XCOM 2
[WOTC] [WSR] Halo: Reach Weapons Ghost Templates Complete Pack
68 Comments
M4A1 4 Feb @ 6:43pm 
Does this mod include the cut M73 LMG from Reach or no?
Chaosboi2556 15 Mar, 2024 @ 3:42pm 
question does the chaingun hold differently or still holds by the bottom? or is there no what to change that?
Veehementia  [author] 18 Oct, 2022 @ 4:31pm 
@Cyno Read the description.
Cyno 18 Oct, 2022 @ 12:47pm 
The reach weapons aren't showing up for me, anything I can do to help that?
silencer4 11 Jun, 2022 @ 12:20pm 
I'm having issues with the H5 Turret. No textures (it's all black) and no sound from the gun. When I run in conjuction orriginal H5 Turret, I get the texture but no sound.
Pat The Cat 8 Jun, 2022 @ 8:23am 
@Tyler Chambers
Actually, Veehemtia is explaining exactly what you need to do, but it's not a simple (1.2.3) thing so you seem to miss that.

You CAN remove Ghost templates you don't want loaded...in the WSR Config file.
You CAN change what weapon archetype a ghost template is used for (eg. make the dmr a vektor rifle, in your case)...in (you guessed it) the WSR Config file.
You CAN just simply change the category when using Xskin, to put the smg skin on a bullpup, or the DMR skin on a vektor rifle, if all of the above is too difficult.

Honestly it seems like you're just lashing out at the mod author for not getting down on their knees and pleading for forgiveness in the form of making an arbitary change to help you out, when you refuse to use the mods YOU'VE installed and the tools they come with on their own.

Grow up. show respect for others and they will respect your own time.

Be Better.
RatboyW 13 Apr, 2022 @ 4:28pm 
Thanks for the collection, you got all the greats!

Also if anybody else wants to use these through Xskin, uncheck the "slot" filter, they'll be in the list then
Longfang 21 Dec, 2021 @ 5:22am 
@Veehementia Thank you! I'll dive in there.
Vegeta002 21 Dec, 2021 @ 3:00am 
@Veehementia I can see this is going nowhere since you refuse to actually listen to what I'm asking and just keep substituting your own question in its place.
Veehementia  [author] 21 Dec, 2021 @ 2:40am 
@Longfang No tutorials, but you can ask around in the XCOM 2 Modding discord server; they'll help you and point you to the right resources to learn. Glad to hear it's been useful!

@Tyler Chambers Allow me to reiterate: this is a WSR mod. Made for WSR. You're asking me to fix a WSR mod to "work" with XSkin (even though it already does) because you don't want to learn to use XSkin properly or read its instructions.
Also, guess what? With WSR you can change the weapon category of any weapon you like, and I'm 100% sure XSkin allows for cross-category weapon customization via config; so you can make that DMR whatever you please.
Vegeta002 20 Dec, 2021 @ 11:42pm 
On an unrelated note, wouldn't the DMR make sense as a Vektor Rifle instead of a Sniper, the SMG as a Bullpup instead of an AR, and the Magnum pulling double-duty as both Pistol and Autopistol?

It would give the faction heroes a skin, which they're currently lacking.
Vegeta002 20 Dec, 2021 @ 11:34pm 
@Veehementia It's more that I'm asking for a way to disable specific skins entirely, so that they don't even load into then game at all. Like how you'd go into the config files of a clothing mod, put a semicolon in front of a particular costume, then the game simply ignores that costume entirely when it's loading the mods.

I could check to see if XSkin has an "excluded skins" file (it probably does, to be honest), but having a config file here where you can simply put a semicolon in front of the text to disable just seems a bit more user-friendly.
Longfang 20 Dec, 2021 @ 10:36pm 
Just curious, is there any tutorial out there on how to make these ghost templates? I'd love to see the H2/3 Battle Rifle in XCOM 2 but know absolutely nothing about modding the game.

This is a suuuper handy mod, by the way. Been using it on my streams and it works like a dream.
Veehementia  [author] 20 Dec, 2021 @ 6:24pm 
@Tyler Chambers You're asking under a mod for WSR how to make it work as you like with XSkin. I don't know how XSkin works; I don't use it. Have you tried hiding the templates via WSR/Template Master/Item Hider? Have you tried asking XSkin's author how to hide stuff from its own list?
Vegeta002 20 Dec, 2021 @ 4:38pm 
@Veehementia *Facepalm* Perhaps I'm not being clear enough.

