XCOM 2
[WOTC] [H5] Memories of Reach: Jorge's Chaingun
69 Comments
Cairna ♥ 18 Apr @ 5:35pm 
Still not showing the T2/3 chaingun, anyone have a fix?
Cairna ♥ 27 Jan @ 10:45am 
Looking into it a bit further, none of my weapon researches have unlocked the additional tiers.... the machinegun researches have only unlocked the Halo 5 SAW tiers, the sniper rifle tech has only done the DMR, Magnum, and Sniper Rifle tiers, standard tech level upgrade has only unlocked the next tier of Shotguns, SMGs, Assault Rifles, and assorted melee tiers...
Cairna ♥ 27 Jan @ 10:35am 
Hmmm.... for some reason the T2 and T3 variants do not appear for me. I have had this mod installed since before i started this playthrough, so i dont know what i am doing wrong.
Eevee[303rd] 17 Mar, 2024 @ 9:36pm 
Never mind I'm sorry, Just figured out how to unlock it.

I had to Build the Heavy weapon first

Sorry for the confusion.
Eevee[303rd] 17 Mar, 2024 @ 9:22pm 
I had an Issue with the Mod, IDK why but as i Got a new tier I couldn't Build the turret and eventually even the basic 1 vanished from armory only leaving a 1 Modified Basic turret there, is there a solution for this at all?
Dandyslayer! 12 Aug, 2023 @ 5:34pm 
SO I did the animation fix stated below and now my soldier is holding his cannon in a way that is not physically possible lol.
Veehementia  [author] 27 Apr, 2023 @ 1:10pm 
@Revan In this mod's.
Revan 27 Apr, 2023 @ 7:16am 
For the animation fix below, is that in this mod's config folder, or in the cannon animation reduxs?
silencer4 15 Jun, 2022 @ 2:12pm 
Ok I found out, that the sound issue was due to applying Cannon Animation Redux. Shame.
silencer4 14 Jun, 2022 @ 2:51pm 
I'm getting strange issue with the gun not having any sound.
Fujiberry 28 May, 2022 @ 8:05pm 
Thanks, @Veehementia. You're a lifesaver~
Veehementia  [author] 28 May, 2022 @ 3:32am 
@Fujiberry create an XComCannon.ini file inside the config folder and copypaste the following into it:
[CannonAnimationRedux.X2DownloadableContentInfo_CannonAnimationRedux]

+CannonTemplates=(TemplateName=H5_Turret_CV, WeaponAnimset="Cannon_Weapon.Anims.AS_ConvCannon")

+CannonTemplates=(TemplateName=H5_Turret_MG, WeaponAnimset="Cannon_Weapon.Anims.AS_ConvCannon")

+CannonTemplates=(TemplateName=H5_Turret_BM, WeaponAnimset="Cannon_Weapon.Anims.AS_ConvCannon")
Fujiberry 27 May, 2022 @ 12:55am 
Actually, better question @veehementia Do you (or anyone) happen to have a copy of the old XComCannon.ini file from your Reach Etilka mod so I can drop it into the config folder of this one and use this weapon with the old animation(s)? I know you were going for being as faithful to Reach as possible, but for me, I'm not too concerned with the Reach SFX, I just want my Jorge to visually hold/use the weapon like he's supposed to!
mfrost96 6 Mar, 2022 @ 2:14am 
to unlock the chain gun in a middle of a play through you need another mod https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1517938486
and type the command wsradditem h5_turret_cv
Vegeta002 2 Dec, 2021 @ 11:02am 
@Veehementia I'll look it up for my next game, my current one already has the Reach Weapons upgraded to Plasma-tier.

Having the vanilla cannon as a build requirement still seems like a strange choice.
Veehementia  [author] 2 Dec, 2021 @ 9:12am 
@Tyler Chambers If that's your issue, use WSR to swap vanilla weapons with the Halo ones from the pack I specifically made for it.
Vegeta002 2 Dec, 2021 @ 8:24am 
I feel the requirement to upgrade the Magnetic/Plasma Cannon could do with being removed, it really should only need the correct research done.

