carl makes mods added a new version:
QuoteNow works with current AKI. Woo!
carl makes mods added a new version:
QuoteNow works with current AKI. Woo!
carl makes mods added a new version:
QuoteWell, there's always SOMEthing that's bound to go wrong on release day... Whoops.
- Added missing support for JMAC muzzle device to AK-12.
- Substantially nerfed AK-15 recoil.
- It's still got lower recoil than the AK-103 and can still be made a laser beam with proper modding, but is no longer a laser beam out of the box.
- This was happening because my dumb ass copy-pasted the wrong numbers to the wrong document. Nice going, me.
- Substantially buffed unique muzzle devices.
- Muzzle devices should now be able to compete with the JMAC, offering a bit less recoil reduction but greater velocity and accuracy with lower ergo penalty.
- Yes, I'm aware that this doesn't make them better than the JMAC and that the REAL problem here is the JMAC being overpowered.
carl makes mods added a new file:
QuoteLets you put more than just drugs in the slim field medic pack. So, you know, it can actually be useful for once.
That's it. That is literally all it does. I'm only putting this here in case other people wanted it or something. Go away.
carl makes mods added a new version:
QuoteA small update, but a welcome one, no?
- Added compatibility scripts for AdditionalGear - Weapon module and ATL-15.
- Note that since the 1.X.X version of the ATL-15 is an emergency patch and not an official update, compatibility with it can and will get funky on some machines.
carl makes mods added a new version:
QuoteNot a paticularly large update, but still a welcome one, no?
- Added compatibility scripts for AdditionalGear - Weapon Module and the ATL-15.
- Note that since the 1.X.X version of the ATL-15 is an emergency patch and not an official update, compatibility with it can and will get funky on some machines.
carl makes mods added a new version:
QuoteNot the largest, most earth-shattering update, but a welcome one nonetheless.
- Added German localization (thanks, Khadafi!)
- Added compatibility scripts for AdditionalGear - Weapon Module and the ATL-15.
- Note that since the 1.X.X version of the ATL-15 is an emergency patch and not an official update, compatibility with it can and will get funky on some machines.
carl makes mods added a new file:
QuoteDisplay MoreI always felt a little bit bad for the RPK-16. Only machine gun in the game is already a kick in the proverbial balls enough, but only representative of the modern Kalashnikov lineup? One and done? That's it? That fucking sucks.
So I gave the RPK-16 a few friends to keep it company.
This mod adds an AK-12 assault rifle and an AK-15 battle rifle to the game. Both rifles and their parts can be purchased off Prapor LL2, and stripped forms of the rifles as well as carbine barrels for both rifles can be purchased off Prapor LL3.
The AK-12 functions similarly to the RPK-16, occupying less overall space and weight and having a higher ergo score in exchange for lower maximum accuracy and bullet velocity. It might not be as good a choice as the RPK-16 when it comes to firing at a distance, but if you're using an automatic firearm to engage targets at about 200m you're doing it wrong, so...
Meanwhile the AK-15 just melts enemies the same way the AK-103 does, but with worse customization potential in exchange for better accuracy. If anything, the AK-15 probably breaks the balance of the kalashnikovs in this game harder than the AK-12 does. At least it's fucken fun to use, though.
Known Issue:
- I couldn't get 7.62x39mm firing noises for the AK-15 to work without getting weird silent reloads and magazine drills. I think something got goofed up by the changes made to how weapons are constructed in 12.11, so once I figure out what happened I should be able to fix this.
Credits
Original models and textures from Hotdogs, Horseshoes, and Hand Grenades VR by Rust LTD.
Asset extraction was done by Leon S./Leon-DLL.
Assistance in troubleshooting provided by Katto and the rest of the KCH team.
Actual troubleshooting performed by SamSWAT.
Cheerleading performed by JustNU.
All other work for this mod was done by yours truly.
Special thanks go to all of you wonderful people I just named, because without your time and effort this mod wouldn't exist, and to all of you who keep on downloading, sharing, and playing with my mods! Guys like you are why I do what I do. Keep those bullets flying and those scavs dying, friends.
carl makes mods added a new file:
QuoteGives all PMCs on the map a minimum of 4 grenades and a maximum of 40 grenades, and basically makes engaging a group of PMCs into the world's deadliest game of dodgeball. Because, you know, it's being played with M67 fragmentation grenades instead of softballs from a middle school gym locker.
Mainly done as a test to get myself used to working with bot data and tweaks for more advanced projects later down the line.
I have no regrets.
carl makes mods added a new version:
QuoteUpdated for AKI-1.0.1. I needed space to store these 200+ berets I've been collecting, okay? Don't judge me like that.
carl makes mods added a new version:
QuoteWell, there's always SOMEthing that goes wrong on launch day. This update has a few fixes and tweaks that were much needed.
- Added RU localiation courtesy of MedDeatH.
- Removed unused debug file that was bloating mod size by about 50mb. Fucking whoops.
- Adjusted balance of custom muzzle device and suppressor based off input from Fershte.
- Muzzle device now constitutes the majority of firearm recoil reduction.
- Suppressor has far less recoil reduction, but has minimal ergo penalty.
