KMC-WEAPONS 3.0.1

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.

Make cooler booms :) I haven't abandoned the mod, just busy with college. I'm still working on it when I have the time to. It's slow.

[tabmenu]



Check the ReadMe for more info.

  • Version 3.0.1

    Fixed _props error that stopped bots from spawning

  • Version 3.0.0

    Adds the new following weapons:


    SIG MCX Spear - .277 SIG FURY

    SIG MCX Rattler - Multicalibre*

    DP-28 - 7.62x54r

    CETME Ameli - 5.56x45mm

    CROM CR-7 - .500BLK

    Carl Gustaf - 84mm

    DARPA Research Chameleon Exotic Assault Rifle - .50AE

    AK5C - 5.56x45mm

    Scorpion Evo 3 - .357Sig

    Ohio Ordnance HCAR - .30-06

    WASR-10 - 7.62x39mm

    H&K CAWS - 12 Gauge Belted

    Ukrainian RG-1 Porshen grenade launcher - 30×29mm grenade

    .366TKM Homemade Kalashnikov "Golod" - .366TKM

    9x21mm Homemade SMG "Merzost" - 9x21mm

    AK Alfa - 7.62x39

    IZ6X4 - Melee

    Contender - .50AE

    Some of the weapon sizes are bugged and are either too big or too small. I know. I'll fix it later

    Additionally added some new attachments.

  • Version 1.2.4

    AKI 2.1.X Compat

    DD Stocks Now go buffers correctly

    AN94 Barrels are where they're supposed to be
    7.62 AN94 Preset now has front sight
    Kar98k now has correct mag check animation
    Kar98k Trigger Assy. and Stock Now Required Parts

    Updated and moved presets to reflect ammo changes

    DD MK18 Pistol Grips Fixed
    unknown.png



    And finally,

    the first truly successful assault rifle ever

    The Sturmgewehr 44
    unknown.png



    I am probably forgetting something critical, so feel free to DM me or post a comment if you find what you think is a bug.
    I know it should say 7.92, but I already uploaded the zip

  • Version 1.2.3

    Does *NOT* currently work AKI 2.1.0
    *Known Issues*
    Daniel Defense PGs have no mesh

    Down to business
    TheSpartacus has joined the team!
    DDMK18 Requisitioned
    unknown.png

    The Kar98 Makes it's Debut
    unknown.png
    The Long-Awaited Deagle has arrived
    unknown.png
    The KAC M110 Pattern AR-10 is now available
    in 7.62x51 and 6.5 Creedmoor
    Features a multi-caliber magazine and a black SR-25 Creedmoor Upper
    unknown.png

    A Beautifully Reworked AN-94
    unknown.png

    5.7x28 MILF Kit
    unknown.png
    Minor Preset Changes and Additions
    unknown.png


    I'm probably forgetting something important as usual.
    As always , direct questions comments and concerns to one of the team members.
    Thanks for looking down this far.

  • Version 1.1.3

    New Stuff!

    ___Additions___
    --Wages actually fucking works again--
    GLOCK PARTY 2: Electric Boogaloo

    -Added Glock 21 (.45 ACP)

    2021-10-0622-24_0.png

    -Added Glock 25 (.380 ACP)

    2021-10-0622-22_1.png
    -Added Glock 32 (.357 Sig)

    2021-10-0622-39_0.png

    New Upper Who Dis?

    -First iteration of the MCACW (Name subject to change)
    -Two Lowers, MK1, semi and MK2 select fire, 725 RPM
    -Presets Spread thru LL1-4
    -AR-15 Lower compat with all (I'm pretty sure) vanilla M4 mods and Carl's .300BLK ammo
    -Uppers availabile in:
    -9x39-
    -5.45x45-
    -Grendel-
    -.300BLK-

    -.50BW (Requisitioned with permission from KCH Armory-

    unknown.png
    NOT CURRENTLY RAID MODDABLE
    WORKING ON A JANK ASS SOLUTION

    ___Changes and Removals___

    --Wages Mags renamed to fit general Grendel names (Pmag 26 and Dmag 50)
    -Corrected categories for weapons
    -.40FMJ Set as DefAmmo for Glock22 and STM40
    -Wages buffed due to being the dedicated Grendel Platform
    -Retex'd HK Polymer STANAG 30 Round in Black (5.45) and Plum(9x39)


    Sick Ass 9x39 magazine - credits to Serwolfik and TwistedGA
    Sent configs to Andrudis for the to allow chances for our stuff to spawn in world.
    Some shit's probably broke because that's how it goes modding this game!
    Do not upgrade.
    Delete the Old KMC-Weapons folder.

