Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
241 Posts 64 Posters 61.5k Views 10 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • NeroSwallowundefined NeroSwallow

    sehteria I have bo4 sounds on my weapons, may that be why?

    sehteriaundefined Offline
    sehteriaundefined Offline
    sehteria
    wrote on last edited by
    #112

    @Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure

    1 Reply Last reply
    0
    • NeroSwallowundefined NeroSwallow

      sehteria I have bo4 sounds on my weapons, may that be why?

      AdrX003undefined Offline
      AdrX003undefined Offline
      AdrX003
      wrote on last edited by
      #113

      @Kusanagi_Z I had the same exact modified .sabs you will need to remove it.
      I could say the mod can still be used with the "BO4 sounds pack" but we would need to find out exactly wich ones are making the game freeze, i just gave up cause ive used the BO4 sounds for quite a wile now and actlly wanted to go back to the BO2 sounds but yea, it would be an interesting thing to solve.

      NeroSwallowundefined sehteriaundefined 2 Replies Last reply
      1
      • AdrX003undefined AdrX003

        @Kusanagi_Z I had the same exact modified .sabs you will need to remove it.
        I could say the mod can still be used with the "BO4 sounds pack" but we would need to find out exactly wich ones are making the game freeze, i just gave up cause ive used the BO4 sounds for quite a wile now and actlly wanted to go back to the BO2 sounds but yea, it would be an interesting thing to solve.

        NeroSwallowundefined Offline
        NeroSwallowundefined Offline
        NeroSwallow
        wrote on last edited by
        #114

        AdrX003 I don't know, according to me these scripts only work in solo, and I don't like playing alone, so I better leave the BO4 Sounds because those do work well

        JezuzLizardundefined 1 Reply Last reply
        1
        • NeroSwallowundefined NeroSwallow

          AdrX003 I don't know, according to me these scripts only work in solo, and I don't like playing alone, so I better leave the BO4 Sounds because those do work well

          JezuzLizardundefined Offline
          JezuzLizardundefined Offline
          JezuzLizard
          Plutonium Staff
          wrote on last edited by
          #115

          @Kusanagi_Z If all players have the mod installed, and loaded you can still play together.

          1 Reply Last reply
          1
          • sehteriaundefined sehteria

            _shiro_foxy_ No, this uses assets from different maps which isn't possible with scripting only

            _shiro_foxy_undefined Offline
            _shiro_foxy_undefined Offline
            _shiro_foxy_
            wrote on last edited by
            #116

            sehteria If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?

            AdrX003undefined sehteriaundefined 2 Replies Last reply
            1
            • _shiro_foxy_undefined _shiro_foxy_

              sehteria If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?

              AdrX003undefined Offline
              AdrX003undefined Offline
              AdrX003
              wrote on last edited by
              #117

              _shiro_foxy_ Im pretty sure that the Staffs are a whole other can of worms with their specific GSC/CSCs and EFX files attached to all they do that would need need to be figured out, at least i think theyre very different to the other weapons by the way they work, the same thing applied to the Sliquifier since i think ive seen it been refeered as a "bolt launcher" of some sort in the files and code...

              sehteriaundefined 1 Reply Last reply
              1
              • _shiro_foxy_undefined _shiro_foxy_

                sehteria If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?

                sehteriaundefined Offline
                sehteriaundefined Offline
                sehteria
                wrote on last edited by
                #118

                _shiro_foxy_ This mod is about weapons being ‘global’ on every map. For instance Origins weapons being on all the other maps

                1 Reply Last reply
                1
                • AdrX003undefined AdrX003

                  @Kusanagi_Z I had the same exact modified .sabs you will need to remove it.
                  I could say the mod can still be used with the "BO4 sounds pack" but we would need to find out exactly wich ones are making the game freeze, i just gave up cause ive used the BO4 sounds for quite a wile now and actlly wanted to go back to the BO2 sounds but yea, it would be an interesting thing to solve.

                  sehteriaundefined Offline
                  sehteriaundefined Offline
                  sehteria
                  wrote on last edited by sehteria
                  #119

                  AdrX003 I think It is solvable on my side too if I gave the weapon sounds a different aliases. But that takes too much time which I don’t really have. Hopefully in the future 🙂

                  1 Reply Last reply
                  2
                  • AdrX003undefined AdrX003

                    _shiro_foxy_ Im pretty sure that the Staffs are a whole other can of worms with their specific GSC/CSCs and EFX files attached to all they do that would need need to be figured out, at least i think theyre very different to the other weapons by the way they work, the same thing applied to the Sliquifier since i think ive seen it been refeered as a "bolt launcher" of some sort in the files and code...

                    sehteriaundefined Offline
                    sehteriaundefined Offline
                    sehteria
                    wrote on last edited by sehteria
                    #120

                    AdrX003 You’re right. I am currently testing wonder weapon ports with my mod source though. I have ported the sliquifier, paralyzer and blundergat/blundersplat ported over to Tranzit, no issues as of now but I have heard that the animations could be a problem, we’ll see 🙂

                    1 Reply Last reply
                    2
                    • FighterHydrantundefined Offline
                      FighterHydrantundefined Offline
                      FighterHydrant
                      wrote on last edited by
                      #121

                      This is RAD dude!

