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daStig177

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daStig177

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About this mod

This mod adds the AK112 from Fallout 1 and 2 into the Mojave, fully integrated and TTW compatible.

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs and Important Info


Update 2.5 Patch Notes

Tired of this gun looking like cleverly disguised concrete?  I have the update for you!

I finally sat down and decided to figure out how to best use the game's shaders to capture the effort I put into texturing this weapon in Substance.  Might do a write up about that, I learned some things I didn't see anyone talk about online.

This update also includes new and improved magazine meshes that shade better, an improved scope texture, and improved ironsights implementation using ISControl (yeah, I rawdogged that in nifskope before).  It should cause no conflicts with previous versions, and doesn't require anything like a new playthrough, but you should overwrite every file regardless as this is a minor overhaul.

Unfortunately, this summer went weird for me - lots of stuff just got in the way of my modding plans.  Hopefully you'll be pleased with this update for the time being.  Now that I've figured out how to better implement shader textures, it'll be much faster for me to work on implementing some other fun things I've got in the works going forward  :^)

2.51 - Corrects icon brightness

2.52 - Makes some corrections to the scope lens maps to make them feel more accurately reflective

2.53 - Actually includes the IScontrol config file (whoops)

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Post update 2.1 Important Notes

Extended mag ammo capacity is now set by the config file!  Less file management for you, and you can set it to whatever value you desire.  The default value for this magazine extension is is 36, but if you want the Fallout 2 capacity set it to 76 for barrel melting dakka.

If you've used the AK-112 prior to version 2.1 and you have the extended magazine equipped, you must  un-equip and re-equip your extended magazine for config file changes to take place.  I highly recommend Realtime Weapon Modding System for this.

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3rd Party Patches

FalloutBones1 has now made a new and improved kNVSE animation/sound mod for this rifle!  Another iteration is in the works, you can see previews for that in the videos tab. 


Dropmag Compatibility now available thanks to Stentorious!

True scopes patch, courtesy of Connermk.

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Requirements - Very Important

  • All Major DLC + GRA. 




Compatibility

If using this mod with CFWR, make sure to disable that mod's AK112 in the respective config file.  Having both enabled won't strictly break your game, but soft conflicts will occur that will keep things from functioning as intended.


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Genesis


I loved using the AK112 from Fallout 1 and 2 thanks to how versatile it was, but the sprite always intrigued me in a 'left up to the imagination' sort of way.  The more literal translations of it seem to be perfectly accurate to the original Alias model, but maybe a little too accurate - a high res version of the sprite would be pretty low detail considering how if you break it up into chunks, the original design seems to be mostly primitive shapes with added materials.  Other weapon sprites like the 10mm SMG and Winchester City Killer have plenty more detail, even considering the resolution they were working with.  

The angle I approached this project with was to mesh the Fallout-ness of the original design's silhouette with the function of real Kalashnikov rifles to add believability to the form, like many of the ballistic weapons in New Vegas have.  Inspiration comes from four main sources: the original sprite, the Necropolis loading poster, the TKB 0146 prototype for another source of retro futurism, and the AK-74 for general proportions and noise. 

Some insights into my development of this design that I realize I hadn't disclosed before:

Since the AK-112 was in US service in Fallout, you may notice some elements of the rifle are outside of the Kalashnikov norm, and I integrated these to show the hypothetical meeting of western and eastern design philosophy on the rifle. There's precision elevation and windage on the rear sight, and while not visible, the stock conceals a buffer mechanism to reduce felt recoil for more controllable automatic fire at range.  The action has also been partially modeled after the SIG 550 series of rifles, as that is an existing NATO AK evolution. 




In Action!


The release version was featured in AlchestBreach's Cooking In The Sand.

Witness 2.0's lethality here.

ArtySync's animation and sound mod.




What's Inside

A fully integrated (including perk and challenge lists), lore friendly weapon with custom firing sounds built from scratch by yours truly.

A config file, allowing you to set extended magazine capacity and whether muties can spawn with it.

No restart required.

Tools used:

  • Blender [2.9, 2.79, 2.49b]
  • 3DS Max 2020
  • Substance Painter
  • Reaper
  • Nifskope 1.1.3
  • Outfit Studio






Lore, Stats, and Role

The Gun Runners' New Vegas branch has picked up production of the AK112 due to demand for a more accessible select-fire intermediate cartridge rifle by mercenaries and bounty hunters in the region.  


History


"The AK-112 assault rifle is a military assault rifle. The AK-112 was in service during the early 21st century but was replaced by more modern models.
Chambered for the 5mm round, it utilizes a 24-round magazine. The AK-112 was eventually considered aged and was no longer in use prior to the Great War."


By 2281, the AK-112 earned a reputation as the rifle that saved Adytum, in more than one way.  Reportedly, the Vault Dweller used it to exterminate the local deathclaws, and The Gun Runners in turn supplied The Blades with a healthy number of them to reclaim their town from the oppressive RegulatorsThough gun nuts will still call it by what's on the plans, the average wastelander is more familiar with the folk stories. 

