Kalashnikov PKM & PKP 7.62x54R Machine Guns 1.1.1

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.

Port of the PKM and PKP from the new Tarkov wipe.

Special thanks to the SPT devs for dumping the relevant json files required for these mods to work, and for everything else! <3


I'm happy to say that I was wrong about not being able to port the LMGs, turns out they *mostly* work, at least enough that I consider it worth putting this out.


PLEASE NOTE - There is a strong chance of small errors or differences from live in this mod due to the new belt-fed mechanics. Please read the Known Issues section below or check the comments for any errors and let me know if you spot something that isn't already listed!


Installation:


Download the .zip file, extract all, and add the folder MC-LMG to your user/mods/ folder in SPT. Make sure it is just the folder with all of the contents, not a folder with another MC-LMG folder inside of it, else the mod will probably throw an error!


The directory should look like this:


/user/mods/MC-LMG/


and not this:


/user/mods/MC-LMG_X.X.X/MC-LMG/


To try and use with older versions that had the old locale type, make sure to open "config.json" with Notepad, change oldLocales from "false" to "true" (without quotes), save and close the file


*Important Note* - All trades should be accurate to live, except I changed both LMGs to be available on the flea market as there are no trades for them in live Tarkov.



Known Issues/Differences from Live:

  • The belt feeding animation does not play properly - nothing I can do about this at this time unfortunately.
  • The LMGs are on the flea market, which they are not on Live Tarkov.
  • The hand placement on the default PKP blocks the iron sights. I do not know why.
  • The black default PK pistol grip has no name in locales other than english, this is straight from BSG. I will not translate to each language myself especially for such a small item.


Uninstalling:


If for whatever reason you need to remove this mod, make sure you delete any new items that this mod adds from your inventory before you delete the mod folder!



If you are looking also for new attachments and other 13.5 items, check out Pettan's 13.5 content preview mod:


hub.sp-tarkov.com/files/file/1394/



Let me know if you run into any issues!

Images

  • If you are looking also for new attachments and other 13.5 items, check out Pettan's 13.5 content preview mod:


    hub.sp-tarkov.com/files/file/1394/
    Heart 1
  • Hmm.. And can you make a transfer of the new interface?

    • I don't understand what you mean. Bad translation?


      But these should already be in the new SPT versions.

  • Is there a way to modify this file to just add the feature to add the PKM to the flea, using the one from the 13.5 patch that is already in the game?

    Thumbs Up 1
    • Not easily I'm afraid. You can find the item in the SPT files and edit the item to be available. The SPT devs don't like when you directly edit SPT files though, just to add that disclaimer in.

  • is there still a use for the bipod

    • I do not know what you mean. You can't actually deploy it but I believe it just exists for the stats. And apparently there is a lot less recoil when you go prone.

  • i dont know why but always if i equip the pkm or pkp the game brakes and any gun just aims to the left side and i have to restart my game to fix it


    If u know a fix PLS help

    • I haven't heard of that happening myself at least. Most likely a mod conflict issue sadly.

    • hey do u have a discord so i could show u the problem or some oother issiues


      and thx for the fast reaction

    • I do mighty_condor but I won't be available for quite a while, and frankly I can't help everyone troubleshoot mod conflicts. The same general advice is to start removing mods to see which one is causing the issue.

    • Oh ok i think i fixed it it was the modular attachment thing where u can slide the attathcments

      Thumbs Up 1
  • Having an issue where the gun fires every round in the box immediately, im assuming the firerate is broken, any clue how to fix that?

    Thumbs Up 1
    • I haven't heard of that myself and would not know sadly. As usual I would *guess* its a mod compatibility issue, my best recommendation is to look for any mods you might think would alter guns or anything about them in any way and try testing without those mods.

    • Alright, I just found it weird as its only an issue with the PKM and PKP. But i'll report back if I figure it out

    • Agreed, that is strange. Please do if you figure anything out!

    • Turns out it was the Realism mod. Some setting I had on with it screwed it up, it also makes the reload animations incredibly slow (Actually, the reload duration modifiers mess it up due to the fact that the PKM and PKP are heavy as hell.)

      Thumbs Up 1
    • Ah ok thanks for reporting that. At least I'm off the hook ^^

      Thumbs Up 1
  • where buy pkm??

    • Flea market. This mod should be accurate to live except I made it so that the LMGs can be sold on the flea market so people can still get them.

    • спс

      Thumbs Up 1
  • Quick note. The weight of the PKM and PKP are much lighter than the 13.5 Live versions a change to balance this would be nice!

    Thumbs Up 1
    • How do you mean? If you are referring to the weight on the wiki here, that weight refers to the default preset instead of just the gun base itself without attachments.


      I also just now copied a build for the PKM from this video and got the exact same weight as he does.


      Am I missing something else? Let me know.