I know EXACTLY what the bloody mod does, I'm asking if it's possible to disable some of the skins so it doesn't clog up the XSkin menu with duplicates. As I said, I only need the SMG from this; the rest are just unnecessary clutter.

Disabling the usable weapons pack and just using the templates in this isn't an option, since this one doesn't have the SAW as an option.
Veehementia  [author] 20 Dec, 2021 @ 11:09am 
@Tyler Chambers If you bothered to read the damn description you'd discover this mod does not actually add any weapons. These are just invisible templates to be used in WSR's configuration. Whatever list issue you're having, this mod isn't the culprit.
Vegeta002 20 Dec, 2021 @ 8:28am 
@Veehementia Well, that helpfully answered nothing.

I only need the SMG out of this because I use the Halo Reach weapons pack (because it has the SAW), but using this gives me double of each weapon and bloats the already long list.

Not to mention I have to keep messing around with the filters because the DMR is in the wrong category.
Veehementia  [author] 20 Dec, 2021 @ 8:11am 
@Tyler Chambers Try reading the description? Please?
Vegeta002 20 Dec, 2021 @ 3:24am 
Is there a way to disable weapons in the pack, so that only specific ones show up?
eliteforce94 2 Dec, 2021 @ 8:29pm 
i cant get this mod to work..
Vegeta002 2 Dec, 2021 @ 11:09am 
Seeing the list of included weapons reminds me of something; this game has energy beams with a brief charge-up that would be perfect for a Spartan Laser if recoloured.

It's a pity no one ever made one.
DommyMothy 29 Nov, 2021 @ 7:00am 
Same issue as Mechaelite.

What do you mean by slot, Cloaker? Don't have the context.
Mochi 13 Nov, 2021 @ 6:38am 
@ anybody using XSkin who are having issues getting the UNSC weapons: TURN OFF SLOT

For WSR reasons I assume these are just not categorized, so turning off slot will allow you to find your weapons. They are named similarly, if not the same to their official names from Halo Reach, but you should be able to find them easily.
Mechaelite 5 Nov, 2021 @ 12:01pm 
Hello Veehementia, I have XSkin and none of the original halo reach weapon mods enabled or installed (I did use to have them but I uninstalled them), yet the halo reach weapons do not show up in the XSkin list.

Do you know of any other mods that may be uncompatible that aren't listed here? I do also have weapon skin replacer, not sure if that would influence it.
Veehementia  [author] 22 Apr, 2021 @ 3:08am 
@BlazinHothead Yes, all ghost templates mod work with XSkin.
BlazinHothead 21 Apr, 2021 @ 11:31pm 
Will this work with XSkin?
larrys1998 22 Feb, 2021 @ 7:21pm 
i do not have any of the above mods enabled
Veehementia  [author] 22 Feb, 2021 @ 6:54pm 
@larrys1998 Read the description. Please.
larrys1998 22 Feb, 2021 @ 6:45pm 
om not getting any of the weapons to show up?
Delta-118 25 Sep, 2020 @ 8:20am 
That's what I figured, but I wanted to be sure.
Thanks!
Veehementia  [author] 25 Sep, 2020 @ 4:40am 
@Delta-118 I don't quite get what you mean. Replacements are a 1:1 operation, meaning you replace 1 template with 1 other template. There's no way to replace 1 template with 2 templates.
Delta-118 25 Sep, 2020 @ 2:34am 
I've just one question and the WSR guide doesn't seem to have the answer.
Is it possible to replace the same weapon with more than one template?
(For example, replacing the Vanilla Assault Rifle with both the Reach AR and DMR?)
The guide doesn't seem to say anything on that and given that this is a replacement, I'd assume the answer is no, but I'm just looking for help clearing that up.
Sorry if this is an inconvenience.
Veehementia  [author] 23 Jul, 2020 @ 10:23pm 
@Jsaw Read the WSR guide. Also, this weapons have no visual attachments.
Jsaw 23 Jul, 2020 @ 2:26pm 
sorry for the trouble
Jsaw 23 Jul, 2020 @ 2:26pm 
ok but how is the line wrong? I managed to get that line to work properly, as all im tryna do is change the skin idc abt attachments or anims. I've read parts of his guide, but commented bcz i wasn't sure what i was doing wrong. how would weapon a replacement look then? To boil it down to a yes or no question do the template names just need to be placed into the donar template space?
Veehementia  [author] 23 Jul, 2020 @ 3:29am 
@Jsaw Read the description. Then read WSR's guide, it's linked in its mod page. Lastly, this mod is NOT just a ReadMe file. The ReadMe file is there to provide easy access to the template names necessary to use with WSR. My mod contains the Halo weapons' templates and assets.
Also, the line you wrote is wrong. Read WSR's guide.
Jsaw 23 Jul, 2020 @ 12:58am 
Reach_Assault_Rifle
Reach_Shotgun
Reach_Cannon
Reach_Pistol
Reach_Sniper
Reach_DMR
what am i supposed to do with these? placing them in"+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=Reach_Assault_Rifle)" as donors does absolutely nothing
and is this mod just a read me file?
kenanthebarbarian 11 Jun, 2020 @ 5:59pm 
I added the templates into the WSR config file, but only some appear. The shotgun, cannon, sniper rifle, plasma pistol, plasma rifle, and energy sword show up, but not the rest. I can equip the Reach Magnum on only one soldier (a Proficiency Pack Sapper); it isn't available to equip in any other class' secondary or pistol slot added by Dedicated Pistol Slot 2.0. Any thoughts?
Elster 5 Apr, 2020 @ 10:01am 
@Veehementia

