Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.
Cameo of the MoK Banshee and unit description.
I see you have the classic turret issue there when the unit rotate xP
Yeah, I don't get why it does that, but its not really a big deal to me anyway as I don't use the actual guns in any way.
I just use the weapon bone thing (whatever it exists for lol) in the centre and have it spam single projectiles like the Tibsun banshee, though its kinda glaring aesthetically.
I had the issue too, it's because the wepaon's mesh is separate from the body and don't know how to properly follow it without animations (One of the reasons I made animations xP)
Also the green thingys in between the weapons are sub objects you can hide
I can also help with the HC if you want
They was originally pink since they had that weird shader on them, but I made them green for whatever reason.
I don't even know where to start with animating stuff xD
I still edit stuff mostly via the XML though I did make the Cyborg Commando projectile and shader (as simple as it is).