ModPack By KCH Armory 2.0

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

This Pack contains: AR-50 HK 417A2 VKS Vykhlop KSG Memegun L1A1 SLR Wages of Sin AR-15 AK-50 Lawmaker 12.7x108 Sniper Rifle 6.5 Creedmoor 6.5 Grendel STs-130 .50 Beowulf

myes

  • Mod is not working on 2.0 rc1

    Log:


    [ERROR] Trace:

    TypeError: Cannot convert undefined or null to object

    at Function.assign (<anonymous>)

    at ModPack.load (C:\Games\Escape from Tarkov1\user\mods\KCH-ModPack\src\ModPack.js:67:32)

    at Function.executeMods (C:\Games\Escape from Tarkov1\obj\bundle.js:56046:28)

    at Function.load (C:\Games\Escape from Tarkov1\obj\bundle.js:55994:15)

    at Object.load [as aki-mods] (C:\Games\Escape from Tarkov1\obj\bundle.js:47446:15)

    at Function.load (C:\Games\Escape from Tarkov1\obj\bundle.js:57116:27)

    at Function.main (C:\Games\Escape from Tarkov1\obj\bundle.js:46143:9)

    at Object.177../Lib.js (C:\Games\Escape from Tarkov1\obj\bundle.js:46148:9)

    at o (C:\Games\Escape from Tarkov1\obj\bundle.js:1:265)

    at C:\Games\Escape from Tarkov1\obj\bundle.js:1:316

  • Is this going to be updated?

  • is there any nerd info for the ammo. dmg/pen stats? plz and thank you

  • Doesnt work on 2.0 rc1. does anyone have a hotfix?

  • Sometimes I cany buy certain items off the fleamarket like the wages of sin upper receiver and charging handle for some reason. They're all examined but still not available on the flea market.

  • Is this compatible with 1.5.1?


    And can someone give me a rundown on all theseversions, im really confused. Whats Aki R7 and R8 and so on.

    • Yes it is, it may conflict with other mods though as I've had issues with it in the past but my current mods work fine with it.

      Here's a ss of my modlist for reference if you wanna know what it works with and what works on 1.5.1

      https://prnt.sc/1p6pe5x

    • Thank you Synthrix!

      As a newcomer this is very helpful guide to see what works with 1.5.1!

  • I can't find all of the parts of the NGSW even with a linked search, is there something I'm missing? Thanks for any help

    • It's either that you don't have your server set to generate enough flea entries, so there are parts that are missing, or it's that they don't appear until you've inspected them.

      The solution to the former is to either use a mod to increase the number of flea entries generated by the server, or to just restart the server and check again a few times. The solution for the latter is to check vendors (and possibly flea) for complete guns, and see if there are any parts on them that you haven't inspected yet.

    • KCH Modpack Dont even include the NGSW, you mean KMC Modpack found here KMC Core

  • Mod doesn't seem to work with Bread and Butter. Nothing shows up when I have B&B running.

    • I have them both running fine, if you don't have any error codes on your server launcher then they probably just haven't come up on the flea market yet. I had to restart a few times in order for them to start showing up in my game.

    • What version of B&B and SPT are you running?

    • Newest versions of both. I've also attached a screenshot of my full modlist for reference.

      https://prnt.sc/1p6pe5x

    • cheers! I’ve gotten it to work. Looks like you have to play a raid for the stuff to be purchasable.

  • Hey, great mod! However i got one question to the VKS:


    The zeroing seems to be off. Regardless of what scope i use, the bullets always impact a little *over* the center. With zeroing at 50m, even after 200m, the bullet hits above the center of the crosshair.

    I even played a little with the accuracy-stats of the sts-130, but nothing changes ... Am I overseeing sth?

    Thanks in advance!

    • To specify: The distance between the center of the crosshair and the impact increases with distance. ~50m it's slightly above, ~100m noticeable above and everything behind that gets even bigger ... hm ...

      On greater distances I litteraly have to aim at the feet of the enemies to hit their torso / head.

    • oh fuck, oh god, welp i might have fucked the muzzle velocity and the bullet speed
      gonna try to squeeze in some time to fix it cuz man be busy as shet

    • Hey :)


      Got a little deeper into it ... if you put a laser onto it, the laser points also slightly above the crosshair.

      It looks like a zeroing of 0 would put the laser (and so the bullet) on the crosshair, but how can you do this?

  • I keep on getting a core_f error with your mods, any tips for help with it?

    • it doesnt work with dynamic ragfair
      with no intentions to fix it,
      however stay put because its going to get merged with KMC Modpack

    • Is that another mod? Because I am not using anything with that name

  • Here is the code for trader, however I'm not interest to fix unbalanced weapons like KSG in here so

    edit traderID, ReqLv, Curreny to whatever you want and you can have value info from https://docs.sp-tarkov.com/#resources/other.md


  • Why I can't find those guns in my market, is this modpack put in user>mods?

  • Do traders sell these guns?

    • flea market
      gonna be added to a trader soon

    • Super excited to see the trader be added, been having alot of issues of the parts actually populating in the flea market so can't wait for one central area for all things KCH!

  • Thanks for your hard work :)

  • Hello, how can move the "mod_tactical" position closer to the sight mounting position in the AR-50 forend?

  • finally it's back!, yay! :D

    thank you so much for your hard work ^^

  • Will you update this to the lasted version? Thank you.

    • updated

    • update to SPT 1.2.0? Released yesterday what i know. Would be awesome to try new weapons

    • it is updated to 1.2.0

    • ok, thanks. BTW, which traders at which level are selling guns?

    • all guns should be found on Flea