WTT - AEK-971 1.0.0

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

The experimental Russian future gun of the 80s is here, for a price.

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  • I wonder if someone can give me a WTT discord invite link?

    • Please look if you will to the "What is WTT?" tab in my mod description

  • please AN94 AN94 AN94 bugcatchillin bugcatdrunk animeokay this mod is nice

  • The task did not show up for me...?

    • What level are you and do you know what quest you have to complete first

    • LV45 and I've completed all the quest from Prapor (50 of em)

    • You will see it at level 48

  • hello,

    it says: ENOENT_ no such file or directory \SPT 3.10\user\mods\WTT-AEK-971\db\Quests\54cb50c76803fa8b248b4571\images' it seems to me that some pathway or map is missing?

    • Same issue here

    • The issue lies with the QuestAPI.ts file in the src directory. The issue is that the file is using escapements for the directory delimiters and the back ticks can be miss interpreted depending on how the server is being ran: SIT, FIKA, Linux, Win etc. Below is the fix that I did to get this resolved. If you have more questions or don't understand I will do my best to help but hopefully ERT will see this and just post an updated version for everyone.


      //Line 51

      //const questFiles = fs.readdirSync(this.instanceManager.dbPath.concat(`\\Quests\\${trader}\\`));


      const questFiles = fs.readdirSync(path.join(this.instanceManager.dbPath, 'Quests', trader));

      //const questAssortFiles = fs.readdirSync(this.instanceManager.dbPath.concat(`\\Quests\\${trader}\\questAssort`));


      const questAssortFiles = fs.readdirSync(path.join(this.instanceManager.dbPath, 'Quests', trader, 'questAssort'));

      //const questLocalesFiles = fs.readdirSync(this.instanceManager.dbPath.concat(`\\Quests\\${trader}\\locales`));

      const questLocalesFiles = fs.readdirSync(path.join(this.instanceManager.dbPath, 'Quests', trader, 'locales'));


      //const questImageFiles = fs.readdirSync(this.instanceManager.dbPath.concat(`\\Quests\\${trader}\\images`));

      const questImageFiles = fs.readdirSync(path.join(this.instanceManager.dbPath, 'Quests', trader, 'images'));


      //Line 76

      //const filePath = path.join(this.instanceManager.dbPath.concat(`\\Quests\\${trader}`), file);

      const filePath = path.join(this.instanceManager.dbPath, 'Quests', trader, file);[/tt]


      //Line 106


      const filePath = path.join(this.instanceManager.dbPath, 'Quests', trader, 'questAssort', assort);


      //Line 134

      const filePath = path.join(this.instanceManager.dbPath, 'Quests', trader, 'locales', locale);[/tt]


      //Line 163[/tt]


      const filePath = path.join(this.instanceManager.dbPath, 'Quests', trader, 'images', image);[/


      I think that's all of them and I included most of the sections where I changed with the original code just commented out with the //

    • It will be fixed in the next update, thank you for pointing this out

      Heart 1
  • reloading time is toooo short its like 0.2 sec

    • I didn't change that, unless you're using some mod that changes it. It's the same time as the AK-74M

  • Жаль не КОРД 6П67

    • I don't know what you're saying but I assume you're asking about the 6P67, and I want to add it but I'm still waiting on a good model, but we're working on it.

      Thumbs Up 2
  • Would you consider the -972 and -973 versions even if it's just an ammo and magazine swap?

    • Yes, but I want to do a proper version with the textures actually saying the proper model numbers

  • Here's a H3VR mod that has a model for the AN-94, if its still being considered. Also the royal Armouries

    just made a video comparing it's accuracy to that of a AK-74


    Edit: You can export the models, textures and sounds by download the mod manually and opening the zip with asset studio. There's also transform files which I guess put the meshes together, idk if they can be universally used in all unity games

    • Speaking of royal armories: The models from World Of Guns are REALLY GOOD and if you could ask them for permission to use it to mod a game, us tarkov players would be living the actual dream.

    • It's not about finding a model for an AN-94, it's about the mechanics associated with its hyperfire. I appreciate it regardless.

