[T6] AdrX Test Weapons first OAT Port
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PS2ABBACHIO said in [T6] AdrX Test Weapons first OAT Port:
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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.
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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.
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I don't see read me, can you show me how?
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how to add?
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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. -
AdrX003 What am i gonna do with a folder? it says usage : loadmod "mod/[modname]"
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I has question, how to use OAT for export assets and making mod?
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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"
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AdrX003 And how to use the Linker function?
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AdrX003 it says usage : loadmod "mod/[modname]"
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--> 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:
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?
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.
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AdrX003 I'll try
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AdrX003 It works, so thanks.
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Why don't you try add all weapons with [Release] [ZM] [Mod] zm_weapons - Adding campaign and multiplayer weapons to all maps?
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Maximizer Blake its written right at the end of the post, please give it a read:
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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.
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AdrX003 Dealing with camos now.
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AdrX003 I already saw it.
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Can you do AdrX Test Weapons first OAT Port with .gsc
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Maximizer Blake hit me up on discord: AdrX003
it may be better to answer all you wanna know. -
AdrX003 Okay