[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.3.1
-
HomerJay42 i have bonecrshers animated camos mod, how do i do that?
-
HomerJay42 i used that script already aswell, its not really made well and has alot of bugs :,)
-
HomerJay42 i have bonecrshers animated camos mod, how do i do that?
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 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
HomerJay42 but when i dont load the mod, it doesnt work
-
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
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!
-
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)
-
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.
-
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!- Mystery box animation starts fine, then disappears for about half a second before showing you the final weapon.
- 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.
- 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
- 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!
-
JaredTheJoint no, but I can make a mod that adds all bo1 perks to maps that don't have them without the weapons
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. -
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!- Mystery box animation starts fine, then disappears for about half a second before showing you the final weapon.
- 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.
- 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
- 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!
Scoonce123 WEAPON_DEFAULTWEAPON is like a debug weapon, it exists in most cods
its probably something with the mod enabling all weapons (i assume) -
Scoonce123 WEAPON_DEFAULTWEAPON is like a debug weapon, it exists in most cods
its probably something with the mod enabling all weapons (i assume)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 -
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?
-
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?
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)
-
i'm sorry but quick question about the mod, is there pack a punch in nacht der untoten because i can't find it
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login