Alcat: I could not fulfill the prophecy, but you have!
Killerwolf: After I'm through with you, you will *wish* for a public execution.
The light machinegun and assault rifle variants of Eugene Stoner's modular weapon system.
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Thanks to PlayBONK for the amazing animation work!

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Yes, I can do weapons that aren't meant for oversized space marines or arent the latest AR15 polymer craze from bunny hopping airsoft games.
I havent done a belt fed LMG before, and between this or the XM250, I chose the Stoner for its legacy ...
... and for multiple opportunities to make Killerwolf mad.
**The Stoner 63A LMG will appear as the M60 and is unlocked at level 33.**
**The Stoner 63A LMG emphasizes accuracy and flexibility over raw fire power.**
**Stat Notes**
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The Stoner 63A LMG has a base damage of 69, the lowest of any available LMG. The lowered damage is to offset its greater accuracy, lowered recoil, and greater attachment flexibility.
The rate of fire is average at 722 RPM, fast enough to burn things, slow enough to not rapidly kick in your face.
The Stoner has above average accuracy and stability for an LMG, at 52 and 44, with default mods pumping these values up further. Combined with rifle like kick values, and you could concievably shoulder it like a rifle rather than having to emplace it like the other LMGs.
The Stoner has a 100 round box, with 3 total boxes of ammo (300 rounds). This is to match the real capacity as opposed to replicating the BOCW capacity.
The Stoner has a base concealment of 7 which is slightly reduced by default mods down to 5, same as the RPK. I am not really sure you can build the Stoner for dodge/crits, but you can attempt to by using ridiculous short barrels and nonexistent stocks. Just dont blame me for if you quickly start aiming towars the sky, or just mount up with the bipod.
Just like in BOCW, you get a myriad of attachment options to adjust the Stoner to your needs.
Barrels, stocks, and muzzle devices are going to be the biggest decision points on your setup.
You also have the ability to mount optics on the Stoner, which isn't fitting to a weapon dating back to the Cold War, but the goddamn onions at Treyarch let you equip optics, so I'm letting you equip optics as well.
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**The Stoner 63A AR is a jack of all trades, master of none. It's lacks a variety modification support and is somewhat of a letdown compared to the LMG variant, but that's 70s engineering for you.**
**The Stoner 63A AR will appear as the AK5 and is unlocked at level 33.**
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The Stoner 63 AR has a base damage of 70, same as the LMG variant. It's above the average for 5.56 NATO rifles.
The rate of fire is average at 722 RPM, same as the LMG variant.
The Stoner AR has above average accuracy and stability at 68/60. This is considering that you have next to no mods to attach to the Stoner63A Rifle.
The Stoner AR has average concealment at 17. You "can" try to make it work in a dodge build, but it isnt going to be optimized for the job.
The Stoner 63A AR has next to no unique mods, aside from the 15.7'' Commando Barrel which only helps your concealment by a paltry amount.
You can't equip traditional/other STANAGs because of the Stoner 63A magazines being of a slightly different design.
After a bit of kitbashing, you can equip optics and an extended mag, but that's about it.
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**Known Issues:**
-On the LMG variant, the belt doesnt feed inside the weapon. This is because the recoil anim would cause the bullets to clip through the cover.
-On the LMG variant, some piggyback sights will not correctly swap. I am unsure how to fix it.
-On the AR variant, if you are looking very closely, the player's wrists clip through the magazine. Oops. Not going to re-rig a bonus weapon.
-On the AR variant, some optics may not fit onto the optic rail or will clip into the receiver. I was very tempted to not include optics due to it being a bonus, but The Armory server insisted I kitbash a solution for the Stoner 63A to mount optics.
