[Release][ZM] Any Player Easter Egg Mods
-
The following scripts allow the main Easter Egg quests to be done with any number of players—whether it is solo (1 player), duo (2 players), trio (3 players), or even more than 4 players—while aiming to be as similar to the original Easter Eggs as possible.
Installation
- Download the latest release.
- Extract the
zm_any_player_ee
folder from the ZIP file that was downloaded. - Go to
%localappdata%\Plutonium\storage\t6
by pressing Win+R then pasting the mentioned path then pressing OK, and open themods
folder. If themods
folder does not exist, create it.
- Move the
zm_any_player_ee
folder to inside themods
folder. - Start the game and load the mod through the in-game
Mods
menu.
Patches
Can be found in
zm_any_player_ee.iwd\scripts\zm\Patches
die_rise_extra_no_reset_floor_puzzle.gsc
can be used along withdie_rise_any_player_ee.gsc
The file goes inscripts\zm\zm_highrise
This patch makes the floor symbols not reset once an incorrect symbol is stepped on.nav_autocomplete.gsc
to go inscripts\zm
This patch builds the Nav Tables and applies the Navcards to all maps for all players.
Alternative Installation Methods
Following any of these methods makes the scripts be loaded automatically without needing to select the mod from the in-game
Mods
menu.Complete Scripts Folder
- Follow steps 1 & 2 from the main installation instructions.
- Go to
%localappdata%\Plutonium\storage\t6
by pressing Win+R then pasting the mentioned path then press OK. - Open the
zm_any_player_ee
folder and copy thezm_any_player_ee.iwd
file from inside of it. - Paste the
zm_any_player_ee.iwd
file into thet6
folder.
Individual Files
- Follow steps 1 & 2 from the main installation instructions.
- Go to
%localappdata%\Plutonium\storage\t6
by pressing Win+R then pasting the mentioned path then press OK, and open thescripts\zm
directory. Create thescripts\zm
directory if it does not exist. - Open the
zm_any_player_ee
folder then thezm_any_player_ee.iwd
file from inside of it, and extract thescripts
folder. - Find the files from the extracted
scripts
folder and place them into their respective map's folder. If the map's folder does not exist, create it and place it into the directory%localappdata%\Plutonium\storage\t6\scripts\zm
.- TranZit's scripts go to
scripts\zm\zm_transit
- Die Rise's scripts go to
scripts\zm\zm_highrise
- Buried's scripts go to
scripts\zm\zm_buried
super_any_player_ee.gsc
goes toscripts\zm\zm_buried
- Origins' scripts go to
scripts\zm\zm_tomb
- TranZit's scripts go to
Features
TranZit
- Tower Step and Lamp Post Step for the Maxis Side
For solo, only require 1 Turbine.
Die Rise
- Nav Table
The script by default will automatically build the Nav Table if it is not already built. To prevent this, the person hosting will need to open the console and execute the following command:
set any_player_ee_highrise_nav "0"
- Elevators Step and Dragon Puzzle
Require the same amount as the number of players.
If the Dragon Puzzle step is failed, it will reset back to require the same amount as the number of players.- Trample Steam Step
a) Maxis Side
- On solo and on 3p while the 1st ball is already flinging between Trample Steams placed on a set of lion symbols, only one Trample Steam will be required in order to be able to place down a ball.
- If the number of players is 3 or less, the players will have the ability to place both balls on the same set of Trample Steams.
- On 3p, having the 1st ball flinging is required to be able to place the other ball on the lone Trample Steam.
b) Richtofen Side
Requires the players to place Trample Steams only on the same amount of symbols as players.
Buried
a) Maxis Side
- Wisp Step
For less than 3p, wisp will no longer rely on zombies getting near it.
- Bells Step
For less than 3p, time limit will be removed. Will only reset if it is failed.
b) Richtofen Side
- Round Infinity A.K.A. the Time Bomb Step
On 4p or less, requires all players in the lobby to be near the location of the Time Bomb.
If the number of players is greater than 4, the step will only work if 4 players are near the location, no more no less, exactly how it works without the mod.Sharpshooter
Minimum number of required targets:
- 1p: 20 targets (Candy Shop)
- 2p: 39 targets (Candy Shop + Saloon (19))
- Otherwise: all 84 targets
Super Easter Egg
Allows for the Super Easter Egg button to be accessible with any number of players as long as:
- the players have, collectively, inserted the Navcards on all three Victis maps of TranZit, Die Rise, and Buried;
- each player in the lobby has completed the Victis maps' Easter Eggs on the same side across the maps;
- the completed side across all players is the same.