    • OML... Im actually the dumbest person. I have the global item weight turned down with SVM. Forgive me.

      Thumbs Up 1
    • All good man appreciate you looking out for errors! :thumbup:

  • Very nice mod! I was able to find one of these off of a PMC.. then got killed shortly after. Thank god the player has softcore on!

    Thumbs Up 1
  • All mods were functioning well together prior to installing this mod. Once I spawn into a map, I get this error.


    TypeError: Cannot read properties of undefined (reading '_props')

    TypeError: Cannot read properties of undefined (reading '_props')

    at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModPoolService.generateWeaponPool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModPoolService.getCompatibleModsForWeaponSlot (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModGenerator.getDynamicModPool (C:\snapshot\project\obj\generators\BotEquipmentModGenerator.js)

    at BotEquipmentModGenerator.chooseModToPutIntoSlot (C:\snapshot\project\obj\generators\BotEquipmentModGenerator.js)

    at BotEquipmentModGenerator.generateModsForWeapon (C:\snapshot\project\obj\generators\BotEquipmentModGenerator.js)

    at BotWeaponGenerator.generateWeaponByTpl (C:\snapshot\project\obj\generators\BotWeaponGenerator.js)

    at BotWeaponGenerator.generateRandomWeapon (C:\snapshot\project\obj\generators\BotWeaponGenerator.js)

    at BotInventoryGenerator.addWeaponAndMagazinesToInventory (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)

    TypeError: Cannot read properties of undefined (reading '_props')

    TypeError: Cannot read properties of undefined (reading '_props')

    at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModPoolService.generateWeaponPool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModPoolService.getCompatibleModsForWeaponSlot (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    at BotEquipmentModGenerator.getDynamicModPool (C:\snapshot\project\obj\generators\BotEquipmentModGenerator.js)

    at BotEquipmentModGenerator.chooseModToPutIntoSlot (C:\snapshot\project\obj\generators\BotEquipmentModGenerator.js)

    at BotEquipmentModGenerator.generateModsForWeapon (C:\snapshot\project\obj\generators\BotEquipmentModGenerator.js)

    at BotWeaponGenerator.generateWeaponByTpl (C:\snapshot\project\obj\generators\BotWeaponGenerator.js)

    at BotWeaponGenerator.generateRandomWeapon (C:\snapshot\project\obj\generators\BotWeaponGenerator.js)

    at BotInventoryGenerator.addWeaponAndMagazinesToInventory (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)

    Thumbs Up 1
    • Hmm, interesting. Can I ask what other mods you are running? I'm guessing some weird mod conflict is causing this but not sure.

    • The mods I'm running are as follows:

      - AKGUYShop

      - Armalite-Reloaded

      - BrandoTheDev-BrandosAmmo-1.0.0

      - BrandoTheDev-BrandosBetterHideout-1.0.0

      - BrandoTheDev-BrandosMaxTraders-1.0.0

      - JoshJ5Hawk-SuperItems

      - Kiki-AllTheBoss

      - Priscilu

      - Priscilu Special Weapons

      - TheLitterDrummerBoy

      Thumbs Up 1
    • Hmm ok interesting. Nothing immediately obvious to me at least. I will have to think about this one but to be honest I am not sure I will come up with an answer. :(


      If you are super motivated with trying to get it to work, you can try removing mods one by one carefully to see if there is a particular one causing the conflict. As far as I know my mod should work on its own at least.

    • I made a copy of my existing SPT. Removed all the mods and created a new profile. Unfortunately, found the same issue as above.


      Could it be that I'm using an older version of SPT? Currently using 3.5.5, do I need to update it to the newest 3.6.X?

      Thumbs Up 1
    • I think it has something to do with this change to 3.5.6:


      Quote


      Skip adding weapon items to mod pool if item has no _props property instead of just showing error


      Though it is strange that this mod would have that issue in the first place :/


      I would guess updating would make it work. The issue would still exist but SPT would be able to work around it.

      Thumbs Up 1
  • Code
    I figured it out, I still had to remove the assembly
    Thumbs Up 1
  • removed all items from inventory

    In response to http://127.0.0.1:6969/client/handbook/builds/my/list: The given key was not present in the dictionary.

    Thumbs Up 1
  • Ive been loving this mod. But I also want to change the caliber its chambered in, is there a way I can edit that? If so, how would I type it out?

    Thumbs Up 1
    • Oh lordy. That is a bit more complex but doable *I think* but am not 100% certain how well it works.


      Go to the main mod folder in users/mods/ and open /database/templates/items.json with a text editor. Then find the entry for the guns themselves by ID and change the value for key "ammoCaliber" from "Caliber762x54R" to whatever caliber you want. You'll have to open the SPT items.json in <SPT>/Aki_Data/Server/database/templates and search for the different caliber types to find the one you want.