Needing to upgrade vanilla weapons messes with Halo-themed games, since the game keeps replacing Halo weapons with vanilla ones of the same tier.
Veehementia  [author] 16 Jul, 2021 @ 2:07pm 
@Sir Commissar Musashi is currently on hiatus from modding (as am I). When\If he ever comes back, then I can ask him to implement my SFXs into his anim.
Brother tinnitus 16 Jul, 2021 @ 12:08pm 
i know it doesnt use it, but have you thought about talking with the cannon animation redux mod author to see if there was a way you could have your custom sounds/flash and have soldiers not hold it like they have brain damage
Malum Caedo 6 Dec, 2020 @ 10:26am 
the weapon is held like a rifle, seems odd considering its size
herald4life 4 Sep, 2020 @ 4:56am 
I removed cannon animation redux but my troops are still holding the cannon like a rifle.
Help?
HotelCharliHill 21 Mar, 2020 @ 7:31pm 
"This weapon can't use the animations of Cannon Animation Redux, as it uses its own animation with custom sounds. You can still use it on the other cannons, though."

So we have to edit something so OTHER cannons use the redux animation but Jorge's chaingun does not???? Thanks for any help.
HotelCharliHill 8 Mar, 2020 @ 6:16pm 
@Archwing, he says in the description it doesn't use the 'Cannon Animtion Redux'
TennoTea 30 Jan, 2020 @ 2:13am 
The weapon seems to forget using the cannon animations because my grenadier holds it like a rifle. What happened?
Gelidien 15 Jan, 2020 @ 2:04am 
Aaaah, so i need to get the magnetic cannon first before i can get the turret. Thanks for clarifying, I wasn't exactly sure how it was being done, because of how the reach weapon work.
Veehementia  [author] 14 Jan, 2020 @ 8:43pm 
@Geliden Have you bought the magnetic cannon squad upgrade? The schematic is only available afterwards.
Gelidien 14 Jan, 2020 @ 7:39pm 
Ahoy, there, sorry to bother you, but I cant seem upgrade the turret to tier 2 (Magnetic). I know this was fixed in a prior update. But I seem to have gotten this bug again.
DommyMothy 28 Dec, 2019 @ 6:18pm 
Ah, darn. Thanks for the information! I'll look for a work-around that keeps those effects.
Veehementia  [author] 28 Dec, 2019 @ 3:37am 
@Scapegoat: Toast to Toast Do that, and you'll lose the Reach turrret sound and muzzle flash, and you'll be stuck with vanilla CV minigun sound and muzzle flash. But yeah, if you want, you can drope the XComCannon.ini file, change the template name, and you should be good to go.
DommyMothy 28 Dec, 2019 @ 12:37am 
@Veehementia
How to Fix This : This mod is missing its "XComCannon.ini" in its config folder. It's present in the outdated turret mod which is why that one has proper animations. If I just drop "XComCannon.ini" into config is there another file that has to reference it?
DommyMothy 28 Dec, 2019 @ 12:35am 
Here's your animation solution:
1. Install Cannon Animation Redux mod
2. Navigate to the mod's config file called "XComCanon"
3. Add the following lines and save:

+CannonTemplates=(TemplateName=H5_Turret_CV, SocketName=left_hand, BoneName=Root, SocketOffset=(X=20.5, Y=-1.5, Z=27.0), SocketRotator=(Roll=85.0, Pitch=-35.0, Yaw=0.0), WeaponAnimset="Cannon_Weapon.Anims.AS_ConvCannon")

+CannonTemplates=(TemplateName=H5_Turret_MG, SocketName=left_hand, BoneName=Root, SocketOffset=(X=20.5, Y=-1.5, Z=27.0), SocketRotator=(Roll=85.0, Pitch=-35.0, Yaw=0.0), WeaponAnimset="Cannon_Weapon.Anims.AS_ConvCannon")

