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Plutonium

Beamxrz-undefined

Beamxrz-

@Beamxrz-
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Recent Best Controversial

  • (Release Date Revealed!)[ZM] Beamxrz-'s Unofficial Weapon Patch (Black Ops Version)
    Beamxrz-undefined Beamxrz-

    Welcome!

    As you may notice, I'm not a huge Zombies player, as I was never into Zombies and its experience. For the dedication of FaZe Flick, I will be announcing a new Weapon Patch exclusively for zombies… It will bring some of the updates I made to weapons from the Multiplayer version while also introducing some new exclusive changes. This mod will also update some of the Wonder Weapons in-game and certain maps…

    Download

    • Release Date: August 21, 2025

    Installation

    • The mod is now officially in the works… Please wait… Thank you for your service.

    Support/Feedback

    If you have any questions or in any interest to help by showing support and participating in work on the mod, don't hesitate to reach out to me through PM through the forum, the official Discord server, and/or giving feedback through this topic…

    Multiplayer Edition

    • Unofficial Weapon Patch

    BO1 Modding Releases & Resources

  • [v1.7 | New Update!][MP] Beamxrz-'s Unofficial Weapon Patch (MW3 Version)
    Beamxrz-undefined Beamxrz-

    Welcome!

    Hey, everybody! I will be releasing a mod that fixes the visual recoil (gun kick), removes the ADS spread, and reworks for some other miscellaneous weapons. This mod is called Beamxrz-'s Unofficial Weapon Patch (MW3 Version).

    Download

    Multiplayer Weapon Patch

    Installation

    Extract everything inside the "Weapon Patch" folder to "%localappdata%/Plutonium/storage/iw5". Once inside the game, start up a game through a Private Match (NOTE: This Weapon Patch mod is also bundled with @INeedBots “Bot Warfare” mod. If you want to play with bots, start up a game through a Private Match. Once you start up a match, 11 bots will spawn automatically).

    There are 2 methods to get this mod running. Please, read the "Known Issues" section before running the mod...

    Method A: Once loaded into the game, use the command console by pressing the "tilde" key (Ex: "~" key), type in "/set fs_game mods/patch", then restart the game by typing in the command console "/vid_restart". Once the game has restarted, go to Private Match and start a match.

    Method B: Drag and drop all of the files located in the "Weapon Patch" folder by dragging it from the "patch" folder (which can be found inside the "mods" folder) and drop it into the "zone" folder located inside the Plutonium IW5's storage folder or replace the current "common_mp.ff" and "patch_mp.ff" located inside your Game's "zone/english" folder. Once that has been finished, load the game, go to Private Match and start a match
    (NOTE: If you do Method B, please make a backup of the original "common_mp.ff" and "patch_mp.ff" before replacing it to avoid losing the original file).

    Known Issues!

    Issue #1: There are some current audio issues for the underbarrel attachments for the Assault Rifles, but these items still 100% work with no other issues. This will be fixed later through future updates.

    Issue #2: There is a issue with the "Unlock All" button and the "End Game" button, as they both currently don't work and I don't know how to fix this issue. So, to get around this issue, use the command console by pressing the "tilde" key (Ex: "~" key), and enter in "disconnect" and "unlockall" to get around these issues until they are fixed.

    Issue #3: The fire rate cap doesn't work for the Handguns when using the Tactical Knife. This issue will be fixed later through later updates.

    Changelog

    v1.7 | Latest Update

    • Updated the Idle Sway values for every weapon (excluding the Sniper Rifles, the Handguns, the Shotguns, and the Launchers).
    • Implementation of a fire rate cap for the Handguns and the MK14 to modernize the game.

    v1.6

    • Updated the random gun kick values to their traditional values for the Assault Rifles to remove the weird bouncy patterns when firing these weapons (excluding the Scar-L and the ACR 6.8).
    • Flipped the killfeed icons for the XM25 and the M320 GL.
    • Every map works with the new files that are included in the mini-update.

    v1.5

    • The damage profiles for the Desert Eagle and the 44. Magnum have been updated for balancing purposes.
    • The fire rate and rechamber values for the SPAS-12 have been updated so this weapon can fire and rechamber at a faster rate (NOTE: There is a bug with the Foregrip attachment that reverts both fire rate and rechamber values to their original).

    v1.4

    • Updated the random gun kick values to their traditional values for the SMGs to remove the weird bouncy patterns when firing these weapons (excluding the MP5, the UMP45, the MP7, and the AK-74u).
    • Every Sniper Rifle have been updated to do the same damage and have the same idle sway (NOTE: The body multipliers stay the same for the RSASS and the recoil for the Barrett. 50cal has been reduced to improve its focus and performance during long-range combat).