      Then, you have to change the "Chambers" Filters to the IDs of all the individual ammo types that you want to be compatible. In the weapons you will see an array called "Chambers" and inside that another array called "Filter" with a list of IDs which are IDs for ammo types. You will have to replace those 7.62x54R ammos with whatever calibers you want.


      After that you need to do the same thing to the magazines except to the "Cartridges" filter.


      I *think* that is everything but I cannot remember entirely....

    • Much appreciated, Im trying to turn the PKM/PKP into a 23x75mm hell storm lol. Ill let you know how well it goes, thanks for the help :thumbup:

      Thumbs Up 1
    • Actually just saw that there is a shotgun dispersion stat line too, would that be how much spread buckshot has?

    • I have gotten it to work, thank you for the help.

      Thumbs Up 1
    • I am not sure about shotgun dispersion to be honest but that would make sense.

  • Brilliant <3

    Heart 1
  • does this spawn ingame aswell? i know normally it would spawn on Kaban, but im wondering if it has any worldspawns?

    This and the other ports like the SVT and AK12, because i want to start a hardcore playthrough without the flea market

    Thumbs Up 1
    • Sadly I am not 100% sure. It might spawn on PMCs in their backpacks or in world spawns for weapons, like in crates. Those would probably be the only places.

  • Thanks for making this man i've been waiting for this

    Thumbs Up 1
  • RHDXLyU


    I'm no firearms expert by any means but what's the point of having a pistol grip at the stock? Is that even a thing for the real stock?

    Thumbs Up 1
    • I have to be honest I am not 100% sure myself but a few things:


      1. The model of the stock itself is clearly made for one so it must be a thing BSG intended
      2. The EFT wiki shows compatibility with pistol grips but I think they get their info the same way we all do so who knows
      3. If you google image search the real PT-2 apparently it is a thing


      No idea what the actual purpose is though. Must be another way of holding it.

    • The reason behind it is pretty interesting actually, and I don't think any other weapon in the world deliberately has this feature.

      The reason why you can attach a pistol grip on the PT-2 is so that whenever you go prone, your dominant hand (assume it's the right hand) holds the grip with the trigger while your non-dominant hand (assume it's the left hand) holds the grip on the stock. It provides better control/stability (and arguably better comfort) contrary to how its more traditionally held (putting your hand either under or over the stock, or through the hole in the stock):


      experimental-romanian-paratrooper-pkm


      Unfortunately, I could not find a photo of someone going prone with the PT-2 stock - however you can visualize it instead :)

      Thumbs Up 1
    • This image was supposed to be attached to my first reply, but it just shows the latter traditional method of holding the PKM stock when prone:

      File:Mongolian_army_assigned_to_the_QRF.jpg

      Thumbs Up 1
    • Ah, thanks for explaining it!

  • Good Job on this one. A little bit of tweaking due to bot problems and all is well. Keep it up !

    Thumbs Up 1
    • Did you also have bot problems? Can I ask what they were and what fix you did?

  • This worked fine until I started a raid. Bots wont spawn. Great job, otherwise, though!

    • Hmm, that's strange. I wonder if anyone else is having that problem. If it happens every time you must be having some kind of mod conflict going on.

  • Bro, can you pls make PM Remake from 0.13.5 patch eft?

    Thumbs Up 1
    • Sadly I don't think I will both because I don't really have the time and I don't really care enough about them. I think riku8405 was putting them in his mod though, maybe check that one out:


      hub.sp-tarkov.com/files/file/1388/
      Heart 1
    • allr, anyway, tysm for your mods

  • How can I remove my hand from the sight at the PKP, otherwise I will not be able to aim

    Thumbs Up 1
    • That I do not know. I'm not sure if that is how that particular weapon works in live or if that is something that can even be fixed here. Apologies

    • Just use the PKM barrel with the wooden grip.

      Thumbs Up 2
  • Is it possible to edit the recoil of these guns?

    Thumbs Up 1
    • Yes if you go to the main mod folder in users/mods/ and open /database/templates/items.json with a text editor. You just need to find the ID of the guns themselves and in that entry change some of the values. Let me see if I can find what those values were again.


      After you edit them make sure you save the file before closing.

