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  3. [T6] AdrX Test Weapons first OAT Port

[T6] AdrX Test Weapons first OAT Port

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  • 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
                                      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.

                                        "

                                        Maximizer Blakeundefined Offline
                                        Maximizer Blakeundefined Offline
                                        Maximizer Blake
                                        wrote on last edited by
                                        #26

                                        AdrX003 I already saw it.

                                        1 Reply Last reply
                                        0
                                        • Maximizer Blakeundefined Offline
                                          Maximizer Blakeundefined Offline
                                          Maximizer Blake
                                          wrote on last edited by
                                          #27

                                          Can you do AdrX Test Weapons first OAT Port with .gsc

                                          AdrX003undefined 1 Reply Last reply
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