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  3. [ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4

[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4

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  • 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 Offline
    HomerJay42undefined Offline
    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

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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 😊

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      • 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 2 Replies 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 Offline
          HomerJay42undefined Offline
          HomerJay42
          wrote last edited by
          #67

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

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          • OB_Cityundefined Offline
            OB_Cityundefined Offline
            OB_City
            wrote last edited by
            #68

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

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            • KADALUXIAundefined Offline
              KADALUXIAundefined Offline
              KADALUXIA
              wrote last edited by
              #69

              Awesome mod!! Works great on every map so far, however, Moon seems to crash upon spinning the box. I'm not sure if that's just a problem on my end or what, lol

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              • 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 Offline
                HomerJay42undefined Offline
                HomerJay42
                wrote last edited by
                #70

                superpantss I fixed that issue with the ppsh sounds not being present when reloading empty

                KADALUXIA I looked into that issue and the game didn't crash when I used the box on moon, however I tried to fix it anyway so hopefully the update I put out was able to fix it

                KADALUXIAundefined 1 Reply Last reply
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                • KADALUXIAundefined Offline
                  KADALUXIAundefined Offline
                  KADALUXIA
                  wrote last edited by
                  #71

                  I'll be sure to try it!! Thank you :]

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                  • HomerJay42undefined HomerJay42

                    superpantss I fixed that issue with the ppsh sounds not being present when reloading empty

                    KADALUXIA I looked into that issue and the game didn't crash when I used the box on moon, however I tried to fix it anyway so hopefully the update I put out was able to fix it

                    KADALUXIAundefined Offline
                    KADALUXIAundefined Offline
                    KADALUXIA
                    wrote last edited by
                    #72

                    HomerJay42 It seems to have fixed it, so thank you for that 😄 However, there seems to be an issue with Verruckt. On other maps I'm able to exceed the 4 perk limit, but on Verruckt it seems to still have that limit. Not sure what could be causing that

                    HomerJay42undefined 1 Reply Last reply
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                    • KADALUXIAundefined KADALUXIA

                      HomerJay42 It seems to have fixed it, so thank you for that 😄 However, there seems to be an issue with Verruckt. On other maps I'm able to exceed the 4 perk limit, but on Verruckt it seems to still have that limit. Not sure what could be causing that

                      HomerJay42undefined Offline
                      HomerJay42undefined Offline
                      HomerJay42
                      wrote last edited by
                      #73

                      KADALUXIA That was an accident from the last update, it's fixed now

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