XCOM 2
80 ratings
[Vanilla] RPKn
 
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File Size
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125.663 MB
Jul 7, 2016 @ 12:14am
Nov 20, 2016 @ 4:47pm
3 Change Notes ( view )

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[Vanilla] RPKn

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In 2 collections by ∑3245
[Vanilla] E3245's Master Mod Collection
79 items
[Vanilla] E3245's Arsenal of Weapons
40 items
Description
This mod adds the RPKn, the AK47 on steroids and suitable for mounting nightvision optics. It's a 7.62x39mm light machinegun for soldiers and grenadiers.

This model did not come from Call of Duty: Black Ops. All I used is the weapon icon and the sounds. This model is actually made by a talented New Vegas modder by the name of Stoy79, alias Heffy. If you like Fallout: New Vegas, and AKs and AR15s, then I recommend that you check out his mod: http://www.nexusmods.com/newvegas/mods/42970/?. Although I did not get his blessing, his mod page's credits and distribution allowed the porting of his weapons to other games, as long as I credit him and not make any profit off of it. I would like to get his blessing, but he kinda hard to find these days. Believe me, I've tried. Check the image or his mod page for proof.

If you have issues with this mod or spotted a bug, please report it in the Bug Reporting Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.
If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

You can find my Development Thread and see my works in progress.

I don't ask for donations. Period.

FEATURES

-You can apply camo and custom colors to the RPK.
-Textures are high resolution.
-You can configure the mod to your liking, including who can carry this weapon.
-Custom Weapon Sounds for the RPKn from Black Ops.
-Both grenadiers and soldiers can equip the RPKn.
-You can upgrade the weapon to magnetic and beam tiers, and keep the attachments for your weapons too.
-Uses a custom model for the shell casings.

Includes custom model attachments for the following attachments:
Crit Bonus Upgrade
Aim Bonus Upgrade
Extended Mag Upgrade
Free Kill Upgrade

The custom models for these attachments are for the weapon only; it shouldn't apply to any other weapon or weapon mod.

No dual mag model yet.

KNOWN ISSUES

-The mod size is big due to the amount of textures and the size of them (512x512 to 2048x2048) in this mod.
-I've disabled trigger, stock and dual mag attachments visually. You can still apply attachments and get the bonus; they just won't show up anymore. I don't have models for those.

TODO

Fix some bugs, if any.
Port more weapons.
Maybe use sounds from a different game, because I'm pretty sure that Blops uses slightly modified AK47 sounds.

CREDITS

E3245 for porting and fixing up the weapon. I also made several textures such as the cavity and tint mask for the body of the RPK.

Model:
Stoy79, alias Heffy for his marvelous AKs and AR15 models. Check out his mod here: http://www.nexusmods.com/newvegas/mods/42970/?

Sound/Weapon Icons:
Activision/Infinity Ward for publishing/developing Call of Duty: Black Ops respectively.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR.

LOG

Release ver: 1.02
-Added compatibility for XSkin systems.

Release ver: 1.01
-Fixed some materials.
-No more custom XComClassData.ini. The default category is now the cannon. I will ignore any and all requests for this feature to return because it's not worth the hassle.

Release ver: 1.0
-Initial release of this mod.
Popular Discussions View All (3)
3
Mar 12, 2017 @ 3:56pm
PINNED: General Feedback Thread
∑3245
0
Jul 7, 2016 @ 12:20am
PINNED: Bug Reporting Thread
∑3245
< >
25 Comments
Maximum Broly! Jan 29, 2018 @ 7:59am 
WOTC version please?
∑3245  [author] Aug 18, 2017 @ 7:12pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
∑3245  [author] Sep 8, 2016 @ 10:22am 
@Gunfingers
You should see the weapon category in the XCOMClassData.ini.

I did this specifically so that other classes should have the weapon, since back then people wanted the M60 for soldiers as well, and I wasn't about to create several templates for other classes and other mods classes.
Gunfingers Sep 8, 2016 @ 10:11am 
If I understand the problem correctly it's that you set the weaponCat as the weapon's name instead of 'rifle' or 'cannon'. If you do that it will should work with custom classes and abilities specific to those weapon categories.
∑3245  [author] Aug 28, 2016 @ 9:14am 
@mick
The classdata.ini was intended only for the vanilla classes. You gotta manually add the new classes in the ini. Find out what the template name is from the class mod (maybe from the scripts itself, or XCOMGame.int), then add them to the XComClassData.ini:

[ClassName X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Stoy79Cat_RPKn")
mick Aug 28, 2016 @ 4:06am 
I'm sure I'm doing something wrong - but I can't use this gun. I am guessing it has something to do with the xcomclassdata.ini not recognising the classes added by long war - none of your other guns have this problem.... Again I've tried a bunch of things without knowing what I am doing, but it sits in the menu for all my classes greyed out "not available."

From what I could tell none of your other guns had that same file - so I couldn't even just copy it across....

Despite years of gaming and using mods, xcom 2 mods make me feel like I've never even heard of what a mod is....

Thanks for all your work, and any tips you can give would be greatly appreciated ( I know I'm a regular with having troubles though...)

Baka Racker Aug 26, 2016 @ 6:42pm 
Is it possible to restrict this (via the ini) to only specific classes, i.e. custom classes?
Inso* Jul 30, 2016 @ 9:13pm 
oi:steamsalty:
Invisigoth Jul 22, 2016 @ 4:55pm 
Amazing! :Firebomb:
∑3245  [author] Jul 16, 2016 @ 11:59pm 
@BrownCoatGarrus
It's pretty much the same as the AK47, it's just that I forgot to include it in the description.