Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Support & Discussion
  3. Using the mods folder in bo2 plutonium.

Using the mods folder in bo2 plutonium.

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
13 Posts 4 Posters 977 Views 3 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Xerxesundefined Xerxes

    It is possible.

    FuNrEaLtOp1undefined Offline
    FuNrEaLtOp1undefined Offline
    FuNrEaLtOp1
    wrote on last edited by
    #3

    Xerxes well thank you! is there any tutorials on the internet or I have to debunk that alone?

    1 Reply Last reply
    1
    • Xerxesundefined Offline
      Xerxesundefined Offline
      Xerxes
      Plutonium Staff
      wrote on last edited by
      #4

      No idea, its working the same way as in other call of duty titles, give the folder a valid name, treat it like your storage/t6 folder. If you need an example of a working mod look at the last release of https://github.com/Jbleezy/BO2-Reimagined

      1 Reply Last reply
      0
      • FuNrEaLtOp1undefined Offline
        FuNrEaLtOp1undefined Offline
        FuNrEaLtOp1
        wrote on last edited by
        #5

        thank you a lot! I will try to understand further how the t6 and t6r folder works.

        1 Reply Last reply
        0
        • FuNrEaLtOp1undefined Offline
          FuNrEaLtOp1undefined Offline
          FuNrEaLtOp1
          wrote on last edited by
          #6

          image.png

          1 Reply Last reply
          1
          • FuNrEaLtOp1undefined Offline
            FuNrEaLtOp1undefined Offline
            FuNrEaLtOp1
            wrote on last edited by
            #7

            man no help is crazy

            1 Reply Last reply
            1
            • Xerxesundefined Offline
              Xerxesundefined Offline
              Xerxes
              Plutonium Staff
              wrote on last edited by
              #8

              Man its your own fault. If you have concrete questions I'm happy to help but since it looks like you did not put in any more work than click on 2 links I'm not exactly ecstatic about writing a wall of text you most likely won't read.
              As said tread it like a separate storage/t6 folder, it can do a bit more like loading custom fast files, iwds and sound banks but that doesn't matter for what you want to do. Why you screenshot instructions from an version so ancient it predates mod support even though you literally have been told to look at the latest release is beyond me.

              russandrOundefined 1 Reply Last reply
              0
              • Xerxesundefined Xerxes

                Man its your own fault. If you have concrete questions I'm happy to help but since it looks like you did not put in any more work than click on 2 links I'm not exactly ecstatic about writing a wall of text you most likely won't read.
                As said tread it like a separate storage/t6 folder, it can do a bit more like loading custom fast files, iwds and sound banks but that doesn't matter for what you want to do. Why you screenshot instructions from an version so ancient it predates mod support even though you literally have been told to look at the latest release is beyond me.

                russandrOundefined Offline
                russandrOundefined Offline
                russandrO
                wrote on last edited by
                #9

                Xerxes, bruh why be so rude...
                I'm having the same "ick" FuNrEaLtOp1's having.
                The guy, for what he knew, I think tried to do what he could.
                On the other hand.. What you said here:

                "give the folder a valid name, treat it like your storage/t6 folder"

                I think doesn't work, cuz it's the same logic that came to my mind when approaching this so-called "mod" folder (having previous experience modding other games too - like GTA: SA for example...) which however has not been revealed to be correct (since I couldn't load the mod for whatever reason).

                russandrOundefined 1 Reply Last reply
                0
                • russandrOundefined russandrO

                  Xerxes, bruh why be so rude...
                  I'm having the same "ick" FuNrEaLtOp1's having.
                  The guy, for what he knew, I think tried to do what he could.
                  On the other hand.. What you said here:

                  "give the folder a valid name, treat it like your storage/t6 folder"

                  I think doesn't work, cuz it's the same logic that came to my mind when approaching this so-called "mod" folder (having previous experience modding other games too - like GTA: SA for example...) which however has not been revealed to be correct (since I couldn't load the mod for whatever reason).

                  russandrOundefined Offline
                  russandrOundefined Offline
                  russandrO
                  wrote on last edited by
                  #10

                  And oh, actually, just figured out that for whatever reason the functioning at the base of this mod loader requires the mods to have unspaced names (unlike CoD: WaW/t4). And since I acknowledged that... nothing has changed since: yes, the client actually tries to load the mod (in this case a GerardS0406's mod called "BO2-Cold-War-Mod"), but no, unfortunately not flawlessly.
                  Textures all over the place when starting a game and bugged-out HUD elements appear on the screen...

                  Btw.. yes, all I did was I think done in the correct way. (Since the contents of the mod that should replace the og ones are inside a folder and under storage\t6\mods\Cold_War_Mod)

                  Hadi77KSAundefined 1 Reply Last reply
                  0
                  • russandrOundefined Offline
                    russandrOundefined Offline
                    russandrO
                    wrote on last edited by
                    #11

                    Btw.. (pt.2)

                    Off-Topic Comment

                    Props to the plutonium stuff and the guys that made this forum. it's really well made. Like a lot how the "typing" area is made and how all is nicely placed. Really neat forum.
                    1 Reply Last reply
                    0
                    • russandrOundefined russandrO

                      And oh, actually, just figured out that for whatever reason the functioning at the base of this mod loader requires the mods to have unspaced names (unlike CoD: WaW/t4). And since I acknowledged that... nothing has changed since: yes, the client actually tries to load the mod (in this case a GerardS0406's mod called "BO2-Cold-War-Mod"), but no, unfortunately not flawlessly.
                      Textures all over the place when starting a game and bugged-out HUD elements appear on the screen...

                      Btw.. yes, all I did was I think done in the correct way. (Since the contents of the mod that should replace the og ones are inside a folder and under storage\t6\mods\Cold_War_Mod)

                      Hadi77KSAundefined Offline
                      Hadi77KSAundefined Offline
                      Hadi77KSA
                      Contributor
                      wrote on last edited by
                      #12

                      russandrO the mod you mentioned requires applying texture replacements before starting the game or as it’s starting due to the way Pluto BO2 handles mod loading. Launching with a mod loaded is easily possible to achieve in LAN mode using command line launch parameters, but it’s not as easy for online mode. It comes with a drawback of having those texture replacements persist even after unloading them or unloading the mod containing them. So, it’s simpler to just follow beforehand the old method of applying those texture replacements when planning to play with that mod.

                      1 Reply Last reply
                      0
                      • russandrOundefined Offline
                        russandrOundefined Offline
                        russandrO
                        wrote on last edited by
                        #13

                        Hadi77KSA I understand... 😕
                        That's so weird tho.. (and unconvenient)

                        1 Reply Last reply
                        0
                        Reply
                        • Reply as topic
                        Log in to reply
                        • Oldest to Newest
                        • Newest to Oldest
                        • Most Votes


                        • Login

                        • Don't have an account? Register

                        • Login or register to search.
                        • First post
                          Last post
                        0
                        • Recent
                        • Tags
                        • Popular
                        • Users
                        • Groups
                        • Donate