For more than 4 players, the mod will only use the player progress that is shown on the box.
Origins
Spawns stone tablets near the challenge boxes for players to grab the One Inch Punch from. This allows for matches of 5+ players to be able to obtain the One Inch Punch to complete Step 6: Wield a Fist of Iron of the Easter Egg.
Alternative Mods With Extra Features + Other Maps
- TranZit Extra: makes the EMP step on the Richtofen quest on solo only require 2 EMPs instead of 4.
tranzit_extra_richtofen_solo.gsc - Die Rise Extra: on the Trample Steam step on the Maxis side while there are less than 4 players, gives the players the ability to pick up extra Trample Steams, and the zombies will ignore the Trample Steams placed during the step.
die_rise_extra_springpads_maxis.gsc - Mob of the Dead: cleaned-up version of teh_bandit's mod. This mod functions the same way as his mod, where a bot is spawned in once all mobsters' numbers are entered into the number pad on solo.
motd_solo.gsc
To install, follow the steps in the Individual Files alternative installation method. The script goes toscripts\zm\zm_prison
- Buried Extra: different versions have been provided containing the following features:-
- Richtofen maze levers step notifies the players whether each lever has sparked or not.
buried_extra_richtofen_maze_lever_sparks.gsc - Maxis bells step auto-completes once started on solo.
buried_extra_maxis_solo_bells.gsc - On the sharpshooter step on 3p, the players can choose the minimum number of targets to either be 61–65 or all targets on every attempt; where choosing the minimum to be 61–65 targets is done by shooting less than or exactly 65 targets, and choosing the minimum to be all targets is done by shooting more than 65 targets.
buried_extra_sharpshooter_3p.gsc
- Richtofen maze levers step notifies the players whether each lever has sparked or not.
FAQ
Q: Do I/we need all of these mods to do all the EEs?
A: Depends on the number of players and which maps and side you choose. The host is required to have the mods installed. The following shows the required files:
- 1p:-
- TranZit Maxis:
tranzit_maxis_any_player_ee.gsc
- Die Rise:
die_rise_any_player_ee.gsc
- Buried:
buried_any_player_ee.gsc
- Super EE:
super_any_player_ee.gsc
- TranZit Maxis:
- 2p:-
- Die Rise:
die_rise_any_player_ee.gsc
- Buried:
buried_any_player_ee.gsc
- Super EE:
super_any_player_ee.gsc
- Die Rise:
- 3p:-
- Die Rise:
die_rise_any_player_ee.gsc
- Buried Richtofen:
buried_any_player_ee.gsc
- Super EE:
super_any_player_ee.gsc
- Die Rise:
- 4p:- None
- More than 4p:-
- Super EE:
super_any_player_ee.gsc
- Origins:
origins_any_player_ee.gsc
- Super EE:
Q: I am stuck on some Easter Egg step. Could you help?
A: Generally, if you ask for help with any Easter Egg step, I will try to assist you. Note that the scripts do not modify anything outside of what is mentioned. Refer to the Features section for the changes made by the scripts, otherwise you could check existing guides such as the ones from the CoD Fandom Wiki.
Q: How do I make sure the scripts are loaded?
A: Most of my scripts come with a message in green/blue/yellow colours that appears when the player loads in indicating the scripts are loaded. Another method of checking is to get the host to execute the Plutonium console commands:
flashScriptHashes; scriptHashes
If the scripts are loaded, they will appear in the list of scripts.
Q: On TranZit, should I worry that Maxis says the Turbine does not have enough power shortly after placing the Turbine under the tower?
A: Likely a vanilla game issue, especially if the Turbine begins not emitting power. If the Turbine is emitting power, then you probably should not worry. Wait at least 6 seconds after placing the Turbine(s) before killing the Avogadro just to be safe.
Q: On Die Rise, why is the elevator step not completing even though we are standing on enough elevator symbols?
A: Vanilla game problem. You need to make sure the Nav Table is fully built.
Q: On Die Rise, why is the Ballistic Knife step not completing even though Maxis said his quote about reincarnation, and the Ballistic Knife is upgraded and is shot into the Buddha room?
