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Black Ops 2 Zombies Reimagined

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • carlo gamingundefined Offline
    carlo gamingundefined Offline
    carlo gaming
    wrote on last edited by
    #106
    This post is deleted!
    1 Reply Last reply
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    • Joseph_F_1undefined Offline
      Joseph_F_1undefined Offline
      Joseph_F_1
      wrote on last edited by
      #107

      Your discord link no longer seems to work, unless its just me.

      Jbleezyundefined 1 Reply Last reply
      0
      • Joseph_F_1undefined Joseph_F_1

        Your discord link no longer seems to work, unless its just me.

        Jbleezyundefined Offline
        Jbleezyundefined Offline
        Jbleezy
        wrote on last edited by
        #108

        Joseph_F_1 Where?

        1 Reply Last reply
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        • Lil Chrxsundefined Lil Chrxs

          How do I add the Galil back?

          squirtle_gamingundefined Offline
          squirtle_gamingundefined Offline
          squirtle_gaming
          wrote on last edited by squirtle_gaming
          #109

          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.

          NKoreaFanboyundefined 1 Reply Last reply
          0
          • squirtle_gamingundefined Offline
            squirtle_gamingundefined Offline
            squirtle_gaming
            wrote on last edited by
            #110

            Also how can carpenter be added back?

            1 Reply Last reply
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            • sehteriaundefined Offline
              sehteriaundefined Offline
              sehteria
              wrote on last edited by sehteria
              #111

              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

              squirtle_gamingundefined 1 Reply Last reply
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              • squirtle_gamingundefined squirtle_gaming

                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.

                NKoreaFanboyundefined Offline
                NKoreaFanboyundefined Offline
                NKoreaFanboy
                wrote on last edited by
                #112

                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.

                1 Reply Last reply
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                • NKoreaFanboyundefined Offline
                  NKoreaFanboyundefined Offline
                  NKoreaFanboy
                  wrote on last edited by
                  #113

                  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?

                  1 Reply Last reply
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                  • GhostRider0125undefined GhostRider0125

                    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?🙃

                    TheJoshua_Grahamundefined Offline
                    TheJoshua_Grahamundefined Offline
                    TheJoshua_Graham
                    wrote on last edited by
                    #114

                    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

                    GhostRider0125undefined AdrX003undefined Jbleezyundefined 3 Replies Last reply
                    1
                    • TheJoshua_Grahamundefined TheJoshua_Graham

                      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

                      GhostRider0125undefined Offline
                      GhostRider0125undefined Offline
                      GhostRider0125
                      wrote on last edited by
                      #115

                      TheJoshua_Graham bud why are you asking me its been a long time sinse i visited the mod🤣

                      1 Reply Last reply
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                      • TheJoshua_Grahamundefined TheJoshua_Graham

                        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

                        AdrX003undefined Offline
                        AdrX003undefined Offline
                        AdrX003
                        wrote on last edited by
                        #116

                        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.

                        1 Reply Last reply
                        0
                        • sehteriaundefined sehteria

                          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

                          squirtle_gamingundefined Offline
                          squirtle_gamingundefined Offline
                          squirtle_gaming
                          wrote on last edited by
                          #117

                          sehteria thanks

                          1 Reply Last reply
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                          • Jbleezyundefined Jbleezy

                            FaZe Flick

                            Nuketown:

                            • Initial perk is no longer always Quick Revive in solo

                            • Initial perk no longer always spawns in the starting area in solo

                            • Initial perk spawns at round 1 in coop

                            • 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.

                            shrenderundefined Offline
                            shrenderundefined Offline
                            shrender
                            wrote on last edited by
                            #118

                            Jbleezy said in Black Ops 2 Zombies Reimagined:

                            always Quick

                            1 Reply Last reply
                            0
                            • Edzo04undefined Offline
                              Edzo04undefined Offline
                              Edzo04
                              wrote on last edited by
                              #119

                              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?

                              1 Reply Last reply
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                              • Surge_420undefined Offline
                                Surge_420undefined Offline
                                Surge_420
                                wrote on last edited by
                                #120

                                Always dig some BO2 content. Good stuff

                                1 Reply Last reply
                                0
                                • D_Guy454undefined D_Guy454

                                  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.

                                  Jbleezyundefined Offline
                                  Jbleezyundefined Offline
                                  Jbleezy
                                  wrote on last edited by
                                  #121

                                  D_Guy454 Fog option added.
                                  20241029030029_1.jpg

                                  1 Reply Last reply
                                  1
                                  • TheJoshua_Grahamundefined TheJoshua_Graham

                                    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

                                    Jbleezyundefined Offline
                                    Jbleezyundefined Offline
                                    Jbleezy
                                    wrote on last edited by
                                    #122

                                    TheJoshua_Graham
                                    https://github.com/Jbleezy/BO2-Reimagined?tab=readme-ov-file#maps

                                    1 Reply Last reply
                                    0
                                    • NotAshxdundefined Offline
                                      NotAshxdundefined Offline
                                      NotAshxd
                                      wrote on last edited by NotAshxd
                                      #123

                                      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

                                      Jbleezyundefined 1 Reply Last reply
                                      0
                                      • rubyquestundefined Offline
                                        rubyquestundefined Offline
                                        rubyquest
                                        wrote on last edited by
                                        #124

                                        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?

                                        Jbleezyundefined 1 Reply Last reply
                                        0
                                        • NotAshxdundefined NotAshxd

                                          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

                                          Jbleezyundefined Offline
                                          Jbleezyundefined Offline
                                          Jbleezy
                                          wrote on last edited by
                                          #125

                                          NotAshxd Nope, it's all or nothing

                                          1 Reply Last reply
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