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BO2 Modding Releases & Resources

Plutonium T6 Mod releases and resources go here.

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  • [Release] Playstation Controller UI Buttons for T6

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    Good job, bro!
  • Rules and Release Guidelines! PLEASE READ BEFORE POSTING

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  • [Resource][T6] Stock Scripts

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    you can try my new app bo2-mod-switcher which can treat scripts/images as mods so you can load a specific scripts/images without missing with original ones and no need to overwrite scripts/images every time you want to use a new mod [image: 1758301497204-1758296151525-main.png] bo2-mod-switcher
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    @LucyFer6699 thanks for the feedback, Im glad you enjoyed it!
  • [Release] [Zombies] GriefFix - Required for Grief Servers

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    @JezuzLizard where is "maps/mp/gametypes_zm",
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    @Hadi77KSA Sorry, we're dumb! We didn't realize you had to stand on the elevators together at the very beginning. Thanks for the mod and the answer.
  • [MP] "Kings Ransom" Camo from BO6

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  • origins buried & mob animated pap camos zm

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    i downloaded it but cant seem to get the animated part on buried
  • [Alpha] [Zombies] BO2 Zombies Bots

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    So heres some instructions because OP didnt provide any: Go to this folder %AppData%\Local\Plutonium\storage\t6\scripts Make a new folder called zm Then put the two gsc files in there. Then start a custom lobby and type set bo2_zm_bots_count x (replace x with how many bots you want) Then start the game and the bots will connect a few seconds in game. They dont connect in the lobby. There. So much confusion could have been avoided if you just took the time to write a few sentences.
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    Update 3.9.0 (Menu Control – Mystery Box – Weapon Use – Perk Use) Fixes In the previous update, the Nightmode mod did not have the darkness set to 4.5, and when activated it appeared as 0. This is now fixed — darkness now works from 4.5 to 10. When the developer menu was activated, the recent match data did not disappear and continued saving even in a cheat-altered match. Now, when the developer menu is enabled, the recent match menu and all its saving functions are disabled. Opening the menu played a sound, but entering a submenu and returning to the main menu caused the sound to play again. Now it only plays once per opening. The Advanced Menu under player/advanced menu now appears correctly in English. Improvements If sv_cheats 1 is enabled before entering a match, the developer menu will be active and your statistics and data will stop functioning. If sv_cheats 1 is enabled from the console inside a match, the menu will reopen with the developer menu active and your statistics and data will stop functioning. Setting sv_cheats 0 will reopen the menu with the developer menu disabled, but your statistics and data will still not function. The match is already affected by cheats. Settings menu now saves: menu sound configuration menu control configuration [image: 1763170349300-106cfc39-7a39-4cbc-b89d-76943e7d1a78-image.png] The sound test was removed. Sounds now play dynamically as options change. The select/confirm sound does not play inside the sound menu for immersion. Implementations Menu Control You can now choose alternative menu controls in the Settings Menu: Scroll Up -> actionslotonebuttonpressed - adsbuttonpressed - actionslotfourbuttonpressed Scroll Down -> actionslottwobuttonpressed - attackbuttonpressed - secondaryoffhandbuttonpressed Menu Select -> usebuttonpressed - jumpbuttonpressed - sprintbuttonpressed - fragbuttonpressed Menu Cancel -> stancebuttonpressed - meleebuttonpressed [image: 1763164306639-2a98d8e4-7a12-47fe-9ff0-0e298f874724-plutonium-t6-zombies-r5140-14-11-2025-20_40_50.png] [image: 1763164306772-f0fe2828-59ba-4a31-a79f-333c9c002e06-plutonium-t6-zombies-r5140-14-11-2025-20_40_58.png] New Cancel Button Allows you to go back in the menu with a dedicated key, with its own selectable sound. Recent Match Weapon Use Menu(beta) Saves and displays all weapons used in the match. Shows which weapon achieved the most kills. Perk Use Menu (beta) Saves and displays all perks used in the match. [image: 1763166022913-0c012e09-5754-459c-8671-ca04af382261-plutonium-t6-zombies-r5140-14-11-2025-21_18_34.png] [image: 1763166023011-2e6c5e88-236d-4d10-9a01-542e9839adfb-plutonium-t6-zombies-r5140-14-11-2025-21_18_40-1.png] [image: 1763166023127-08cbf199-91b3-49e2-b202-c26cd6a98d04-plutonium-t6-zombies-r5140-14-11-2025-21_18_40.png] [image: 1763166023268-2c69f971-466e-43d0-8220-146cc9067d89-plutonium-t6-zombies-r5140-14-11-2025-21_19_07.png] [image: 1763166023384-8822a14f-1000-4bb4-b263-7e2251201e26-plutonium-t6-zombies-r5140-14-11-2025-21_19_34.png] Mystery Box Developer menu now allows modifying the Mystery Box price. [image: 1763164337633-6225e0cf-c6ab-4983-9b49-91ad22733933-plutonium-t6-zombies-r5140-14-11-2025-20_43_59.png] [image: 1763164337796-33e4c6e8-9ddf-4a78-b2cb-8d6e71118972-plutonium-t6-zombies-r5140-14-11-2025-20_44_14.png] Source Code [image: Download-v3.9.0-blue?style=for-the-badge&logo=github] Install new folder AppData\Local\Plutonium\storage\t6\raw\scripts\zm\ old folder AppData\Local\Plutonium\storage\t6\scripts\zm\ Aquí explicaré algunos pasos rápidos: ingles To open the menu, you need to aim and knife at the same time. To move up, press the numeric key 1, and to move down, press the numeric key 2 To enter a menu, press F on your keyboard.** spanish Para abrir el menú, debes apuntar y apuñalar al mismo tiempo. Para moverte hacia arriba, presiona la tecla numérica 1, y para moverte hacia abajo, presiona la tecla numérica 2. Para entrar a un menú, presiona F en tu teclado.
  • [ZM] Hot Topic Gloves/Hands for Victis