  • I'm writing a lot of comments today...
    Cool thing I just found that may help you with finding a model for the Kord 6p67 (also called the A-545).
    This is a steam workshop mod for ground branch that has what looks like to be a very high-quality model of the A-545
    https://steamcommunity.com/sha…iledetails/?id=3355095397

  • a-rare-russian-a-545-6p67-kord-rifle-with-an-alfa-arms-v0-jhhcwvm3my7c1.jpeg?auto=webp&s=afbfd60996116cec8b72a3fe3c72532d65deb397By the way, this is a 6p67 (it can take a rail on the bottom of the handguard) and has rails on the sides to take flashlights, definitely an improvement.

    • Yes I'm aware of the Kord 6p67, I will likely add it once I find a good model. Key word good, I would not have done the AEK unless I had a passable model.

    • Let's say there is a model built in blender, without textures and animations. Is it possible to implement it into a game?

  • hi! how i can convert it for 3.8.3 aki?

    • you could try to edit the package.json -> "sptVersion": "~3.10.0" -> "sptVersion": "~3.8.x"

      but dont know if its works because of the id changes in 3.9/3.10 but sometimes its works, otherwise there is no option to convert it, as far as i know

    • That will not work, please do not ask for backports of mods. Thank you.

  • raining the fire raining the fire


    raini-raini-raining the fire

    Heart 1
  • 我还没有升级310,请问,可以在39x使用吧这个武器么?期待 8)

    • 作者说可以试试

    • 感谢!!!十分 :竖起大拇指:

  • Can it be used on 3.9?

    Thinking 1
  • omg, I've been looking forward to this

    Heart 1
  • Will we be getting "aftermarket" (fictional) attachments for this? currently the handguard is really lacking, can't even have a flashlight on this gun apart from the awkward kobra mount.

    Would be cool if you could include a separate version of the same weapon, except with rails and slots for a foregrip and flashlight, and *maybe even a mount point for MPR45 so we can have a thermal?*

    • Personally I am not a fan of fictional attachments, especially given that this particular rifle was never adopted and was never in widespread use so there would have been no reason to make many if any attachments for it.

      Thumbs Up 1
    • Sure! I mean the gun is really overpowered so I guess having an odd drawback of not being able to use a flashlight is pretty funny X3

    • I suggested may be KORD 6P67 in the future? A real version of modernized AEK

    • Yes, the Kord 6p67 and 68 are coming, along with the AEK-972/973. The shortcoming is just not having a model yet.

    • OH MY GOD I'm SO EXCITED those are LITERALLY MY FAVORITE GUNS-
      ALSO- Can we have the Kalashnikov SR-1 as a civilian carbine version and AK107 + 108 as full auto version, capable of taking SR-1 parts. (that thing is so stunning)
      related cuz it uses the same Korov counter balance system as the AEK. 850 RPM for 107 and 900 RPM for 108
      and god forbid the AK109 :skull:
      850RPM 7.62x39 with counterbalance system-

  • so nice! an-94 and i'll be really happy

    • It's being thought about at least, that will be way hard just because of the variable fire rate

    • all luck and success to you guys!!!

    • I am also looking forward to the AN-94, because it is my favorite weapon, so I also wish you good luck and success!

      Thumbs Up 1
  • Quote

    I'm gonna cum - Mahatma Gandhi

    Happy 1
  • i got an issu with the mod, when i start the game it never stop loading

    "Loading bundle 6069/6072 Weapons/weapon_aek971.bundle"

    • Perhaps an error log would help your issue, as it does not happen with me or the 20 other people I have spoken with

    • Here, is the log files :


      2024-11-28 20:47:33.587 +01:00|0.15.5.1.33420|Error|Default|

      EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path 'user/cache/bundles/Weapons/weapon_aek971.bundle'.

