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  3. [T6] AdrX Test Weapons first OAT Port

[T6] AdrX Test Weapons first OAT Port

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  • abderrahmane2undefined Offline
    abderrahmane2undefined Offline
    abderrahmane2
    wrote on last edited by
    #3

    🙌 Thanks for the great effort

    1 Reply Last reply
    0
    • GhostRider0125undefined Offline
      GhostRider0125undefined Offline
      GhostRider0125
      wrote on last edited by GhostRider0125
      #4

      Hell yeah dude the badass SPAS makes a reture to zombies😆
      also interested for Dragunov see how it plays especially with 2 tap😁

      Can you add Commando, PPSH M1 Grand

      and the kar98 but with half of the damge of DSR no less and m1 half of kar98😂

      if you have time for them of course 😅?

      AdrX003undefined 1 Reply Last reply
      1
      • tacobellXDundefined Offline
        tacobellXDundefined Offline
        tacobellXD
        wrote on last edited by
        #5

        uh why isn't the weapons showing up? I got the mod in and everything and I don't see them lol

        AdrX003undefined 1 Reply Last reply
        0
        • GhostRider0125undefined GhostRider0125

          Hell yeah dude the badass SPAS makes a reture to zombies😆
          also interested for Dragunov see how it plays especially with 2 tap😁

          Can you add Commando, PPSH M1 Grand

          and the kar98 but with half of the damge of DSR no less and m1 half of kar98😂

          if you have time for them of course 😅?

          AdrX003undefined Offline
          AdrX003undefined Offline
          AdrX003
          wrote on last edited by
          #6

          GhostRider0125 all these use their own animations wich is still not possible from what i know, everything you listed is not a black ops 2 weapon, theres is still no support for animations, so no weapons from outside the game yet.

          PS2ABBACHIOundefined 1 Reply Last reply
          1
          • tacobellXDundefined tacobellXD

            uh why isn't the weapons showing up? I got the mod in and everything and I don't see them lol

            AdrX003undefined Offline
            AdrX003undefined Offline
            AdrX003
            wrote on last edited by
            #7

            tacobellXD u need to download and place the mod in the correct way in the folder, and make sure you loaded it in.

            you can also enable cheats to get thru console commands: give SOMEWEAPON with the added ones being these

            browninghp_zm, dragunov_zm m60_zm, makarov_zm, peacekeeper_zm, spas_zm

            1 Reply Last reply
            1
            • AdrX003undefined AdrX003

              GhostRider0125 all these use their own animations wich is still not possible from what i know, everything you listed is not a black ops 2 weapon, theres is still no support for animations, so no weapons from outside the game yet.

              PS2ABBACHIOundefined Offline
              PS2ABBACHIOundefined Offline
              PS2ABBACHIO
              wrote on last edited by
              #8

              AdrX003 are you considering making all the bo2 campaign weapons for the mod or is this just a test?

              AdrX003undefined 1 Reply Last reply
              1
              • ZAPlordundefined Offline
                ZAPlordundefined Offline
                ZAPlord
                wrote on last edited by ZAPlord
                #9

                does this mod work on all maps?

                AdrX003undefined 1 Reply Last reply
                0
                • PS2ABBACHIOundefined PS2ABBACHIO

                  AdrX003 are you considering making all the bo2 campaign weapons for the mod or is this just a test?

                  AdrX003undefined Offline
                  AdrX003undefined Offline
                  AdrX003
                  wrote on last edited by
                  #10

                  PS2ABBACHIO said in [T6] AdrX Test Weapons first OAT Port:

                  i

                  Yeah i slowly adding all the weapons. just having some problems with a lock-on launcher ATM. gonna force it to be free-fire for the game.

                  1 Reply Last reply
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                  • ZAPlordundefined ZAPlord

                    does this mod work on all maps?