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    these r really pretty n i love using them ^v^ do you think you could make the gir armwarmers work for the rest of the characters/casts for different maps? also this is a tiny tiny thing but the right arm is mirrored, so the text is the wrong way xP i dunno if this is a limitation of texture modding or an error in creating it, so i just wanted to let u kno!
  • [T6] AdrX Test Weapons first OAT Port

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    hey i can drinkk only 4 perks why
  • [Release] [ZM] Gobblegums

    zombies gobblegums mod
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    You should add extra credit if possible, also shopping free. Otherwise it's solid man love the work.
  • ultimate gooner texture pack part 2 UWU 18+

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    @embracenewlife W
  • [Release] Sloth's Snipers!

    mods custom weapons t6mp
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    can i ask, what limitations do guns / weapons need to be ported over to bo2?
  • Meme Perks

    bo2 zombies memes
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    @Hi-Im-ABot01 ....... but
  • Black Ops 2 Zombies Reimagined

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    in solo mob of the dead i get 1 after life and sometime zombie don't spwan on bridge
  • [Release] [ZM] Perk Machine Bonus Points

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    I didn't like the fact that origins already gave you 25 points so using the script gave you 125 points total, so I edited this script so that origins retains the 25 points and only gives 75 from the script (100 points total) so all maps get 100 points Here's the script: #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\gametypes_zm\_hud_message; init() { level thread onPlayerConnect(); setBonusPoints(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); self iprintln("^4Perk Machine Bonus Points ^7created by ^1techboy04gaming"); } } perk_trigger(x,y,z,points) { trigger = spawn( "trigger_radius", ( x,y,z ), 1, 50, 50 ); while(1) { trigger waittill( "trigger", i ); if ( i GetStance() == "prone" ) { i.score += points; i playsound( "zmb_cha_ching" ); trigger delete(); break; } } } setBonusPoints() { if ( getDvar( "g_gametype" ) == "zgrief" || getDvar( "g_gametype" ) == "zstandard" ) { if(getDvar("mapname") == "zm_prison") //mob of the dead grief { level thread perk_trigger(2811,9306,1336,100); //deadshot level thread perk_trigger(-500,8645,1336,100); //speedcola level thread perk_trigger(1164,9675,1545,100); //doubletap level thread perk_trigger(1768,10656,1336,100); //juggernog level thread perk_trigger(371,10652,1336,100); //phd } else if(getDvar("mapname") == "zm_buried") //buried grief { level thread perk_trigger(1429,2267,16,100); //quickrevive level thread perk_trigger(-131,-357,144,100); //speedcola level thread perk_trigger(2326,975,88,100); //doubletap level thread perk_trigger(-663,1030,8,100); //juggernog level thread perk_trigger(762,1503,-6,100); //staminup level thread perk_trigger(-712,-1210,144,100); //mulekick } else if(getDvar("mapname") == "zm_nuked") //nuketown { level thread perk_trigger(764,-71,-63,100); //perk 