      Thumbs Up 1
    • Here is a helpful short guide from @kss0314948 that they commented on one of my previous mods:


      Guidelines for adjustments to gun recoil:

      RecoilForceUp: vertical recoil

      RecoilForceBack: visual recoil (how much the gun is pushed backwards)

      * The above values are ▲ recoil increase, ▼ recoil decrease


      Convergence: recoil stabilization speed (auto fire)

      *The above values are ▲ fast stabilization, ▼ slow stabilization


      RecoilAngle: recoil angle (90 is max)

      *The above values are ▲Horizontal recoil decrease, ▼Horizontal recoil increase


      RecolDispersion: Ballistic Dispersion = Spread

      *The above values are ▲Dispersion increased, ▼Dispersion decreased

      Thumbs Up 2
    • I Will try this, I also wanna try to add it into Realism mod :/

      Thumbs Up 1
    • OMG!! it actually worked!! but am using a copied stats from RPK, will have to manually edit those to something that suits the PKM and PKP. I did the same for other guns, some of them like the AVT is behaving strangely on full auto. :/:/


      Thumbs Up 1
    • How have you managed to do that? I have tried to convert mods to Realism by tweaking stats but any-time I use a modded gun or a gun with modded attachments my recoil breaks and my camera breaks.

      Perhaps I am missing something.

  • this is someting issue that Bundles cannot run properly, just showing dog hand only

    Thumbs Up 1
    • If you have any errors in the server log please send me that as well as your "...errors.log" in /<Main SPT Folder>/Logs/<folder with a bunch of numbers/.

  • Nice job :*:*:*

    Thumbs Up 1
  • This is fantastic.

    BRB, gotta go lay down some BT on the goons.

    Thumbs Up 2
  • curious how the belt animation works for the PKP and not the PKM

    Thumbs Up 1
    • They both work, you gotta load into the raid with a box equipped or reload the gun inraid, swap off to another weapon then swap back to the MG.

      If you meant the belt feed animation where it starts from the top of the belt thats not in this mod.

      Thumbs Up 2
  • holy crap. im being vova vist

    Thumbs Up 1
  • @Mighty_Condor, once again great work. Any plan to add the PK Bipod? - https://escapefromtarkov.fandom.com/wiki/PK_bipod

    Thumbs Up 1
    • Should be in the mod already. Two of the Prapor trades have them, but of course they are attached to the guns.

  • can't wait to try this. Let's hope someone feels inspired by this and does american lmg's like m249 or mg338.
    Kinda already have the AWS with another mod so that's something at least :love:

    Thumbs Up 1 Heart 2
    • someone making the new NGSW weapons would awesome as well (specifically the XM5/7 and XM250)

      Heart 1
    • I'm pretty sure the "XM7" was in a mod that's significantly out of date, and that I don't expect to see updated anytime soon.

  • ModLoader: loading 3 server mods...

    Mod JoshJ5Hawk-SuperItems is not compatible with the current version of AKI. You may encounter issues - no support will be provided!

    Mod: SuperItems version: 5.1.0 by: JoshJ5Hawk loaded

    Mod: MC-LMG version: 1.0.0 by: Mighty_Condor loaded

    Mod: MC-SVT40 version: 1.1.0 by: Mighty_Condor loaded

    Server: executing startup callbacks...

    Importing database...

    Database import finished

    Error: ENOENT: no such file or directory, scandir 'user/mods/MC-LMG/database/'

    Error: ENOENT: no such file or directory, scandir 'user/mods/MC-LMG/database/'

    at Object.readdirSync (node:fs:1405:3)

    at Object.readdirSync (pkg/prelude/bootstrap.js:1306:35)

    at VFS.getFiles (C:\snapshot\project\obj\utils\VFS.js)

    at ImporterUtil.loadRecursive (C:\snapshot\project\obj\utils\ImporterUtil.js)

    at AddWeapon.postDBLoad (C:\Users\molly\Downloads\SPT\user\mods\MC-LMG_1.0.0\src\mod.js:28:39)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)

    Error: ENOENT: no such file or directory, scandir 'user/mods/MC-LMG/database/'

    Error: ENOENT: no such file or directory, scandir 'user/mods/MC-LMG/database/'

    at Object.readdirSync (node:fs:1405:3)

    at Object.readdirSync (pkg/prelude/bootstrap.js:1306:35)

    at VFS.getFiles (C:\snapshot\project\obj\utils\VFS.js)

    at ImporterUtil.loadRecursive (C:\snapshot\project\obj\utils\ImporterUtil.js)

    at AddWeapon.postDBLoad (C:\Users\molly\Downloads\SPT\user\mods\MC-LMG_1.0.0\src\mod.js:28:39)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)

    Thumbs Up 1
    • can anyone fix this

    • Are you sure the MC-LMG folder is in the right place? Check the Overview tab for the folder structure to make sure. That is usually what this error means.

      Thinking 1
    • Mcbutter44, Realism Mod ?

    • wE HAVE IT IN THE RIGHT FOLDER AND WE ARE STILL GETTING THS ERROR EVEN THO THE MOD SAYS LOADED

      Thinking 1
    • sorry for the all caps didnt realize my caps lock was on lol and also @Mighty_Condor im having this same issue with both the pkm and svt mod you made and one other mod i was trying to use out of the 6 mods i wanted to try only one is working and im at a loss as to why that is