Weapon Properties Modification 3.3.0

Modify properties of weapons

This mod allows you to modify certain properties of every weapon through the included config file.


The README file explains how the config works, but not how to create additions. If you are somewhat knowledgeable in coding if you look at the mod file you will find out how to add additional properties.

By default all weapons have 100 ergonomics

All weapons have 45% of their vertical recoil and 15% of their horizontal recoil.

All weapons have 20% of their camera recoil and snap.

  • Version 3.3.0

    Updated to AKI version 3.7.1 and added new weapons to the config.

  • Version 3.2.0

    Removed unnecessary files and changed version to 3.5.8.

  • Version 3.1.1

    Changed SPT-AKI release version to 3.5.6, same mod.

  • Version 3.1.0

    Added a global section to the config to allow for changing of every weapons ergonomics, recoil, and camera recoil, while also allowing for specific weapons to maintain their custom fire modes and fire rates.

  • Version 3.0.1

    Forgot to add the AUG A1/A3 variants.

  • Version 3.0.0

    Updated for 3.5.0, with the new weapons included.

  • Version 2.1.0

    Downloaded a random mod as a template and filled in the shit that I couldn't copy paste over from my original mod and it somehow works. I have included all the new weapons (except the gl and flare gun) in the mod for you to mess around with, and it is stull just as modular as it was before.

  • Version 2.0.0

    Added in the ability to change fire modes and fire rates of every weapon and updated to Aki 2.3.0.

  • Version 1.0.3

    Updated the README with some additional information. Please read it before commenting questions, thanks!

  • Version 1.0.2

    Changed version so there are no errors on launch for 2.2.3

  • On a side note, would it be possible for you to make similar mod that loops thought all silencers and adjusts their stats? Namely durability burn rate adjustment would be a godsend. Sorry if it's a bit rude to ask in comments, have a nice one!

    Thumbs Up 1
  • Great stuff!

    For people who want a bit of ergo boost but not to flat value, you can make ergo boost %-based, in src/mod.js in 1st if bracket replace = with *= and then you can use % base increase on all guns, So if you set it to 1.2 it will give 20% ergo boost to all guns.

    • Code
      // Ergonomics
                              if (this.config.GlobalProperties.useGlobalErgo)
                                  itemDB[configWeapon.id]._props.Ergonomics *= this.config.GlobalProperties.globalErgo;

      and in config instead of ergo being 100 make it 1.2 for 20% increase (for example)

  • PPSh goes BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

  • Could you update already please? Or someone reupload this.

  • having a global setting to alter the recoils, fire modes, and cam affects as 1 would be a nice addition. over all it's a nice mod as is and thankyou for bringing it out.

    • The recoil and cam affects would work, but having a global fire mode changer would most likely break pump shotguns/bolt actions/revolvers. I will do this for those features.

      Heart 1
    • honestly didn't expect this to become anything. ty for the rapid update and using the idea.

  • i tried to modify the STM-9 to be able to fire full auto but when i load aki server there is an error wich i dont understand what it means. did change the usfiremode : true and firemode : semi, fullauto

    • Thats my bad. There are 3 valid universal (except for revolvers/bolt actions/shotguns) fire modes, "single", "fullauto", and "burst". For them to work they must be in quotes inside of the fireMode brackets. For example: "fireMode": ["single", "fullauto"].

    • ooooh i see, thank you!

  • is it possible to remove all options besides fire modes and just be able to set some guns to full and semi? or do i need all the changes?

    • Yes, and there are two ways to do it. The first way is to use a text editor with multi-line selection (such as VSCode) and open up the config file. You would then change all the useErgo/Cam/Rec/FireRate options to false for every weapon, and the useFireMode option to true for the weapons you want to change. Then you would add single, fullauto, burst inside of the fireMode brackets: "fireMode": ["single", "fullauto"] of those weapons. The order of the modes matter.


      The other way does not require a fancy text editor or any knowledge on how to use one. You can open up mod.ts using open with and selecting notepad or notepad++ and delete or comment out (using // to comment out lines) everything in the try statement except

      Code
       if (configWeapon.useFireMode) {
          itemDB[configWeapon.id]._props.weapFireType = configWeapon.fireMode;
          countFireMode++;
      }

      Then you would go to the config and find the weapons you want the fire mode to be different, and then set useFireMode to true and do the same thing as in option 1 for the fireMode brackets.

  • plz bring this gem of a mod back! 8o

  • CONFLICT: Fershte's Balance Patch. SPECIFIC ISSUE: mp7a1 recoilsum

    • Fershte's Balance Patch modifies the properties of weapon attachments (handguards, muzzle breaks, optics, etc), while my mod modifies the properties of the weapons themselves. This means using both will make weapons have marginally decreased recoil and increased ergonomics. I am assuming the issue with the mp7 is that it is a laser beam and practically stands still during sustained fire. This is less of a conflict and more of an overtuning of the weapons. You do not need both mods as they do similar things.

