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  3. [ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.3.1

[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.3.1

Scheduled Pinned Locked Moved BO1 Modding Releases & Resources
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  • amirdg43 Offline
    amirdg43 Offline
    amirdg43
    wrote on last edited by
    #125

    i tried this mod today, very fun! m60 and stoner are complete beasts, very beefy, a lot of ammo, so satisfying

    1 Reply Last reply
    1
    • HomerJay42 HomerJay42

      Alf2104 in your plutonium t5 directory you need to make a folder called "mods" (Plutonium>storage>t5) then take the folder from out of the zip and drop it in the mods folder and then go to mods in the main menu and load it.

      I would also recommend you remove the files you put in your scripts folder and zone folder, everything needs to stay in the mod folder as is

      ragebater Offline
      ragebater Offline
      ragebater
      wrote on last edited by
      #126

      HomerJay42 do u have a mod like this for bo2 zm

      1 Reply Last reply
      0
      • TheJooJ Offline
        TheJooJ Offline
        TheJooJ
        wrote on last edited by
        #127

        this mod is goated af, survived 35 rounds solo on nacht

        1 Reply Last reply
        1
        • HomerJay42 HomerJay42
          This is a simple mod that adds mp and some sp weapons to bo1 zombies... along with the raygun mark2. This mod also adds phd, stamin-up & deadshot to all the maps that don't have them. There are also some other small enhancements made with this mod and all base weapons are buffed as well.

          Credits:

          Jbleezy: assets from bo1 reimagined
          F3ARxReaper666: perk script
          RealVenomModz: Ray Gun Mark II

          Latest Updates:

          V1.3:

          • added pap to shi no numa and nacht der untoten
          • fixed probably most of the bugs related to perks
          • added the mg42 and stg44 to most maps along with gersh devices on nacht
          • removed more of the base weapons from the box (not all of them)
            (this update isn't fully tested but it should be significantly better then the previous version of this mod)
            V1.3.1:
          • der riese doesn't give an error anymore
          • fixed some localized strings for weapon names

          Images:

          Call of Duty  Black Ops Screenshot 2025.09.11 - 13.41.09.52.png
          Plutonium Screenshot 2025.09.11 - 14.11.44.79.png
          Call of Duty  Black Ops Screenshot 2025.09.11 - 13.50.06.68.png
          Call of Duty  Black Ops Screenshot 2025.09.11 - 13.51.41.87.png
          Call of Duty  Black Ops Screenshot 2025.09.11 - 13.57.19.13.png

          Weapon List:

          AK47
          Enfield
          KS23
          M60
          PPSH
          UZI
          ASP
          MAC11
          RPG
          M202
          WA2000
          PSG1
          Makarov
          Tokarevtt30
          Kaparis
          Skorpion
          Stoner63
          Panzerschreck
          Mosin
          Raygun Mark 2
          (I think that's all of them)

          (I know I didn't add the sten, the sounds don't work and I don't feel like figuring out what the weapon notetracks are for it. If I figure it out I'll add it in an update)

          I've tried to make sure that everything is working properly and it seems fine, but I've only done an actual playtest on der riese so feel free to let me know of any bugs or issues

          At the moment the only issue I know of is playing a map and then quitting to main menu and then starting another map crashes the game (this only occurs on plutonium)

          DOWNLOAD

          JaredTheJoint Offline
          JaredTheJoint Offline
          JaredTheJoint
          wrote on last edited by
          #128

          HomerJay42 is there a way i can just add the perk script?

          HomerJay42 1 Reply Last reply
          0
          • JaredTheJoint JaredTheJoint

            HomerJay42 is there a way i can just add the perk script?

            HomerJay42 Offline
            HomerJay42 Offline
            HomerJay42
            wrote on last edited by
            #129

            JaredTheJoint no, but I can make a mod that adds all bo1 perks to maps that don't have them without the weapons

            overhyped 1 Reply Last reply
            0
            • JaredTheJoint Offline
              JaredTheJoint Offline
              JaredTheJoint
              wrote on last edited by JaredTheJoint
              #130

              thats fine, i was assuming theres a script for it because i want to use my misty gloves and camos mod with the perk mod at the same time.

