**Base model was made by Skookum Props and used & edited with permission. https://linktr.ee/skookumprops **
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**As the usual with all of my Halo mods, thank Offyerrocker for the ammo counter, ammo counter texture, and scope lens texture!**
**Thank Playbonk and TonisGaming for creating and comissioning the custom animation set the VK78u uses!**
**The VK78 is based off the Eagle Heavy Rifle/SCAR-H and will be unlocked at Level 35.**
**Similar to the original game, the VK78 uses the high damage, slow fire rate model that should be used similar to a DMR, but can fire in fully automatic in a pinch.**
Specific Stat Notes:
||The defining characteristic of the VK78 is its relatively slow rate of fire at just 450 RPM (at least, according to what we gleaned from the various Infinite trailers. This makes recoil/stability somewhat of a moot point, but also means that you must make your shots count in any DPS race (see: Bulldozers).
To compensate for its low fire rate, the VK78 has fairly good base damage at 110, giving it a slight edge above the other high damage battle rifle likes the SCAR-H. With some weapon mods and the occasional skill, you can easily hit the 125 damage breakpoint to one hit the non-tan FBI mooks on the highest difficulties.
The base accuracy is somewhat subpar at 64, not unusable but noticeably lower than most other battle rifles.
The concealment is just ... okay at 13. It slightly beats a SCAR-H with vanilla attachments, but neither weapons are going to work too well in dodge setups.
The VK78 has a subpar ammo capacity: a 20 round magazine capacity with 60 reserve ammo/80 total ammo (4 magazine's worth), mimicking what we see in Infinite Trailers. However, the 2-6 ammo box pickup should be more than enough to sustain yourself on a weapon that regularly gets 2-3 shot kills on most enemies, provided you don't miss.||
**Known Issues:**
-**The VK78 Charging Handle doesn't reciprocate at the same speed of the fire rate. Not sure what causes the problem.**
-**The grip does not get skin maps because of the way the "skinmap" is set up. The Flash hider intentionally has no skin maps because I'm assuming you're going to attach some muzzle attachment to the VK78.**
-**Occasionally, the hip counter will briefly disappear and reappear whenever the gun moves a certain amount (eg. while firing, reloading, inspecting the weapon, or looking around quickly). This appears to be an issue with PAYDAY 2, not a problem with this mod itself.**
**Probable Future Asked Questions:**
**Q: How do I install?**
**A: Extract the ZIP file into mod_overrides. If you need more reassurance, the Instructions page also tells you to do the same thing.**
**Q: Skinmaps? Custom animations?**
~~**A: If I ever develop the skillset.**~~
**A: Custom anims added by Playbonk and comissioned by TonisGaming! As for skinmaps, well, I borrowed a method from FrenchyAU. Most of the weapon, save for the grip should be bathed in the garish skin of your choice.**
**Q: MA5 Series when?**
**~~A: When Glitch's MA40 stops making me depressed with its UVs randomly flipping when ported into Payday 2~~.**
**A:** https://modworkshop.net/mod/31760
**Q:(Insert Covenant Weapon here) when?**
**A:**
**~~Hi Zhanna, you should know my answer by now.~~**
**If you aren't Zhanna, then you'd realize I *would* be making Dual Plasma Rifles/Dual Plasma Rifles/Brute Plasma Rifles/Fuel Rod Cannon/Covenant Carbine. Unfortunately, I don't know how to do Zdann's projectile magic, so Covenant weapons will have to remain dreams...**
**(Insert any other Halo weapon here) when?**
**A: Go read the comments of my R4C. I am usually held back by a lack of a fan made model (can't upload models/textures straight from the games, but fan made stuff is okay), my ownskillset (can't make custom anims/projectiles for the Covenant weapons), or me simply being really lazy and not motivated at all to do the weapon (see: Sniper Rifle).**
**For the special case of the MA5B/C/D: not unless someone throws a lot of money at an animator to make a full set of animations (fire, reload, recoil, tazed, inspire, etc). If people want the true Insult to Rifles experience, they should not settle for "has VHS animations and pray it is enough to settle" like the MA40 is.**
1.03 -
**The VK78 now has custom animations, thanks to the animation work by PlayBONK and the comission by TonisGaming!**
Adjusted the magin sound to account for the custom animation.
"Skinmaps" (read: FrenchyAU take diffuse, "colorize -> green") were added. They work on everything but the grip.
Moved charm position to be attached to the ammo counter.
Previous Updates:
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1.02 - Improvements to the ammo counter extension. Sight zoom level is now properly reflected in the counter UI. Fixed an issue where the default counter ui would still be created (albeit in the wrong place) when using other sights; the default counter UI is now only available on the VK78's default sight. The hip counter is unaffected and is always enabled. Fixed an issue where the counter UI would not be properly hidden when switching weapons. (-Offyerrocker)
1.01 - Added Speedpull magazine, charms, and slightly adjusted recoil values.
1.00 - Made some localization changes, made a slight nerf to the ammo pickup rate.
0.93 - Added functional scope ammo counter and side ammo counter (-Offyerrocker)
0.92 - Disabled scope glass, added various kitbashed attachments (extended magazine/short/long barrel).
0.91 - Scope added (still bugged), gadget placement added, icons added.
0.90 - Beta version uploaded to MWS for bugfixing/ammo counter creation.||
The Basic model (and banner and Thumbnail) were made by Skookum Props (Turbocharizard/SkookumProps on The Halo Archive discord). Model was used and edited with permission.
https://linktr.ee/skookumprops
The textures and sounds were made by Vuthakral of The Halo Archive discord
The model and textures were taken from Vuthakral's Sketchfab page.
https://sketchfab.com/3d-models/halo-infinite-vk78-commando-remake-8253fc83111344fb8d267507027a8dff
(If you're reading this Vuth, please don't kill me for lacking skill with texturing...)
Scope lens and ammo counter textures: made from scratch by Offyerrocker.
The bullets in the magazine came from the Call of Duty: Modern Warfare (2019) SCAR-H and the speedpull magazine's ... magpul came from one of the XM4 magazines from Call of Duty: Black Ops: Cold War. (Does anyone actually care about this part of the license? lol).
Dependencies
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Instructions
**Make sure to first have SuperBLT, BeardLib, and WeaponLib installed. Click the links in the dependency list.**
Optional video tutorial for installing SuperBLT, BeardLib, and mod_overrides mods: https://youtu.be/rin_sjSJIkg
1. After downloading the mod, use a program such as [7zip](https://www.7-zip.org/download.html) or [WinRAR](https://www.rarlab.com/download.htm) to extract the main folder of the mod.
2. Drop that main folder of the mod to `assets/mod_overrides`. The assets folder is supposed to be in your game's installation folder (don't know where that is? click [here](https://wiki.modworkshop.net/books/payday-2/page/finding-payday-2s-install-folder)). Create the folder if necessary
CAFCW: Extract into mod_overrides.
Optional Mods: Extract into mod_overrides.
The optional mods are, well, optional. However, the VK78 was built with those optional mods in mind, so download or ignore those mods as you wish.
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