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MW3 Modding Releases & Resources

Plutonium IW5 Mod releases and resources go here.

403 Topics 2.6k Posts
  • Custom Maps List (Updated 7.9.24)

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    2024.07.9
    -Updated cod4 crossfire with new link

    2024.03.13
    -Added Bloc 2 Night Community map

    2024.2.27
    -added codo bloc

    2023.12.11
    -Added MW2 Fuel

    2023.10.18
    -Added Highrise
    -Added Der Riese

    2023.10.8
    -Added Tunisia
    -Added Melee Resort

    2023.9.8
    -Add Rust Bucket on Community Maps.

    2023.9.6
    -Added Seatown
    -Added Bootleg

    2023.10.7
    -Added Short Wasteland
    -Added Doomsday Drilling

    2023.02.8
    -Added Western Paradise

    2023.02.12
    -Added Monastery

    2023.02.13
    -Added Oasis V2

  • 15 Votes
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    This Project is done?

  • Main menu music replacer example

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    do i have to put the file name as plutonium_main.iwd ?

  • [Release] Custom game modes: Reinforce, Gunfight and Gun Game

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    plant_velder great catch! I went ahead and added your fix to the code in my repo. That is a perfect solution to the problem. I'm glad you are enjoying the scripts and waypoints, they were a lot of fun to make. Thanks!

  • [Pre-Release] IW5 Survival Reimagined v2

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    I know I'm too late, but can somebody help me, when I start the game with your mode, I get this:

    image.png

  • My collection of IW5 scripts

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    Resxt how to add throwing knife in your script one in the chamber i try to add this but not working

    image.png

  • [Release] Wojak Scope Overlay!

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    IceTeaFoot I had a similar issue to you. You might want to convert DDS to PNG instead. Then try using imgXiwi to convert it to IWI. This helped solve my issue, so it might help for you. In the discord, Sloth shared a zip file called Cod Texture Tools which contains imgXiwi. Major thanks to Sloth for this

  • [MAP] Standoff from COD:OL

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    Sloth Okay, no problem. Thanks for letting me know!

  • Plutonium MW3: Killstreak, Gunstreak and Moab Counter

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    Update:

