Party spawns under. I meant to update the description the day after I posted the last update but it slipped my mind for... a month and then some.
VoidLight 16 Jul, 2023 @ 4:51pm 
anyway to have them on my team?
PeyoteQueen 15 Jul, 2023 @ 1:56pm 
Great mod. I see how Wyches dodge the attack, is great! is possible to put that dodge animation to our soldiers?
RedDobe 24 Jun, 2023 @ 11:15pm 
@MostlyHarmless - just a heads up, the ValidMissionFamilies in XComGameData.ini needs to have a + sign in front of each entry, since it is an array. Otherwise it is only using the final entry as the one and only valid mission family., ValidMissionFamilies="SabotageTransmitter". But in reality you don't really need that array since Raider faction bases already filters by mission.
Stukov81-T.TV 12 Jun, 2023 @ 8:18am 
The Honor is what we are fighting for
MostlyHarmless  [author] 12 Jun, 2023 @ 4:57am 
Nope, no researches.

There is a separate Dark Eldar mod for that has the gear/cosmetics usable for XCOM. That's as close as it gets.
Gniadex 9 Jun, 2023 @ 9:05am 
Noice! Is there some research from them..?