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Version 1.0.1
- AmightyTank
- 520 Downloads
IceMaverick
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.
AmightyTank Author
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
ilrathCXV
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.
AmightyTank Author
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 🎉
ilrathCXV
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.
Otto_Reed
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?
Bearkinq
Gods work bro
KANNN
thanks for your mod!!!