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  3. [T6] AdrX Test Weapons first OAT Port

[T6] AdrX Test Weapons first OAT Port

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  • GhostRider0125undefined GhostRider0125

    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 Offline
    AdrX003undefined Offline
    AdrX003
    wrote 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
    • tacobellXDundefined tacobellXD

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

      AdrX003undefined Offline
      AdrX003undefined Offline
      AdrX003
      wrote 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
      • AdrX003undefined AdrX003

        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 Offline
        PS2ABBACHIOundefined Offline
        PS2ABBACHIO
        wrote 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
          • PS2ABBACHIOundefined PS2ABBACHIO

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

            AdrX003undefined Offline
            AdrX003undefined Offline
            AdrX003
            wrote 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
            • ZAPlordundefined ZAPlord

              does this mod work on all maps?

              AdrX003undefined Offline
              AdrX003undefined Offline
              AdrX003
              wrote 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
                  • Maximizer Blakeundefined Maximizer Blake

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

                    AdrX003undefined Offline
                    AdrX003undefined Offline
                    AdrX003
                    wrote 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
                    • AdrX003undefined AdrX003

                      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 Offline
                      Maximizer Blakeundefined Offline
                      Maximizer Blake
                      wrote 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
                        • FreshToad223undefined FreshToad223

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

                          AdrX003undefined Offline
                          AdrX003undefined Offline
                          AdrX003
                          wrote 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
                          • AdrX003undefined AdrX003

                            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 Offline
                            FreshToad223undefined Offline
                            FreshToad223
                            wrote 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
                              • Maximizer Blakeundefined Maximizer Blake

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

                                AdrX003undefined Offline
                                AdrX003undefined Offline
                                AdrX003
                                wrote 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
                                1
                                • AdrX003undefined AdrX003

                                  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 Offline
                                  Maximizer Blakeundefined Offline
                                  Maximizer Blake
                                  wrote on last edited by
                                  #21

                                  AdrX003 I'll try

                                  1 Reply Last reply
                                  0
                                  • AdrX003undefined AdrX003

                                    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 Offline
                                    Maximizer Blakeundefined Offline
                                    Maximizer Blake
                                    wrote on last edited by
                                    #22

                                    AdrX003 It works, so thanks.

                                    1 Reply Last reply
                                    0
                                    • Maximizer Blakeundefined Offline
                                      Maximizer Blakeundefined Offline
                                      Maximizer Blake
                                      wrote on last edited by Maximizer Blake
                                      #23

                                      Why don't you try add all weapons with [Release] [ZM] [Mod] zm_weapons - Adding campaign and multiplayer weapons to all maps?

                                      AdrX003undefined 1 Reply Last reply
                                      0
                                      • Maximizer Blakeundefined Maximizer Blake

                                        Why don't you try add all weapons with [Release] [ZM] [Mod] zm_weapons - Adding campaign and multiplayer weapons to all maps?

                                        AdrX003undefined Offline
                                        AdrX003undefined Offline
                                        AdrX003
                                        wrote on last edited by
                                        #24

                                        Maximizer Blake its written right at the end of the post, please give it a read:

                                        "
                                        AdrX003 said in [T6] AdrX Test Weapons first OAT Port:

                                        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.

                                        "

                                        AdrX003undefined Maximizer Blakeundefined 2 Replies Last reply
                                        0
                                        • AdrX003undefined AdrX003

                                          Maximizer Blake its written right at the end of the post, please give it a read:

                                          "
                                          AdrX003 said in [T6] AdrX Test Weapons first OAT Port:

                                          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.

                                          "

                                          AdrX003undefined Offline
                                          AdrX003undefined Offline
                                          AdrX003
                                          wrote on last edited by
                                          #25

                                          AdrX003 Dealing with camos now.
                                          8b00919b-c8bf-4210-a90f-027364f44786-image.png

                                          1 Reply Last reply
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