      at System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) [0x000f7] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.IO.FileSystemInfo.set_Attributes (System.IO.FileAttributes value) [0x00040] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.IO.FileInfo.set_IsReadOnly (System.Boolean value) [0x00019] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at (wrapper remoting-invoke-with-check) System.IO.FileInfo.set_IsReadOnly(bool)

      at SPT.Common.Utils.VFS.DeleteFile (System.String filepath) [0x00006] in <6458599df41f4a8ab2de4b00b51534bd>:0

      at SPT.Custom.Patches.EasyAssetsPatch+<Init>d__5.MoveNext () [0x00319] in <c66f82f2496242a689ecad284a447ad7>:0

      --- End of stack trace from previous location where exception was thrown ---

      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at GClass1551+Struct248.MoveNext () [0x00082] in <be9862b1593e41e48ad89bd48723d349>:0

      --- End of stack trace from previous location where exception was thrown ---

      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at GClass2028+Struct371.MoveNext () [0x00196] in <be9862b1593e41e48ad89bd48723d349>:0

      --- End of stack trace from previous location where exception was thrown ---

      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00002] in <ca21460feb9c47d0ac337b9893474cc6>:0

      2024-11-28 20:47:33.592 +01:00|0.15.5.1.33420|Error|Default|DirectoryNotFoundException: Could not find a part of the path 'user/cache/bundles/Weapons/weapon_aek971.bundle'.

      System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.IO.FileSystemInfo.set_Attributes (System.IO.FileAttributes value) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.IO.FileInfo.set_IsReadOnly (System.Boolean value) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      (wrapper remoting-invoke-with-check) System.IO.FileInfo.set_IsReadOnly(bool)

      SPT.Common.Utils.VFS.DeleteFile (System.String filepath) (at <6458599df41f4a8ab2de4b00b51534bd>:0)

      SPT.Custom.Patches.EasyAssetsPatch+<Init>d__5.MoveNext () (at <c66f82f2496242a689ecad284a447ad7>:0)

      --- End of stack trace from previous location where exception was thrown ---

      System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      GClass1551+Struct248.MoveNext () (at <be9862b1593e41e48ad89bd48723d349>:0)

      --- End of stack trace from previous location where exception was thrown ---

      System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      GClass2028+Struct371.MoveNext () (at <be9862b1593e41e48ad89bd48723d349>:0)

      --- End of stack trace from previous location where exception was thrown ---

      System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <ca21460feb9c47d0ac337b9893474cc6>:0)

      UnityEngine.DebugLogHandler:LogException(Exception, Object)

      Class410:UnityEngine.ILogHandler.LogException(Exception, Object)

      UnityEngine.UnitySynchronizationContext:ExecuteTasks()





      2024-11-28 20:47:29.977 +01:00|0.15.5.1.33420|Info|application|Application awaken, updateQueue:'Update'

      2024-11-28 20:47:29.988 +01:00|0.15.5.1.33420|Info|application|Assert.raiseExceptions:'True'

      2024-11-28 20:47:29.988 +01:00|0.15.5.1.33420|Info|application|Application obfuscation succeed.

      2024-11-28 20:47:31.158 +01:00|0.15.5.1.33420|Info|application|driveType:SSD swapDriveType:SSD

      2024-11-28 20:47:32.474 +01:00|0.15.5.1.33420|Info|application|NVIDIA Reflex is available on this machine, Status: NvReflex_OK.

      2024-11-28 20:47:33.587 +01:00|0.15.5.1.33420|Error|Default|

      EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path 'user/cache/bundles/Weapons/weapon_aek971.bundle'.

      at System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) [0x000f7] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.IO.FileSystemInfo.set_Attributes (System.IO.FileAttributes value) [0x00040] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.IO.FileInfo.set_IsReadOnly (System.Boolean value) [0x00019] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at (wrapper remoting-invoke-with-check) System.IO.FileInfo.set_IsReadOnly(bool)

      at SPT.Common.Utils.VFS.DeleteFile (System.String filepath) [0x00006] in <6458599df41f4a8ab2de4b00b51534bd>:0

      at SPT.Custom.Patches.EasyAssetsPatch+<Init>d__5.MoveNext () [0x00319] in <c66f82f2496242a689ecad284a447ad7>:0

