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  3. [ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUD

[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUD

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  • Claaark Offline
    Claaark Offline
    Claaark
    wrote last edited by
    #32
    This post is deleted!
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    • Claaark Offline
      Claaark Offline
      Claaark
      wrote last edited by
      #33

      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 Ray instead of Waffe.

      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.ff from 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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      • Claaark Claaark

        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.

        Phantomal Offline
        Phantomal Offline
        Phantomal
        wrote last edited by
        #34

        Claaark Same things happening for me as well, 99% sure its bc the Wunderwaffe isnt on verruckt. Is there a patch version w/o ww for verruckt?

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        • Claaark Offline
          Claaark Offline
          Claaark
          wrote last edited by
          #35

          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 Bombs

          After 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.

          Phantomal 1 Reply Last reply
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          • Claaark Claaark

            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 Bombs

            After 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.

            Phantomal Offline
            Phantomal Offline
            Phantomal
            wrote last edited by
            #36

            Claaark oop I hadn't refreshed the page, my bad. Appreciate your work mate

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            • Claaark Offline
              Claaark Offline
              Claaark
              wrote last edited by
              #37

              Phantomal No worries at all, glad it makes sense now.

              Thanks a lot, I appreciate it. Let me know if you run into anything else or if the v1.0.2 hotfix gives you any issues on Verrückt.

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              • smkoban2 Offline
                smkoban2 Offline
                smkoban2
                wrote last edited by
                #38

                not working

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                • Claaark Offline
                  Claaark Offline
                  Claaark
                  wrote last edited by
                  #39

                  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?

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                  • Sun4All Offline
                    Sun4All Offline
                    Sun4All
                    wrote last edited by
                    #40

                    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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                    • Claaark Offline
                      Claaark Offline
                      Claaark
                      wrote last edited by
                      #41

                      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 .ff again. 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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