              HomerJay42 1 Reply Last reply
              0
              • JaredTheJoint JaredTheJoint

                thats fine, i was assuming theres a script for it because i want to use my misty gloves and camos mod with the perk mod at the same time.

                HomerJay42 Offline
                HomerJay42 Offline
                HomerJay42
                wrote on last edited by HomerJay42
                #131

                JaredTheJoint I see what you mean now, if you want just a script without loading a mod it can be done, but phd, deadshot and stamin-up won't have their models or shaders meaning they'll have to reuse the waw perk machines
                here's a script that already does that I'm pretty sure: https://forum.plutonium.pw/topic/23823/release-add-missing-phd-and-stamina-to-maps

                on the other hand you could get something like the bonecrushers animated camos mod that adds the misty hands and animated camos through patch files meaning you could still load a mod with the misty hands and animated camos

                1 Reply Last reply
                0
                • JaredTheJoint Offline
                  JaredTheJoint Offline
                  JaredTheJoint
                  wrote on last edited by JaredTheJoint
                  #132

                  HomerJay42 i have bonecrshers animated camos mod, how do i do that?

                  HomerJay42 1 Reply Last reply
                  0
                  • JaredTheJoint Offline
                    JaredTheJoint Offline
                    JaredTheJoint
                    wrote on last edited by
                    #133

                    HomerJay42 i used that script already aswell, its not really made well and has alot of bugs :,)

                    1 Reply Last reply
                    0
                    • JaredTheJoint JaredTheJoint

                      HomerJay42 i have bonecrshers animated camos mod, how do i do that?

                      HomerJay42 Offline
                      HomerJay42 Offline
                      HomerJay42
                      wrote on last edited by
                      #134

                      JaredTheJoint the bonecrushers animated camos mod doesn't require you to load a mod since it just replaces the patch files already installed in your game, meaning you could just load a mod with it installed

                      JaredTheJoint 2 Replies Last reply
                      0
                      • HomerJay42 HomerJay42

                        JaredTheJoint the bonecrushers animated camos mod doesn't require you to load a mod since it just replaces the patch files already installed in your game, meaning you could just load a mod with it installed

                        JaredTheJoint Offline
                        JaredTheJoint Offline
                        JaredTheJoint
                        wrote on last edited by
                        #135

                        HomerJay42 but when i dont load the mod, it doesnt work

                        1 Reply Last reply
                        0
                        • HomerJay42 HomerJay42

                          JaredTheJoint the bonecrushers animated camos mod doesn't require you to load a mod since it just replaces the patch files already installed in your game, meaning you could just load a mod with it installed

                          JaredTheJoint Offline
                          JaredTheJoint Offline
                          JaredTheJoint
                          wrote on last edited by
                          #136

                          HomerJay42 i figured out what u meant, i didnt follow bonecrushers instructions im able to use the mod with camos at same time thanks alot!

                          1 Reply Last reply
                          0
                          • moxegameng Offline
                            moxegameng Offline
                            moxegameng
                            wrote last edited by
                            #137

                            ya should make an version of this without the additional perks,only adding the weapons

                            (or is there already it? idk havent checked it for quite some while)

                            1 Reply Last reply
                            0
                            • ybjy04 Offline
                              ybjy04 Offline
                              ybjy04
                              wrote last edited by ybjy04
                              #138

                              Amazing mod, my only issue is for whatever reason there is no Papped version of the Kiparis, the machine just ate the weapon and spit out nothing. Didn't have this issue with any other weapon, this happened to me on the map Five is that's helpful in anyway.

                              1 Reply Last reply
                              0
                              • Scoonce123 Offline
                                Scoonce123 Offline
                                Scoonce123
                                wrote last edited by
                                #139

                                This is a fantastic mod, well done on the hard work!
                                I have noticed a couple of very minor issues just FYI, but other than that a perfect way to play the old zombies maps!