This was a service weapon used by the US up until a bit before the resource wars.  The reason it was replaced was that the new US rifles were superior through role optimization, ergonomics, and weight savings.  Russia faced struggles of their own and had to focus on their national interests, ultimately resulting in a conflict in the middle east fighting alongside other members of the European Commonwealth.  Therefore, Kalashnikov's Colt partnered engineers were not involved as significantly in further US service arms development. 

Increased specialization of late pre-war US arms catering to squad roles means that when using such weapons, wastelanders will often need to carry multiple weapons for situational flexibility.  However, due to this rifle's hardiness and versatility, a wanderer whose only arm is an AK-112 with magazines loaded for different foes is seen as a well prepared individual and a force to be reckoned with. 


Function

The AK-112 uses the same armor eviscerating round as the Assault Carbine and personal miniguns, but in a package more suited for mid range combat.  It
features a longer barrel than the often compared Assault Carbine, which contributes to it's higher stopping power and accuracy. To maintain controllable automatic fire at this range, its rate of fire is significantly lower than the Assault Carbine's, however.  In practice, the Assault Carbine is functionally closer to an SMG compared to the AK-112, excelling at up close devastating burst damage, while the AK-112is more about keeping advancing foes from getting close and putting pressure on them to retreat.  If it's gotta die really fast and you're in it's face, stick with an Assault Carbine.  But if you're scrapping with some foes from a bombed out building a block or two away, look no further. 

This reflects the AK-112's long range weapon perk in Fallout 1 and 2. 


Stats


Character Requirements:

Guns 70

STR 5


Handling Profile:


17 Dam/shot

8 attacks/second

136 DPS

Spread 1.0

Capacity: Standard: 24 / Exp. Mag 60 (vanilla +36 config setting)


Health and Value:


HP: 900

Value: 4250


The AK can rarely be found on a select few tier 2 NPCs.  It really begins to kick in at tier 3, however.  Keep your eyes peeled: it has a
number of world spawns as well.



Available Modifications


Compensator

If you want your AK-112 to be even more devastating at range, consider picking up a compensator for it.  While it is the cheapest mod, it puts the rifle's minimum spread on par with the Service Rifle.  Considering that the AK112 is automatic, this is nothing to sneeze at.

Extended Mags

The most expensive mod, extended capacity mags, make a return from Fallout 2.  Adding another 30 rounds of capacity, you'll be able to breeze through encounters without even touching your magazine release.  An Assault Carbine can shoot faster, sure.  But with extended magazines, you'll have superior sustained DPS through not having to reload as often.  With good aim and reflexes, you can feasibly take on a pack of deathclaws at range using JSP ammo.

Combat Scope

Finally, there's the AK-112's 1.4x zoom combat scope.  This allows you to more reliably initiate combat from farther away, and thanks to its lower zoom still gives the user a clear field of view of the battlefield. The precise, illuminated, and possibly slightly radioactive triangular reticle coupled with the 5mm round's tame recoil will allow you to repeatedly pepper foes at a distance even with long bursts. 


World Spawns

Don't click the spoiler if you want the guaranteed locations to to be a surprise!

If you want to test it out without searching high and low, the following are the form ids.  (replace the number in brackets with the mod's load order index)

Rifle: [06]000ADE

Compensator: [06]001C10

Extended Mags: [06]001C0F

Scope: [06]00A58C

Spoiler:  
Show


I didn't want to put too many world spawns in.  This is a mid tier weapon, and similar vanilla mid tier weapons only have 4 world spawns.

-In a duffel bag next to the dead mercenary in the unmarked Lakelurk Grotto location
-In the Omerta's gun vault
-Inside the Vault 34 Armory
-In Fiends territory, next to a bounty hunter who met an unfortunate end across the bridge from the El Rey motel



There is one that's not much of a spoiler: if you want to make sure the mod is working properly, one is inside the Gun Runners HQ on a shelf in the workshop.  The Gun Runners themselves also carry this weapon.




Planned updates

Still looking at creating a unique model in the future.  My life is busy and it may take a bit, but as I've mentioned before something about the way this rifle nests in the lore has always grabbed me so it'll ship when it does.




Special Thanks

Big thanks to Sweet Six Shooter.  I wouldn't have been able to get this out before the next semester without her help with implementation ideas,
scripting, and testing. 

ArtySync did an awesome job with the animation for this rifle, really matching its attitude and adding oomph to its cadence.

I've also gotta give big props to a certain well armed friend of mine who made an accurate model of his AK74 for me to use as proportional reference, supplied  action sounds, and gave critiques to make sure the AK-112 is satisfying to shoot.




Extras


Feedback

If you think something isn't working properly, let me know via PM.  Remember, you can find a couple of the rifles in the world, but they won't really start showing up on NPCs until ~level 12.