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.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
-
Version 1.0.0
- EpicRangeTime
- 2.5k Downloads
KOCEIVE
reloading time is toooo short its like 0.2 sec
Stalbay#3177
Жаль не КОРД 6П67
All_Heil_Lord_Pepe#3583
Would you consider the -972 and -973 versions even if it's just an ammo and magazine swap?
fmg228
iexistggrsd
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
Finnley Kepler
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.
Finnley Kepler
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
Finnley Kepler
By 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.
EpicRangeTime Author
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.
dodvol
Let's say there is a model built in blender, without textures and animations. Is it possible to implement it into a game?
ModerSAN
hi! how i can convert it for 3.8.3 aki?
Verity158
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
EpicRangeTime Author
That will not work, please do not ask for backports of mods. Thank you.
bphaphon
raining the fire raining the fire
raini-raini-raining the fire
Ajoe124
我还没有升级310,请问,可以在39x使用吧这个武器么?期待
wigger4040
Can it be used on 3.9?
EpicRangeTime Author
Very likely, go ahead and try it
reboot01
so, does it work ?
StarVox
omg, I've been looking forward to this
Finnley Kepler
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?*
EpicRangeTime Author
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.
Finnley Kepler
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
totoj123
I suggested may be KORD 6P67 in the future? A real version of modernized AEK
EpicRangeTime Author
Yes, the Kord 6p67 and 68 are coming, along with the AEK-972/973. The shortcoming is just not having a model yet.
Finnley Kepler
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-
Lex_Kool
so nice! an-94 and i'll be really happy
EpicRangeTime Author
It's being thought about at least, that will be way hard just because of the variable fire rate
Lex_Kool
all luck and success to you guys!!!
KrutoiMan723
I am also looking forward to the AN-94, because it is my favorite weapon, so I also wish you good luck and success!
MrDHC
Amadeusww
i got an issu with the mod, when i start the game it never stop loading
"Loading bundle 6069/6072 Weapons/weapon_aek971.bundle"
EpicRangeTime Author
Perhaps an error log would help your issue, as it does not happen with me or the 20 other people I have spoken with
Amadeusww
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()
SDF917
@Amadeusww
Check Fika discord if you're using fika
EpicRangeTime Author
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
mrsarkasm
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?
TheUnassailable
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.
EpicRangeTime Author
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
Kenz
All my custom guys with battle rifles and machine guns shred me, but its fun
Finnley Kepler
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I HAVE BEEN WAITING FOR A YEAR FOR THIS MOD
vietthol
thank for this mod.
and what are u think about 7.62 or 9x39 version for this gun?
EpicRangeTime Author
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
FDE
5.56? Hell yeah! it'll be my favorite with the AK-101 & AK-102 lol
white rabbit
great gun! I thought it was a 2 round burst? gun gives 3
Tron Author
You're referring to the AN-94, which has a 2-round hyper burst fire mode.
The AEK series was a 3-round burst.
white rabbit
daaaamn your on point!
Scrimm
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.
Tron Author
He included our bundles.json generator for WTT. It's an internal tool for our team. He'll pull it and reupload shortly.
EpicRangeTime Author
Fixed
Scrimm
Thank you brooooo❤️❤️❤️
Moloch
If this gun isn't good enough you need to download aim labs.
Tron Author
Early WTT Thursday
HOT DOG (Mr. Fun Switch)
Lord Epic giveth thou blessed weapon