    v1.3

    • Updated the random gun kick values to their traditional values for the Machine Pistols to remove the weird bouncy patterns when firing these weapons.
    • The KSG-12 has been updated to perform as a slug-round Shotgun (NOTE: similar performance to the Black Ops II counterpart of this weapon).
    • Fixed an issue where the MG36 used the same recoil pattern as the M60E4. This weapon now uses the AUG HBAR's recoil pattern (NOTE: This weapon also used the same hip fire recoil pattern as the AUG HBAR as this weapon was the replacement for that weapon, but used a different ADS recoil pattern).

    v1.2

    • Fixed the sound issue when firing an SMG or Machine Pistol equipped with the Silencer attachment.
    • Updated the random gun kick values to their traditional values for the LMGs to remove the weird bouncy patterns when firing these weapons (Also fixes the broken Rapid Fire attachment bug where the view model would glitch out and break the weapon's bullet pattern when continuously firing the LMGs; This bug was very noticeable with this attachment with/without non-thermal optics while firing the L86 LSW or the MK46). | Now you can use the non-thermal optics without having to deal with the weapon randomly bouncing when firing and get better focus and accuracy on your target…

    v1.1

    • Added fire-rate cap to semi-automatic Sniper Rifles to keep them from being spammable and for balancing purposes.
    • The damage profiles for the Dragunov have been updated (NOTE: This weapon now has the ability to acquire 1-shot kills to the neck and upper torso).
    • The ADS spread has been removed from the LMGs.

    v1.0

    • Official Release

    Mod Preview

    Primary Weapons

    Assault Rifles

    M4A1

    • Recoil: Fixed Gun Kick

    M16A4

    • Recoil: Fixed Gun Kick

    Scar-L

    • [N/A]

    CM901

    • Recoil: Fixed Gun Kick

    Type 95

    • Recoil: Fixed Gun Kick

    G36C

    • Recoil: Fixed Gun Kick | Tightened Recoil Pattern

    ACR 6.8

    • [N/A]

    MK14

    • [N/A]

    AK-47

    • Recoil: Fixed Gun Kick

    FAD

    • Recoil: Fixed Gun Kick

    Submachine Guns

    MP5

    • [N/A]

    UMP45

    • [N/A]

    PP90M1

    • Recoil: Fixed Gun Kick

    P90

    • Recoil: Fixed Gun Kick

    PM9

    • Recoil: Fixed Gun Kick

    MP7

    • [N/A]

    (Bonus)

    AK-74u

    • [N/A]

    Light Machine Guns

    L86 LSW

    • Recoil: Fixed Gun Kick

    MG36

    • Recoil: Fixed Gun Kick | Tightened Recoil Pattern

    PKP Pecheneg

    • Recoil: Fixed Gun Kick

    MK46

    • Recoil: Fixed Gun Kick

    M60E4

    • Recoil: Fixed Gun Kick

    Shotguns

    USAS-12

    • Ammo Capacity: 6/24 (Extended Mags: 8/16) -> 8/36 (Extended Mags: 12/24)
    • Fire Rate: 0.65 -> 0.365

    KSG-12

    • Overhaul: Now performs as a Slug-Round Shotgun

    SPAS-12

    • Fire Rate: 0.67 -> 0.285
    • Rechamber Time: 0.65 -> 0.55

    AA-12

    • Ammo Capacity: 8/16 (Extended Mags: 12/12) -> 12/24 (Extended Mags: 18/36)

    Striker

    • Fire Rate: 0.175 -> 0.2

    Model 1887

    • [N/A]

    Sniper Rifles

    Barrett. 50cal

    • Ammo Capacity: 10/20 (Extended Mags: 15/15) -> 8/16 (Extended Mags: 12/12)
    • Fire Rate: 0.05 -> 0.325
    • Idle Sway: 60x2 -> 40x1.5
    • Recoil: Tightened Recoil Pattern

    L118A

    • [N/A]

    Dragunov

    • Damage: 70 (Minimum: 40) -> 98 (Minimum: 98) "1-Shot Kill to the Upper Chest potential"
    • Ammo Capacity: 10/20 (Extended Mags: 15/15) -> 12/24 (Extended Mags: 18/18)
    • Fire Rate: 0.05 -> 0.256

    AS50

    • [N/A]