                                1. Mystery box animation starts fine, then disappears for about half a second before showing you the final weapon.
                                2. Buying hand grenades off the wall while you have mule kick will replace the weapon you have equipped, meaning you'll have to go buy/PaP it again.
                                3. When PaPing the Mac11 and shoot some bullets, one gun's ammo count has a 0 before the number, while the other doesn't. For example, 98 | 097. Not an issue at all but if you're OCD you notice it lol
                                4. You can get a weapon called WEAPON_DEFAULTWEAPON (or something similar). 10 round mag that reloads 5 rounds at a time, no gun shows up, just the player's fingers contorted as if holding a launcher or something. If this is an inside joke/meme then sorry! You can PaP it too!
                                binaryO_O 1 Reply Last reply
                                0
                                • HomerJay42 HomerJay42

                                  JaredTheJoint no, but I can make a mod that adds all bo1 perks to maps that don't have them without the weapons

                                  overhyped Offline
                                  overhyped Offline
                                  overhyped
                                  wrote last edited by
                                  #140

                                  HomerJay42
                                  That would be great. I would really like a version where only perk machines are added, without the weapon changes.
                                  Would even appreciate if you could explain how to do this myself.

                                  1 Reply Last reply
                                  0
                                  • Scoonce123 Scoonce123

                                    This is a fantastic mod, well done on the hard work!
                                    I have noticed a couple of very minor issues just FYI, but other than that a perfect way to play the old zombies maps!

                                    1. Mystery box animation starts fine, then disappears for about half a second before showing you the final weapon.
                                    2. Buying hand grenades off the wall while you have mule kick will replace the weapon you have equipped, meaning you'll have to go buy/PaP it again.
                                    3. When PaPing the Mac11 and shoot some bullets, one gun's ammo count has a 0 before the number, while the other doesn't. For example, 98 | 097. Not an issue at all but if you're OCD you notice it lol
                                    4. You can get a weapon called WEAPON_DEFAULTWEAPON (or something similar). 10 round mag that reloads 5 rounds at a time, no gun shows up, just the player's fingers contorted as if holding a launcher or something. If this is an inside joke/meme then sorry! You can PaP it too!
                                    binaryO_O Offline
                                    binaryO_O Offline
                                    binaryO_O
                                    wrote last edited by
                                    #141

                                    Scoonce123 WEAPON_DEFAULTWEAPON is like a debug weapon, it exists in most cods
                                    its probably something with the mod enabling all weapons (i assume)

                                    HomerJay42 1 Reply Last reply
                                    0
                                    • binaryO_O binaryO_O

                                      Scoonce123 WEAPON_DEFAULTWEAPON is like a debug weapon, it exists in most cods
                                      its probably something with the mod enabling all weapons (i assume)

                                      HomerJay42 Offline
                                      HomerJay42 Offline
                                      HomerJay42
                                      wrote last edited by HomerJay42
                                      #142

                                      binaryO_O I need to remove some weapons, whenever I add too many they start getting overwritten with the default weapon
                                      idk when I'm gonna get around to that though

                                      1 Reply Last reply
                                      0
                                      • petergamerHP Offline
                                        petergamerHP Offline
                                        petergamerHP
                                        wrote last edited by
                                        #143

                                        when i try to get a fifth perk, it still made the sound when you exceded the 4 perk limit. is there a way of a command that goes over the 4 perk limit?

                                        overhyped 1 Reply Last reply
                                        0
                                        • petergamerHP petergamerHP

                                          when i try to get a fifth perk, it still made the sound when you exceded the 4 perk limit. is there a way of a command that goes over the 4 perk limit?

                                          overhyped Offline
                                          overhyped Offline
                                          overhyped
                                          wrote last edited by
                                          #144

                                          petergamerHP

                                          https://forum.plutonium.pw/post/90948
                                          Win+R → %localappdata%\Plutonium\storage\t5\scripts
                                          create a folder named sp
                                          create a text file named _zombiemode_perks, open with notepad and paste:

                                          init()
                                          {
                                                  if ( GetDvar( #"zombiemode" ) == "1" )
                                                  {
                                                      level thread onPlayerConnect();
                                                  }
                                                      
                                          }
                                          
                                          onPlayerConnect()
                                          {
                                          	for(;;)
                                          	{
                                          		level waittill ("connecting", player);
                                          
                                          		player thread onPlayerSpawned();
                                          	}
                                          }
                                          
                                          onPlayerSpawned()
                                          {
                                          	for(;;)
                                          	{
                                          		self waittill("spawned_player");
                                          
                                          		self.num_perks = -5;
                                          
                                          	}
                                          }
                                          

                                          save as _zombiemode_perks.gsc (change .txt extension)

                                          1 Reply Last reply
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