[T6] AdrX Test Weapons first OAT Port
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If you gonna add special weapons like TITUS 6 or STORM PSR, please don't nerf.
FreshToad223 As soon i figure out their specific scripts. they have alot of stuff to them like the staffs. testing the crossbow first since its fewer stuff but on the same style, since all them have separate files to the bullets/bolts and scripts to them. still confused on how to "assure theyre all where it should be to work"
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Will you combine this mod with Sehteria all weapons mod?
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What the chances you'd be willing to show me how to get the packapunch camos working on custom weapons? I cant see to get mine to work
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What the chances you'd be willing to show me how to get the packapunch camos working on custom weapons? I cant see to get mine to work
Maxizleo here:
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in the weaponfile, ensure it has a name on the
camo\part on the end of the file likecamo\camo_weaponname -
at the camo folder, copy one of the JSON camos from a similar gun (or the gun youre doing from other nome, its prefeered to be same one so its closer to what it should be) and name it as the same name you put on the weaponfile, "camo_weaponname"
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add this JSON file to the .zone where you are listing your camo materials used
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now the "tricky" part that requires more attention and time: you gotta open the camo.json file and find which camo is missing and needs to be added, this is done by checking all of the exported materials where OAT exports/dumps to your zone_raw. all of the names can be seen in dumped zones starting with like
material,mc/mtl_weapon_something, search all these, excluding the main weapon textures they usually have "camo" on the name too, copy all of these names somewhere, duplicate one of the camos from the camo.json file and replace by these new materials, so it will cover the whole gun/only the parts you put there. a problem here at least for me is that im still messing around all the values to check wich does what but thats mostly it.
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Maxizleo here:
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in the weaponfile, ensure it has a name on the
camo\part on the end of the file likecamo\camo_weaponname -
at the camo folder, copy one of the JSON camos from a similar gun (or the gun youre doing from other nome, its prefeered to be same one so its closer to what it should be) and name it as the same name you put on the weaponfile, "camo_weaponname"
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add this JSON file to the .zone where you are listing your camo materials used
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now the "tricky" part that requires more attention and time: you gotta open the camo.json file and find which camo is missing and needs to be added, this is done by checking all of the exported materials where OAT exports/dumps to your zone_raw. all of the names can be seen in dumped zones starting with like
material,mc/mtl_weapon_something, search all these, excluding the main weapon textures they usually have "camo" on the name too, copy all of these names somewhere, duplicate one of the camos from the camo.json file and replace by these new materials, so it will cover the whole gun/only the parts you put there. a problem here at least for me is that im still messing around all the values to check wich does what but thats mostly it.
AdrX003 if you just happen to be editing a gun from the game i tried to add most of the here
https://drive.google.com/file/d/1j2ASS4tkDWMCYooqPqfiDBaif0CycrXt/view?usp=sharing
what i actually wanted to do was to learn how to create entries in the game menu and as milti pack or something for any new camos like the DLC sections on MP, someday ig.
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ive been trying to do that and nothings working
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hey i can drinkk only 4 perks why
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Is there an update for this mod?
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This mod is really cool but it dont work
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A simple mod adding weapons and some other stuff based of sehteria 's ZM-Weapons for me to learn the tools and all of the structure on building a mod, sent cause some friends asked me to.
Added Weapons:
- Peacekeeper (without flashlight model)
- SPAS-12
- Browning HP
- Dragunov
- M60
- Makarov
- Mauser C96 added to other maps
Stats are pretty much just test values since the mod was not meant to be playable ig.
Patches:
- (Probably) More damage for Refitted 8700 Mechanical Cranium Sequencer
- (Probably) More damage and ammo for Dystopic Demolisher
- (Probably) More damage and ammo for RPG & Rocket Propelled Grievance
- 2025 ACOG is now fully covered by all PAP Camos
Issues:
- Cant knife wile ADS'ing with the Boomhilda
Other Mod Additions:
- Sehteris's own ZM Perks included in
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.
Will keep testing and updating stuff on my discord/other networks that can be found on bio
AdrX003 Hey do you think you could remove perk limit with this mod only thing i feel its missing
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AdrX003 Hey do you think you could remove perk limit with this mod only thing i feel its missing
Glitching HD with a easy script.