Bringing SOCOM's M4A1s into the 21rst century ...
Thanks to PlayBONK for the amazing animation work!
The M4A1 URG-I will appear as the M16 (AMR16) to other players and is unlocked at level 40.
Stat-wise, if you've used the vanilla M4A1/CAR4, then you know how this is going to perform: ~64 damage, 150 rounds, 750 RPM jack of all trades.
The URG-I out of the box is useable since I loathe the "start with a shit gun that you stack enough numbers onto to power up" balance that the vanilla ARs have. So you have better base stats but a lower cap on maximum stats.
In terms of customization, I tried to keep this focused on GWOT setups to combat feature creep and keep the file size down. These are the "intended" setups you are able to do:
Spoiler!
URG-I 14.5
URG-I 11.5
URG-I 10.5
Block II 14.5
Mk18 Mod 1
normal grunt M4A1
This weapon does gain a few unique attachments if Beardlib detects you have certain other mods installed.
Spoiler!
Tactical Capitalism Furniture: This mod was created to move some of the feature creep out of this mod and make it a universal attachments pack. Once example would be gaining the RIS III handguard to mimic the AFSOC "Raptor" setups using commercial DDM4 RIS III Uppers.
Tacticool Charging Handles: I'm assuming you have this to supplement your charging handle choices.
Tactical Capitalism Muzzles: I'm assuming you have this for the SOCOM556-RC and KAC NT-4 cans.
Tacticool Tacticals: NGAL/Scout Light Combo
L119A2: Magpul ASAP and Diemaco Charging Handle
TTI TR-1: Hiperfire Trigger
Known Issues:
-If you have a version of the weapon made under the April Fools joke animation or from the original Tarkov assets, you will need to delete the original files and/or any previous guns you had in inventory.
-There's a lot of new and deleted parts from the previous versions; this is me combatting my own feature creep over years.
-The last recoil animations involving the protruding bolt catch will likely result in the empty reload animation causing the gun to stick through the player's thumb. The original animation was made assuming that detail wasn't there.
-Vertical and angled grips will very likely not correctly fit onto the hold animations due to the original hold animations never accounting for vertical grips.
-There will be a hold animation mismatch with the quadrail type handguards; i got a limited budget.
Probable Future Asked Questions:
Q: Please make put this animation set for vanilla guns!
A: That was actually the original plan, as a giant April Fools prank on people. A comment on my MW2022 AKs was supposed to set up the joke and the original intention of this mod was supposed to be the punchline
However, what stopped us from adding this animation set to the vanilla weapons was a hold animation issue as well as a knowledge issue at the time. Since the M4A1's/CAR4's hold animations are reused by other weapons, it would also likely override the AK5, SCAR (Eagle Heavy), and Vityaz, resulting in broken transitions between this set's hold animations and those of the vanilla animations. In addition, at the time, we didn't understand how to clone the magazines for purposes of the two mag reloads, so we had to shove the animation into the magazines.


