H3X1C Sad.
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AdrX003
Posts
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[ BO2 TranZit 2.0 Reimagined Release ] -
ZM - Origins fovs, richtofen not included. Carbon fiber for dempsy and nikolai, black and white for takeoGuess these are the original filenames: (you could just zipped them so ther would be no change on the name at the middle/to store on whatever place pluto uses that seems to change the filenames)
~~-gviewarm_zom_dempsey_devic~8c1e178a.iwi ~~-gviewarm_zom_dempsey_s-rgb~c0c017e4.iwi ~~-gviewarm_zom_nikola_s-rgb&~0b4065d8.iwi ~~-gviewarm_zom_takeo_s-rgb&~~add932fb.iwi ~~-gviewarm_zom_takeo_straps_~035504d4.iwi ~-gviewarm_zom_dempsey_c.iwi ~-gviewarm_zom_dempsey_device_c.iwi ~-gviewarm_zom_nikola_c.iwi ~-gviewarm_zom_takeo_c.iwi ~-gviewarm_zom_takeo_straps_c.iwi
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ZM - Origins fovs, richtofen not included. Carbon fiber for dempsy and nikolai, black and white for takeoAziz1v1 That is from a Obsidian pack made by both KanashiiDesu and me, pretty sure is still up around the forum just search for obsidian on the forum
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[T6] AdrX Test Weapons first OAT PortZAPlord 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.
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[T6] AdrX Test Weapons first OAT PortPS2ABBACHIO 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.
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[T6] AdrX Test Weapons first OAT PorttacobellXD 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 thesebrowninghp_zm, dragunov_zm m60_zm, makarov_zm, peacekeeper_zm, spas_zm
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[T6] AdrX Test Weapons first OAT PortGhostRider0125 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.
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[Release] (ZM) - Origins Enhanced VersionFantastic
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[T6] AdrX Test Weapons first OAT PortA simple mod adding weapons and some other stuff based of sehteria 's ZM-Weapons for me to learn the tools and all of the structure on building a mod, sent cause some friends asked me to.
Added Weapons:
- Peacekeeper (without flashlight model)
- SPAS-12
- Browning HP
- Dragunov
- M60
- Makarov
- Mauser C96 added to other maps
Stats are pretty much just test values since the mod was not meant to be playable ig.
Patches:
- (Probably) More damage for Refitted 8700 Mechanical Cranium Sequencer
- (Probably) More damage and ammo for Dystopic Demolisher
- (Probably) More damage and ammo for RPG & Rocket Propelled Grievance
- 2025 ACOG is now fully covered by all PAP Camos
Issues:
- Cant knife wile ADS'ing with the Boomhilda
Other Mod Additions:
- Sehteris's own ZM Perks included in
Plans for the future include pretty much adding all the guns that are not on zombies but are on all the other BO2 Modes and camo coverage for all the guns and attachments.
Will keep testing and updating stuff on my discord/other networks that can be found on bio
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[MP] IW Diamond CamoWould probably only be able to look nice modding with OAT because the camos for most zombies maps barely have any good layers to work with.
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsFreshToad223 JBleezy already ported them in BO2 Reimagined. theyre looking cool.
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsCawldwink Wonder if he was talking about the custom extra survival maps that can be added in.
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Tranzit Reimagined 2025 | Stable Version 2025 Jan. 30th | Warmer Days UpdateGhostRider0125 yeah, adding Hellhounds would be awesome
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[ BO2 TranZit 2.0 Reimagined Release ]FaZe Flick i would only play a mod loaded+ custom scripts in that folder only for very specific development stuff. its better to play the mods in the way they were compiled instead of trying to load alot of other stuff that will very likely crash cause theres alot of other custom GSC already loaded in.
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Tranzit Reimagined 2025 | Stable Version 2025 Jan. 30th | Warmer Days UpdateHow i didnt saw this at release, goddamn
Awesome. -
[ BO2 TranZit 2.0 Reimagined Release ]Ultimateman zamn
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsohautoparts ive written a thing on my disc where i speak about this, but in your case would be to do the exact opposite of everything (would suggest adding me AdrX003 on it)
to add a gun in a mod where we have both existing sources (ZM): - add weapon lines on scripts/zm/ *CSC *GSC - add weapon lines on zonefiles to zone_source (mod.zone, /weapons, as needed) - copy weaponfiles to /weapons - add camo_*.json camo file to /camo - add/check weapon's soundbank aliases lines in its folder - if needed, add images, attachmentunique, accuracy & attachment files to its folders
something might be off or much problably is actually faster cause it could only be something like comment the other weapon lines and remove them from the zonefiles but genrally is this
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[ Release - T6MP ] BO6 Nebula CamoIm pretty sure something could be done in GSC to make the camo change stages in game with OAT when we can add/clone camo entries and use the script to control the changes since the script to change camo in game already exists on Mod Menus.
Someday.
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsnfk Veterana If there is no mods folder, just go "one up"/one before it and make the mods folder
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[ZM] Galaxy Pack A Punch Camo_By Folbix (V0.1)personally liked 1, 3 and 10 more (and btw 8 seems like a nice base for a Candy style camo)
awesome stuff