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  3. [T6] AdrX Test Weapons first OAT Port

[T6] AdrX Test Weapons first OAT Port

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  • AdrX003undefined Offline
    AdrX003undefined Offline
    AdrX003
    wrote on last edited by AdrX003
    #1

    A simple mod adding weapons and some other stuff based of sehteria 's ZM-Weapons for me to learn the tools and all of the structure on building a mod, sent cause some friends asked me to.

    ---> Download

    ---> Alternative

    Added Weapons:

    • Peacekeeper (without flashlight model)
    • SPAS-12
    • Browning HP
    • Dragunov
    • M60
    • Makarov
    • Mauser C96 added to other maps

    Stats are pretty much just test values since the mod was not meant to be playable ig.

    Patches:

    • (Probably) More damage for Refitted 8700 Mechanical Cranium Sequencer
    • (Probably) More damage and ammo for Dystopic Demolisher
    • (Probably) More damage and ammo for RPG & Rocket Propelled Grievance
    • 2025 ACOG is now fully covered by all PAP Camos

    Issues:

    • Cant knife wile ADS'ing with the Boomhilda

    Other Mod Additions:

    • Sehteris's own ZM Perks included in

    Plans for the future include pretty much adding all the guns that are not on zombies but are on all the other BO2 Modes and camo coverage for all the guns and attachments.

    Will keep testing and updating stuff on my discord/other networks that can be found on bio

    1 Reply Last reply
    6
    • DirkRockfaceundefined Offline
      DirkRockfaceundefined Offline
      DirkRockface Contributor
      wrote on last edited by DirkRockface
      #2

      👏

      1 Reply Last reply
      2
      • abderrahmane2undefined Offline
        abderrahmane2undefined Offline
        abderrahmane2
        wrote on last edited by
        #3

        🙌 Thanks for the great effort

        1 Reply Last reply
        0
        • GhostRider0125undefined Offline
          GhostRider0125undefined Offline
          GhostRider0125
          wrote on last edited by GhostRider0125
          #4

          Hell yeah dude the badass SPAS makes a reture to zombies😆
          also interested for Dragunov see how it plays especially with 2 tap😁

          Can you add Commando, PPSH M1 Grand

          and the kar98 but with half of the damge of DSR no less and m1 half of kar98😂

          if you have time for them of course 😅?

          AdrX003undefined 1 Reply Last reply
          1
          • tacobellXDundefined Offline
            tacobellXDundefined Offline
            tacobellXD
            wrote on last edited by
            #5

            uh why isn't the weapons showing up? I got the mod in and everything and I don't see them lol

            AdrX003undefined 1 Reply Last reply
            0
            • AdrX003undefined Offline
              AdrX003undefined Offline
              AdrX003
              replied to GhostRider0125 on last edited by
              #6

              GhostRider0125 all these use their own animations wich is still not possible from what i know, everything you listed is not a black ops 2 weapon, theres is still no support for animations, so no weapons from outside the game yet.

              PS2ABBACHIOundefined 1 Reply Last reply
              1
              • AdrX003undefined Offline
                AdrX003undefined Offline
                AdrX003
                replied to tacobellXD on last edited by
                #7

                tacobellXD u need to download and place the mod in the correct way in the folder, and make sure you loaded it in.

                you can also enable cheats to get thru console commands: give SOMEWEAPON with the added ones being these

                browninghp_zm, dragunov_zm m60_zm, makarov_zm, peacekeeper_zm, spas_zm

                1 Reply Last reply
                1
                • PS2ABBACHIOundefined Offline
                  PS2ABBACHIOundefined Offline
                  PS2ABBACHIO
                  replied to AdrX003 on last edited by
                  #8

                  AdrX003 are you considering making all the bo2 campaign weapons for the mod or is this just a test?

                  AdrX003undefined 1 Reply Last reply
                  1
                  • ZAPlordundefined Offline
                    ZAPlordundefined Offline
                    ZAPlord
                    wrote on last edited by ZAPlord
                    #9

                    does this mod work on all maps?

                    AdrX003undefined 1 Reply Last reply
                    0
                    • AdrX003undefined Offline
                      AdrX003undefined Offline
                      AdrX003
                      replied to PS2ABBACHIO on last edited by
                      #10

                      PS2ABBACHIO said in [T6] AdrX Test Weapons first OAT Port:

                      i

                      Yeah i slowly adding all the weapons. just having some problems with a lock-on launcher ATM. gonna force it to be free-fire for the game.

