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Black Ops 2 Zombies Reimagined

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • sehteriaundefined Offline
    sehteriaundefined Offline
    sehteria
    wrote on last edited by sehteria
    #111

    You can add it back by building the mod yourself, you have to comment this line out before building:
    https://github.com/Jbleezy/BO2-Reimagined/blob/8fcfafb6018bb6b43f34784fd85b8abd4693db43/scripts/zm/_zm_reimagined.gsc#L618

    squirtle_gamingundefined 1 Reply Last reply
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    • squirtle_gamingundefined squirtle_gaming

      Lil Chrxs I like most of the changes, but removing some weapons? that is a bit too much if you ask me, reimagining zombies feels more like it should be an overhaul of the content we have, changing things and adding some more if possible. but removing just doesn't feel right.
      I would also like to know how to add th galil or the python back.

      NKoreaFanboyundefined Offline
      NKoreaFanboyundefined Offline
      NKoreaFanboy
      wrote on last edited by
      #112

      squirtle_gaming Heavily agreed, I understand that the intent is to focus more on actual BO2 weapons, but the BO1 weapons (especially the Python, Galil, M16, and MP5) are classics to Black Ops zombies even though they're not as awesome as they were on actual Black Ops 1. I could even make the argument that the Olympia should be buffed and moved elsewhere on the maps as a valid replacer for WaW's Double Barrel. The campaign weapons held a purpose and choosing to completely remove them is a controversial decision in an otherwise stellar mod to improve the state of BO2 zombies.

      1 Reply Last reply
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      • NKoreaFanboyundefined Offline
        NKoreaFanboyundefined Offline
        NKoreaFanboy
        wrote on last edited by
        #113

        How do you, for example, patch v2.0.0 Alpha 5 on top of the latest release (v1.3.4) that has an install guide?

        1 Reply Last reply
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        • GhostRider0125undefined GhostRider0125

          Heres a suggestion RedxSkull said in Can i rid of these Clouds Textures?:

          NickB_05 You just have to disable the FX called fx_zmb_fog_transition. Here is the stock script with fx_zmb_fog_transition comment out. Go to AppData\Local\Plutonium\storage\t6 Make a folder called maps then inside that folder called mp. Drop the script into that folder.

          https://www.mediafire.com/file/35gwcrpe2x1fnwz/zm_transit_fx.gsc/file

          its for tranzit fog areas that your gonna run through them
          tell me one more thing how much time it took?🙃

          TheJoshua_Grahamundefined Offline
          TheJoshua_Grahamundefined Offline
          TheJoshua_Graham
          wrote on last edited by
          #114

          GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it

          GhostRider0125undefined AdrX003undefined Jbleezyundefined 3 Replies Last reply
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          • TheJoshua_Grahamundefined TheJoshua_Graham

            GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it

            GhostRider0125undefined Offline
            GhostRider0125undefined Offline
            GhostRider0125
            wrote on last edited by
            #115

            TheJoshua_Graham bud why are you asking me its been a long time sinse i visited the mod🤣

            1 Reply Last reply
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            • TheJoshua_Grahamundefined TheJoshua_Graham

              GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it

              AdrX003undefined Offline
              AdrX003undefined Offline
              AdrX003
              wrote on last edited by
              #116

              TheJoshua_Graham These added songs probably play when the main EE is completed, its just what i could think of after reading that readme a few times.

              1 Reply Last reply
              0
              • sehteriaundefined sehteria

                You can add it back by building the mod yourself, you have to comment this line out before building:
                https://github.com/Jbleezy/BO2-Reimagined/blob/8fcfafb6018bb6b43f34784fd85b8abd4693db43/scripts/zm/_zm_reimagined.gsc#L618

                squirtle_gamingundefined Offline
                squirtle_gamingundefined Offline
                squirtle_gaming
                wrote on last edited by
                #117

                sehteria thanks

                1 Reply Last reply
                1
                • Jbleezyundefined Jbleezy

                  FaZe Flick

                  Nuketown:

                  • Initial perk is no longer always Quick Revive in solo

                  • Initial perk no longer always spawns in the starting area in solo

                  • Initial perk spawns at round 1 in coop

                  • Perks spawn every 5 rounds

                  Those are the only changes for Nuketown, I didn't have enough time in the trailer to show every change. Look through the changelog for all the details.

                  shrenderundefined Offline
                  shrenderundefined Offline
                  shrender
                  wrote on last edited by
                  #118

                  Jbleezy said in Black Ops 2 Zombies Reimagined:

                  always Quick

                  1 Reply Last reply
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                  • Edzo04undefined Offline
                    Edzo04undefined Offline
                    Edzo04
                    wrote on last edited by
                    #119

                    First off, absolutely incredible work. Completely revitalized my love for the game. Second, I've only been able to install it via putting one of the alpha builds in the mod folder and then loading it from the mod menu. How does installation of the "stable" builds work? I tried adding the folders from the zip manually as well as use the exe to install and neither of them worked. If it's installed that way, should the game load as Reimagined without the need for going to the mod menu?