+CannonTemplates=(TemplateName=H5_Turret_BM, SocketName=left_hand, BoneName=Root, SocketOffset=(X=20.5, Y=-1.5, Z=27.0), SocketRotator=(Roll=85.0, Pitch=-35.0, Yaw=0.0), WeaponAnimset="Cannon_Weapon.Anims.AS_ConvCannon")
Glue Merchant 11 Nov, 2019 @ 7:40pm 
I'm not really sure but I can't get this gun to work.
I have it high up in the load order, am I doing something wrong?
JakeEly 6 Nov, 2019 @ 12:19am 
this mod would have been perfect with my current halo mods but damn does it look ugly holding a chaingun like a rifle.... great design though!
Veehementia  [author] 31 Oct, 2019 @ 2:32am 
@NickSheperd Sorry mate, it's not. Haven't been able to make it so, and besides I wanted it to be as faithful as possible.
NickSheperd 31 Oct, 2019 @ 1:28am 
Perhaps a stupid question but is the weapon tintable?
Veehementia  [author] 23 Oct, 2019 @ 2:31am 
@Noforth Read the description.
Randy 23 Oct, 2019 @ 1:51am 
Is this mod compatible with the cannon animation redux?
Veehementia  [author] 2 Sep, 2019 @ 2:22pm 
@jonnyafrica I don't remember putting the flashlight in my previous mod, though. In any case, I aimed to stay faithful to the original, so I won't add it; however you can add one yourself via WSR.
jonnyafrica 2 Sep, 2019 @ 5:04am 
Hey Veehemntia. Thanks for your mods, I am especially grateful for the magnum pistol. In relation to this, it does appear the flashlight does not work. They work for your previous turrent mod, "[WOTC] Halo Reach "Etilka" Turret". Any chance on copying in the flashlight? Thanks again.
Jim NATO 13 Aug, 2019 @ 7:26pm 
Any chance we could get a BR55?
Veehementia  [author] 8 Aug, 2019 @ 6:00pm 
@Chonsu No idea, I just checked and I reload just fine.
Chonsu 8 Aug, 2019 @ 3:54pm 
Hi there :) Really like the gun! Looks nice and sound is good as well. Just have a problem lately. I can't reload it. No reoload icon and "R" doesn't do anything as well. Any idea what might caus ethis porblem? Tahnks for your time ;)
Compo The Smoggie 6 Jul, 2019 @ 3:57pm 
@Veehementia

Started a new campaign. Seems to be fine.
Compo The Smoggie 6 Jul, 2019 @ 12:39pm 
@Veehementia

Just looked at your other mods I've tried in the past and didn't have any success with.

Sorry mate, my game doesn't like your mods.
Compo The Smoggie 6 Jul, 2019 @ 12:36pm 
@Veehementia

Don't know what's causing it but yours was the last mod I have subscribed too.
Compo The Smoggie 6 Jul, 2019 @ 12:34pm 
@Veehementia

Unsubscribing mate.

My missions won't load up.... not even after 6 hours.

:(
PebblePot 5 Jul, 2019 @ 8:20pm 
@Veehementia

The newest update fixed it. Thank you very much! Looks great!
Compo The Smoggie 5 Jul, 2019 @ 12:16pm 
@Veehementia,

We're all good with the mod now.

It looks fantastic!
Veehementia  [author] 5 Jul, 2019 @ 9:45am 
@Compo The Smoggle and @IrateTeitoku- I have just pushed an update that should, hopefully, fix your issue. Do let me know if otherwise.
Compo The Smoggie 5 Jul, 2019 @ 8:30am 
@IrateTeitoku / Veehementia

Same issue issue.

It's appearing as a black silhouette of the gun.

Disappointing considering the work you've put into improving the appearance of the weapon, as shown in the mods pictures