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BO2 Modding Support & Discussion

2.6k Topics 9.9k Posts

Got modding questions regarding Plutonium T6? Scripts erroring? Request help from the community here. Discuss your modding projects etc.

  • enhanced graphics

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    LKurama
    @lalito3493xd [image: 1785978835890-9bfc394b-58e2-47d3-9ecc-3113b01d6903-image.jpeg] WIP
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    DONPOPACAPO
    Blackout on project bo4 is probably your best bet if you want a low spec "rebirth" island, especially if you use the "Potato mode" setting in project bo4's menu. Although the game is 163 gigs which is it's only issue.
  • ZM - Claymore Skin

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    Soda_Rawr101
    please fix it T_T
  • Minecraft Kino Der Toten

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    C0NFU510N
    why is this in bo2 modding when kino is a bo1 map? and fix the link
  • [Camo Request] M1911 Silver with Gold Accent

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    GhostRider01250
    Slick 1911's lads
  • Zombie retextures for Bo1/Bo2

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    GhostRider01250
    You mean as a whole pack or just the enemy zombie models?
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    codywp92
    Try this, the box perma-perk was the culprit I believe since it calls a different box function than the default. #include maps\mp\zombies\_zm_magicbox; #include common_scripts\utility; main() { replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_chooseweightedrandomweapon,::new_treasure_chest_chooseweightedrandomweapon); } init() { level thread onplayerconnect(); level.pers_box_weapon_lose_round = 1; } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); } } new_treasure_chest_chooseweightedrandomweapon( player ) { keys = array_randomize( getarraykeys( level.zombie_weapons ) ); if ( isdefined( level.customrandomweaponweights ) ) keys = player [[ level.customrandomweaponweights ]]( keys ); pap_triggers = getentarray( "specialty_weapupgrade", "script_noteworthy" ); for ( i = 0; i < keys.size; i++ ) { if ( level.chest_accessed == 0 && level.script == "zm_buried") { if ( treasure_chest_canplayerreceiveweapon( player, "slowgun_zm", pap_triggers ) ) return "slowgun_zm"; } if ( treasure_chest_canplayerreceiveweapon( player, keys[i], pap_triggers ) ) return keys[i]; } return keys[0]; }
  • Searching for a template for camos

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  • BO2 Trickshot Mod Menus (Private Custom Games)

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    m7574z
    @mighthateyou no but the one ive posted on my profile on here is the zombies one with the killcam Heidi v13
  • client side demos

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    Lucid ELVN
    yes pls!
  • [Zm] Misty Gloves White Skeleton + Tattoos + DF Logo ( Victis )

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    UNN
    this fire
  • Looking at creating custom gun game

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  • Is it possible to modify all BO2 multiplayer stats using commands?

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  • [ZM] Gumball Watterson CIA Arms

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    C0NFU510N
    and the uploader wont cause never online
  • server script runtime error

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  • BO3 Hit marker Sound Effects on T6MP?

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  • Make This Pink Camo For All Base Weapons

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    uyc
    @validglxter u get it ??
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    Hadi77KSA
    Go to the options > settings > game, and disable the settings "auto flash script hashes" and "draw game identifier".
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    GhostRider01250
    i gotchu bruh https://forum.plutonium.pw/topic/42656/release-zm-mod-zm_expanded-combining-zm_weapons-zm_perks-into-1-mod?_=1785454960953
  • How Can I Spawn M16 in Multiplayer?

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    Hadi77KSA
    @alaamd8 the give command can’t give you weapons that aren’t loaded on the mode you’re playing. Just like how the Origins elemental staffs in zombies only exist on the map Origins, the M16 only exists on campaign and zombies. So, to get the weapon to multiplayer, you need a mod that contains the weapon definition file, the weapon’s models, textures, sounds… etc. OpenAssetTools are the utilities used to build such mod for BO2, and it requires someone who’s willing to learn how to use them and capable of learning them to be able to create mods. I will not teach you how to use them, read and learn yourself or find a mod that already achieves what you’re looking for.