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

Plutonium

Beamxrz-undefined

Beamxrz-

@Beamxrz-
About
Posts
58
Topics
19
Shares
0
Groups
0
Followers
9
Following
0

Posts

Recent Best Controversial

  • [Release][MP] Beamxrz-'s Unofficial Weapon Patch (WaW Version)
    Beamxrz-undefined Beamxrz-
    --Welcome!--
    

    Hey, everybody! I will be releasing a mod that balances/fixes weapons. This mod is called "Beamxrz-'s Unofficial Weapon Patch" (WaW Version).

    --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%/Activision/CoDWaW". Launch up WaW MP and go to mods, launch "mp_patch", go to a Private Match, and enjoy...

    Mod Preview

    • Reworked Sniper Rifles, as they now deal more damage without Sniper Scope and have different performances.
    • Reworked fire rates for: FG-42. MP-40, STG-44, Type 99, M1A1 Carbine, M1 Garand, SVT-40, M1919 Browning, DP-28, and Sniper Rifles.
    • Reworked damage profiles for: MP-40, FG-42, Type 99, M1919 Browning, and Sniper Rifles.
    • Reworked ammo capacities for: FG-42, M1A1 Carbine, DP-28, MG-42, M1919 Browning, BAR, M1897 Trench Gun, Pistols, and Sniper Rifles.
    • Dogs now have the ability to 1-hit kill with their bites.
    • M1A1 Carbine is now Fully Automatic!

    Other Mods/Patches:
    Beamxrz-'s Unofficial Weapon Patch (MW2/IW4x Version): Multiplayer Weapon Patch (IW4x/MW2 Version)
    Beamxrz-'s Unofficial Weapon Patch (MW3/IW5 Version): Multiplayer Weapon Patch (MW3 Version)
    Beamxrz-'s Unofficial Weapon Patch (Black Ops Version): Multiplayer Weapon Patch (Black Ops Version)

    WAW Modding Releases & Resources

  • MW3 ZoneTool (Can't parse Assault Rifle files/Silencer Bug)
    Beamxrz-undefined Beamxrz-

    Hey, every time i try to build a mod with a Assault Rifle weapon file, ZoneTool randomly crashes. I don't understand as it worked for the SMGs, Snipers, Machine Pistols, LMGs, and Shotguns. I really want to fix the awful visual recoil on the M4A1, M16, CM901, Type 95, G36C, and AK-47, as I've managed to fix the visual recoil on the LMGs, PP90M1, and the MP9.

    I'm also trying to fix the Silencer sounds for the SMGs, the Snipers, and the Machine Pistols even though i have the sound jsons in the "sounds" folder and the "loaded_sound" folder inside the "zonetool" folder. Every time I use a Silencer on the SMGs, the Snipers, and/or the Machine Pistols, there's literally no sound, but i can hear when people fire with the Silencer on the SMGs, the Snipers, or the Machine Pistols.

    Are there any solutions to these issues? If there is, let me know.
    Screenshot 2023-11-06 164052.png

    MW3 Modding Support & Discussion

  • [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

  • [Closed] Black Ops 1: Beamxrz-'s Multiplayer Weapon Patch
    Beamxrz-undefined Beamxrz-

    nerily FaZe Flick JohnStateFarm Hey, this forum is officially closed, as I've made a new forum for this mod. The mod is 100% complete in this forum if you want to check it out!

    Link: https://forum.plutonium.pw/topic/33070/release-update-1-mp-beamxrz-s-unofficial-weapon-patch-black-ops-version

    BO1 Modding Releases & Resources

  • [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

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

    Solved: Somehow, I had the main game files duplicated onto the storage files for the game. That was the reason why this error kept occurring.