    RSASS

    • Damage: 70 (Minimum: 40) -> 98 (Minimum: 98)
    • Ammo Capacity: 20/40 (Extended Mags: 30/30) -> 15/30 (Extended Mags: 20/20)
    • Fire Rate: 0.05 -> 0.175

    MSR

    • [N/A]

    (Bonus)

    Intervention

    • [N/A]

    Melee

    Riot Shield

    • [N/A]

    Secondary Weapons

    Pistols

    USP-45

    • [N/A]

    P99

    • [N/A]

    MP412

    • [N/A]

    44. Magnum

    • Damage: 74 (Minimum: 17) -> 74 (Minimum: 45)

    Five-Seven

    • [N/A]

    Desert Eagle

    • Damage: 49 (Minimum: 25) -> 74 (Minimum: 45)

    Machine Pistols

    FMG-9

    • Recoil: Fixed Gun Kick

    MP9

    • Recoil: Fixed Gun Kick

    Skorpion

    • Damage: 32 (Minimum: 20) -> 49 (Minimum: 20)
    • Fire Rate: 0.074 -> 0.08
    • Recoil: Tightened Recoil Pattern

    G18

    • Ammo Capacity: 20/80 (Extended Mags: 30/60) -> 33/99 (Extended Mags: 44/88)
    • Recoil: Fixed Gun Kick

    Launchers

    SMAW

    • [N/A]

    Javelin

    • [N/A]

    Stinger

    • [N/A]

    XM25

    • Misc: Flipped Killfeed icon.

    M320 GLM

    • Misc: Flipped Killfeed icon.

    RPG-7

    • [N/A]

    Other Mods/Patches

    Here are some other Weapon Patches I made if you’re interested in trying them out:

    • Multiplayer Weapon Patch (IW4x/MW2 Version) | Status: v1.5 (New Update!)
    • Multiplayer Weapon Patch (Black Ops Version) | Status: v1.7 (New Update!)
    • Multiplayer Weapon Patch (WaW Version) | Status: v0.95 (Pre-Release)
    MW3 Modding Releases & Resources

  • MW3: Thermal Scope Vision is very bad...
    Beamxrz-undefined Beamxrz-

    Hey, is there any mods to improve the Thermal Scope's vision in MW3? I just found out that if you use Thermal Scope on LMGs, it removes the horrible visual kick, then I realized... The LMGs have little to no recoil (especially the MK46). But the problem is, the Thermal Scope's vision is so bad, I barely can see anything when I aim. It's even worse on brighter maps (especially the Snowy maps).

    MW3 Modding Support & Discussion

  • [v1.7 | Back In Service…][MP] Beamxrz-'s Unofficial Weapon Patch (Black Ops Version)
    Beamxrz-undefined Beamxrz-

    The mod is now officially back in services as of currently… Go ahead and try the latest version of the mod and see if you like it!

    Welcome!

    Hey, everybody! I will be announcing/releasing a new mod that changes the overall performance for every weapon to make them feel different instead of feeling the same. This mod is called Beamxrz-'s Unofficial Patch (Black Ops Version). This mod improves the weapon balancing for the multiplayer.

    Download

    Multiplayer Weapon Patch

    Installation

    There are 2 folders in this "zip." file. Choose which one you want to use and place the "mods" folder inside "%localappdata%/Plutonium/storage/t5".

    How to start a game with the mod/patch:

    • Launch Multiplayer, go to the Mods section, and launch “mp_patch”.
    • Once you load the mod, start up a game through a Private Match (NOTE: This Weapon Patch mod is also bundled with @INeedBots “Bot Warfare” mod. If you want to play with bots, start up a game through a Private Match. Once you start up a match, 11 bots will spawn automatically).

    Please, use Private Match instead of Combat Training, as Combat Training is broken, and you also get extra game mode settings/options in Private Match!

    1. Bots Capacity: You can also remove/add bots from spawning by changing the "bots_manage_add" section from 0-17 in the console by pressing the "tilde" key (Ex: '~' key) or "_bots.gsc" inside the .iwd file.

    2. Bots Difficulty: You can change the bots difficulty by changing the "bots_difficulty" section from "easy", "normal", "hard", or "fu" in the console by pressing the "tilde" key (Ex: '~' key) or going to Combat Training and changing their difficulty from the game mode settings.

    (Tip: You can change the bots difficulty with both methods any time and the bots will stick to the difficulty you chose before loading the mod; This doesn't work after loading the mod.)

