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BO2 Modding Releases & Resources

2.1k Topics 18.0k Posts

Plutonium T6 Mod releases and resources go here.

  • [ZM] Emostar Victis Gloves Pack

    bo2 mod bo2 zombies skins zombies
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    how do you use it
  • [ZM] MOTD Gold PAP Camo

    camo zombies motd mob
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    @ddvn have you figured it out?
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    KiLl Me hE LIES, HE LiEs
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    whats the font you use for the gui
  • Zombies Counter

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    @chicken-emoji It's not working, it throws an error in high rounds.
  • (T6) BO2 Custom PaP Camos

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    No one has replied
  • Dark Perk Shaders

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    thanks
  • Space camo for M1911

    bo2 zombies camo
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    hands?
  • [T6 ZM] Claymore - Origins Upgrades Cheatsheet

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    peak my guy
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    @DrSkum88 for the fact that now I know some people like Rusty Cage now, I will allow a file that has this song too. Thanks for your feedback! I wasn't going to lie, I removed the track at first because I thought everyone hated it
  • "Eris Greyrat" Zombies Background

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    very clean.
  • BO2 reimagined error loading games

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    You’d open the mod’s .gsc files and make the necessary changes to achieve what you’re looking for without breaking the mod, which requires scripting knowledge. I don’t know the change that needs to be done to achieve that.
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    you are goated bro
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    @baseado are you running any other scripts / mods besides tranzit revamped?
  • UPDATE CUSTOM CAMOS

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    @FATHER-OF-GOD you have to rename the documents to match that of a specific weapon. like if you wanted one of these camos on the dsr50, you'd basicly need the dsr50 specific file names from another mod or something and paste those names on the documents' titles for this mod, then obviously place those into your images file. Its kind of weird. I havent yet figured out how to make animated camos work tho.
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    the olympia looks fire tho
  • [T6] AdrX Test Weapons first OAT Port

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    @Glitching-HD Just create a .gsc file and paste this script code. Then, place this file in the "scripts" folder located at %localappdata%\plutonium\storage\t6 (create the "scripts" folder inside the t6 folder if it doesn't already exist). script code: init() { thread remove_perk_limit(); for(;;) { level waittill("connected", player); } } remove_perk_limit() { level waittill( "start_of_round" ); level.perk_purchase_limit = 11; } Warning: If you are a multiplayer player, create a folder named "zm" inside the scripts folder and place the gsc scripts inside it. If you don't know how to create a .gsc file, just create a .txt text file, paste the script code, and rename the file to .gsc at the end, like noperklimit.gsc
  • Astroolean Approved Modpack - GSC Scripts (2026 Version)

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    @Jack-Dempsey Yep, that’s planned lol. I didn’t add it yet because I wanted it balanced properly, and that part was the one that kept throwing errors on me. I ended up finishing the other systems first so the whole mod wasn’t held hostage by one stubborn feature, and I’m going back to it. Also, to clarify what I meant in the file notes after actually reviewing both scripts: When I wrote “custom_weapons.gsc Weapon-class movement speed scaling and one-time reserve ammo adjustments per weapon pickup, with optional tuning tables for future hooks. Also includes a mapvote-hide listener flag.” I was hinting at a few things. In that file, movement speed is scaled by weapon class (SMGs lighter, LMGs heavier, etc.) using dvars so it’s easy to tune. It also applies a one-time reserve ammo stock adjustment the first time you obtain a weapon that life (it tracks what you’ve already picked up so it doesn’t stack or repeat). That’s the closest I can get with pure/basic GSC right now to making weaker weapons feel better, because I can adjust reserves, but changing a weapon’s actual max magazine size or true max ammo limits isn’t something I can reliably do with straightforward scripting alone. The “optional tuning tables” are real too (damage and headshot multipliers, plus bonus-point hooks), they’re just there for future wiring once I hook into the right callbacks. The “mapvote-hide listener flag” is literally a listener that waits for the map vote to start and flips a flag so any custom HUD can hide during voting. Bigger picture, that was me hinting at a client-side map vote system for custom games with no server needed. I had it working on Bus Depot, Town, TranZit, Origins, and Die Rise, but other maps were throwing errors, and then I accidentally broke the ones that were working, so that part is still a work in progress. Slowly but steadily I’m trying to push GSC as far as it’ll go. When I wrote “custom_reload.gsc Reload movement scaling by weapon weight, tactical reload detection bonuses, tactical reload streak stacking, mastery ranks that grant small persistent bonuses for the match, and Speed Cola synergy multipliers. Includes optional HUD helpers if you enable that path.” that’s exactly what it’s doing. While you’re reloading, your movement speed scales based on weapon weight, it detects tactical reloads (reloading with ammo still in the mag), streaks stack up to a cap, and you earn a match-only mastery rank (Novice through Master) based on tactical reloads that gives a small bonus for the rest of that match. Speed Cola multiplies the bonuses, and the HUD helpers are in the file if/when I decide to turn that path on. And to your leveling question, not fully yet. Right now it’s match-based mastery and streak systems, and the long-term goal is BO3-style progression, but real persistent leveling might take more than just straightforward GSC depending on how deep I want to go with saving and tracking. custom_counter.gsc Match tracker plus career totals (kills, downs, headshots, rounds, games), an estimated “Shotguns progress” model, and an optional round summary popup. This does not change gameplay, it tracks and displays. This one is basically the performance and progress overlay. It tracks how you’re doing in the current match (session stats) and also keeps rolling career totals (lifetime totals) saved in dvars. The important part is the per-match rank pacing: the rank it shows is intentionally session-only so it starts fresh each game, and it displays the rank you’re performing at for that specific run. It’s based on reverse-engineered research from Dobby, so instead of trying to perfectly mirror the internal system 1:1 (I couldn’t get an exact clone working cleanly), it uses an estimated model that’s still useful in real gameplay. It reads your current performance and converts it into an on-track rank and a progress readout toward Shotguns. The goal is making Shotguns easier for casual players because you don’t have to guess if you’re playing well enough this match, it tells you what rank pace you’re on right now and how close you are, and the optional round summary popup can quickly recap the run without changing any mechanics.
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    Didn't work for me.
  • Iced Farmgirl Viewarms(ZM)

    camo zombies viewhands view model gloves
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    @XW4BO yes