    BO1 Client Support

  • [Closed] Black Ops 1: Beamxrz-'s Multiplayer Weapon Patch
    Beamxrz-undefined Beamxrz-

    Hello, I’ve been messing around with Mod Tools and UGX and managed to buff the ammo capacity of the SMGs (except for the AK-74u, Uzi, Spectre, & MPL), Shotguns (except for the Olympia & SPAS-12), and the LMGs (except for the M60). I also did a complete overhaul for the Uzi to make it feel as close to the MW2019 Uzi, with a damage buff of a 3-4 shot kill, but with a fire rate of around 600-650 RPM, to compete with the AK-74u.

    SMGs (Extended Ammo Capacity):
    MAC-11 = Pre-Patch: 20/80 (30/90 with Extended Mags) -> Post-Patch: 30/90 (45/75 with Extended Mags)
    PM-63 = Pre-Patch: 20/80 (30/90 with Extended Mags) -> Post-Patch: 36/72 (48/96 with Extended Mags)
    Kiparis = Pre-Patch: 20/80 (30/90 with Extended Mags) -> Post-Patch: 30/90 (45/75 with Extended Mags)

    SMGs (Complete Overhaul):
    Uzi (Damage) = 30 -> 45 (Highest Damage SMG, Higher than AK-74u)
    Uzi (Fire Rate) = 0.064 (Same Fire Rate as Other SMGs as well as the Famas and Stoner63) -> 0.09 (Now close to accurate depiction of the actual IMI Uzi)

    Shotguns (Extended Ammo Capacity):
    Stakeout = 4/16 -> 7/28
    HS-10 (Now Fully Auto): 4/16 -> 10/40

    LMGs (Extended Ammo Capacity):
    HK-21 = 30/90 (60/180 with Extended Mags) -> 100/200 (150/150 with Extended Mags)
    RPK = 40/80 (80/160 with Extended Mags) -> 75/150 (125/125 with Extended Mags)
    Stoner63 = 30/90 (60/180 with Extended Mags) -> 75/150 (125/125 with Extended Mags)

    LMGs (Complete Overhaul):
    Stoner63 (Fire Rate) = 0.064 -> 0.075

    Snipers (Idle Sway and Fire Rate) "Work in Progress":
    L96A1 (Bolt Rechamber Time) = 1 -> 0.85
    L96A1 (Fire Rate) = 2 -> 1.65

    Additional:
    CZ-75 (Full Auto Fire Rate) = 0.112 -> 0.082

    Here is the file if you want to play with these "buffed" weapons. If there's any problems with the mod, send feedback through this topic or send me a private message.

    Download: https://www.mediafire.com/file/niahu294dgn38qf/multiplayer_patch.zip/file

    Future Update: I also plan on fixing the terrible default classes when you're at level 1-3, but at the moment, I can't find the file. Here's a Sneak Peek on what I was planning to change on the file.

    SMG (renamed to Run n' Gun)

    • Primary Weapon: Uzi w/ Suppressor
    • Secondary Weapon: M1911 w/ Extended Mag
    • Lethal: Semtex
    • Tactical: Concussion
    • Equipment: C4
    • Perk 1: Lightweight
    • Perk 2: Steady Aim
    • Perk 3: Hacker

    CQB (renamed to Demolitionist):

    • Primary Weapon: Stakeout or SPAS-12
    • Secondary Weapon: Crossbow
    • Lethal: Frag
    • Tactical: Nova Gas
    • Equipment: Jammer
    • Perk 1: Scavenger
    • Perk 2: Steady Aim
    • Perk 3: Tactical Mask

    Assault (renamed to Rifleman):

    • Primary Weapon: Commando w/ ACOG
    • Secondary Weapon: Python w/ Dual Wield
    • Lethal: Frag
    • Tactical: Flashbang
    • Equipment: Motion Sensor
    • Perk 1: Hardline
    • Perk 2: Hardened
    • Perk 3: Second Chance

    LMG (renamed to Ground Support):

    • Primary Weapon: HK-21 w/ Red Dot (Better with this mod)
    • Secondary Weapon: Strela-P
    • Lethal: Semtex
    • Tactical: Willy Pete
    • Equipment: Claymore
    • Perk 1: Flak Jacket
    • Perk 2: Sleight of Hand
    • Perk 3: Marathon

