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  3. [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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    NeroSwallow
    replied to sehteria on Sep 25, 2024, 10:47 PM last edited by
    #111

    sehteria I have bo4 sounds on my weapons, may that be why?

    undefined undefined 2 Replies Last reply Sep 25, 2024, 11:13 PM
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      sehteria
      replied to NeroSwallow on Sep 25, 2024, 11:13 PM last edited by
      #112

      @Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure

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        AdrX003
        replied to NeroSwallow on Sep 26, 2024, 8:38 PM last edited by
        #113

        @Kusanagi_Z I had the same exact modified .sabs you will need to remove it.
        I could say the mod can still be used with the "BO4 sounds pack" but we would need to find out exactly wich ones are making the game freeze, i just gave up cause ive used the BO4 sounds for quite a wile now and actlly wanted to go back to the BO2 sounds but yea, it would be an interesting thing to solve.

        undefined undefined 2 Replies Last reply Sep 26, 2024, 10:05 PM
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          NeroSwallow
          replied to AdrX003 on Sep 26, 2024, 10:05 PM last edited by
          #114

          AdrX003 I don't know, according to me these scripts only work in solo, and I don't like playing alone, so I better leave the BO4 Sounds because those do work well

          undefined 1 Reply Last reply Sep 26, 2024, 11:13 PM
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            JezuzLizard Plutonium Staff
            replied to NeroSwallow on Sep 26, 2024, 11:13 PM last edited by
            #115

            @Kusanagi_Z If all players have the mod installed, and loaded you can still play together.

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              _shiro_foxy_
              replied to sehteria on Sep 27, 2024, 6:45 AM last edited by
              #116

              sehteria If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?

              undefined undefined 2 Replies Last reply Sep 27, 2024, 7:00 AM
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                AdrX003
                replied to _shiro_foxy_ on Sep 27, 2024, 7:00 AM last edited by
                #117

                _shiro_foxy_ Im pretty sure that the Staffs are a whole other can of worms with their specific GSC/CSCs and EFX files attached to all they do that would need need to be figured out, at least i think theyre very different to the other weapons by the way they work, the same thing applied to the Sliquifier since i think ive seen it been refeered as a "bolt launcher" of some sort in the files and code...

                undefined 1 Reply Last reply Sep 27, 2024, 12:52 PM
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                  sehteria
                  replied to _shiro_foxy_ on Sep 27, 2024, 12:46 PM last edited by
                  #118

                  _shiro_foxy_ This mod is about weapons being ‘global’ on every map. For instance Origins weapons being on all the other maps

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                    sehteria
                    replied to AdrX003 on Sep 27, 2024, 12:48 PM last edited by sehteria Sep 27, 2024, 3:49 PM
                    #119

                    AdrX003 I think It is solvable on my side too if I gave the weapon sounds a different aliases. But that takes too much time which I don’t really have. Hopefully in the future 🙂

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                      sehteria
                      replied to AdrX003 on Sep 27, 2024, 12:52 PM last edited by sehteria Sep 27, 2024, 5:50 PM
                      #120

                      AdrX003 You’re right. I am currently testing wonder weapon ports with my mod source though. I have ported the sliquifier, paralyzer and blundergat/blundersplat ported over to Tranzit, no issues as of now but I have heard that the animations could be a problem, we’ll see 🙂

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                        FighterHydrant
                        wrote on Sep 27, 2024, 6:52 PM last edited by
                        #121

                        This is RAD dude!

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                          Rip_Lucifer
                          wrote on Sep 30, 2024, 4:36 PM last edited by
                          #122

                          how will the blundergat and acid gat work? will you somehow add work benches to maps like town, farm, and bus depot along with the acid gat kid parts? or will just both the blundergat and acid gat be in the box? sehteria

                          undefined 1 Reply Last reply Sep 30, 2024, 5:11 PM
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                            sehteria
                            replied to Rip_Lucifer on Sep 30, 2024, 5:11 PM last edited by
                            #123

                            Rip_Lucifer Both are possible, but I’ll probably add them to the mystery box

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                              SucesfulyFaled
                              wrote on Oct 4, 2024, 6:19 PM last edited by
                              #124

                              Hey, weird question, but i installed the mod and activated it, yet it seems to not load models. When i get one from the box, it just removes my current weapon. When i use the give command, i get DEFAULT weapon or a "§No XModel loaded" error. What did i do wrong?

                              undefined undefined 2 Replies Last reply Oct 4, 2024, 7:53 PM
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                                AdrX003
                                replied to SucesfulyFaled on Oct 4, 2024, 7:53 PM last edited by
                                #125

                                SucesfulyFaled Have you installed the compiled mod? I would not know for sure since im just reading thru the tutoriais and not doing any progress rn so but something could be very wrong in wich files you placed in the mods folder to load.

                                undefined 1 Reply Last reply Oct 4, 2024, 9:30 PM
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                                  SucesfulyFaled
                                  replied to AdrX003 on Oct 4, 2024, 9:30 PM last edited by SucesfulyFaled Oct 5, 2024, 12:32 AM
                                  #126

                                  AdrX003 I tried both compiled and uncompiled. I placed it in "%localappdata%/storage/t6/mods". In that i have the folder named "zm_weapons", in which the mod config is. I have the full folder, but that should describe my files tree roughly. The mod does successfully load, so i assume i did that correctly.

                                  undefined 1 Reply Last reply Oct 5, 2024, 5:12 PM
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                                    Bickylotheboist
                                    replied to SucesfulyFaled on Oct 4, 2024, 10:05 PM last edited by
                                    #127

                                    SucesfulyFaled never had this problem, but do you have all the DLC's for BO2?

                                    undefined 1 Reply Last reply Oct 5, 2024, 12:24 AM
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                                      SucesfulyFaled
                                      replied to Bickylotheboist on Oct 5, 2024, 12:24 AM last edited by
                                      #128

                                      Bickylotheboist Yes, i do

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                                        AdrX003
                                        replied to SucesfulyFaled on Oct 5, 2024, 5:12 PM last edited by AdrX003 Oct 5, 2024, 8:17 PM
                                        #129

                                        SucesfulyFaled yea, thats correct but ive never seen a compiled mod errors like this and i have tested like 99% of every existing mod for WaW/BO1/BO2.

                                        The only possible thing i can think of is that somewere in a physical area of the disk/ssd/storage of the files was missing after the copy of may have a flipping bit? ( wich is like, very uncommon to happen in such a way that the game still recognize it as loadable/not damaged and all that) and a simple (that is not replacing the whole drive to test this theory) would be to rename the folder of the one you already have to whatever, download the compiled mod again, place at the right place again with the normal name and everything and load and test it again.

                                        undefined 1 Reply Last reply Oct 6, 2024, 9:49 PM
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                                          fardboi
                                          wrote on Oct 6, 2024, 12:41 AM last edited by
                                          #130

                                          it keep crashing
                                          Exception Code: 0xC0000005
                                          Exception Address: 0x005DA2EC

                                          undefined 1 Reply Last reply Oct 6, 2024, 2:36 AM
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