Nuketown Zombies Revamped | City Of Mars V2 | Updated July 26th, 2025
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@EliasGaming Once you open the zip package, open up a file called "How To Install Tutorial".txt and inside of that file you can see a written tutorial that tells you everything you need to know. You can also join in to our dc server where you can finda video tutorial about the installation progress.
Ultimateman the file to help install the mod is no longer in there after downloading the mod file.
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Ultimateman the file to help install the mod is no longer in there after downloading the mod file.
SM0KEDOPE2015 install this mod the same way as you would my tranzit revamped 2024 mod. that how to install video is up to date, just use city of mars files instead while following the tutorial

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Hi, for some reason, the tedd dialogue shows up incomplete, like, only the first line. I can still complete the quests by looking up someone else's gameplay on yt but still thought i should comment on it.

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t
yo so my file doesnt have an images file and whatnot no matter what i do even reinstalling it so how do i go about this??This post is deleted! -
Hi, for some reason, the tedd dialogue shows up incomplete, like, only the first line. I can still complete the quests by looking up someone else's gameplay on yt but still thought i should comment on it.

X_Jan-Sniper_X I dont know, I havent ran into that bug before. I gotta see if Im able to reproduce the issue on my end

Thanks for letting me know -
t
yo so my file doesnt have an images file and whatnot no matter what i do even reinstalling it so how do i go about this??HadesQuo simply just unzip the zip file to your bo2 mods folder
follow tranzit revamped 2024 mod tutorial but for this mod if needed video guidance. -
Hi, for some reason, the tedd dialogue shows up incomplete, like, only the first line. I can still complete the quests by looking up someone else's gameplay on yt but still thought i should comment on it.

X_Jan-Sniper_X ok I know the reason. You have that zombie counter and timer counter running ( and that health / speed thing ) on alongside with the mod which will exceed the hud element limit. Please dont run anything from your scripts folder when running this mod if you want the mod to work as best as it can

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Ultimateman the file to help install the mod is no longer in there after downloading the mod file.
SM0KEDOPE2015 where would it be now?
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Hi, first I have to say the map is very good and I wish bo2 had more custom maps with this level of quality.
On the other hand I'm having issues playing it with friends. When I play solo it works flawlessly but with a friend even if we both lower the fps bellow the 120 threshold the host of the custom game plays fine but the one which was invited after a bit starts popping the 'connection inturrepted' error and the game stutters in a way that makes it unplayable. I also used these commands: cg_drawDisconnect 0 , bg_fixFramerateDependentPhysics; but they also didn't fix the issue. Does anybody know a way to fix this? -
Hi, first I have to say the map is very good and I wish bo2 had more custom maps with this level of quality.
On the other hand I'm having issues playing it with friends. When I play solo it works flawlessly but with a friend even if we both lower the fps bellow the 120 threshold the host of the custom game plays fine but the one which was invited after a bit starts popping the 'connection inturrepted' error and the game stutters in a way that makes it unplayable. I also used these commands: cg_drawDisconnect 0 , bg_fixFramerateDependentPhysics; but they also didn't fix the issue. Does anybody know a way to fix this?N3ar_
Hi. Thanks for trying out the mod
I appreciate it, it took me multiple years to create
And to answer your connection issues;
I think the mod might be too heavy on the host unless the game is ran off from a "dedicated server". The mod adds so many script models and fxs while also having heavy while loops in the code that sometimes some hosts are unable to host the game "efficiently".
I could look into a possible solution at somepoint if plutonium have made it so that the models & fxs could be ran on client side as well instead of "on the server" while in a coop game cos those are the most taxing ones that the host has to operate currently and loading up those to individual clients in a coop game would defo free up the bandwidth
If not, I could always also reduce the amount of custom triggers, models, fxs that I placed inside of the map to also reduce the load on host.
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