    moab counter reacts on hardline reworked the whole killstreak counter - noticed that instead of counting all kills since the last death it just counts killstreakkills for next killstreaks but not the kills after the reset to get them again, also included the hardline pro where 2 assists count as kill, but only after you get hardline removed the update on killed event, this allows the moab counter to work properly but at the same time it removes the ability to have a look at the streak you were on when you died #include maps\mp\gametypes\_hud_util; init() { level thread onPlayerConnect(); } onPlayerConnect() { for (;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for (;;) { self waittill("spawned_player"); if (!issubstr(self getguid() + "", "bot")) { self thread killstreakCounter(); self thread gunstreakCounter(); self thread moabCounter(); self thread destroyCounterOnGameEnd(); self thread resetOnDeath(); } break; } } killstreakCounter() { self endon("disconnect"); level endon("game_ended"); self.killStreak = createFontString("Objective", 1); self.killStreak setPoint("TOPRIGHT", "TOPERIGHT", -10, 305); self.killStreak.label = &"^2K-STREAK: ^7"; self.killStreak.sort = -3; self.killStreak.alpha = 0.9; self.killStreak.hideWhenInMenu = true; self.killStreak setValue(0); killStreak = 0; self.savedAssists = 0; self.savedKills = 0; for (;;) { if (maps\mp\_utility::_hasperk("specialty_hardline")) { if (killStreak != maps\mp\_utility::getpersstat("kills") - self.savedKills + floor((self.pers["assistsToKill"] - self.savedAssists) / 2)) { killStreak = maps\mp\_utility::getpersstat("kills") - self.savedKills + floor((self.pers["assistsToKill"] - self.savedAssists) / 2); self.killStreak setValue(killStreak); } } else { if (killStreak != maps\mp\_utility::getpersstat("kills") - self.savedKills) { killStreak = maps\mp\_utility::getpersstat("kills") - self.savedKills; self.killStreak setValue(killStreak); } } wait 0.25; } } gunstreakCounter() { self endon("disconnect"); level endon("game_ended"); self.gunStreak = createFontString("Objective", 1); self.gunStreak setPoint("TOPRIGHT", "TOPRIGHT", -10, 315); self.gunStreak.label = &"^5G-STREAK: ^7"; self.gunStreak.sort = -3; self.gunStreak.alpha = 0.9; self.gunStreak.hideWhenInMenu = true; self.gunStreak setValue(0); gunStreak = 0; for (;;) { if (gunStreak != self.pers["cur_kill_streak_for_nuke"]) { gunStreak = self.pers["cur_kill_streak_for_nuke"]; self.gunStreak setValue(gunStreak); } wait 0.25; } } moabCounter() { self endon("disconnect"); level endon("game_ended"); self.moabcounter = createFontString("Objective", 1); self.moabcounter setPoint("TOPRIGHT", "TOPERIGHT", -10, 325); self.moabcounter.label = &"^1MOABs: ^7"; self.moabcounter.sort = -3; self.moabcounter.alpha = 0.9; self.moabcounter.hideWhenInMenu = true; self.moabcounter setValue(0); moabs = 0; self.moabAdded = false; for (;;) { moabWith = 25; if (maps\mp\_utility::_hasperk("specialty_hardline")) { moabWith--; } if (self.pers["cur_kill_streak_for_nuke"] >= moabWith && !self.moabAdded) { moabs += 1; self.moabAdded = true; self.moabcounter setValue(moabs); } wait 0.25; } } destroyCounterOnGameEnd() { self endon("disconnect"); level waittill("game_ended"); if (isDefined(self.killStreak)) self.killStreak hudFadenDestroy(0, .1); if (isDefined(self.gunStreakDisplay)) self.gunStreak hudFadenDestroy(0, .1); if (isDefined(self.moabcounter)) self.moabcounter hudFadenDestroy(0, .1); } hudFadenDestroy(alpha, time) { self fadeOverTime(time); self.alpha = alpha; wait time; self destroy(); } resetOnDeath() { self endon("disconnect"); for (;;) { self waittill("death"); self.savedKills = maps\mp\_utility::getpersstat("kills"); self.moabAdded = false; self.savedAssists = self.pers["assistsToKill"]; if (self.pers["assistsToKill"] % 2 == 1) { self.savedAssists -= 1; } } }
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    Beamxrz- there is a weapon patch for the 1887 that does add akimbo, it's EternalHabit 's shotgun patch, that adds akimbo to the 1887's. i love the single 1887 (even if it's arse) but i definitely wouldn't mind it having attachments upgrade for the single and akimbo version of the gun.

  • [MAP] Overgrown from MW2

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    Bot warfare mod crashes Overgrown. Has anyone found a work around? I tried applying new waypoints, reinstalling bot warfare and It still crashes plutonium every time after the 3rd round

  • [Release] AIZombies Supreme: Zombies for MW3

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    It won't work

  • [MAP] Radiation from COD:OL

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    does anyone have bot paths for this one?

  • This topic is deleted!

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    No one has replied
  • [Release] MW3 Skin Creator

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    Anyone else have the problem with it creating PNG files but no camo files? i have opened it in the correct place, selected the folder as the folder with the programme in, ran as administrator, but nothing is working.

  • [Custom Weapon] iw5_shockwave_mp

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    A modified Weapon

  • [Patch] Shotguns Revamped v1.1 - Weapon Mod

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    Does this work with Bot Warfare too?

  • [Release] MWIII Ghoulie Camo!

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    im lost it didnt work

  • Cod Online Menu Replacement

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    CoD Online Assets: https://shorturl.at/zAaOD

  • [MP] Modern Warfare 3 Mapvote

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    gunmd0wn if the file is set to 500 then setting the value to 200 should fix the issue

    My guess is UI loads a built-in config while rotation loads the DSR file so if you tell it to have 500 score then it will have 500. Nothing that seems too weird there to me

    Curious why you'd have a file set to 500 too unless you both downloaded some mod at some point or some game files etc whatever 👍