      Thumbs Up 1
  • Quick question.. what makes this different from me simply going into the files myself and changing it that way? I made the VPO136 into a 9x18 weapon shooting at 1500rpm the other day. Could I do that just as easily with this?

    • This mod does not support caliber switching, as it requires editing magazine filters to allow the new calibers magazines to fit among other possibilities as I have not tried it myself to see what I would need to do. Are you sure what you did actually worked without additional mods? What my mod does currently is allows you to change the inherit properties of weapons (recoil, camera recoil, ergonomics, fire rate, etc) and not aspects fundamental to the weapon, such as what attachments can be put on it and magazines it can use.


      So in short, my mod cannot do what you did yourself, though it would be interesting to see if it is possible to do what you talked about.

    • Yeah all I did was go to the mags that fit the weapon i chose and add the new ammo IDs to "cartridges". Then i went to the actual weapon and put all the new ammo IDs under "patron_in_weapon" right under the gun's attributes (like fire rate n stuff). The "patron_in_weapon" is just what ammos are allowed in the chamber (i believe). Anyway, i have a full auto 1500rpm 9x18 Vepr136, so it definitely worked (without using mods).

    • So you manually edited the files in the Aki_Data folder? What I was thinking was you change a weapons usable magazines to ones of a different caliber, so your vepr136 will take kedr mags or makarov mags instead of ak mags if you wanted to use 9x18 for example. Thats what I tried at least and it works perfectly, it just makes weapons look a little wonky with the odd magazines.

    • I didnt want the weapons to look weird so i did it the way I explained lol.

  • Code
    Hello, I need this mod for 3.0.0. I have an error in the modifications of the mechanic's mission and I would like to be able to lower the recoil of the shotgun. Thanks
  • Please update this for 3.0! This was one of my crucial mods!

  • is there a way to adjust fire rate of weapons with this mod ?

    • Rate of fire is controlled by the bFirerate property. So yes it is possible to adjust rate of fire.

    • I've been trying to use the bFirerate property but i can't get it to work

      It's currently 1.13, as it should be 113% of the vanilla firerate. I also tried just typing the rpm.
      But in game it's still 650

    • Did you add anything to the WeaponPropMod.js file to actually use that value?

    • And it would only be a multiplier if you set it to be so in the WeaponPropMod.js file.

  • is it possible to make it something like one option for all weapons, e.g using 1 ergo value or all weapons, could you also add a velocity multiplier for the weapons, thank you

    • It is possible, but what I normally do is open VSCode which allows for multiple line selection, select the property I wish to change which in turn selects it for every single weapon, then adjust the value.

    • Velocity is a property of the ammunition you are using and the barrel length of the weapon, which I guess I could make a mod that does something similar to this mod but for ammo.

  • What about modding weapon accuracy? Wanted to increase base accuracy for dmr rifles, cause 2 MOA for scar-h is weird

    • I am assuming the property that affects accuracy is the CenterOfImpact property of both the weapon and the barrel it is using (if it has different length barrels). Though I feel 2 MOA for a battle rifle is pretty decent. If you wanted to change the MOA I think you would have to find the id of the barrel and mess around with both values to get it to the MOA you would want.

  • I'm a little confused. How can I make a semi-only gun Full Auto? Or is this even possible?

    • If you wanted to make a semi-auto gun full auto, you would have to modify the weapFireType property, if you want to do this using my mod follow the steps below:
      1. Go into the config for the weapon you want to add full auto to and add the fields fireModes and useFireModes like so:

      "fireModes": ["single", "fullauto"],

      "useFireModes": 1

      2. Create a function in the WeaponPropMod.js file like so:

      Code
      function changeFireMode (configWeapon) {
          if (configWeapon.useFireModes === 1) {
              itemDB[configWeapon.id]._props.weapFireType = configWeapon.fireModes;
          }
      }

      3. Add the function you just created to the main loop with all the other functions:

      This should allow you to select between semi and full auto for any weapon in the game that you apply the fireModes and useFireModes fields to. It is also possible to add burst fire to this by adding "burst" into the fireModes list. The order the firemodes appear in the list affect the default firing mode for the weapon. It is also possible to modify the number of rounds in a burst by changing the BurstShotsCount property of a weapon but if you really want to do that theres enough information here for you to do that.

    • can you do an update with all guns already done?

  • Is there a way to change zoom counts from 2 to 3 (e.g. 1x-4x-8x)? I managed to add zoom levels by editing Zooms, AimSensitiviy, ModesCount, and SightModesCount but in-game, it doesn't zoom anymore.

    • Those are properties of optics, not of weapons. Did you apply these fields to an optic or a weapon, as no optics are included in the config file.

    • And after digging through some files, each optic has a ScopePrefabCache script attached to it which details every mode of the optic as an OpticSight script which references the files and scripts necessary to make that mode work which I don't know where to find. So it seems that adding additional modes to an optic is impossible in a mod of this scope/type.

    • Damn, I was thinking of adding intermediary zoom level for the high-powered scopes. Thanks for your time anyways

  • Man, I wanted this for so much time ago. Ty ;(