      --- End of stack trace from previous location where exception was thrown ---

      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at GClass1551+Struct248.MoveNext () [0x00082] in <be9862b1593e41e48ad89bd48723d349>:0

      --- End of stack trace from previous location where exception was thrown ---

      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at GClass2028+Struct371.MoveNext () [0x00196] in <be9862b1593e41e48ad89bd48723d349>:0

      --- End of stack trace from previous location where exception was thrown ---

      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

      at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00002] in <ca21460feb9c47d0ac337b9893474cc6>:0

      2024-11-28 20:47:33.592 +01:00|0.15.5.1.33420|Error|Default|DirectoryNotFoundException: Could not find a part of the path 'user/cache/bundles/Weapons/weapon_aek971.bundle'.

      System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.IO.FileSystemInfo.set_Attributes (System.IO.FileAttributes value) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.IO.FileInfo.set_IsReadOnly (System.Boolean value) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      (wrapper remoting-invoke-with-check) System.IO.FileInfo.set_IsReadOnly(bool)

      SPT.Common.Utils.VFS.DeleteFile (System.String filepath) (at <6458599df41f4a8ab2de4b00b51534bd>:0)

      SPT.Custom.Patches.EasyAssetsPatch+<Init>d__5.MoveNext () (at <c66f82f2496242a689ecad284a447ad7>:0)

      --- End of stack trace from previous location where exception was thrown ---

      System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      GClass1551+Struct248.MoveNext () (at <be9862b1593e41e48ad89bd48723d349>:0)

      --- End of stack trace from previous location where exception was thrown ---

      System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      GClass2028+Struct371.MoveNext () (at <be9862b1593e41e48ad89bd48723d349>:0)

      --- End of stack trace from previous location where exception was thrown ---

      System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

      UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <ca21460feb9c47d0ac337b9893474cc6>:0)

      UnityEngine.DebugLogHandler:LogException(Exception, Object)

      Class410:UnityEngine.ILogHandler.LogException(Exception, Object)

      UnityEngine.UnitySynchronizationContext:ExecuteTasks()

    • @Amadeusww

      Check Fika discord if you're using fika

    • It seems like you're having a fika related error, please use their discord to troubleshoot. My mod does not load from the cache by default

  • Great mod, good job! Anyone know what's the best way to get these to spawn naturally in PMC loot pools? I assume manually adding the gun ID into bot configs?

    • APBS and enabling the config “enable modded items” has worked well for me. You can even add the item id to another setting in there and make it so you can increase loot probability at different tiers.


      Hope this helps.

      Heart 1
    • The message above me gave a good answer but I'm gonna tell you right now that if you get laserbeamed by a PMC it's not my fault lmao

      Happy 1
    • All my custom guys with battle rifles and machine guns shred me, but its fun :D

  • AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
    I HAVE BEEN WAITING FOR A YEAR FOR THIS MOD

    Thumbs Up 1 Heart 1
  • thank for this mod.

    and what are u think about 7.62 or 9x39 version for this gun?

    • There is no 9x39 version of the gun, but there is a 7.62 and 5.56 version of the gun designated as the AEK 973 and 972

    • 5.56? Hell yeah! it'll be my favorite with the AK-101 & AK-102 lol

  • great gun! I thought it was a 2 round burst? gun gives 3

    • You're referring to the AN-94, which has a 2-round hyper burst fire mode.


      The AEK series was a 3-round burst.

      Thumbs Up 2
    • daaaamn your on point!

  • Trojan:Script/Wacatac.B!ml

    Don't think it is actually a virus, just WTF is this? This cant be right, been downloading your mods for a while and this never happen before.

    • He included our bundles.json generator for WTT. It's an internal tool for our team. He'll pull it and reupload shortly. :thumbup:

    • Fixed

      Heart 2
    • Thank you brooooo❤️❤️❤️

  • If this gun isn't good enough you need to download aim labs.

  • Early WTT Thursday 8) <3

  • Lord Epic giveth thou blessed weapon