    Changelog

    v1.7 | Latest Update

    • Fixed visual attachment issues when using the "Warlord" perk (Ex: These bugs are noticeable when using the ACOG or Reflex optic and the Suppressor attachment).
    • Reverted the ammo clip/capacity for certain weapons back to their original.
    • The bots can now use underbarrel attachments as intended and have the ability to jump and prone.

    v1.6

    • The damage profiles for the Kiparis and the Spectre have been updated for balancing purposes.
    • The ammo clip/capacity for the Enfield has been reverted to its original capacity.
    • Another revamp for weapon stats in the Create-a-Class menu.
    • Removed armor-piercing rounds from the Sniper Rifles and the Kiparis due to visual issues.
    • Fixed issue where the bots were restricted from using certain weapons (Ex: the Uzi, the Commando, and the PSG1).

    v1.5

    • Fixed multiple attachment issues.
    • Revamped weapon stats in the Create-a-Class menu.
    • Improved every Party Mode.

    v1.4.5

    • UAV sweep is now enabled (Party Modes only).
    • Party Modes now use their original description and images.
    • Fixed killfeed issue for Party Modes.
    • Fixed issue when using the Red Dot attachment on the M60.
    • Reworked every SMG and Assault Rifle (excluding the AK-74u and the M16).

    v1.4

    • Reworked the Dual Wield (Akimbo) attachment on every weapon for balancing purposes.
    • The Sniper Rifles have gotten a huge rework, as they now have updated damage profiles (Increased potential for collateral kills) and different fire rates.
    • Party Modes are now available for Combat Training and Private Match.
    • Reworked the performance for the Shotguns.

    v1.3

    • Fixed the ammo capacity for the LMGs.
    • Reworked and tightened the recoil values for multiple weapons.

    v1.2

    • Completely fixed the "Warlord" perk issue.
    • Removed the fire rate cap from Semi-Automatic weapons (except for the Sniper Rifles).

    v1.1.5

    • The gun kick values for the L96A1 have been fixed.
    • The fire rate and the rechamber values for the China Lake have been updated for balancing purposes.

    v1.1

    • Semi-Automatic weapons now do higher damage (Ex: High-caliber weapons like the FN FAL, the M14, and the Python have the ability to acquire 1-shot kills to the head, while the M14 can also acquire 1-shot kills to the neck) at their maximum damage range.
    • The Attack Helicopter now does/takes more damage and its targeting system improved in order to acquire more kills before getting destroyed or leaving the warzone.
    • The Care Package has been improved. Now, you will have an increased chance of getting better killstreaks out of them.

    v1.0

    • Official Release

    Mod Preview

    Primary Weapons

    Submachine Guns

    MP5K
    • Recoil: Tightened Recoil Pattern
    • Fire Rate: 0.08 -> 0.077
    Skorpion
    • [N/A]
    MAC-10
    • Ammo Capacity: 20/80 (Extended Mags: 30/70) -> 35/105 (Extended Mags: 50/90)
    • Recoil: Reworked Recoil Pattern
    AK-74u
    • [N/A]
    Uzi
    • Damage: 30 (Minimum: 20) -> 40 (Minimum: 30)
    • Recoil: Reworked Recoil Pattern
    • Fire Rate: 0.064 -> 0.09
    • Bullet Penetration: Small -> Medium
    PM63
    • Ammo Capacity: 20/80 (Extended Mags: 30/70) -> 36/108 (Extended Mags: 54/90)
    • Fire Rate: 0.064 -> 0.054
    MPL
    • Recoil: Tightened Recoil Pattern
    • Fire Rate: 0.064 -> 0.07
    Spectre
    • Recoil: Tightened Recoil Pattern
    • Fire Rate: 0.064 -> 0.072
    • Damage: Ability for 3-shot kills to the Neck and Upper Torso
    Kiparis
    • Ammo Capacity: 20/80 (Extended Mags: 30/70) -> 32/96 (Extended Mags: 48/80)
    • Recoil: Reworked Recoil Pattern
    • Damage: Ability for 3-shot kills to the Neck, Upper Torso, and both Upper Arms
    • Fire Rate: 0.064 -> 0.075

    Assault Rifles

    M16

    (Alternative Version only)

    • Fire Type: 3-Round Burst -> Full-Auto
    • Fire Rate: 0.064 -> 0.087
    Enfield
    • [N/A]
    M14
    • Damage: 50 (Minimum: 40) -> 75 (Minimum: 45) "Ability for 1-shot kills to the Helmet, Head, and Neck"
    • Fire Rate: 0.096 -> 0.112

