Black Ops 2 Zombies Reimagined
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raynox1 Yes you can .... me and my brother downloaded this mod and ran it... and we were able to play it together on lan ping ...it felt amazing
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This post is deleted!
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Your discord link no longer seems to work, unless its just me.
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Your discord link no longer seems to work, unless its just me.
Joseph_F_1 Where?
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Lil Chrxs I like most of the changes, but removing some weapons? that is a bit too much if you ask me, reimagining zombies feels more like it should be an overhaul of the content we have, changing things and adding some more if possible. but removing just doesn't feel right.
I would also like to know how to add th galil or the python back. -
Also how can carpenter be added back?
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You can add it back by building the mod yourself, you have to comment this line out before building:
https://github.com/Jbleezy/BO2-Reimagined/blob/8fcfafb6018bb6b43f34784fd85b8abd4693db43/scripts/zm/_zm_reimagined.gsc#L618 -
Lil Chrxs I like most of the changes, but removing some weapons? that is a bit too much if you ask me, reimagining zombies feels more like it should be an overhaul of the content we have, changing things and adding some more if possible. but removing just doesn't feel right.
I would also like to know how to add th galil or the python back.squirtle_gaming Heavily agreed, I understand that the intent is to focus more on actual BO2 weapons, but the BO1 weapons (especially the Python, Galil, M16, and MP5) are classics to Black Ops zombies even though they're not as awesome as they were on actual Black Ops 1. I could even make the argument that the Olympia should be buffed and moved elsewhere on the maps as a valid replacer for WaW's Double Barrel. The campaign weapons held a purpose and choosing to completely remove them is a controversial decision in an otherwise stellar mod to improve the state of BO2 zombies.
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How do you, for example, patch v2.0.0 Alpha 5 on top of the latest release (v1.3.4) that has an install guide?
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Heres a suggestion RedxSkull said in Can i rid of these Clouds Textures?:
NickB_05 You just have to disable the FX called fx_zmb_fog_transition. Here is the stock script with fx_zmb_fog_transition comment out. Go to AppData\Local\Plutonium\storage\t6 Make a folder called maps then inside that folder called mp. Drop the script into that folder.
https://www.mediafire.com/file/35gwcrpe2x1fnwz/zm_transit_fx.gsc/file
its for tranzit fog areas that your gonna run through them
tell me one more thing how much time it took?GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it
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GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it
TheJoshua_Graham bud why are you asking me its been a long time sinse i visited the mod
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GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it
TheJoshua_Graham These added songs probably play when the main EE is completed, its just what i could think of after reading that readme a few times.
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You can add it back by building the mod yourself, you have to comment this line out before building:
https://github.com/Jbleezy/BO2-Reimagined/blob/8fcfafb6018bb6b43f34784fd85b8abd4693db43/scripts/zm/_zm_reimagined.gsc#L618sehteria thanks
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Nuketown:
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Initial perk is no longer always Quick Revive in solo
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Initial perk no longer always spawns in the starting area in solo
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Initial perk spawns at round 1 in coop
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Perks spawn every 5 rounds
Those are the only changes for Nuketown, I didn't have enough time in the trailer to show every change. Look through the changelog for all the details.
Jbleezy said in Black Ops 2 Zombies Reimagined:
always Quick
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First off, absolutely incredible work. Completely revitalized my love for the game. Second, I've only been able to install it via putting one of the alpha builds in the mod folder and then loading it from the mod menu. How does installation of the "stable" builds work? I tried adding the folders from the zip manually as well as use the exe to install and neither of them worked. If it's installed that way, should the game load as Reimagined without the need for going to the mod menu?
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Always dig some BO2 content. Good stuff
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Jbleezy, love the mod but was wondering if you could add back in fog and depth of field. At least some fog since while Tranzit looks clearer it looks a bit weird now with the lighting and skybox. If you don't want to do that at least add DOF back in, it was a very nice effect. It can be pretty much disabled by default anyhow by setting it to the lowest setting.
D_Guy454 Fog option added.
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GhostRider0125 how the hell do I activate the High risers song in die rise. The change logs are so useless when it comes to that. It just says "added Benn high risers" it doesn't even try to explain how to activate it
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I want to play the mod, but I also want to do Origins EE, and not being able to do the steps for each staff is kinda weird, and wont be the same, is there a way to disable that? Or just a way to have every other change but that one. That would be neat Jbleezy
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It seems as though some features such as additional wallbuys and perk machines (such as Who's Who in Power station or AN-94 in Town) don't appear. Removed weapons such as the Galil and Python also show up in Nuketown Zombies. However, the rest of the mod does function correctly: things like the hud, bank/locker system, buildables. Is this an issue for anyone else?