                    AdrX003undefined Offline
                    AdrX003undefined Offline
                    AdrX003
                    wrote on last edited by
                    #11

                    ZAPlord yeah im trying to all all the guns to all the maps. pretty sure ill only be unable to mess with the wonder weapons till we find out from another modder how to do them. too hard for me.

                    1 Reply Last reply
                    1
                    • Maximizer Blakeundefined Offline
                      Maximizer Blakeundefined Offline
                      Maximizer Blake
                      wrote on last edited by
                      #12

                      I don't see read me, can you show me how?

                      AdrX003undefined 1 Reply Last reply
                      1
                      • Monopolybassundefined Offline
                        Monopolybassundefined Offline
                        Monopolybass
                        wrote on last edited by
                        #13

                        how to add?

                        1 Reply Last reply
                        0
                        • Maximizer Blakeundefined Maximizer Blake

                          I don't see read me, can you show me how?

                          AdrX003undefined Offline
                          AdrX003undefined Offline
                          AdrX003
                          wrote on last edited by AdrX003
                          #14

                          Maximizer Blake its a compiled mod, you extract the folder to your Plutonium Mods folder thats at: %localappdata%\Plutonium\storage\t6\mods then in game it will show on the Mods list to load and thats it.

                          Monopolybass

                          Maximizer Blakeundefined 1 Reply Last reply
                          0
                          • AdrX003undefined AdrX003

                            Maximizer Blake its a compiled mod, you extract the folder to your Plutonium Mods folder thats at: %localappdata%\Plutonium\storage\t6\mods then in game it will show on the Mods list to load and thats it.

                            Monopolybass

                            Maximizer Blakeundefined Offline
                            Maximizer Blakeundefined Offline
                            Maximizer Blake
                            wrote on last edited by Maximizer Blake
                            #15

                            AdrX003 What am i gonna do with a folder? it says usage : loadmod "mod/[modname]"

                            AdrX003undefined 1 Reply Last reply
                            0
                            • FreshToad223undefined Offline
                              FreshToad223undefined Offline
                              FreshToad223
                              wrote on last edited by FreshToad223
                              #16

                              I has question, how to use OAT for export assets and making mod?

                              AdrX003undefined 1 Reply Last reply
                              0
                              • FreshToad223undefined FreshToad223

                                I has question, how to use OAT for export assets and making mod?

                                AdrX003undefined Offline
                                AdrX003undefined Offline
                                AdrX003
                                wrote on last edited by AdrX003
                                #17

                                FreshToad223 in a CMD window on the same executable as OAT's executables do

                                Unlinker --verbose "C:\pathtothefasfile\common_zm.ff"
                                

                                if you want to export stuff from a gun is like the example below

                                Unlinker  --include-assets "weapon" --verbose "C:\pathtothefasfile\weapons!spas_sp.ff"
                                
                                FreshToad223undefined 1 Reply Last reply
                                0
                                • AdrX003undefined AdrX003

                                  FreshToad223 in a CMD window on the same executable as OAT's executables do

                                  Unlinker --verbose "C:\pathtothefasfile\common_zm.ff"
                                  

                                  if you want to export stuff from a gun is like the example below

                                  Unlinker  --include-assets "weapon" --verbose "C:\pathtothefasfile\weapons!spas_sp.ff"
                                  
                                  FreshToad223undefined Offline
                                  FreshToad223undefined Offline
                                  FreshToad223
                                  wrote on last edited by FreshToad223
                                  #18

                                  AdrX003 And how to use the Linker function?