-killerwolf hasnt strangled me yet
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**Probable Future Asked Questions:**
**Q: Bren variant?**
**A: If I had my way, I would have done the Bren variant over the AR variant due to how rare it is. However, I only know of *one* model on the internet that showcases the rare Bren variant. Despite our efforts to contact the author for use of the model, there was no response, so the Bren variant will unfortunately have to remain shelved.**
**Q: Killerwolf: Bren variant? You can start kitbashing one from the H3VR parts!**
**A: Because not kitbashing the H3VR Stoner makes *you* mad, I wont kitbash a Bren from the H3VR model.**
**:3**
**Q: Why no special Bipod anims?**
**A: Unlike Krayola, I dont have spare thousands lying around to splash for a bipod anim, I save here and there for the occasional anim.**
**Even if I were to apply the Lion anims, you then run into the problem of the Stoner bipod legs not folding in the same way as the Lion Bipod. So between missing deployed animations or awkwardly folded bipod legs, I chose no deploy anim. The vanilla Lion Bipod is available as an option if you're bothered by the lack of a deploy animation.**
**Q: Why can't I equip regular AR15 mags on the rifle variant?**
**A: I'm not a professional gunsmith/gun historian, but the Stoner63A's mags are *not* your run of the mill AR15 STANAG.**
**The magazines might look like a classic STANAG, but if you look closely, there's 3 ... uh .. rivets (name?) on the magazine. The receiver has a similar pattern, which is how the mag is locked in place. Standard AR15 STANAG mags only have one of those rivets and would likely fall out of the Stoner 63A rifle.**
**If you're actually looking closely at the Extended Mag model I kitbashed, I added the rivets to the Extended Mag.**
**Q: REEEEEE 420 BLAZE IT SPACE MAGIC GUN NOT BORKEN/TOO STONK!!!!! NEED BUFF/NERF!**
**A: Go into the main.xml and change the stats yourself.**
Previous Updates:
0.88:
Made the proper Stoner 63A AR irons the default option, with the cut up irons being an option for people who prefer some sacrifices of authenticity for gameplay.
Added copies of the vanilla M4A1 animations to the Stoner 63A AR to ensure it is compatible with Fnuxray's AR15 animation overhaul.
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0.87:
Adjusted iron sights on Stoner 63 AR so you can actually see out of it.
Added optic rail and optic compatibility to Stoner 63 AR.
Added kitbashed Extended Mag.
(Edit):
Fixed error with Stoner 63A AR receiver somehow getting the magazine animations. Thanks PlayBONK!
Nerfed LMG stats a bit to bring damage more in line with other LMGs. Sorry, beta testers.
Added screenshots.
0.86: Fixed error with sounds that caused Stoner 63 AR sounds to fail to play.
Updated Stoner 63A AR fire sound to Black Ops 1's.
Changed Stoner 63A LMG black market icon.
Fixed animaton error with LMG unit base.
Applied reload sounds to LMG animation.
Added code that adds/removes optic rail depending on if iron sights are equipped or not.
0.85:
Hid the Extended Boxes.
Added the Cosmetic Fast Reload Boxes.
Enabled auto updates.
0.84:
Added PlayBONK's Stoner 63 LMG animation.
Fixed error with LMG flash hider not being in used parts table.
Fixed error with H3VR Bipod applying wrong textures.
0.83: Updated default firing sound.
PlayBONK added anims for the Stoner 63 Assault Rifle variant (thanks!~)
Added reload sounds for the Stoner 63 Assault Rifle variant.
0.82:
Added Stoner 63A rifle variant.
Changed default firing sound.
(Edit): Added PlayBONK as a contributor
Added Stoner 63A Blend files for animation use.
0.81:
Added Killerwolf's Favorite Blueprint parts.
Added the Smoke Weed Everyday stock.
Added the 120/150 Round belt magazine options.
0.80 initial upload
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Please don't reupload this, though I recognize I cant physically stop you from doing so.
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Stoner 63A LMG parts: Call of Duty: Black Ops Cold War
Stoner 63A LMG Fire Sounds: MW2022 (Fightlite MCR).
Stoner 63A LMG Reload Sounds: A mix of sounds from BOCW, MW2019, and MW2022 (BOCW's Stoner 63, MW2019's MG5 and FN Minimi, MW2022's Negev NG7.)
Stoner 63A AR/Bipod: H3VR
Stoner 63A AR Loud Fire Sounds: Call of Duty Black Ops 1.
Stoner 63A AR Reload Sounds: A mix of sound from MW2019 and MW2022, primarily taking from weapons with metallic mags (FAL, M14 EBR, AK).
Stoner 63A AR Kitbashed Extended Mag: MW2022
Dependencies
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Instructions
**Make sure to first have SuperBLT, and BeardLib 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. Navigate 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
3. Move the main folder of the mod from step 1 to the folder you navigated to in step 2.
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Extract this mod into mod_overrides.
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