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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

Scheduled Pinned Locked Moved BO1 Modding Releases & Resources
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  • Claaark Offline
    Claaark Offline
    Claaark
    wrote on 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
    0
    • 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 on last edited by
      #36

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

      1 Reply Last reply
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      • Claaark Offline
        Claaark Offline
        Claaark
        wrote on 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.

        1 Reply Last reply
        0
        • smkoban2 Offline
          smkoban2 Offline
          smkoban2
          wrote on last edited by
          #38

          not working

          1 Reply Last reply
          0
          • Claaark Offline
            Claaark Offline
            Claaark
            wrote on 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.

                1 Reply Last reply
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                • LUMCHAN Offline
                  LUMCHAN Offline
                  LUMCHAN
                  wrote last edited by
                  #42

                  Is there an option to not have the script rig items? I only want the box to start near spawn.

                  1 Reply Last reply
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                  • Claaark Offline
                    Claaark Offline
                    Claaark
                    wrote last edited by
                    #43

                    LUMCHAN Not in the current version, no.

                    Right now the patch is built around the Perfect Box logic, so it forces the box setup/weapons and also places the box in the best/needed location depending on the map.

                    What you are asking for would be a different type of script: a “fixed box spawn” patch only, without rigged/forced box weapons.

                    It should be possible to make a separate version that only controls the starting box location, but it depends on the map. Some maps already have a fixed/default box spawn. For example, Der Riese starts at power. Ascension also has its default starting box location at power. Other maps, like Kino der Toten, can have different box spawn locations.

                    So yes, a separate fixed-box-only version could probably be made, but the current release does not have an option to disable the forced weapon logic while keeping only the box location changes.

                    1 Reply Last reply
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                    • GAZAwillbefree Offline
                      GAZAwillbefree Offline
                      GAZAwillbefree
                      wrote last edited by GAZAwillbefree
                      #44

                      Is there a version without the HUD/information? I just want the perfect box patch. I don't want the HUD. Can you make one?

                      1 Reply Last reply
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                      • Claaark Offline
                        Claaark Offline
                        Claaark
                        wrote last edited by
                        #45

                        @freepalestine4ev Not at the moment, but I can definitely consider making a “minimal” version without the HUD if there is enough interest. Right now, the HUD is integrated into the patch, so the current release does not include an option to disable it separately.

                        1 Reply Last reply
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                        • dacjamrock Offline
                          dacjamrock Offline
                          dacjamrock
                          wrote last edited by
                          #46

                          thank you

                          1 Reply Last reply
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