1 level thread perk_trigger(1581,947,-60,100); //perk 2 level thread perk_trigger(679,43,79,100); //perk 3 level thread perk_trigger(2028,192,-63,100); //perk 4 level thread perk_trigger(-2018,255,-61,100); //perk 5 level thread perk_trigger(-1676,954,-63,100); //perk 6 level thread perk_trigger(-124,725,-63,100); //perk 7 level thread perk_trigger(1347,626,-57,100); //perk 8 level thread perk_trigger(-427,664,-63,100); //perk 9 level thread perk_trigger(-857,100,-55,100); //perk 10 } else if(getDvar("mapname") == "zm_transit") //transit grief and survival { level thread perk_trigger(1850,141,88,100); //quickrevive level thread perk_trigger(835,85,-39,100); //speedcola level thread perk_trigger(2072,-1372,-49,100); //doubletap level thread perk_trigger(1046,-1521,128,100); //juggernog level thread perk_trigger(1745,479,-55,100); //staminup level thread perk_trigger(1752,-1097,-55,100); //tombstone level thread perk_trigger(8050,-5497,40,100); //quickrevive level thread perk_trigger(8136,-6340,117,100); //speedcola level thread perk_trigger(8037,-4632,264,100); //doubletap level thread perk_trigger(8183,-6430,245,100); //juggernog } } else { if(getDvar("mapname") == "zm_prison") //mob of the dead { level thread perk_trigger(4019,9526,1528,100); //deadshot level thread perk_trigger(-495,8646,1336,100); //speedcola level thread perk_trigger(325,9100,1132,100); //doubletap level thread perk_trigger(513,6646,208,100); //juggernog level thread perk_trigger(1146,9671,1545,100); //electric } else if(getDvar("mapname") == "zm_buried") //buried { level thread perk_trigger(-923,-255,288,100); //quickrevive level thread perk_trigger(142,636,176,100); //speedcola level thread perk_trigger(2426,48,88,100); //doubletap level thread perk_trigger(-664,1030,8,100); //juggernog level thread perk_trigger(6984,389,108,100); //staminup level thread perk_trigger(-712,-1210,144,100); //mulekick level thread perk_trigger(1432,2267,16,100); //vultureaid } else if(getDvar("mapname") == "zm_transit") //transit { level thread perk_trigger(-6707,5031,-55,100); //quickrevive level thread perk_trigger(-5508,-7857,0,100); //speedcola level thread perk_trigger(8043,-4632,264,100); //doubletap level thread perk_trigger(1047,-1521,128,100); //juggernog level thread perk_trigger(1848,475,-55,100); //staminup level thread perk_trigger(10907,8311,-407,100); //tombstone } else if(getDvar("mapname") == "zm_tomb") //origins { level thread perk_trigger(2358,5048,-303,75); //quickrevive level thread perk_trigger(885,3249,-170,75); //speedcola level thread perk_trigger(-2,-441,-493,75); //mulekick level thread perk_trigger(2327,-193,139,75); //juggernog level thread perk_trigger(-2381,-8,234,75); //staminup } } }
  • [Release] [ZM] Main Menu Custom Map

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    @AlexanderAlexis use this to extract them all at once (click yes on the "keep the path Treyarch used?" box): https://github.com/master131/Black-Ops-II-Sound-Studio also no, we just used OpenAssetTools and combined the vanilla game files and the core zm assets from tranzit (and also die rise because of the sliquifier)
  • [ZM] Iron Fist on Round 1 of Origins

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