A: Vanilla game problem. The player shooting the Ballistic Knife must not have a melee weapon (Bowie Knife, Galvaknuckles) nor have bled out, which includes falling off the map and getting crushed with the exception of doing so while having Who's Who or solo Quick Revive. To fix this, either get another player—who does not have a melee weapon nor has bled out—to do the step, or if the player has a melee weapon but has not bled out, make them get rid of the melee weapon by downing while having Who's Who and letting their original self disappear.
Credits
- CCDeroga: TranZit Maxis mod, Buried Maxis mod.
- teh_bandit: TranZit Richtofen mod, Mob of the Dead mod, and other contributions mentioned in the credited people's scripts.
- DaddyDontStop: Die Rise Maxis mod, Buried Maxis mod.
- shyperson0/znchi: Die Rise Richtofen mod.
- Stick Gaming/Nathan3197: Buried Richtofen mod.
- Raheem1 and the Easter Egg speedrunning community: testing my Die Rise's mod, and giving opinions on my changes made to Die Rise's mod and Buried's mod.
Hadi77KSA it s normal that i can do the richtofen way in tranzit ?
-
Hadi77KSA it s normal that i can do the richtofen way in tranzit ?
Dr_Liversey yes. TranZit Richtofen side is possible in solo without the need of custom scripts, but it’s difficult. My scripts don’t modify anything outside of what is mentioned.
-
Wait, I tried doing it in solo play and it never worked. Do I have to be playing as Weasel? (MOTD Solo EE)
-
Wait, I tried doing it in solo play and it never worked. Do I have to be playing as Weasel? (MOTD Solo EE)
yoFlux the script for Mob of the Dead is provided separately, not with the mod folder nor the IWD file. Make sure you’ve downloaded and correctly installed the script
motd_solo.gsc
that’s in my post. If you have, a bot should spawn after entering the prisoner numbers if you’re alone regardless of the character you’re playing as and regardless of whether you started through solo play or custom games. -
yoFlux the script for Mob of the Dead is provided separately, not with the mod folder nor the IWD file. Make sure you’ve downloaded and correctly installed the script
motd_solo.gsc
that’s in my post. If you have, a bot should spawn after entering the prisoner numbers if you’re alone regardless of the character you’re playing as and regardless of whether you started through solo play or custom games.Hadi77KSA I tried doing it in solo play but the spoon never spawned in, and I put the gsc inside of scripts/zm/zm_prison. Even custom play didn't work.
-
Hadi77KSA I tried doing it in solo play but the spoon never spawned in, and I put the gsc inside of scripts/zm/zm_prison. Even custom play didn't work.
yoFlux the script does nothing other than increase the player limit and spawn a bot. It doesn’t modify any other aspect of the Easter Egg. Make sure you have shocked the spoon from the spot behind the poster before checking the table in the cafeteria.
-
yoFlux the script does nothing other than increase the player limit and spawn a bot. It doesn’t modify any other aspect of the Easter Egg. Make sure you have shocked the spoon from the spot behind the poster before checking the table in the cafeteria.
Hadi77KSA I get that, but why would the spoon never spawn in. Like I know where to shock it and everything but it just not there.
-
Hadi77KSA I get that, but why would the spoon never spawn in. Like I know where to shock it and everything but it just not there.
yoFlux the only case where the spoon wouldn’t be behind the poster is if you’re playing on Easy difficulty. Solo play doesn’t set the difficulty to Easy, and on custom games the difficulty would be original unless you manually set it to Easy.
-
yoFlux the only case where the spoon wouldn’t be behind the poster is if you’re playing on Easy difficulty. Solo play doesn’t set the difficulty to Easy, and on custom games the difficulty would be original unless you manually set it to Easy.
Hadi77KSA So, I tried solo didn't find it, and I set custom game on original and it still wasn't there.
-
Hadi77KSA So, I tried solo didn't find it, and I set custom game on original and it still wasn't there.
yoFlux could you execute the following commands and provide the list that appears:
flashScriptHashes; scriptHashes
Could you also show the spot of the spoon behind the poster and the table in the cafeteria?
-
yoFlux could you execute the following commands and provide the list that appears:
flashScriptHashes; scriptHashes
Could you also show the spot of the spoon behind the poster and the table in the cafeteria?
Hadi77KSA Here you go!