                                  1 Reply Last reply
                                  0
                                  • Maximizer Blakeundefined Offline
                                    Maximizer Blakeundefined Offline
                                    Maximizer Blake
                                    wrote on last edited by
                                    #19

                                    AdrX003 it says usage : loadmod "mod/[modname]"

                                    1 Reply Last reply
                                    0
                                    • Maximizer Blakeundefined Maximizer Blake

                                      AdrX003 What am i gonna do with a folder? it says usage : loadmod "mod/[modname]"

                                      AdrX003undefined Offline
                                      AdrX003undefined Offline
                                      AdrX003
                                      wrote on last edited by AdrX003
                                      #20

                                      Maximizer Blake

                                      --> Place the extracted folder on the Mods folder ->Right Here<- , where Plutonium BO2 will recognize it and show as an item you click to load on the game's menu:
                                      57dd70ad-4a80-4979-8ed4-f4c694a1d2ed-image.png

                                      Usually any mod folder needs to start with the prefix of the game type its meant to: mp_ for multiplayer, zm_ for zombies. These folder names are recommended to have no symbols, no spaces, nothing special should be on them, and inside all of the mod files need to be directly placed as i show below -->

                                      --> How does a mod folder have to look on the inside for the game to load it correcly?
                                      8644ea73-3c33-4ced-925f-45e46fcc2bcc-image.png

                                      Taking as example the reimagined mod here, but the bare minimum a mod should have is the mod.ff (scripts) and mod.json (information for plutonium show it on the menu) and usually also the mod.all.sabs (main sound files if the mod uses it) and mod.iwd (textures, images), wile the zmStats or mpStats are saved every time the game saves player stats.

                                      Maximizer Blakeundefined 2 Replies Last reply
                                      1
                                      • AdrX003undefined AdrX003

                                        Maximizer Blake

                                        --> Place the extracted folder on the Mods folder ->Right Here<- , where Plutonium BO2 will recognize it and show as an item you click to load on the game's menu:
                                        57dd70ad-4a80-4979-8ed4-f4c694a1d2ed-image.png

                                        Usually any mod folder needs to start with the prefix of the game type its meant to: mp_ for multiplayer, zm_ for zombies. These folder names are recommended to have no symbols, no spaces, nothing special should be on them, and inside all of the mod files need to be directly placed as i show below -->

                                        --> How does a mod folder have to look on the inside for the game to load it correcly?
                                        8644ea73-3c33-4ced-925f-45e46fcc2bcc-image.png

                                        Taking as example the reimagined mod here, but the bare minimum a mod should have is the mod.ff (scripts) and mod.json (information for plutonium show it on the menu) and usually also the mod.all.sabs (main sound files if the mod uses it) and mod.iwd (textures, images), wile the zmStats or mpStats are saved every time the game saves player stats.

                                        Maximizer Blakeundefined Offline
                                        Maximizer Blakeundefined Offline
                                        Maximizer Blake
                                        wrote on last edited by
                                        #21

                                        AdrX003 I'll try

                                        1 Reply Last reply
                                        0
                                        • AdrX003undefined AdrX003

                                          Maximizer Blake

                                          --> Place the extracted folder on the Mods folder ->Right Here<- , where Plutonium BO2 will recognize it and show as an item you click to load on the game's menu:
                                          57dd70ad-4a80-4979-8ed4-f4c694a1d2ed-image.png

                                          Usually any mod folder needs to start with the prefix of the game type its meant to: mp_ for multiplayer, zm_ for zombies. These folder names are recommended to have no symbols, no spaces, nothing special should be on them, and inside all of the mod files need to be directly placed as i show below -->

                                          --> How does a mod folder have to look on the inside for the game to load it correcly?
                                          8644ea73-3c33-4ced-925f-45e46fcc2bcc-image.png

                                          Taking as example the reimagined mod here, but the bare minimum a mod should have is the mod.ff (scripts) and mod.json (information for plutonium show it on the menu) and usually also the mod.all.sabs (main sound files if the mod uses it) and mod.iwd (textures, images), wile the zmStats or mpStats are saved every time the game saves player stats.

                                          Maximizer Blakeundefined Offline
                                          Maximizer Blakeundefined Offline
                                          Maximizer Blake
                                          wrote on last edited by
                                          #22

                                          AdrX003 It works, so thanks.

                                          1 Reply Last reply
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