                      1 Reply Last reply
                      1
                      • Rip_Luciferundefined Offline
                        Rip_Luciferundefined Offline
                        Rip_Lucifer
                        wrote on last edited by
                        #122

                        how will the blundergat and acid gat work? will you somehow add work benches to maps like town, farm, and bus depot along with the acid gat kid parts? or will just both the blundergat and acid gat be in the box? sehteria

                        sehteriaundefined 1 Reply Last reply
                        1
                        • Rip_Luciferundefined Rip_Lucifer

                          how will the blundergat and acid gat work? will you somehow add work benches to maps like town, farm, and bus depot along with the acid gat kid parts? or will just both the blundergat and acid gat be in the box? sehteria

                          sehteriaundefined Offline
                          sehteriaundefined Offline
                          sehteria
                          wrote on last edited by
                          #123

                          Rip_Lucifer Both are possible, but I’ll probably add them to the mystery box

                          1 Reply Last reply
                          2
                          • SucesfulyFaledundefined Offline
                            SucesfulyFaledundefined Offline
                            SucesfulyFaled
                            wrote on last edited by
                            #124

                            Hey, weird question, but i installed the mod and activated it, yet it seems to not load models. When i get one from the box, it just removes my current weapon. When i use the give command, i get DEFAULT weapon or a "§No XModel loaded" error. What did i do wrong?

                            AdrX003undefined Bickylotheboistundefined 2 Replies Last reply
                            0
                            • SucesfulyFaledundefined SucesfulyFaled

                              Hey, weird question, but i installed the mod and activated it, yet it seems to not load models. When i get one from the box, it just removes my current weapon. When i use the give command, i get DEFAULT weapon or a "§No XModel loaded" error. What did i do wrong?

                              AdrX003undefined Offline
                              AdrX003undefined Offline
                              AdrX003
                              wrote on last edited by
                              #125

                              SucesfulyFaled Have you installed the compiled mod? I would not know for sure since im just reading thru the tutoriais and not doing any progress rn so but something could be very wrong in wich files you placed in the mods folder to load.

                              SucesfulyFaledundefined 1 Reply Last reply
                              0
                              • AdrX003undefined AdrX003

                                SucesfulyFaled Have you installed the compiled mod? I would not know for sure since im just reading thru the tutoriais and not doing any progress rn so but something could be very wrong in wich files you placed in the mods folder to load.

                                SucesfulyFaledundefined Offline
                                SucesfulyFaledundefined Offline
                                SucesfulyFaled
                                wrote on last edited by SucesfulyFaled
                                #126

                                AdrX003 I tried both compiled and uncompiled. I placed it in "%localappdata%/storage/t6/mods". In that i have the folder named "zm_weapons", in which the mod config is. I have the full folder, but that should describe my files tree roughly. The mod does successfully load, so i assume i did that correctly.

                                AdrX003undefined 1 Reply Last reply
                                0
                                • SucesfulyFaledundefined SucesfulyFaled

                                  Hey, weird question, but i installed the mod and activated it, yet it seems to not load models. When i get one from the box, it just removes my current weapon. When i use the give command, i get DEFAULT weapon or a "§No XModel loaded" error. What did i do wrong?

                                  Bickylotheboistundefined Offline
                                  Bickylotheboistundefined Offline
                                  Bickylotheboist
                                  wrote on last edited by
                                  #127

                                  SucesfulyFaled never had this problem, but do you have all the DLC's for BO2?

                                  SucesfulyFaledundefined 1 Reply Last reply
                                  0
                                  • Bickylotheboistundefined Bickylotheboist

                                    SucesfulyFaled never had this problem, but do you have all the DLC's for BO2?

                                    SucesfulyFaledundefined Offline
                                    SucesfulyFaledundefined Offline
                                    SucesfulyFaled
                                    wrote on last edited by
                                    #128

                                    Bickylotheboist Yes, i do

                                    1 Reply Last reply
                                    0
                                    • SucesfulyFaledundefined SucesfulyFaled

                                      AdrX003 I tried both compiled and uncompiled. I placed it in "%localappdata%/storage/t6/mods". In that i have the folder named "zm_weapons", in which the mod config is. I have the full folder, but that should describe my files tree roughly. The mod does successfully load, so i assume i did that correctly.

                                      AdrX003undefined Offline
                                      AdrX003undefined Offline
                                      AdrX003
                                      wrote on last edited by AdrX003
                                      #129

                                      SucesfulyFaled yea, thats correct but ive never seen a compiled mod errors like this and i have tested like 99% of every existing mod for WaW/BO1/BO2.

                                      The only possible thing i can think of is that somewere in a physical area of the disk/ssd/storage of the files was missing after the copy of may have a flipping bit? ( wich is like, very uncommon to happen in such a way that the game still recognize it as loadable/not damaged and all that) and a simple (that is not replacing the whole drive to test this theory) would be to rename the folder of the one you already have to whatever, download the compiled mod again, place at the right place again with the normal name and everything and load and test it again.

                                      SucesfulyFaledundefined 1 Reply Last reply
                                      0
                                      • fardboiundefined Offline
                                        fardboiundefined Offline
                                        fardboi
                                        wrote on last edited by
                                        #130

                                        it keep crashing
                                        Exception Code: 0xC0000005
                                        Exception Address: 0x005DA2EC

                                        sehteriaundefined 1 Reply Last reply
                                        0
                                        • fardboiundefined fardboi

                                          it keep crashing
                                          Exception Code: 0xC0000005
                                          Exception Address: 0x005DA2EC

                                          sehteriaundefined Offline
                                          sehteriaundefined Offline
                                          sehteria
                                          wrote on last edited by
                                          #131

                                          fardboi Validate your game and make sure you have the DLC’s of the maps you’re trying to play and let me know if you still keep crashing

                                          fardboiundefined 1 Reply Last reply
                                          1
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • 1
                                          • 2
                                          • 5
                                          • 6
                                          • 7
                                          • 8
                                          • 9
                                          • 12
                                          • 13
                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Groups
                                          • Donate