A low-cost civilian Vepr KM/VPO 136 carbine. The first beta release in a possible low-level weapons pack.
Update v0.2 (16 April 2021): Fixed a typo in the weapon description, and lowered the base cost from 18780rub to 12780ru - the weapon is intended to be an early game crutch, and hopefully this will make it more appealing to purchase. Higher difficulty levels will scale the cost upwards as with all other items.
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This is a very simple (and VERY BETA) release including one new weapon - a semi-automatic civilian 7.62x39 rifle. Based on the actual Vepr KM, which is a de-militarised AKM. This weapon cannot accept suppressors or optics owing to the lack of a threaded barrel and dovetail mounts, and it fires in semi-auto mode only.
But on the plus side it is an inexpensive and commonly available 7.62 caliber rifle.
Currently can only be purchased from Sid in the Rookie Village. It can spawn in his inventory at the lowest reputation level, and is fairly inexpensive (around 16-20,000ru). It re-uses the default AKM models and animations, so there's nothing spetacular to look at. I have not tinkered with the upgrade tree at all yet, so there may be some idiosyncracies there.
Includes compatibility patches for Blindsides animations and for Trader Overhaul, but this is very much a test release so don't be surprised if it breaks in strange and interesting ways.
I would like to include a compatibility patch for Wuut's magazines so that it can spawn with a 10 or 20 round magazine by default, but need to figure out exactly how Wuut's configs hook into new weapons first.
Probably best to install with JSGME or MO2. Be sure to check the file structure inside the archive before installing.
Сейчас делаю похожую работу, на аналоге вепрь 12 молот, только под тип карабина, в новом арсенале увидел модели, сейчас пытаюсь их портировать на аномали
Интересный проект! Надеюсь, вам удастся его завершить. Нам нужно больше гражданского оружия в Аномалии
Вот бы еще кто-нибудь привел в порядок модели предметов в Аномалии, всякие там тряпки или канистры с керосином.. А то с моделями у них не все в порядке
Cool mod, looking forward to the rest of the low-level pack. :)
я не понял, ты просто сделал копию акм с другим конфигом? а модель?
так он визуально и не отличается от АКМ, только отсутствием фулл авто и баллистикой
ясно, еще один калаш в стопку к другим 999 моделям
Автор, сделай еще пожалуйста отдельный мод на КС-23
Doea this work on magazines addon?
К сожалению, он еще не совместим с аддоном Wuut, но я надеюсь выпустить обновление, когда выясню, как сделать его совместимым. У вас не должно возникнуть проблем при использовании аддона Wuut с этим, но они не будут работать вместе.
I started looking at the Anomaly Mags files and it seems like it could be pretty straightforward. The main hooks are in Anomaly_Magazines\gamedata\configs\items\wuut_magazines.ltx You would hook it by name wpn_vpo_136.
Scroll down to Line 769 of wuut_magazine.ltx, this is where the rifles are hooked. Add your line, so like:
[wg_wpn_vpo_136]
magazine_group = wpn_vpo_136
Then you'll define the magazines sizes, etc later down in the configs. It's easier to simply copy and paste the AKM or whichever rifle and modify for your Vepr. You'll need to modify another file, Anomaly_Magazines\gamedata\configs\text\eng\st_items_magazines.xml to create the item description, etc for the file. It's probably easier to copy another rifle magazine and modify for the Vepr as well.
Sorry, thought I logged in for this post. But yes, let me know if this ends up working or not. It's pretty much guessing at this point because I haven't had to add a new weapon before.
So I've spent some time tinkering with this now. It's easy enough to add new magazines to the existing system, but seems more difficult to get new weapons to recognise them. From looking at the console during a reload attempt it seems the weapons need to hook into a function called WeaponGetMag that lives in one of Wuut's scripts, but I haven't identified exactly how yet. Currently the new magazine can load into existing 7.62 weapons, but not my Vepr, and no magazines at all will load into the Vepr (it still loads straight from loose rounds). I'm going to keep digging though, it'd be good to get it compatible.
I have managed to implement a 10-round 7.62 magazine that is compatible with existing 7.62 weapons though, so that's pretty cool. I always wanted some higher and lower capacity magazines for existing weapons using Wuut's mags. Could be the basis of an entire addon by itself.