    (Alternative Version only)

    • Fire Type: Semi-Auto -> Full-Auto
    • Fire Rate: 0.096 -> 0.175
    • Damage: 50 (Minimum: 40) -> 50 (Minimum: 30)
    Famas
    • Damage: 35 (Minimum: 25) -> 30 (Minimum: 20) "Ability for 3-shot kills to the Neck and Upper Torso"
    • Fire Rate: 0.064 -> 0.072
    Galil
    • Fire Rate: 0.08 -> 0.082
    AUG
    • Damage: 35 (Minimum: 25) -> 40 (Minimum: 20)
    • Fire Rate: 0.064 -> 0.078
    FN FAL
    • Damage: 50 (Minimum: 40) -> 75 (Minimum: 45) "Ability for 1-shot kills to the Helmet and Head"

    (Alternative Version only)

    • Fire Type: Semi-Auto -> Full-Auto
    • Fire Rate: 0.096 -> 0.145
    • Damage: 50 (Minimum: 40) -> 50 (Minimum: 30)
    AK-47
    • Fire Rate: 0.08 -> 0.085
    Commando
    • Fire Rate: 0.08 -> 0.075
    • Damage: 40 (Minimum: 30) -> 30 (Minimum: 20) "Ability for 3-shot kills to the Neck, Upper Torso, and both Upper Arms"
    G11

    (Alternative Version only)

    • Fire Type: 3-Round Burst -> Full-Auto
    • Fire Rate: 0.059 -> 0.074

    Shotguns

    Olympia
    • [N/A]
    Stakeout
    • [N/A]
    SPAS-12
    • Fire Rate: 0.15 -> 0.2
    HS10
    • Fire Type: Semi-Auto -> Full-Auto
    • Fire Rate: 0.15 -> 0.175
    • Ammo Capacity: 4/16 -> 12/36

    Light Machine Guns

    HK-21
    • Ammo Capacity: 30/90 (Extended Mags: 60/60) -> 100/200 (Extended Mags: 150/150)
    • Recoil: Tightened Recoil Pattern
    RPK
    • Ammo Capacity: 40/120 (Extended Mags: 80/80) -> 75/150 (Extended Mags: 125/125)
    • Recoil: Reworked Recoil Pattern
    • Fire Rate: 0.08 -> 0.087
    M60
    • Ammo Capacity: 100/100 (Extended Mags: 200/0) -> 100/200 (Extended Mags: 150/150)
    • Fire Rate: 0.112 -> 0.1
    Stoner63
    • Ammo Capacity: 30/90 (Extended Mags: 60/60) -> 75/150 (Extended Mags: 125/125)
    • Recoil: Reworked Recoil Pattern
    • Fire Rate: 0.064 -> 0.075

    Sniper Rifles

    • (Idle Sway: 60x2 -> 40x1.5)
    • (Damage: 75 [w/ Suppressor: 50] -> 98 [w/ Suppressor: 75]; Different damage body multipliers for every Sniper Rifle)
    Dragunov
    • Ammo Capacity: 10/30 (Extended Mags: 15/25) -> 12/36 (Extended Mags: 16/32)
    WA2000
    • Ammo Capacity: 6/18 (Extended Mags: 12/12) -> 10/30 (Extended Mags: 15/25)
    • Fire Rate: 0.256 -> 0.212
    L96A1
    • Fire Rate: 0.2 -> 0.175
    • Rechamber: 1 -> 0.85
    PSG-1
    • Ammo Capacity: 5/15 (Extended Mags: 10/10) -> 7/21 (Extended Mags: 14/14)
    • Fire Rate: 0.256 -> 0.35

    Secondary Weapons

    Pistols

    ASP
    • Ammo Capacity: 7/35 -> 15/60
    • Fire Rate: 0.096 -> 0.059
    M1911
    • Damage: 40 (Minimum: 20) -> 45 (Minimum: 35) ”Ability for 2-shot kills to the Neck and Upper Torso” (Maximum Damage Range only)
    • Fire Rate: 0.096 -> 0.079
    Makarov
    • Ammo Capacity: 8/36 (Extended Mags: 12/36) -> 12/48 (Extended Mags: 16/48)
    • Fire Rate: 0.096 -> 0.079
    Python
    • Damage: 50 (Minimum: 30) -> 75 (Minimum: 45) ”Ability for 1-shot kills to the Helmet and Head”
    • Fire Rate: 0.096 -> 0.079
    CZ-75
    • Fire Type: Semi-Auto -> Full-Auto
    • Fire Rate: 0.096 -> 0.075
    • Ammo Capacity: 12/48 (Extended Mags: 16/48) -> 18/72 (Extended Mags: 24/72)

