**Base model was made by Skookum Props and used & edited with permission. https://linktr.ee/skookumprops **
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:
Spoiler!
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:(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...
Game repeatly crashes when using this gun
SCRIPT STACK
_update_stats_values() @mods/base/req/core/Hooks.lua:288
original() @mods/WeaponLib/modules/general_fixes/newraycastweaponbase.lua:11
done_cb() @mods/base/req/core/Hooks.lua:288
clbk_part_unit_loaded() lib/managers/weaponfactorymanager.lua:885
assemble_from_blueprint() lib/managers/weaponfactorymanager.lua:639
assemble_from_blueprint() lib/units/weapons/newraycastweaponbase.lua:299
add_unit_by_factory_name() lib/units/beings/player/playerinventory.lua:231
original() lib/managers/playermanager.lua:682
_internal_load() @mods/base/req/core/Hooks.lua:288
spawned_player() lib/managers/playermanager.lua:957
set_unit() lib/network/base/networkpeer.lua:2374
original() lib/network/base/networkpeer.lua:2277
spawn_unit() @mods/base/req/core/Hooks.lua:288
spawn_players() lib/network/base/basenetworksession.lua:1513
update() lib/states/ingamewaitingforplayers.lua:293
update() core/lib/utils/game_state_machine/coregamestatemachine.lua:92
original() lib/setups/setup.lua:904
update() @mods/base/req/core/Hooks.lua:288
update() lib/setups/gamesetup.lua:749
update() lib/setups/networkgamesetup.lua:21
original() core/lib/setups/coresetup.lua:557
@mods/base/req/core/Hooks.lua:288
Weapon works fine on my end.
Also, I have no clue what the issue is in the Script stack, so I'm afraid I can't help you with the VK78 not functioning.
@RJC9000 Hmm, might be due to the mod being unused and old. I can reinstall it and try to see if it works