                      1 Reply Last reply
                      1
                      • AdrX003undefined Offline
                        AdrX003undefined Offline
                        AdrX003
                        replied to ZAPlord on last edited by
                        #11

                        ZAPlord yeah im trying to all all the guns to all the maps. pretty sure ill only be unable to mess with the wonder weapons till we find out from another modder how to do them. too hard for me.

                        1 Reply Last reply
                        1
                        • Maximizer Blakeundefined Offline
                          Maximizer Blakeundefined Offline
                          Maximizer Blake
                          wrote on last edited by
                          #12

                          I don't see read me, can you show me how?

                          AdrX003undefined 1 Reply Last reply
                          1
                          • Monopolybassundefined Offline
                            Monopolybassundefined Offline
                            Monopolybass
                            wrote on last edited by
                            #13

                            how to add?

                            1 Reply Last reply
                            0
                            • AdrX003undefined Offline
                              AdrX003undefined Offline
                              AdrX003
                              replied to Maximizer Blake on last edited by AdrX003
                              #14

                              Maximizer Blake its a compiled mod, you extract the folder to your Plutonium Mods folder thats at: %localappdata%\Plutonium\storage\t6\mods then in game it will show on the Mods list to load and thats it.

                              Monopolybass

                              Maximizer Blakeundefined 1 Reply Last reply
                              0
                              • Maximizer Blakeundefined Offline
                                Maximizer Blakeundefined Offline
                                Maximizer Blake
                                replied to AdrX003 on last edited by Maximizer Blake
                                #15

                                AdrX003 What am i gonna do with a folder? it says usage : loadmod "mod/[modname]"

                                AdrX003undefined 1 Reply Last reply
                                0
                                • FreshToad223undefined Offline
                                  FreshToad223undefined Offline
                                  FreshToad223
                                  wrote on last edited by FreshToad223
                                  #16

                                  I has question, how to use OAT for export assets and making mod?

                                  AdrX003undefined 1 Reply Last reply
                                  0
                                  • AdrX003undefined Offline
                                    AdrX003undefined Offline
                                    AdrX003
                                    replied to FreshToad223 on last edited by AdrX003
                                    #17

                                    FreshToad223 in a CMD window on the same executable as OAT's executables do

                                    Unlinker --verbose "C:\pathtothefasfile\common_zm.ff"
                                    

                                    if you want to export stuff from a gun is like the example below

                                    Unlinker  --include-assets "weapon" --verbose "C:\pathtothefasfile\weapons!spas_sp.ff"
                                    
                                    FreshToad223undefined 1 Reply Last reply
                                    0
                                    • FreshToad223undefined Offline
                                      FreshToad223undefined Offline
                                      FreshToad223
                                      replied to AdrX003 on last edited by FreshToad223
                                      #18

                                      AdrX003 And how to use the Linker function?

                                      1 Reply Last reply
                                      0
                                      • Maximizer Blakeundefined Offline
                                        Maximizer Blakeundefined Offline
                                        Maximizer Blake
                                        wrote on last edited by
                                        #19

                                        AdrX003 it says usage : loadmod "mod/[modname]"

                                        1 Reply Last reply
                                        0
                                        • AdrX003undefined Offline
                                          AdrX003undefined Offline
                                          AdrX003
                                          replied to Maximizer Blake on last edited by AdrX003
                                          #20

                                          Maximizer Blake

                                          --> Place the extracted folder on the Mods folder ->Right Here<- , where Plutonium BO2 will recognize it and show as an item you click to load on the game's menu:
                                          57dd70ad-4a80-4979-8ed4-f4c694a1d2ed-image.png

                                          Usually any mod folder needs to start with the prefix of the game type its meant to: mp_ for multiplayer, zm_ for zombies. These folder names are recommended to have no symbols, no spaces, nothing special should be on them, and inside all of the mod files need to be directly placed as i show below -->

                                          --> How does a mod folder have to look on the inside for the game to load it correcly?
                                          8644ea73-3c33-4ced-925f-45e46fcc2bcc-image.png

                                          Taking as example the reimagined mod here, but the bare minimum a mod should have is the mod.ff (scripts) and mod.json (information for plutonium show it on the menu) and usually also the mod.all.sabs (main sound files if the mod uses it) and mod.iwd (textures, images), wile the zmStats or mpStats are saved every time the game saves player stats.

                                          Maximizer Blakeundefined 2 Replies Last reply
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