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Changelogs
Version v2.1
Removed PKM's movement speed reduction when wielder's STR is low
Increased Shotgun ammo mag's accuracy (AimModelMaxConeDegrees and AimModelMinConeDegrees) to 0 from 1.6max/4.0min
Version v2
Forgot to flag it ESL
Increased shotgun & 7.62x54mmR ammo mag min/max range
Fixed the 9x53mmR attach point not appearing
Changed OutOfRangeDamageMult values for shotgun ammo mag
As with any crude replacer, already existing weapons that are replaced will either be invisible or messed-up looking. Either modify, scrap it, or find a new one and it should be fine.
Replaced the Handmade Rifle with a shotgun shell-converted PKM
Increased bash damage
Disabled leveled list injection
Removed all the non-GunNut & non-Science perk crafting requirements from various attachments
Changed mod-specific ammo crafting component requirements to Caps
Increased required components for crafting the PKM Machine gun
(Optional) Script-injected the PKM into the Nuka-World Raiders' Handmade Rifle lists
Super Mutants can't use this weapon
Removed Extended Weapon Systems mod dependency
Compacted Form IDs to convert to esLp
ESL-flagged ESP file; so you can change where you want it in your load order without it counting towards your ESP plugin limit
Known Issues
Potential performance issue: There was some serious performance issues that occurs when using certain ammo types that fires more than 20+ projectiles-per-shot even if it's just you firing the weapon. I managed to filter out much of the problematic ammo types where, at most, NPCs should only be firing 15 projectiles per shot for an ammo type. You should still try to avoid large engagements with a bunch of NPCs wielding this weapon, just in case.
The weapon feels pretty weak for a machine gun, imho.