XCOM 2
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Imperial Surplus: Buildable TX-130 (WOTC)
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11 Nov, 2020 @ 7:18pm
12 Apr, 2022 @ 4:19pm
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Imperial Surplus: Buildable TX-130 (WOTC)

Description
Description
The TX-130 Saber-Class Fighter tank is a quick-strike repulsor tank useful for dominating the battlefield with rocket and missile attacks or striking armored targets with its heavy laser cannons. Buildable in the Proving Ground after researching the Sectopod Autopsy.

TX-130s rank up with experience and may choose from a limited selection of abilities (mostly vanilla abilities with some substitutes where original vanilla abilities did not work). They lack many of the context-sensitive abilities of your regular troops (they cannot knock out/rescue VIPs, hack objective computers, carry wounded or plant X-4 charges, for instance) so keep that in mind when deploying for missions where objective completion requires using context-specific abilities.

The bulk of the TX-130 makes it tough for it to navigate certain terrain obstacles, like cliffs. It therefore has the ability to use its repulsor jets to jump to another location but this ends the turn and incurs a significant cooldown penalty, so use it sparingly.

The quality of equipment for these units improves with Soldier Armor and Cannon upgrades.

This mod should work with pre-existing saves.

This mod uses camera tweaks in order to enable ability selection when ranking up.

There are Imperial and Clone variants selectable via config (not in-game). See the customization section for details.

Requirements
DLC
WOTC
Shen's Last Gift
Alien Hunters

Mods
Advent2Empire Content
Community Highlander

Additional Requirement for Clone TX-130

Clone Trooper Voicepack by DTM (Unnecessary if you do not want the TX-130 to be voiced)
https://steamproxy.net/sharedfiles/filedetails/?id=1128987969

Customization
This mod does not support in-game customization, apart from renaming. With that being said there are several archetypes to choose from, but only one archetype may be active at a time.

Go to the XComBU_TX130Options.ini file in this mod's config folder. If you do not know where to find this file, the easiest way is to use the Alternative Mod Launcher (https://github.com/X2CommunityCore/xcom2-launcher/releases). Just right-click the entry for this mod and select Show in Explorer.

The default TX-130 archetype is the Imperial variant. To choose an alternative, put a semicolon ; in front of the line that reads as below

BU_TX130CustomPawn = "TX130Tank_Cast.Archetypes.ARC_GameUnit_TX130" ;Voiced

and remove the ; from the line representing your preferred TX-130.

Build costs, schematics and tech prerequisites can be adjusted in this file as well. If you want access to TX-130s earlier, for instance, you can change the tech prerequisite to HybridMaterials, which you will generally research early on in your campaign. See this post for other alternative tech prerequisites: https://www.reddit.com/r/Xcom/comments/44ioyc/xcom_2_console_commands/

Please note that, even if you zero out the requirements for Sectopod Corpses and Elerium Cores, the game will not let you build an TX-130 unless you have at least one of each. You can use console commands to add these items. The console commands in the post linked above will work for corpses but not for cores, use additem eleriumcore X instead, where X is the number of cores to be added.

I recommend keeping notes of any changes you make to config files. Any time I make updates to this mod, it will reset the config files to their default settings (so I will try to do so rarely).

Credits
Kiruka's buildable units mod, from which I liberally borrowed code.
https://steamproxy.net/sharedfiles/filedetails/?id=2210732936

Iridar's jetpack Mod, from which I got the code used to enable the tech project on pre-existing saves.
https://steamproxy.net/sharedfiles/filedetails/?id=1576958692

Coyotekins's Behemoth Tank mod for the Armory Camera tweaks.
https://www.nexusmods.com/xcom2/mods/707

Anticipated Questions

Will you do vehicle XYZ next?

I'll read suggestions but I'm not prepared to make promises. These buildable unit implementations are pretty time consuming to make.

The textures are glitchy/models are missing.

Make sure all requirements are installed and enabled.

Do I really need the Advent2Empire Content Mod? It's huge.

Yes. That mod contains art assets utilized in this one.

But I want to have Rebel and Imperial TX-130s in the same campaign!

Not currently possible. Only one archetype may be active at a time. If, at some point, I figure out how to implement in-game customization I will.

Will this work with LWOTC?

No idea.

Vanilla Version?

No. I do not have the vanilla SDK or the drive space for it and have no idea what would be involved in making this compatible with vanilla.

DISCLAIMER
Certain assets in this mod originated from Star Wars Battlefront 2 and Star Wars: Empire at War. Star Wars is rightfully owned by Disney. The assets here are for non-commercial uses. No payment or donations will be accepted. I do not have a patreon.

KNOWN ISSUES
You may find that you can't use the mouse to make selections on the Avenger's armory screen with the tank selected due to its bulk. Just use the up-down arrows on your keyboard to navigate and the enter button to make selections.
58 Comments
MostlyHarmless  [author] 17 Jul @ 4:23am 
@TheMiddleKnight: weird. I've put it on my list but, tbh, I don't spend much time in XCOM these days so no idea if/when I'll be able to look into it.
TheMiddleKnight 17 Jun @ 8:22pm 
Seems to be an issue when I start a mission that some of my soldiers are stuck in invisible like boxes after getting bulwark (I think is when the issue started) and it either requires a elerium jet pack (mod) or an explosion on the person to free them
Jester Orion 22 Sep, 2023 @ 7:08pm 
I think I'm starting to see what Lycan was getting, though I'm getting duplicate buttons on the UI when it happens as well.
[HAPS] STRlCE 3 Sep, 2023 @ 2:48am 
I do wonder in what settings apart from playing on the highest difficulties this thing could not be a little overkill. Sadly There's no CIS enemy vehicle mod yet :)
[HAPS] STRlCE 3 Sep, 2023 @ 2:48am 
I do wonder in what settings apart playing on highest difficulties this thing could not be a little overkill. Sadly There's no CIS enemy vehicle mod yet :)
MostlyHarmless  [author] 25 Jan, 2023 @ 2:53pm 
That's a new one. Can't say I've encountered this error myself. Just tried it out and I can't reproduce that bug.
Lycan 25 Jan, 2023 @ 1:21pm 
I have this mod as well as your dark trooper, at-st and at-rt mods as well as the mods needed to run them. I have noticed that after a while they start to gain 1 hp every time I open a soldiers equipment menu and it just stacks. I have a dark trooper mk 3 that has over 200 hp and a at-st that has over 100 and it just keeps raising. Was wondering if you or anyone else has encountered this.
Mon'Keigh Chirurgeon 50A 11 Dec, 2022 @ 8:49am 
Ah, I see. Thanks for the information. I was concerned the buildable mods were rendered obsolete by the bigger Imperial Surplus mod.
MostlyHarmless  [author] 11 Dec, 2022 @ 8:31am 
If you want the vehicles, then yes. Imperial Surplus just adds weapons and cosmetics for XCOM soldiers.
Mon'Keigh Chirurgeon 50A 11 Dec, 2022 @ 8:22am 
I do not know if anyone has asked this question or not, but... if I use the other big new Imperial Surplus mod, do I still need to use this mod and the other Imperial Surplus mods that separately add vehicles, like the AT-ST?