MCW Rifle 1.0.1

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.

MCW from COD 2023


Rifles imported from fictional firearms manufacturor Rattle Back in Call of Duty

with 5 versions of weapon, more than 10 types of barrel and handguard modification and 5 types of receiver and stock included.

Charging handel can be configured to be either reciprocating or non-reciprocating with bolt.

Models and textures are properties of Actvision;


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Please give clear indication of the author or origin when reuploading on other websites or publicly sharing this mod.


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Please do not publish mod containing files or their variants with the suffix .bundle within this mod without permission.


  • is there a possibility for an addition of a config to change the loyalty levels of these weapons ? with jsons its quiet easy to change but this is honestly beyond me

  • Sup bro, some misconfigs found:

    1. PMAGs capable for 5.56 also can feed .300 BLK. Fact. At least for gen2 and gen3. So all ur mags here shall be able to load any of them. U can attach 120-drum to ur .300 MCW, but cant load any of .300 there. Sad.
    2. For some reason D60 and MAG5-100 STANAG are incompatible. It has same M16 feed as ACR (which is MCW originally) has. So any M4/M16/AR-15 compatible mags MUST be usable with it. Also it shall be backwards compatible with any guns based on that platforms. (Maybe here better to get db records from M4 and not SCAR?)
    3. The thing called "MCW DMR" is ACR bushmaster which is shooting 6.8mm Remington SPC and that cal isn't present in the game. Fix it pls, we'd better have 6.8mm gun on .277 FURY (SIG SPEAR) as there is no correct ammo in the game and u don't want to add one. Still better but yet another 5.56 boring tap machine

    With ur mod structure doing compat patches with other mods is kinda pain in the ass :(

    • 1. My mistake. I'll fix it in the next release.

      2. Support for D60 and surfire MAG5s is intentionally removed because unlike the actual ACR, the MCW's magwell shape is not standard profile. Models will collide with each other.

      3. Adding a new caliber without carefully banlancing can ruin the game experience easily. So I will not do anything that requires adding a new caliber. For .227 FURY, load a .308 sized ammo into a 5.56 mag will definitely cause model collision. So it is also not an option.

  • Any chance we can get the 9mm Daemon :saint:

  • Can't load into raids or my hideout when using this mod :(

  • Sianyde used the same model for his ACR, going to download and see if yours is any better.

    • Error: ENOENT: no such file or directory, scandir 'D:\Games\SPT 3.9\user\mods\Mass_MCW'

      Error: ENOENT: no such file or directory, scandir 'D:\Games\SPT 3.9\user\mods\Mass_MCW'

      at Object.readdirSync (node:fs:1515:26)

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

      at Mass_ModApi.getDirList (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\Mass_ModApi.js:78:29)

      at Mass_ModApi.LoopThroughThatBith (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\Mass_ModApi.js:55:32)

      at Mass_ModApi.initMod (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\Mass_ModApi.js:27:38)

      at MainLoader.postDBLoad (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\mod.js:25:25)

      at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)

      at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:24)

      at App.load (C:\snapshot\src\utils\App.ts:51:26)

      Error: ENOENT: no such file or directory, scandir 'D:\Games\SPT 3.9\user\mods\Mass_MCW'

      Error: ENOENT: no such file or directory, scandir 'D:\Games\SPT 3.9\user\mods\Mass_MCW'

      at Object.readdirSync (node:fs:1515:26)

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

      at Mass_ModApi.getDirList (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\Mass_ModApi.js:78:29)

      at Mass_ModApi.LoopThroughThatBith (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\Mass_ModApi.js:55:32)

      at Mass_ModApi.initMod (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\Mass_ModApi.js:27:38)

      at MainLoader.postDBLoad (D:\Games\SPT 3.9\user\mods\1Mass_MCW\src\mod.js:25:25)

      at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)

      at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:24)

      at App.load (C:\snapshot\src\utils\App.ts:51:26)

    • Did you change the folder name? It seems that thing causing problems.

    • added a 1 for load order. why would that cause problems

    • Maybe due to the shitty code I wrote long ago. I'll try to fix it someday.

    • WTT could help with that

      ? 2
  • :thumbup: :thumbup: :thumbup: :thumbup:

  • Thank you for the mod! I love your COD ports!


    I only wish you added COD mags as well. Like those retro-style 20 and 40 stanag mags <3

    • I'm doing this. But frankly there are little usable models. Because it seems that the SledgeHammer understands neither magazine mounting mechanism nor bolt catch system. Tons of errors.

      Heart 1
    • Good luck! And keeping fingers crossed something will come out of it. I would LOVE to add a bunch of retro-style attachments. <3

  • Cant wait to see KVD Enforcer (aka SVCh) to be added either by BSG or by modders