    Sniper (renamed to Scout Recon):

    • Primary Weapon: PSG-1 w/ Extended Mag
    • Secondary Weapon: Makarov w/ Suppressor
    • Lethal: Tomahawk
    • Tactical: Decoy
    • Equipment: Tactical Insertion
    • Perk 1: Ghost
    • Perk 2: Scout
    • Perk 3: Ninja
    BO1 Modding Releases & Resources

  • MW3: Game hard crashes PC after Plutonium Intro... (Forced PC Restart)
    Beamxrz-undefined Beamxrz-

    Hey, I'm having a problem with MW3. Every time I launch it through Plutonium, once it's finished playing the Plutonium Intro, it pauses for a minute, then completely hard crashes my PC into a black screen. I can't force exit through the Windows key, which forces me to shut down my entire PC with the power button and to never touch MW3 Plutonium. Is there any solutions to fix this problem?

    MW3 Client Support

  • MW3: Controller randomly stopped working…
    Beamxrz-undefined Beamxrz-

    My controller randomly stopped working on MW3, but it works on WaW, BO1, and BO2. Is there any solutions to fix this? (Yes, i already have Gamepad enabled in-game and I unticked the Steam Controller settings)

    MW3 Client Support

  • CoD 2: Bot Warfare problems...
    Beamxrz-undefined Beamxrz-

    JezuzLizard Ok, I see the problem now. It's because of the ui_mp... Here's a video of what it looks like.

    Video Link: https://youtu.be/crVSF9M76mM

    General Discussion

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

    @ca-rbon Ok. Can't wait to see what you're gonna be cooking up later on...

    BO2 Modding Releases & Resources

  • CoD 2: Bot Warfare problems...
    Beamxrz-undefined Beamxrz-

    JezuzLizard Hey, I just built and compiled the CoD2m DLL, but I'm still having that problem.

    General Discussion

  • CoD 2: Bot Warfare problems...
    Beamxrz-undefined Beamxrz-

    Resxt I know, but I've been trying to see if people on here knew how to set up Bot Warfare for CoD 2. Turns out no-one in here plays CoD 2, which sucks... I actually bought the game and my REG key, but every time I try to play online, I get a Permanent Ban before I even join, rendering the game literally unplayable for me. Then I found out "INeedBots" made a Bot Warfare mod for CoD 2, and it just got updated last month.
    But nobody knew how to set it up, so I was seeing if anybody in the off-topic section of the forum knows how to set it up.

    Plus, I set set everything up correctly, but I'm still getting this message.

    But ok... Wasn't trying to waste any of y'all time, I will leave you be... Have a great day.

    General Discussion

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

    But alright. I won't be on for that long, as I'm just here to enjoy Plutonium until it gets taken down... Moving to a actual gaming PC later on... See ya!

    BO2 Modding Releases & Resources

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

    @ca-rbon No, it's from a mod named Weapon Sounds Remastered. All I did was replace the Ballista fire and decay sound. I wasn't a big fan of the Ballista sound from this mod (because it sounded bland and had no bass to it), so I replaced the sound file from that mod onto yours so the gun would have more bass and stand out. The only snipers that stand out from that mod are the Ballista and XPR-50, and the only snipers that stand out in your mod are the SVU-AS and the DSR-50. The weapon sounds from that mod sound too brassy (The worst example being the Shotguns). Your weapon sounds mod is so much better for all the other weapons because the weapon sounds from this mod sound perfectly balanced, unlike Weapon Sounds Remastered.

    I've heard of Black Ops II Reimagined, but I've never downloaded or used the mod, and I've never thought of trying it out...

    If you don't want to use it, it's cool with me... If you're trying to be aware.

    Original Mod: https://gamebanana.com/sounds/download/59674#FileInfo_770665

    BO2 Modding Releases & Resources
  • 1 / 1
  • Login

  • Don't have an account? Register

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