Report Mod
Version 1.02 | Last Updated: 12-18-2017, 03:10 PM
Status: Public
Views: 271
Downloads: 123
4 0
Author (Submissions)

This mod adds SVU as standalone secondary designated marksman rifle. Unlock Level: 66
Weapon will appear as Spike X1S Saiga-12K(Grim 12G) for other players.
Optional fednet icon addon can be downloaded from this link.

BeardLib is required.

Extract archive content to "mod_overrides".
How to Install Custom Maps, Weapons etc (Beardlib + BLT + Mod_overrides) tutorial by Master Indigo

Recommended mods to use with this custom weapon:
Custom attachments for custom weapons - Adds data of custom attachments to this weapon.

Note about uninstalling custom weapons/attachments:
Before removing any custom mods files always sell custom weapons/remove custom attachments from weapons. By not doing so there is chance game will not start anymore due cleanup script didn't managed to remove all not longer existing data and results in crash on save load. To fix that you need install custom mods that was removed and repeat said process.
Alternatively you can use this mod if installing mods back failed:
Custom Weapon Crash Fix by Rokk.
- Added new and better check in "weapontweakdata.lua" hook for rebalance mods.
- Temporary replaced "Follow" animation file with "Gogo" animation.
- Tweaked PSO-1 textures and fixed normal maps of rubber eyepiece.
- Added Bipod.
- Added Digital Woodland Camo Grip.
- Added Digital Woodland Camo Handguard.
Model/texture - Survarium (Vostok Games)
Plastic parts model/texture - Contract Wars (AbsolutSoft)

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11-15-2017, 03:07 PM
@>:3 Do you know how to fix it? Id'b be glad if you pm me ;)

11-14-2017, 12:10 PM
@[ACPL] Herr Lutter: Crash caused by outdated/badly coded mod as mentioned line 120 states "wpn_fps_upg_o_xpsg33_magnifier" data is missing from the game.
@Synthcro: That's feature of SVU-AS and i wont be adding such thing due balance and used soundbank.

11-14-2017, 10:18 AM
So, the gun itself causes conflict with other mods. Here's the crashlog.

Application has crashed: C++ exception
[string "core/lib/utils/coretable.lua"]:32: bad argument #1 to 'pairs' (table expected, got nil)


deep_clone() core/lib/utils/coretable.lua:32
func() @assets/mod_overrides/SVU/Hooks/weaponfactorytweakdata.lua:120
init() @mods/base/req/core/Hooks.lua:267
new() core/lib/utils/coreclass.lua:35
_init_data_player_weapons() lib/tweak_data/weapontweakdata.lua:4345
original() lib/tweak_data/weapontweakdata.lua:10
old_init() @mods/base/req/core/Hooks.lua:260
old_init() @mods/_Steelsights/weapontweak.lua:4
old_init() @mods/Classic Reload Tweaks/Rebalance_Timers.lua:6
old_init() @mods/_Jon's Classic Gunplay Mod - Core/Rebalance_weapons.lua:16
init() @assets/mod_overrides/TT-33/hooks/anims.lua:4
new() core/lib/utils/coreclass.lua:35
init() lib/tweak_data/tweakdata.lua:477
new() core/lib/utils/coreclass.lua:35
require() =[C]
require() @mods/base/base.lua:141
require() =[C]
require() @mods/base/base.lua:141
require() =[C]
require() @mods/base/base.lua:141
require() =[C]
require() @mods/base/base.lua:141



         payday2_win32_release  (???)     ???                                                 
         payday2_win32_release  (???)     ???                                                 
         payday2_win32_release  (???)     ???                                                 
                      kernel32  (???)     BaseThreadInitThunk                                 
                         ntdll  (???)     RtlInitializeExceptionChain                         
                         ntdll  (???)     RtlInitializeExceptionChain                         
         payday2_win32_release  (???)     zip_get_name                                        


Current thread: Main
Script stack:
                  deep_clone()  core/lib/utils/coretable.lua:32                     
                        func()  @assets/mod_overrides/SVU/Hooks/weaponfactorytweakdata.lua:120  
                        init()  @mods/base/req/core/Hooks.lua:267                   
                         new()  core/lib/utils/coreclass.lua:35                     
   _init_data_player_weapons()  lib/tweak_data/weapontweakdata.lua:4345             
                    original()  lib/tweak_data/weapontweakdata.lua:10               
                    old_init()  @mods/base/req/core/Hooks.lua:260                   
                    old_init()  @mods/_Steelsights/weapontweak.lua:4                
                    old_init()  @mods/Classic                                       
 Tweaks/Rebalance_Timers.lua:6  old_init()                                          
                       Classic  Gunplay                                             
 Core/Rebalance_weapons.lua:16  init()                                              
core/lib/utils/coreclass.lua:35  init()                                              
core/lib/utils/coreclass.lua:35  lib/tweak_data/tweakdata.lua:2821                   
                     require()  =[C]                                                
                     require()  @mods/base/base.lua:141                             
                          =[C]  require()                                           
    lib/setups/menusetup.lua:1  require()                                           
                          =[C]  require()                                           
              lib/entry.lua:13  require()                                           
       @mods/base/base.lua:141  core/lib/coreentry.lua:19        
And yup, after deleting this weapon everything is fine...

11-13-2017, 01:37 PM
can you make it able to be use in full auto mode? since this Sniper as I know it is able to fire in full auto

11-11-2017, 04:25 PM
@ユーリ·Yuri: 1) Temporary fixed that. 2) There is no such animation for that bullet always stays in magazine and that isn't visible on reload animation.
@NIK_F_S: False - Most of weapon data is handled on client side and that include piercing calculations.

11-11-2017, 02:29 PM
tried it, AP wont work unless you are the host, maybe add that to the description^^

11-11-2017, 01:36 AM
handguard disappears when u shout to teammates or other things that animation takes the gun close, also u cant see bullet inside the bolt when u do empty reloads

11-10-2017, 08:29 PM
Now i can make R6:Siege Glaz build

11-10-2017, 08:04 PM
does the AP also work if youre not the host? cause for example my assaultrifle ammo mod wont work that way unless im host

11-10-2017, 07:32 PM

11-10-2017, 06:56 PM
@CluelessDawg: Its a sniper rifle so yes.
@ユーリ·Yuri: That gap is hardly noticeable.

11-10-2017, 06:53 PM
Now I can run around with 2 Dragunov SVU's 10/10

11-10-2017, 06:43 PM
Does this have AP ammo?

11-10-2017, 06:34 PM
add a tiny foregrip to match up that animation maybe?