[AFTER ANALYZING PHOTO, IM JUST A STUPID DUM DUM! I forgot it's not by the bone but on the side.] -
Hadi77KSA Here you go!
[AFTER ANALYZING PHOTO, IM JUST A STUPID DUM DUM! I forgot it's not by the bone but on the side.]yoFlux it’s there.
-
Hadi77KSA Yeah I realized after looking closer, sorry for bothering you. I'm dumb lmao.
-
Do I need the patches to do the easter eggs. I want the experience to be as near as possible of the original game. Also, when do I need to write this. I presume after loading the mod and before entering the map: set any_player_ee_highrise_nav "0". If I dont want the nav table to be build. Do I need to take a nav card from buried then leave the game and put it in Die Rise table only once or each time I try to do the easter egg. Im doing all easter eggs with 2 players.
-
Do I need the patches to do the easter eggs. I want the experience to be as near as possible of the original game. Also, when do I need to write this. I presume after loading the mod and before entering the map: set any_player_ee_highrise_nav "0". If I dont want the nav table to be build. Do I need to take a nav card from buried then leave the game and put it in Die Rise table only once or each time I try to do the easter egg. Im doing all easter eggs with 2 players.
Cozmaus the scripts in the
Patches
folder are optional, and they don’t get loaded without performing additional actions such as moving them.
Regarding the set command, as long as the host executes it and the console shows the value of it being"0"
before starting the match, it will prevent the script from automatically increasing the player’s stat that’s used for building the Nav Table on the map.
For the Navcard, it’s not a requirement of the map’s Easter Egg, it’s only for the super Easter Egg. A Navcard will be considered as done for a map if at least one player has it done. Note that the Navcard that goes to Die Rise’s table is the one from TranZit. -
Mr_Noble54321 not with
tranzit_any_player_ee-extra.gsc
, no.This post is deleted! -
Hadi77KSA Ahh okay
This post is deleted! -
Cozmaus the scripts in the
Patches
folder are optional, and they don’t get loaded without performing additional actions such as moving them.
Regarding the set command, as long as the host executes it and the console shows the value of it being"0"
before starting the match, it will prevent the script from automatically increasing the player’s stat that’s used for building the Nav Table on the map.
For the Navcard, it’s not a requirement of the map’s Easter Egg, it’s only for the super Easter Egg. A Navcard will be considered as done for a map if at least one player has it done. Note that the Navcard that goes to Die Rise’s table is the one from TranZit.Hadi77KSA Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps. (For the emp step on tranzit, richtofen side, to be set to 2 lamps instead of 4 because we play 2 players).
For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee? Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)
Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.
For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?
Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise. A screenshot can help you see what I mean:
Thanks for your awesome mod and responses
-
Hadi77KSA Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps. (For the emp step on tranzit, richtofen side, to be set to 2 lamps instead of 4 because we play 2 players).
For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee? Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)
Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.
For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?
Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise. A screenshot can help you see what I mean:
Thanks for your awesome mod and responses
Cozmaus said in [Release][ZM] Any Player Easter Egg Mods:
Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps.
No, I renamed it to
tranzit_extra_richtofen_solo.gsc
, which that script is provided separately in the section Alternative Mods With Extra Features + Other Maps.For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee?
Easter Egg completions should save regardless of the installation method. Attempt with whichever you want, and if it doesn’t save, you can refer to the commands from this post.
Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)
Either rename the file to replace the extension to be
.zip
or open the file as an archive with something like 7zip.Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.
The Navcards are a separate requirement from each map’s Easter Egg. It doesn’t matter at what time you do them. They are represented by the lightbulbs that are on the top of the Easter Egg tracker box. See this image for an example:
For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?
That feature still exists. My scripts don’t modify it.
Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise.
If you manually build a Nav Table in a match, the stat that tracks that table being built will increment. Upon starting a match, the game checks that stat from each player, and if all players have it incremented, the game will build the table automatically. What my script does is if
any_player_ee_highrise_nav
is set to "0", it will not increment the stat of each player that doesn’t already have the stat incremented. So, if you build the table or let the script increment the stat at any point, it will save to your profile that you have built the Nav Table and will not require you to build it again until that stat is reset. Settingany_player_ee_highrise_nav
to zero doesn’t unbuild the table, it only prevents my script from incrementing the stat without the players needing to manually build the Nav Table. The list of commands from my second answer in this reply contains a command for modifying that stat which can unbuild the table.