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BO2 Modding Releases & Resources

Plutonium T6 Mod releases and resources go here.

2.1k Topics 17.4k Posts
  • [ZM] Iron Fist on Round 1 of Origins

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    thanks
  • [Resource] Sliquifier for Zombies (with PaP)

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    @sasa_08 Hello there! You can download the compiled mod from the GitHub Release, so, extract and put the folder with mod.ff inside %localappdata%/Plutonium/storage/t6/mods/. If mods doesn't exists, you could create a new folder and rename to mods, no problem. Your final file tree should be something like: t6/ │ ... │ └── mods/ │ ... │ └── zm_sliquifier/ │ ... │ ├── mod.ff └── mod.json So, open the game, go to mods menu, and load the mod, after all, it's done, the Sliquifier will be available at mistery box.
  • [Release-Beta] [ZM] Cold War Zombies Mod

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    Can you tell me how to reduce zombie damage as a standalone mod? I like Bo2 vanilla but I just want zombies to do less damage. Increasing the player health doesnt effect the juggernog perk which is why decreasing zombie damage is more practical for this purpose
  • Offline Launcher for plutonium

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    thanks men
  • [RELEASE] BO2 Mod Switcher v1.0 - End Scripts Conflicts

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    Thanks for that, goat.
  • [Release] Black Ops Cold War - Zombie Wave Limit Calculation

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    IT'S FINALLY HERE!
  • ZM - Sal with dark grey sleeves and black carbon fiber gloves

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    @McFreaky nvm i didnt rename the files working now
  • This topic is deleted!

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  • Red light

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    @stiffys only the .iwi's go in the images folder the other ones don't matter
  • [ZM] Hot Topic Gloves/Hands for Victis

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    wonder will love those misty gloves lol
  • [MP] "Kings Ransom" Camo from BO6

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  • [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.
  • [T6] AdrX Test Weapons first OAT Port

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    hey i can drinkk only 4 perks why
  • 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 } } }
  • [ZM] Round Counter Custom Texture

    rounds texture zombie gsc
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    @FaZeFlickAlt the original texture for the round counter color or chalk is hard coded into the game so you need a gsc to change the color and position of the round counter if the gsc is decompiled so you can't change it through normal means i mean technically you can for the chalk but not the number itself
  • Furry ahegao claymore black ops 2

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    having something peak to look at instead of the normal claymore is so peak for my origins high rounds. thank you :3
  • NSFW Ultimate Gooner pack part 3

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    @spc.1 sure in 3-4 months more corn will be on your table
  • 7 Votes
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    i only want the menu and the perk icons, which files are those?
  • Black Ops 3 Perk Shaders Pack (default, SoE and more)

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    @Frazart The way I play with these shaders is like changing them for every map. Like for Tranzit/Die Rise/Buried I use the basic BO2 shaders (but with better quality), for Nuketown I used the old gen shaders for testing and I thought like it would be cool if the perks were the yellow ones from SoE at the beggining and when you reach round 25 the perks would turn blue to match the zombies eye color changing. For Mob I also use SoE shaders since the BO3 remake used them and it matches perfectly with the map. For Origins, at first I thought the old gen would fit better, but the default ones also works well, it looks like I'm playing the BO3 version. But for all of them to work properly, I'm still searching for the SoE Tombstone shader to add to this pack, but I think I'll have to make a custom version of it because I can't find it anywhere.