It's no problem at all! Thanks so much for the quick response and update.
Veehementia  [author] 5 Apr, 2020 @ 9:58am 
@Mae Just pushed an update that should fix that. Once again, my apologies.
Elster 5 Apr, 2020 @ 9:11am 
Thanks, the magnum and SMG are working fine now. After further investigation, though, the plasma pistol seems to have the same problems that the magnum had. I've extensively used the rest of the weapons, though, and it seems that there's no other problems to be found besides that.
Invertin 28 Mar, 2020 @ 7:09am 
Thanks for all the hard work!
Veehementia  [author] 28 Mar, 2020 @ 3:44am 
@Mae and @Invertin - I just pushed an update that should resolve both of those issues. Turns out I made some last minute changes to the mod I forgot to add to the workshop version - my apologies. All should be working well now.
Veehementia  [author] 28 Mar, 2020 @ 1:02am 
@Mae Huh, I'll give it a look then, most probably something got lost during packaging. Thanks for reporting.
Elster 27 Mar, 2020 @ 5:40pm 
@Veehemntia

I have noticed both of the things invertin described, and I'm positive I put the commands in right. Replacing the conventional pistol with the Reach pistol resulted in what I can only assume to be a broken animation, as the soldier defaulted to using their primary fire animation. I also had no icon for the ODST SMG.
Veehementia  [author] 18 Mar, 2020 @ 2:44am 
@invertin Perhaps you have written the command wrongly, I just tested and I found no issue with neither of the weapons.
Invertin 17 Mar, 2020 @ 7:44am 
...Also the magnum appears to use the primary weapon animation for shooting, for some reason.
Invertin 10 Mar, 2020 @ 4:06pm 
not sure if I've just done something wrong in WSR but the ODST SMG doesn't have an image. I'm just getting the bugged "img:" symbol with the weird colors.
Veehementia  [author] 4 Mar, 2020 @ 11:28am 
@Fear The Evil Good Also, for reference, this line is taken from Iridar's official WSR documentation, just right under the "WEAPON_REPLACEMENT" subsection:

"This command is used to replace the Game Archetype of one weapon, which will change the weapon's appearance, projectile, firing sounds, soldier and weapon animations - all at once."

WSR is a pretty complicated mod but I assure you the guide has everything you need to know.
Veehementia  [author] 4 Mar, 2020 @ 10:28am 
@Fear The Evil Good No need for any additional commands, the template already covers everything. The animations for the Covenant Sword are included, but the way it works makes it incompatible with primary secondaries, because they both rely on animation overrides, and both override the same thing. While I haven't tested the result, it won't look pretty. It's still perfectly usable to swap a normal sword, though.