                    1 Reply Last reply
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                    • Surge_420undefined Offline
                      Surge_420undefined Offline
                      Surge_420
                      wrote on last edited by
                      #120

                      Always dig some BO2 content. Good stuff

                      1 Reply Last reply
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                      • D_Guy454undefined D_Guy454

                        Jbleezy, love the mod but was wondering if you could add back in fog and depth of field. At least some fog since while Tranzit looks clearer it looks a bit weird now with the lighting and skybox. If you don't want to do that at least add DOF back in, it was a very nice effect. It can be pretty much disabled by default anyhow by setting it to the lowest setting.

                        Jbleezyundefined Offline
                        Jbleezyundefined Offline
                        Jbleezy
                        wrote on last edited by
                        #121

                        D_Guy454 Fog option added.
                        20241029030029_1.jpg

                        1 Reply Last reply
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                        • TheJoshua_Grahamundefined TheJoshua_Graham

                          GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it

                          Jbleezyundefined Offline
                          Jbleezyundefined Offline
                          Jbleezy
                          wrote on last edited by
                          #122

                          TheJoshua_Graham
                          https://github.com/Jbleezy/BO2-Reimagined?tab=readme-ov-file#maps

                          1 Reply Last reply
                          0
                          • NotAshxdundefined Offline
                            NotAshxdundefined Offline
                            NotAshxd
                            wrote on last edited by NotAshxd
                            #123

                            I want to play the mod, but I also want to do Origins EE, and not being able to do the steps for each staff is kinda weird, and wont be the same, is there a way to disable that? Or just a way to have every other change but that one. That would be neat Jbleezy

                            Jbleezyundefined 1 Reply Last reply
                            0
                            • rubyquestundefined Offline
                              rubyquestundefined Offline
                              rubyquest
                              wrote on last edited by
                              #124

                              It seems as though some features such as additional wallbuys and perk machines (such as Who's Who in Power station or AN-94 in Town) don't appear. Removed weapons such as the Galil and Python also show up in Nuketown Zombies. However, the rest of the mod does function correctly: things like the hud, bank/locker system, buildables. Is this an issue for anyone else?

                              Jbleezyundefined 1 Reply Last reply
                              0
                              • NotAshxdundefined NotAshxd

                                I want to play the mod, but I also want to do Origins EE, and not being able to do the steps for each staff is kinda weird, and wont be the same, is there a way to disable that? Or just a way to have every other change but that one. That would be neat Jbleezy

                                Jbleezyundefined Offline
                                Jbleezyundefined Offline
                                Jbleezy
                                wrote on last edited by
                                #125

                                NotAshxd Nope, it's all or nothing

                                1 Reply Last reply
                                0
                                • rubyquestundefined rubyquest

                                  It seems as though some features such as additional wallbuys and perk machines (such as Who's Who in Power station or AN-94 in Town) don't appear. Removed weapons such as the Galil and Python also show up in Nuketown Zombies. However, the rest of the mod does function correctly: things like the hud, bank/locker system, buildables. Is this an issue for anyone else?

                                  Jbleezyundefined Offline
                                  Jbleezyundefined Offline
                                  Jbleezy
                                  wrote on last edited by
                                  #126

                                  rubyquest You have to be on a 2.0 version for the new additions.

                                  1 Reply Last reply
                                  0
                                  • omar123adundefined Offline
                                    omar123adundefined Offline
                                    omar123ad
                                    wrote on last edited by
                                    #127

                                    Where can I find version 2.0?

                                    Jbleezyundefined 1 Reply Last reply
                                    0
                                    • omar123adundefined omar123ad

                                      Where can I find version 2.0?

                                      Jbleezyundefined Offline
                                      Jbleezyundefined Offline
                                      Jbleezy
                                      wrote on last edited by
                                      #128

                                      omar123ad It's still in development, but here are the alpha releases.
                                      https://github.com/Jbleezy/BO2-Reimagined/releases

                                      1 Reply Last reply
                                      1
                                      • nexboundefined Offline
                                        nexboundefined Offline
                                        nexbo
                                        wrote on last edited by
                                        #129

                                        how do you actually use the new locations? zero documentation on it, whatsoever.

                                        Jbleezyundefined 1 Reply Last reply
                                        0
                                        • nexboundefined nexbo

                                          how do you actually use the new locations? zero documentation on it, whatsoever.

                                          Jbleezyundefined Offline
                                          Jbleezyundefined Offline
                                          Jbleezy
                                          wrote on last edited by Jbleezy
                                          #130

                                          nexbo For 1.x versions, see here: https://github.com/Jbleezy/BO2-Reimagined/tree/v1.3.4?tab=readme-ov-file#launching-new-maps
                                          2.x versions have map select UI in game.

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