For the WeaponGetMag, This function is tied to wuut_mags.script and compatible_weapons. I'm not sure where the reference is for compatible_weapons yet.
Are you able to loadout the 10rd magazine onto your uniform like you can other mags?
As for you discovering how to create different mag sizes, I'd definitely be interested in a mod like that. Especially if you figure out how to make prices for magazines more dynamic instead of the base ~110 rubles. If high capacity mags (45 rds) cost like ~10000, 30rd mags for 5000, while cheaper "civilian" 10rd models cost 1000, it would make for interesting early games. Similar to EFT. I'm in the process of trying to figure out how to make dynamic pricing myself for the magazines, but if you figure it out that would be awesome.
Yeah I was thinking that a high and low cap mag addon (like those in EFT) would make for really interesting gamepolay as well.
Sadly I think there are two glaring obstacles for this:
1: I *think* you can only create new magazines by tying them to a unique weapon in wuut_magazines.ltx (if you try to re-use an existing weapon name for a second type of mag you get crashes due to duplication). An obvious (but dirty) solution would be to create a few variant copies of each entire weapon to be associated with a particular size of mag. The weapons wouldn't need to spawn in game, but you could still assign their mags to loot and traders. But the duplicate weapons would still clutter up the spawn menu, etc. And of course you'd still need to figure out how to get those new weapons to interact with the overall mag system, which I haven't solved yet.
2: it currently seems that the price of all magazine is set in the class definiton, so they all share the same price.
I suppose you could establish new classes for different weapons, but that seems like it would get messy fast.
Might be that some bespoke newscript is necessary, but that sort of thing is sadly beyond my skills right now. (my new mag can at least be assigned to the ready slot - it functions perfectly, just not in the gun it was designed for lol).
I decided to give it a shot, at first I tried without touching the name of your gun (in your .ltx)so it was w_vpo_136, wpn_vpo_136...
[wg_wpn_vpo_136]
magazine_group = wpn_vpo_136
-- VPO 136
[mag_wpn_vpo_7.62x39_fmj]:mag_wpn_base,wg_wpn_vpo136,ag_ammo_7.62x39
description = st_mag_vpo_136_7.62x39_descr
inv_name = st_mag_vpo_136_7.62x39
inv_name_short = st_mag_vpo_136_7.62x39
inv_grid_x = 7
inv_grid_y = 22
max_mag_size = 20
mag_size = medium
(Notice how [mag_wpn_vpo_7.62x39_fmj] doesn't contain the "_136" its because I took example of the desert eagle which is another weapon with two _ in its name)
But I was only able to eject the mag, then I started to wonder if the second _ after vpo could be the issue (Which doesn't really make much sense since the deagle works just fine) but I thought why not try it and changed the name to w_vpo136, wpn_vpo136...
Here is what I typed the second time
[wg_wpn_vpo136]
magazine_group = wpn_vpo136
-- VPO 136
[mag_wpn_vpo136_7.62x39_fmj]:mag_wpn_base,wg_wpn_vpo136,ag_ammo_7.62x39
description = st_mag_vpo136_7.62x39_descr
inv_name = st_mag_vpo136_7.62x39
inv_name_short = st_mag_vpo136_7.62x39
inv_grid_x = 7
inv_grid_y = 22
max_mag_size = 20
mag_size = medium
With this I was able to unload the magazine from the weapon, if I drag and drop the mag on top of the weapon it reloads but I couldn't add the mag to my loadout and reload pressing "R"
Hope this helps a little
Such a simple thing! I remember wondering when naming the weapon in the ltx whether the two underscores would cause any issues, but didn't bother to actually experiment.
I'll incorporate your revised script and keep tinkering to see if I can make any more progress. Thanks!
Hey Enyo, the .rar seems to be empty
Apologies, I brain farted. Try now. Thanks for the heads up too.
This is very cool, there's no reason to not have this mod, it adds more nice early-game content! What I'd recommend is making the Bandit, Clear Sky, and Skadovsk Loner Traders sell this, it's only usable if you're based in the Cordon and get along with Loners at this point.
Hi, how are you doing with the magazines addon? And thanks for this mod)