@freepalestine4ev Not at the moment, but I can definitely consider making a “minimal” version without the HUD if there is enough interest. Right now, the HUD is integrated into the patch, so the current release does not include an option to disable it separately.
Claaark
Posts
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUD -
[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDLUMCHAN Not in the current version, no.
Right now the patch is built around the Perfect Box logic, so it forces the box setup/weapons and also places the box in the best/needed location depending on the map.
What you are asking for would be a different type of script: a “fixed box spawn” patch only, without rigged/forced box weapons.
It should be possible to make a separate version that only controls the starting box location, but it depends on the map. Some maps already have a fixed/default box spawn. For example, Der Riese starts at power. Ascension also has its default starting box location at power. Other maps, like Kino der Toten, can have different box spawn locations.
So yes, a separate fixed-box-only version could probably be made, but the current release does not have an option to disable the forced weapon logic while keeping only the box location changes.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDSun4All Yeah, you can edit it if you want. I don’t mind people modifying it for their own setups, just give credit if you release a modified version publicly.
For editing the loot pool / box values, the logic is inside the
common_zombie_patch.ff, so it is not as simple as editing a normal config file. You would need to extract/decompile the relevant GSC, edit the weapon order / box logic, then rebuild or patch the.ffagain. Most of the current logic is basically map checks + forced weapon returns for the Mystery Box.About adding wonder weapons to maps where they are not normally available: in my opinion, that is much harder to do properly and stable.
If the weapon is not loaded/preloaded by that map, simply forcing the weapon name can cause issues like invisible weapons, the box giving nothing, crashes, missing sounds, missing FX, or broken animations. That is basically what happened with the Verrückt/Waffe issue.
To do it properly, you would likely need to port or load all the required assets for that weapon, such as:
- weapon files
- models
- animations
- sounds
- FX
- scripts
- precache/zone references
So adding something like Scavenger, Baby Gun or Wave Gun to maps where they do not normally exist is probably possible, but I would not call it easy or guaranteed stable. It is more of a proper weapon porting/custom mod project than a simple loot pool edit.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDsmkoban2 Can you give me more details? “Not working” is too vague for me to know what’s wrong.
Please check first:
Are you using the latest version, v1.0.2?
Did you download common_zombie_patch.ff from the GitHub Releases section?
Is the file named exactly common_zombie_patch.ff?
Not common_zombie_patch (1).ff
Not common_zombie_patch.ff.txt
Is it placed here? -
[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDPhantomal No worries at all, glad it makes sense now.
Thanks a lot, I appreciate it. Let me know if you run into anything else or if the v1.0.2 hotfix gives you any issues on Verrückt.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDPhantomal
Hey, I already made a hotfix for it in v1.0.2.The Verrückt setup no longer uses the Wunderwaffe. It now forces:
Ray Gun
Monkey BombsAfter that, the box should fall back to normal RNG.
I tested the hotfix and Verrückt should be working properly now. Download the latest version from the GitHub release page and make sure you replace the old file with the new common_zombie_patch.ff.
This patch is only made for Black Ops 1 / Plutonium T5 Zombies.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDUpdate v1.0.2 - Verrückt Hotfix
A small hotfix is now available.
Changes
- Fixed the Verrückt Perfect Box logic.
- Verrückt no longer tries to force the Wunderwaffe.
- Verrückt now forces:
1. Ray Gun 2. Monkey Bombs- After Ray Gun and Monkey Bombs, the box should fall back to normal RNG.
- The Verrückt HUD tracker now tracks
Rayinstead ofWaffe.
Thanks to the people who reported and tested this issue.
If you are already using v1.0.1, just download the new
common_zombie_patch.fffrom the latest GitHub release and replace the old one.Download:
https://github.com/Romay10/Plutonium-T5-Perfect-Box-Tracker/releases/latest
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDBruhdawg69 Oh yeah, you’re right, my bad. I got mixed up with Black Ops 3, where Verrückt does have the Wunderwaffe, and it completely slipped my mind.
I’ll fix it and change that setup so Verrückt only uses the proper priority weapons/equipment, like the Ray Gun and monkeys. Thanks for pointing it out.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDBruhdawg69 Just to make sure I understand the issue correctly, what exactly do you mean by “since the Waffe isn’t on there”?
Do you mean:
The Wunderwaffe does not appear in the box at all?
The Wunderwaffe appears, but after taking it the next box hit shows nothing?
The box weapon becomes invisible?
You get the Waffe, but the box does not move on to the next available weapon?
Or are you saying the HUD tracker does not show/count the Waffe correctly?The Wunderwaffe should be available on Verrückt, so if it gives you the Waffe but then nothing comes out after that, it may be an issue with my box order logic not falling back properly to the next valid weapon.
