[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUD
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Bruhdawg69 Damn man, I’m really sorry to hear that. Hope your recovery is going well.
And yeah, Verrückt makes total sense then. It’s a really good map to grind if you’ve got the time for it, and I’m glad the patch can help you get some practice in.
Claaark yeah, I'm doing good luckily enough. I have a question, so on verruckt, since the waffe isn't on there, nothing comes out of the box. It does not turn to the next available weapon. Anything I should do on my end to fix this?
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Bruhdawg69 Just to make sure I understand the issue correctly, what exactly do you mean by “since the Waffe isn’t on there”?
Do you mean:
The Wunderwaffe does not appear in the box at all?
The Wunderwaffe appears, but after taking it the next box hit shows nothing?
The box weapon becomes invisible?
You get the Waffe, but the box does not move on to the next available weapon?
Or are you saying the HUD tracker does not show/count the Waffe correctly?The Wunderwaffe should be available on Verrückt, so if it gives you the Waffe but then nothing comes out after that, it may be an issue with my box order logic not falling back properly to the next valid weapon.
If the weapon is invisible or you cannot pick it up, it could also be caused by another weapon-related mod, animated camos or custom textures conflicting with the box.
Can you tell me the exact sequence of what happens? For example:
“First box gives Waffe, I take it, second box hit is invisible / gives nothing.”
That would help me know if this is a patch logic issue or a compatibility issue.
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Bruhdawg69 Just to make sure I understand the issue correctly, what exactly do you mean by “since the Waffe isn’t on there”?
Do you mean:
The Wunderwaffe does not appear in the box at all?
The Wunderwaffe appears, but after taking it the next box hit shows nothing?
The box weapon becomes invisible?
You get the Waffe, but the box does not move on to the next available weapon?
Or are you saying the HUD tracker does not show/count the Waffe correctly?The Wunderwaffe should be available on Verrückt, so if it gives you the Waffe but then nothing comes out after that, it may be an issue with my box order logic not falling back properly to the next valid weapon.
If the weapon is invisible or you cannot pick it up, it could also be caused by another weapon-related mod, animated camos or custom textures conflicting with the box.
Can you tell me the exact sequence of what happens? For example:
“First box gives Waffe, I take it, second box hit is invisible / gives nothing.”
That would help me know if this is a patch logic issue or a compatibility issue.
Claaark The waffe is not a weapon featured on Verruckt. Ray Gun and monkeys are the only priority weapons and equipment you should be running.
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Bruhdawg69 Oh yeah, you’re right, my bad. I got mixed up with Black Ops 3, where Verrückt does have the Wunderwaffe, and it completely slipped my mind.
I’ll fix it and change that setup so Verrückt only uses the proper priority weapons/equipment, like the Ray Gun and monkeys. Thanks for pointing it out.
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Bruhdawg69 Oh yeah, you’re right, my bad. I got mixed up with Black Ops 3, where Verrückt does have the Wunderwaffe, and it completely slipped my mind.
I’ll fix it and change that setup so Verrückt only uses the proper priority weapons/equipment, like the Ray Gun and monkeys. Thanks for pointing it out.
Claaark oh ye, you all good man no worries homie! I think that is the only change I see as far as my technical/legit knowledge goes.
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Update v1.0.2 - Verrückt Hotfix
A small hotfix is now available.
Changes
- Fixed the Verrückt Perfect Box logic.
- Verrückt no longer tries to force the Wunderwaffe.
- Verrückt now forces:
1. Ray Gun 2. Monkey Bombs- After Ray Gun and Monkey Bombs, the box should fall back to normal RNG.
- The Verrückt HUD tracker now tracks
Rayinstead ofWaffe.
Thanks to the people who reported and tested this issue.
If you are already using v1.0.1, just download the new
common_zombie_patch.fffrom the latest GitHub release and replace the old one.Download:
https://github.com/Romay10/Plutonium-T5-Perfect-Box-Tracker/releases/latest
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danielsen69
Yeah, that could definitely be the reason.The HUD showing means my patch is loading correctly, so the invisible box weapon issue may be caused by a conflict with the animated camos or another weapon-related mod.
Can you try testing it again with animated camos disabled/removed, using only my
common_zombie_patch.ff?If it works without animated camos, then I’ll add it as a known compatibility issue and look into whether I can make a compatible version later.
Thanks for testing and letting me know.
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Phantomal
Hey, I already made a hotfix for it in v1.0.2.The Verrückt setup no longer uses the Wunderwaffe. It now forces:
Ray Gun
Monkey BombsAfter that, the box should fall back to normal RNG.
I tested the hotfix and Verrückt should be working properly now. Download the latest version from the GitHub release page and make sure you replace the old file with the new common_zombie_patch.ff.
This patch is only made for Black Ops 1 / Plutonium T5 Zombies.
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Phantomal
Hey, I already made a hotfix for it in v1.0.2.The Verrückt setup no longer uses the Wunderwaffe. It now forces:
Ray Gun
Monkey BombsAfter that, the box should fall back to normal RNG.
I tested the hotfix and Verrückt should be working properly now. Download the latest version from the GitHub release page and make sure you replace the old file with the new common_zombie_patch.ff.
This patch is only made for Black Ops 1 / Plutonium T5 Zombies.
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smkoban2 Can you give me more details? “Not working” is too vague for me to know what’s wrong.
Please check first:
Are you using the latest version, v1.0.2?
Did you download common_zombie_patch.ff from the GitHub Releases section?
Is the file named exactly common_zombie_patch.ff?
Not common_zombie_patch (1).ff
Not common_zombie_patch.ff.txt
Is it placed here? -
am i able to download this mod and edit the loot pool and values? if so, how do we edit these values? also as a mod maker, is it possible to add wonder weapons to maps they are not normally found on? id love to use the scavenger and baby gun and wave gun on maps they arent normally found on, how hard is this to accomplish stabily in your opinion?
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Sun4All Yeah, you can edit it if you want. I don’t mind people modifying it for their own setups, just give credit if you release a modified version publicly.
For editing the loot pool / box values, the logic is inside the
common_zombie_patch.ff, so it is not as simple as editing a normal config file. You would need to extract/decompile the relevant GSC, edit the weapon order / box logic, then rebuild or patch the.ffagain. Most of the current logic is basically map checks + forced weapon returns for the Mystery Box.About adding wonder weapons to maps where they are not normally available: in my opinion, that is much harder to do properly and stable.
If the weapon is not loaded/preloaded by that map, simply forcing the weapon name can cause issues like invisible weapons, the box giving nothing, crashes, missing sounds, missing FX, or broken animations. That is basically what happened with the Verrückt/Waffe issue.
To do it properly, you would likely need to port or load all the required assets for that weapon, such as:
- weapon files
- models
- animations
- sounds
- FX
- scripts
- precache/zone references
So adding something like Scavenger, Baby Gun or Wave Gun to maps where they do not normally exist is probably possible, but I would not call it easy or guaranteed stable. It is more of a proper weapon porting/custom mod project than a simple loot pool edit.
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