- This was done to encourage usage of the unique suppressor over other suppressors in stealth-oriented setups.
- Fixed bug that would result in the vanilla SDN-6 suppressor being banished to the doge cube realm.
carl makes mods added a new version:
QuoteGoogle Drive mirror because Dropbox is punishing people for enjoying mods. Thank you, EliteCheez and Ereshkigal, for giving me permission to do this.
carl makes mods added a new version:
QuoteGoogle Drive mirror because Dropbox is being stupid and throttling people. Thank you, EliteCheez and Ereshkigal, for giving me permission to do this.
carl makes mods added a new version:
QuoteGoogle Drive mirror because Dropbox is causing problems. Thank you, EliteCheez and Ereshkigal, for permission to do this.
Read here first. More likely than not, what you've run into is a common issue and there's a solution here somewhere.
Instead of seeing a gun part, all I see is a doge cube!
The doge cube is an error model BSG uses as a standin for models that are broken, similar to the giant "ERROR" models in Garry's Mod. If I had to guess this means that something went wrong when you extracted this mod to your disk, and you should try redownloading and reinstalling it.
I don't see this gun for sale!
Please make sure you meet the loyalty requirements. Remember, you need to be LL3 or higher to buy this off the Mechanic.
The vertical grip mount is being weird on the small handguard!
That is deliberate.
Some iron sights and gadgets clip when I put a scope on this gun!
This is an issue a lot of vanilla parts have. I'm not entirely certain that anything can be done about it.
carl makes mods added a new file:
QuoteDisplay MoreOh yeah, look at that thing.
Q Honey Badger.
Adds exactly what it says on the tin - a Q LLC Honey Badger 2.0 assault rifle in .300 AAC Blackout.
While the original AAC Honey Badger was certainly a fine rifle in its own regard, it ultimately fell short of expectations, resulting in AAC shuttering their weapons division and Sig Sauer swooping in to steal the .300BLK throne with their new MCX series of rifles. Undeterred, the former lead designer of the original honey badger formed a company of his own, Q LLC, and in 2018 released a refined version of the Honey Badger to reclaim its rightful throne as ruler of the .300 Blackout kingdom.
True to this, the Q Honey Badger is for all effects and purposes a direct upgrade to the MCX that simply costs more to balance it out. You can purchase it and parts for it from Mechanic LL3 and up, but buying an assembled weapon costs Euros... except you can buy all the parts needed to make one work off the Mechanic at LL3, and then just buy a lower receiver on the flea market or from Mechanic LL4. Oh well.
Note that this weapon can be modified to occupy a mere 2x2 space in the inventory if you're willing to gimp the hell out of it, and can be modified for insane stats but at the cost of making it occupy a whopping 6x2 space in the inventory. Or you can do something in between! The choice is yours. Freedom is cool, am I right?
Compatible/recommended mods.
I plan on continuously updating this mod to add compatibility whenever an appropriate mod is released on here, e.g. a mod that adds more sights, ammo types, and muzzle devices. As of right now, I only know of one mod that has features requiring a compatibility mode, but expect this list to expand as more mods get made.
- Compatible with BlackoutEXP and all new ammunition types added by it.
- Cross-compatible with AdditionalGear - Weapon Module's new reflex sight and LAM.
- Cross-compatible with the ATL-15 and its ammo types, grips, and charging handles (see note on latest version tag).
Future roadmap.
- SBR preset for that extra polish.
- Custom iron sights, if I'm able.
Known issues.
- None!
Credits.
- Assets for six-inch handguard made by Ubisoft for Ghost Recon: Wildlands.
- Assets for all other weapon components made by New World Interactive for Insurgency: Sandstorm.
- Russian localization by MedDeatH.
- Custom inspect animation by Serwofik.
- Custom magazine insert animation by HKM4/Thanh.
- Special thanks to LM4 for assistance and code swapping, Fershte for balance input, HKM4 and Katto for support, and Ereshkigal for having mercy on me and letting me
stay in the Guilded server despite actively annoying heruse Google Drive for mirroring.- Special thanks to you, for reading this far down the mod page! People like you are cool, and probably the biggest reason I do what I do.
I was wondering this exact thing. It was nice to get the random assortment every 10 sec. Hopefully a mod comes up
I'm not exactly sure how I would go about doing this since my knowledge of the backend isn't great and gitea gives my browser menstrual cramps so I can't look at the source code on my computer, but since you can hook into pretty much any server function with the new modloader it should be doable.
If I ever figure it out, I'll write a mod and put it up here.
Pretty sure this was intentional since in earlier versions of SPT this was how Fence behaved and being able to refresh the Fence to roll new items was only added in recent versions.
No idea why it would get removed, though. I had a lot of fun playing Fence roulette and running whatever shitty gun and armor he gave me.
carl makes mods added a new version:
QuoteJust a few QoL improvements.
- Weapon and parts can now be obtained from flea market.
- In the event no locale is found the mod will now display English text instead of internal names.
carl makes mods added a new version:
QuoteJust a few QoL improvements.
- Weapon and parts can now be obtained from flea market.
- In the event no locale is found the mod will now display English text instead of internal names.