    As always do not be hesitant to come to us with questions, concerns, complaints and suggestions! Much love and thank you all for the support and patience.

    -MC Witch Doctor and the KMC Crew





  • Version 1.1.2

    Actual fixes this time!

    -Glock 40 Audio now works as intended
    -Glock 22 Preset purchase doesn't break the game anymore





  • Version 1.0.69

    IMPORTANT NOTICE:
    AMMO HAS BEEN MOVED TO KMC-CORE
    This Version is not compatible with any core version below 1.1.0


    THE GLOCK PARTY UPDATE

    Introducing:
    1071-2021-09-15-17-31-0-png

    Glock 22 in .40SW
    -1 Unthreaded Barrel (Threaded coming)
    -1 Slide
    -Shares Magazines with STM-40


    and

    1072-2021-09-15-17-32-0-png
    Glock 40 in
    10mm Auto
    -1 Unthreaded Barrel (Threaded coming!)
    -1 Slide (Fits Trijicon RMR!)
    -Beefy Custom Audio!

    (Done by our own Fox!)

    Other Fixes and changes include:
    -Removal of .357 Sig from STM-40 FIlters (You'll know why soon™)
    -Added a 2nd MP5/10 Preset
    -Made XM109 Ergo make a bit more sense

    More to come! As always, feel free to come to us with any comments, questions, concerns and suggestions!

    P.S. Check Workbench 3

    Images

  • Version 1.0.9

    Change log 1.0.8 --> 1.0.9

    The file size has drastically decreased due to many optimisations and fixes thanks to Katto <3


    [Added] Weapon presets at trader

    [Changed] Balance, stat and loyalty level pass


    Please update KMC-Core to 1.0.2 if you haven't already


    -Le Kaiju

  • Version 1.0.8

    Change Log 1.0.7 --> 1.0.8

    XM109 is now fully operational.


    [Added] Wages Of Virtue suppressor

    [Changed] .277 TVCM ammos name changed to 6.8 TVCM

    [Changed] Wages Of Virtue is now in loyalty level 2 while better ammos and attachments are in loyalty levels 3 and 4

    [Fixed] Backgrounds of items are now consistent with BSGs colour scheme

    [Fixed] Many other small improvements and fixes

    [Fixed] Stat fixes for .50 BMG

    [Fixed] Stat fixes for 6.5 API, HE

    [Removed] Full auto from all AN-94 Variants

    [Removed] Wages Of Virtue 370mm barrel


    -Le Kaiju

  • Version 1.0.7

    Change Log 1.0.6 --> 1.0.7

    Wages of Virtue is now fully operational.

    XM109 is still having some behaviour issues, we've scheduled counselling.


    [Fixed] Wages of Virtue (Dont @ me)

    [Changed] Wages of Virtue/virtue attachments stats rework (MC WITCH DOCTOR)


    -Le Kaiju

  • We need you :c

  • 兄弟,醒醒,我们需要你 ;(

  • Am sad to see this mod stop updating :(

  • WTT Team please patch guns from here back

  • L'applicazione ha avuto un errore critico e non è stata eseguita

    Eccezione prodotta: errore


    Traccia dello stack:

    Errore: Impossibile trovare il modulo 'C:/snapshot/project/obj-aki/models/spt/utils/ILogger'

    Pila richiesta:

