QBZ-03 Chinese Rifle 5.56x45 Export Version 1.0.1

Do not ask when mod authors will update their mods or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Due to an unusually high volume of traffic, our site may be experiencing intermittent slowdowns. If you notice any issues, log out of your account and browse anonymously so you can better utilize caching or try using forge.sp-tarkov.com to search for and download mods.

Chinese Rifle QBZ-03 chambered in 5.56x45mm ported from Insurgency : Sandstorm

[tabmenu]
  • I don't know if you do requests but please the mcx virtus mod im begging for a port 🙏

  • Maybe if u have some passion and time u can port some of massivesoft code ideas from MCW to other mods that u've updated? The most annoying thing is that mags from zlr are not functional for other guns as there is no dynamic db update to match same items dependencies as original items (which mags were cloned from like common 30-rnd stanag).

    Massivesoft did this somehow so mags from MCW are compatible to any other "same" gun, modded as well.

    Maybe u can do same for wtt bundles as well?


    P.S. I've already updated bunch of WTT guns, can pack for u if u want it

    • Just saying this for pure clarification:

      NOBODY HAS PERMISSION TO REUPLOAD WTT MODS EXCEPT WTT MEMBERS


      The fact that you're using my tool to update my mods and then want to re-upload them without having done ANY of the work besides change a line and run the bundles through is absolutely ridiculous.

      You have no clue how the guns were made, how the code functions, and what to do if issues crop up with the weapons when dependencies have changed, issues with the avatar masks or left hand animations start happening, or a million other things that can go wrong with weapon containers.

      WTT-Armory is in-progress for 3.11, and if you can't wait until then you can try and figure out how to update the weapons for PERSONAL USE. not for re-upload.

      WTT-BundleMaster is a tool designed for MODDERS to update THEIR OWN WORK. I don't care if you use it to update mods for personal use, but I do care that you want to reupload ours when we are actively working on an update. Not to mention the ONLY WAY you can reupload someone elses work is with explicit permission, or at least a few weeks of attempting to contact them.

      I am active, I am watching it all unfold using my tool, and I'm telling you guys verbatim you cannot reupload any of our teams work.

      Thumbs Up 1 Heart 2
    • sry bro, never mentioned it to be reuploaded for any public usage X)

  • I'm not sure if it's another mod after playing with the load order but this doesn't appear on any trader? It's just on the flea

  • Sup bro, tx for mod!

    Also can u please do a short description how to update old 3.9/3.10 mods to 3.11 to solve pink texture problem? Bundles are loaded into cache, all assets where it should be, tho still pink xD


    Also I can share bunch of 3.9 WTT guns from Rexana (which are missing here), as I have latest versions of them in archives

    • Use WTT-BundleMaster to fix the texture problem -- https://github.com/GrooveypenguinX/WTT-BundleMaster


      The coding is usually just update from vfs to file system sync so you have to make all using of this a

      sync so when used add await to those uses.


      There's a couple more things I'll keep added to this as I think of them

    • Done to help update if I can

    • thx bro, I'll try it on weekend


      upd: nah that job, I've tried and things went well, thx once more bro

  • Thanks for the big port of a bunch of content mods from older versions. I appreciate somebody continuing the legacy of these mods.

    Do you have any future plans to port over more of Massivesoft's stuff? As silly as they were, I actually genuinely enjoyed the Longbow and his MW New Mags and seeing this series of older mods being ported gave me some hope that I can use them again in this version of SPT.

    • Been to thinking about updating a couple more of his mod, I'll throw those my test server and see if I can update them

    • Just create a mod hosting all the weapons and new ones i just updated some include the ones you wanted added back - Massivesoft Guns

      Heart 1
  • Awesome to see this mod back. However, there seems to be an issue when trying to use this and the other Massivesoft mods that you updated (ZLR GRAU, QBZ-03, ISO/ISOH, Tavor) when it comes to mods like "All In Weapon" and "Mag Tuning". From first glance, it seems like the weapons will always be the last to load, even when placed at the beginning of your load order. The weapons appear fine and work at least for me, but they don't take on the changes that are made by those mods - can't put on any attachment in matching slots like I can with other weapons.

    I know this mod wasn't originally written by you, but you do know if something like this can be fixed? Just so weapon mods that were created by Massivesoft can be compatible with other mods. If not, totally understandable. Just thought I would bring it up since I came across the issue.

    • I'll check into the load order situation, and which part arnt compatability that should be? Is that only when all in weapon/magtuning is used? Also thank you for taking your time to bring this to my attention. Have a wonderful day today 🎉

      Thumbs Up 1
    • No worries!

      So, here are the things I noticed:

      Mods that do re-arranging of trader items (like Geko's Better Progression), change stats of parts (like MagTuning adjusting mag stats), or that change what parts are allowed (like All In Weapon) don't seem to affect the recently-updated weapons you did that were originally from Massivesoft. No matter the load order, they somehow seem to load/get initialized after all other mods. Whether they get initialized on game load or not, I am not too sure, but the weapons appear to not exist until the game starts. Again, the weapons work fine and there are no errors, it just seems that there is something weird with how they are initialized.


      For instance, the mod "Definitive Weapon Variants" allows you to include modded weapons if you know the ID of the weapon you want to add and follow the instructions so that they get generated when the server starts up. I successfully did it for weapons like the Colt Peacekeeper(?) Revolver and the Beretta Raffica from "chocy". However, when I tried to do the same with the weapons you updated from Massivesoft, the mod said that the base weapons did not exist even though (1) the weapons' mods were placed earlier in my load order before the Variants mod, (2) the base weapon IDs matched the IDs from the weapon mods, and (3) the base weapons were working and purchasable from traders like normal.

      It might just be a quirk with how Massivesoft created his mods, but that is just my theory. If so, it might just end up being something people might have to deal with, which I can understand as a mod developer and someone who also tries to update old mods in other games. Sometimes, you can't quite figure out someone else's code process due to how particular or "out-of-the-norm" it might be.

      Heart 1
  • Really happy to see this mod update to 3.11, but now there are some questions

    1: QBZ-03 Rail have a bipod slot, but it didn't display correctly

    2: Maybe it's not a questions, but the color of SEK M-LOK is special, will we have a black?

  • Gods work bro

    Thumbs Up 1
  • thanks for your mod!!!