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  3. [ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.1

[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.1

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  • Rafox66undefined Offline
    Rafox66undefined Offline
    Rafox66
    wrote last edited by
    #57

    I've encountered some issues, The double tap 2.0 vending machine is invisible. Also, when hosting a server and running this mod the server crashes when you drink a quick revive on your own, 2 players seems to work fine.
    And the '+' in the "extra_perks+extra_weapons" folder name seems to cause issues, I changed it into 'extra_perks_extra_weapons' and that seemed to fix a problem I was having where a new mod folder was made just called 'extra_perks'.

    HomerJay42undefined 1 Reply Last reply
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    • Richiem32undefined Offline
      Richiem32undefined Offline
      Richiem32
      wrote last edited by Richiem32
      #58

      I do have a Request for multiplayer mod Can you replace the WA 2000? With the scoped kar 98K. Just a simple weapon replacement mod.

      1 Reply Last reply
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      • hayohomer88undefined Offline
        hayohomer88undefined Offline
        hayohomer88
        wrote last edited by
        #59

        This mod is dope, good stuff.

        1 Reply Last reply
        1
        • HomerJay42undefined HomerJay42

          BOTxMIKE the raygun doesn't use a script as it's damage is determined through the weapon file, and I've already buffed the upgraded one and left the unupgraded variant as is.

          the winters howl script you showed can just be put into your plutonium directory under t5/maps if you wanna use it

          BOTxMIKEundefined Offline
          BOTxMIKEundefined Offline
          BOTxMIKE
          wrote last edited by
          #60

          HomerJay42 you actually buffed regular ray gun?

          1 Reply Last reply
          0
          • Mr.Flawless97undefined Offline
            Mr.Flawless97undefined Offline
            Mr.Flawless97
            wrote last edited by
            #61

            I played and streamed on every bo1 map with this mod. DON'T change anything. Every feature runs PERFECT. I wonder if have you done something like this on bo2.
            I have mod menu both on bo1 and bo2 too. And on bo3 I can have every mega gamblegum unlimited. and on every map of bo1-bo2-bo3 i can do all easter eggs on solo. Thank you very much for this gift.

            1 Reply Last reply
            1
            • Rafox66undefined Rafox66

              I've encountered some issues, The double tap 2.0 vending machine is invisible. Also, when hosting a server and running this mod the server crashes when you drink a quick revive on your own, 2 players seems to work fine.
              And the '+' in the "extra_perks+extra_weapons" folder name seems to cause issues, I changed it into 'extra_perks_extra_weapons' and that seemed to fix a problem I was having where a new mod folder was made just called 'extra_perks'.

              HomerJay42undefined Online
              HomerJay42undefined Online
              HomerJay42
              wrote last edited by
              #62

              Rafox66 I'll could try looking into the issue with doubletap, it shows up just fine for me so I didn't know it was an issue (it might honestly be an issue with the perk machine model set in the perk script which is the only script I didn't compile into the mod.ff, so you can take a look at it if you want)
              I'll be honest I'm not that great at modding and I can tell you this mod wasn't as well put together as it probably could have been (it functions but it's not that well optimized)
              I'll try looking into it soon

              Rafox66undefined 1 Reply Last reply
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              • HomerJay42undefined HomerJay42

                Rafox66 I'll could try looking into the issue with doubletap, it shows up just fine for me so I didn't know it was an issue (it might honestly be an issue with the perk machine model set in the perk script which is the only script I didn't compile into the mod.ff, so you can take a look at it if you want)
                I'll be honest I'm not that great at modding and I can tell you this mod wasn't as well put together as it probably could have been (it functions but it's not that well optimized)
                I'll try looking into it soon

                Rafox66undefined Offline
                Rafox66undefined Offline
                Rafox66
                wrote last edited by
                #63

                HomerJay42 Thank you very much, I can confirm that double tap is now visible with v1.2.1. Although when testing it on Ascension it only becomes visible once the power has been turned on, just letting you know. Still an improvement considering on v1.2 I could only see the glow of the light from the vending machine.
                I should also point out that I'm completely clueless when it comes to actual modding and scripting, at best all I can do is make very simple edits on code that somebody else has already written, so you saying you're not that great is funny because I could never in my life figure out how to make a mod like this in the first place. I extracted the mod.ff and took a little peek, but as much as I would like to aid you I have no idea what I'm doing lol. I'm just happy that you have these abilities and had the idea to create this mod (and the waw weapons one). I never understood why they for example never added the M60 into zombies, or why they didn't bring back the PPSh for the waw maps considering these guns were already in the game. So once again, thank you for what you're doing!

                HomerJay42undefined 1 Reply Last reply
                1
                • Rafox66undefined Rafox66

                  HomerJay42 Thank you very much, I can confirm that double tap is now visible with v1.2.1. Although when testing it on Ascension it only becomes visible once the power has been turned on, just letting you know. Still an improvement considering on v1.2 I could only see the glow of the light from the vending machine.
                  I should also point out that I'm completely clueless when it comes to actual modding and scripting, at best all I can do is make very simple edits on code that somebody else has already written, so you saying you're not that great is funny because I could never in my life figure out how to make a mod like this in the first place. I extracted the mod.ff and took a little peek, but as much as I would like to aid you I have no idea what I'm doing lol. I'm just happy that you have these abilities and had the idea to create this mod (and the waw weapons one). I never understood why they for example never added the M60 into zombies, or why they didn't bring back the PPSh for the waw maps considering these guns were already in the game. So once again, thank you for what you're doing!

                  HomerJay42undefined Online
                  HomerJay42undefined Online
                  HomerJay42
                  wrote last edited by
                  #64

                  Rafox66 I fixed doubletap from being invisible on ascension
                  sorry for assuming you knew how to mod bo1, I know it's something that normal people don't feel like wasting their time on
                  I'm really glad you like the mod, and I also never understood why a bunch of these weapons were never seen in bo1 zombies, guess that's why I made this mod lmao

                  1 Reply Last reply
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                  • HomerJay42undefined HomerJay42

                    erpkar maybe at some point in the future. I was already facing issues by having too many weapons in this mod which is why I had to remove some of the base weapons for certain maps. Idk if it's possible but I might look into it at some point

                    erpkarundefined Offline
                    erpkarundefined Offline
                    erpkar
                    wrote last edited by
                    #65

                    HomerJay42 thank you goat my greed sickens me 😊

                    1 Reply Last reply
                    1
                    • superpantssundefined Offline
                      superpantssundefined Offline
                      superpantss
                      wrote last edited by
                      #66

                      Awesome mod. The only issue I found is that the ppsh does not have a reload sound effect when it's fully depleted. It plays when you reload normally but not when there's 0 bullets left and it plays that extra animation of the gun being chambered.

                      HomerJay42undefined 1 Reply Last reply
                      1
                      • superpantssundefined superpantss

                        Awesome mod. The only issue I found is that the ppsh does not have a reload sound effect when it's fully depleted. It plays when you reload normally but not when there's 0 bullets left and it plays that extra animation of the gun being chambered.

                        HomerJay42undefined Online
                        HomerJay42undefined Online
                        HomerJay42
                        wrote last edited by
                        #67

                        superpantss I'll look into that, thx for letting me know

                        1 Reply Last reply
                        1
                        • OB_Cityundefined Offline
                          OB_Cityundefined Offline
                          OB_City
                          wrote last edited by
                          #68

                          you should add a version of the mod with suppressed guns!

                          1 Reply Last reply
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