    - C:\SPT\utente\mods\KMC-CORE\src\_api\modules\console.js

    - C:\SPT\utente\mods\KMC-CORE\src\_api\modules\utils.js

    - C:\SPT\utente\mods\KMC-CORE\src\_api\KMC_API.js

    - C:\SPT\utente\mods\KMC-CORE\src\mod.js

    - C:\snapshot\project\obj\loaders\PreSptModLoader.js

    - C:\snapshot\project\obj\controllers\GameController.js

    - C:\snapshot\project\obj\callbacks\GameCallbacks.js

    - C:\snapshot\project\obj\di\Container.js

    - C:\snapshot\project\obj\Program.js

    - C:\snapshot\project\obj\ide\ReleaseEntry.js

    1) Se si desidera compilare il pacchetto/file in eseguibile, prestare attenzione agli avvisi di compilazione e specificare un letterale nella chiamata 'require'. 2) Se non si desidera compilare il pacchetto/file in eseguibile e si desidera 'richiederlo' dal filesystem (probabilmente plugin), specificare un percorso assoluto nella chiamata 'require' utilizzando process.cwd() o process.execPath.

    a Function.Module._resolveFilename (nodo:interno/moduli/cjs/caricatore:1144:15)

    a Function._resolveFilename (pkg/preludio/bootstrap.js:1955:46)

    a Function.Module._load (nodo:interno/moduli/cjs/caricatore:985:27)

    su Module.require (node:internal/modules/cjs/loader:1235:19)

    su Module.require (pkg/preludio/bootstrap.js:1851:31)

    at require (node:internal/modules/helpers:176:18)

    su Object.<anonymous> (C:\SPT\user\mods\KMC-CORE\src\_api\modules\console.ts:2:1)

    a Module._compile (nodo:interno/moduli/cjs/caricatore:1376:14)

    a Module._compile (pkg/preludio/bootstrap.js:1894:32)

    a Object.Module._extensions.. js (nodo:interno/moduli/cjs/caricatore:1435:10)

  • Its a good mod, but it would be even good if I could see it in 3.8.x :(

  • Bring this back plz :(

    Thumbs Up 1
  • Is anyone else able to patch this to work? Will be a shame to see a great mod lost to abandonment

  • Any chance to update to 3.8??

  • Looks like it may be totaly borked in 3.8 :(


    Tried changing the file version, but it comes up with all sort of missing files :(


    Hope Katto comes back and updates it soon

    Thumbs Up 1
    • This is what I don't understand it seems that many of the bundles are just straight up missing.

    • I tried to copy and paste substitues it was asking for from other mods, but was no good :(

  • KMC-Weapons Fix

    For those having the package.json error while starting up the game.

    After exporting the file to user/mods go into the KMC-WEAPONS-3.0.1/KMC-WEAPONS and extract all files into KMC-WEAPONS-3.0.1 file.

    After that you should be able to play. I have experienced some audio shuttering but idk if its because of this mod.

    • I'm still having the server log tell me there are missing file directories when trying to laod the mod. is there a fix for this? on aki 3.8.0

    • this fix was for 3.7.6 not 3.8.0. Idk if it works or if it does idk the new fix for this but what I'm seeing woth older mods before 3.8.0 no mods work since the current version changes so much.

  • There is no package.json in the mod (KMC-WEAPONS-3.0.1). In fashion, I deleted the line that everyone says to delete. Armor appeared and ammo too, but the weapon does not have a package.json, and the merchant's clothes just didn't appear.

    • did you extract using winrar?

    • when extracting the file you need in user/mods is inside another file, just pull "kmc-weapons" out of "kmc-weapons 3.0.1" and move the "kmc-weapons" to user/mods

      Thumbs Up 1
    • Thanks, the weapon appeared! But the clothes did not appear, only the armor(

    • this mod as a whole seems finicky with current versions, i personally cant get it to run without it stoping the server startup

    • The clothes will appear if you have KMC Gear. the weapons work fine fo the most part.

  • Pls update to 3.7.6 :( this look super fun but I can't use it :(

    • " THIS WORKS ON 3.7.1!!!!!!! EASY FIX!!!!

      1. Simply go to this directory in KMC-Core EFT(SPT)\user\mods\KMC-CORE\src\_api\modules

      2. Open 'traders.js' with Notepad/Notepad++

      3. DELETE Line: traderConfig.durabilityPurchaseThreshhold[traderId] = 60;

      4. HAVE FUN!


      Note: Before attempting to open the KMC related traders, open flea market first and click on all of the new weapons/gear to generate the icons. If you don't, the game will try to create icons for all the modded items at once and will cause the game to crash. This is the only temporary fix for right now for KMC related mods. "


      this is not my fix but it works nicely

    • ive seen that "fix" before and i cannot find a single recognizable line of code in that file

  • got this mod to work but everytime i unequip one in raid i get the busy hands bug like my arms are going in circles

    • how did you do it? ive been trying for the past few minutes and i get a package.json error

  • Please update to 3.7.6 and also is there a way to turn the loot from spawning on the map and just be available on traders/flea?