    Launchers

    M72 LAW
    • [N/A]
    RPG-7
    • [N/A]
    Strela-P
    • [N/A]
    China Lake
    • [N/A]

    Specials

    Ballistic Knife
    • [N/A]
    Crossbow
    • [N/A]

    Other Mods/Patches

    Here are some other Weapon Patches I have made if you're interested in trying them out:

    • Multiplayer Weapon Patch (IW4x/MW2 Version) | Status: v1.5 (New Update!)
    • Multiplayer Weapon Patch (MW3 Version) | Status: v1.7 (New Update!)
    • Multiplayer Weapon Patch (WaW Version) | Status: v0.95 (Pre-Release)

    Zombies Edition

    • Unofficial Weapon Patch | Status: Work In Progress… (Release Date: August 21st, 2025)

    BO1 Modding Releases & Resources

  • [v1.7 | New Update!][MP] Beamxrz-'s Unofficial Weapon Patch (MW3 Version)
    Beamxrz-undefined Beamxrz-

    Master_64 Hey, just released a big update. The Assault Rifles have been fixed...

    MW3 Modding Releases & Resources

  • Bot Warfare "Bot Names" (Exclusive to IW4x and IW5 only)
    Beamxrz-undefined Beamxrz-

    DarkEyEe I actually gotta update this with the "Ward" clan tag. So instead of it just being [Ward], it’ll be ",Ward" to show the proper clan tag.

    MW3 Modding Support & Discussion

  • BO1 Error: "Error during initialization: Couldn't load fileSysCheck.cfg. Make sure Call of Duty is run from the correct folder"
    Beamxrz-undefined Beamxrz-

    Error during initialization - Couldn't load fileSysCheck.cfg. Make sure Call of Duty is run from the correct folder.jpeg

    BO1 Client Support

  • [v1.7 | New Update!][MP] Beamxrz-'s Unofficial Weapon Patch (MW3 Version)
    Beamxrz-undefined Beamxrz-

    Master_64 Don’t you worry. I managed to fix the Assault Rifles, but I need the parsing code for the underbarrel attachments (including the Hybrid Sight). Once I get that fixed, I’ll be able to fix the maps and flip the killfeed icon for the XM25 and M320 GL. Then after that, the mod will be officially finished and I will open servers to play with other players. The L86 LSW, MK46, and M4A1 might destroy the ACR 6.8 and the MP7 when it comes to “meta”.

    MW3 Modding Releases & Resources

  • [MP ONLY] Ca.rbon BO2 Sound Remaster
    Beamxrz-undefined Beamxrz-

    @ca-rbon Hey, I managed to find the files for the Ballista, but sadly, couldn't find the XPR-50 sound files, and I replaced the sound files for some that give the Ballista a amazing bass and reverb, so I replaced the fire and the sniper decay sounds. I kept the bolt rechamber sound the same and I think it sound great... Now, I think this mod is really amazing. You did a really good job on this mod, and I hope you go on to make even more projects like this... I will send you a video of what the Ballista sounds like when I have free time.

    BO2 Modding Releases & Resources

  • Full offline support desperatly needed
    Beamxrz-undefined Beamxrz-

    There's a LAN Launcher you can download here that lets you play offline, just in case Plutonium does get the Cease & Desist letter.

    Download Here: https://forum.plutonium.pw/topic/30141/offline-launcher-for-plutonium/24

    It shows you how to set up the LAN Launcher.

    ** IMPORTANT! **
    Set the "Plutonium folder" file destination to "C:/Users/Example/AppData/Local/Plutonium", then wherever you have your games installed at, just put the destination to the game in the empty bar.

    Launcher Support

  • [MP ONLY] Ca.rbon BO2 Sound Remaster
    Beamxrz-undefined Beamxrz-

    @ca-rbon Here you go... I just uploaded the file to MediaFire, but if you want to add it to main download, go ahead. I just play Plutonium just to experience BO2 and MW3 (with Bot Warfare), so I honestly don't care what anybody does with the Classic CoD experiences...

    MediaFire Link: https://www.mediafire.com/file/dksf644i6vyjl3l/Carbon+Black+Ops+2+Sound+Remaster+(Sniper+Update).zip/file

    BO2 Modding Releases & Resources
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