ZERO Sievert

ZERO Sievert

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Cyberpunk 2077's Malorian Arms 3516
   
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File Size
Posted
Updated
441.245 KB
2 May @ 9:17pm
3 May @ 10:49am
3 Change Notes ( view )

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Cyberpunk 2077's Malorian Arms 3516

Description
Malorian Arms 3516 The signature weapon of Johnny Silverhand now in Zero Sievert!

You can find it being sold by Barman, if you don't see it, wait for a restock!

I uploaded an update to add a magazine to the gun to reflect the magazine count of the gun in cyberpunk.
If you load in an older version this magazine might not be immediately on the gun, you can buy it at the bar and add it to the gun through the mod weapon.
7 Comments
AriDen 12 Jul @ 7:14am 
Maybe something regular like flashlight or laser, maybe a supressor even if the original weapon hasnt got any.
Csupi  [author] 12 Jul @ 6:11am 
I mean there aren't really any attachments for it in Cyberpunk, what do you think of?
AriDen 12 Jul @ 6:01am 
Can we have some attachments for such a cool weapon? Thank you so much!
Csupi  [author] 3 May @ 6:36am 
Yep, my bad, tried to get the shooting sounds to play in a not intended way, updated a fix for it.
It''s found on the barman, if you can't see it immediately wait for a restock!
MrDerpppy 3 May @ 4:26am 
I think i found the problem, if you add other mod after this mod , it will fail and jump the fail log
BooKoo 3 May @ 1:39am 
mod great but who sell this gun bro
MrDerpppy 3 May @ 12:51am 
fire weapon will cause error
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_player:
Code failure in: "init.script"

Mod "Stackable repair kits" does not have a sound named "fire"

at gml_Script_mods_trace_error
############################################################################################
gml_Script_mods_trace_error (line -1)
gml_Script___MODS_SoundPlay
gml_Script___katspeak_expr_call_1__ (line -1)
gml_Script___katspeak_function__
gml_Script_scr_shoot
gml_Script_player_action_shoot
gml_Script_scr_player_state_move
gml_Script_player_execute_state (line -1)
gml_Object_obj_player_Step_0