  • Please Update 3.7.6

  • Desert Eagle - my love....) I want him.preferably separately

  • does this work? Im guessing not.

  • What is package.json, and how do I get it so the mod works?

  • works on 3.7.x?

  • For those of you getting a crash when opening the trader at level 2 or above, make sure you're not only looking at all the KMC weapons in the flea market, but also the ammo as well.

    Spent far too long today trying to figure out if i'd missed something, only to realise ammo were the only items trying to load in when crashing happened.

  • Please update!

  • Does anyone know how to adjust the ammo values for this mod? I'd like to adjust the damage and penetration of some rounds as well as make them compatible with other magazines and guns.

  • THIS WORKS ON 3.7.1!!!!!!! EASY FIX!!!!

    1. Simply go to this directory in KMC-Core EFT(SPT)\user\mods\KMC-CORE\src\_api\modules

    2. Open 'traders.js' with Notepad/Notepad++

    3. DELETE Line: traderConfig.durabilityPurchaseThreshhold[traderId] = 60;

    4. HAVE FUN!

    Heart 5
    • THANK YOU SO MUCH!!!!!!!!!!!!

    • How exactly is it "working" lol? Sure the game boots up and you can load about 1% of the items but after that it straight up crashes to desktop.

    • Game boots up but no weapons load in, even with this fix applied.

    • "If you're experiencing crashes when trying to open the traders, go through every weapon on the flea market first." Reason this happens is because of new icons being generated for these items and if you open the trader it will try to generate them all at once which causes the crash to occur. If you load each weapon individually in flea market, it generates the icons and you will be able to open the traders without crashes.


      If you are trying to boot the game and the weapons or traders don't appear, make sure you have KMC-Core installed and that you only delete the line in the trader.js file in the KMC-Core mod as KMC-Core is required for these weapons to work, it is the necessary framework required for KMC related mods.


      Deleting the line in KMC-Core also fixes KMC-Gear Pack but like KMC-Weapons, you will need to go through all the items on Flea market first to prevent crashing when loading the trader.


      If any of this is too tedious for you, I'm sorry but as of right now until the original mod owner returns, this is the only fix currently for KMC mods to work on 3.7.1.

      (Sorry for delay response)

    • I cant even see any of the guns or parts. They just create a meme box of a shiba inu dog


      edit: re-downloading SPT to see if it fixes anything, 3.7.2, fingers crossed


      RE: IT WORKS!!! 3.7.2

  • the_katto when you update yours mod i love and i want play with .

  • I put everything together for the SPAS-12 but i cant use it… does anyone know whats the issue 😞😞😞 its my favorite shotgun so far 😞😞😞

    • Same issue here. Managed to get the mod working with 3.7.6, but the SPAS is the only weapon not working for me.

  • how do you use the multicaliber guns?

    • They might not be properly working, but

      for most of them, the way they work is by swapping the receiver and barrel for the round you're trying to fire. Doing so will let you load a magazine of a different caliber.

  • Is there any info as to why the Amelli is an enormous pain the ass to mod? no shade on KAtto, i just dont get why the attach points dont show up in the modding/preset menu, but show up on the item info screen. its the only gun in my game that behaves this way

    • I messed up some of the code, so the mod slots don't show up in the modding preset menu - it'll be fixed in a later update when I get the time.

      Heart 1
  • Could you let me know how to change the firemode of a certain weapon? I have the item ID but cant find where to change the attributes in the mod folder.

    • (Your SPT folder)\EFT\user\mods\KMC-WEAPONS\src\Weapons\STM_40

      Find STM_40_WEAP.ts

      edit this part;


      weapFireType: [ "single" ],

  • Trying to change the firemode on the STM 40, ik the item ID but cant find how to change the firemode in the files. Great mod btw.