If the weapon is invisible or you cannot pick it up, it could also be caused by another weapon-related mod, animated camos or custom textures conflicting with the box.
Can you tell me the exact sequence of what happens? For example:
“First box gives Waffe, I take it, second box hit is invisible / gives nothing.”
That would help me know if this is a patch logic issue or a compatibility issue.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDBruhdawg69 Damn man, I’m really sorry to hear that. Hope your recovery is going well.
And yeah, Verrückt makes total sense then. It’s a really good map to grind if you’ve got the time for it, and I’m glad the patch can help you get some practice in.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69 Thanks, I’ll take a look at it when I have time, but I can’t promise anything.
The recommended setup is using the patch without animated camos or weapon texture mods installed.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69
Maybe, I can try to look into it, but I can’t promise anything yet.I don’t have much experience with animated camo packs, and since they seem to modify weapon/material files, it may take some time to figure out what is conflicting with the box logic.
I’m also currently busy with exams, so I probably won’t be able to work on a compatibility version immediately.
If you can, send me the exact Bonecrusher animated camos files/mod you are using and I’ll take a look when I have time.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDUpdate v1.0.1 - Cleaner HUD
A new version is now available.
This update makes the Box Hits Tracker HUD much cleaner and more focused on high round practice.
Changes
- Removed the old “Good X/Y” line.
- Removed the
X/Yweapon counter from the HUD. - The HUD now shows only the percentage for each tracked weapon.
- The tracker now focuses only on the weapons that actually matter for high round practice and weapon cycling.
Example of the new HUD:
Box Hits: 7 TGun: 14%Tracked weapons by map
Kino: TGun Five: Ray / Monkey / Xbow Ascension: TGun / Gersh Call of the Dead: VR11 Shangri-La: Baby Moon: Wave / Gersh / QEDs Nacht: TGun Verrückt: Waffe Shi No Numa: Waffe Der Riese: WaffeThe Perfect Box setup is still included. This update mainly improves the HUD so it is easier to read while playing.
Download the latest version from the GitHub Releases section:
https://github.com/Romay10/Plutonium-T5-Perfect-Box-Tracker/releases/latest
Thanks again for the feedback and support.


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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDBruhdawg69
Glad to hear that, hope it helps with the Verrückt 150 practice!I wish I had more time to play right now, but I’m currently busy with exams. Once I’m done, I really want to grind Der Riese and get instas there, since it’s one of the maps I still need to properly work on.
Let me know how the patch feels on Verrückt if you test it.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69
That’s weird — if the camos are still there after deleting the Plutoniumt5folder, they may be installed in your actual BO1 game files or loaded from somewhere outside Plutonium storage.To avoid filling this thread with troubleshooting messages, message me on Discord and I’ll try to help you there:
clark9314Send me screenshots of your BO1 folder, your Plutonium
storage/t5folder, and the files you deleted if you can. -
[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69
Yeah, that sounds like the camo files may still be installed somewhere else or the base game files were modified.Can you check these folders and temporarily move out anything related to camos, skins, weapon textures or custom materials?
%localappdata%\Plutonium\storage\t5Especially check folders like:
zone
scripts
raw
imagesAlso make sure you don’t have another mod loaded from your BO1 game folder itself.
For testing, try this:
- Back up your current Plutonium
t5storage folder. - Temporarily remove/rename the whole folder:
%localappdata%\Plutonium\storage\t5- Launch Plutonium again so it recreates a clean
t5folder. - Put only my
common_zombie_patch.ffback into:
%localappdata%\Plutonium\storage\t5\zone- Test a Zombies map again.
If the box works after doing that, then the issue is definitely caused by the animated camo files or another custom weapon-related mod still being loaded.
If it still does not work on a clean setup, send me a screenshot of your
t5folder and I’ll try to help you figure it out. - Back up your current Plutonium
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69
Yeah, that could definitely be the reason.The HUD showing means my patch is loading correctly, so the invisible box weapon issue may be caused by a conflict with the animated camos or another weapon-related mod.
Can you try testing it again with animated camos disabled/removed, using only my
common_zombie_patch.ff?If it works without animated camos, then I’ll add it as a known compatibility issue and look into whether I can make a compatible version later.
Thanks for testing and letting me know.
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[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69
Thanks for the report.If the HUD is showing, that means the patch is loading correctly, so the issue is probably related to the box weapon logic or a conflict with another script.
Can you tell me:
- What map are you playing?
- Does this happen on every box hit or only on a specific weapon?
- Are you using any other BO1 Zombies scripts, timers or patches at the same time?
- Did you download
common_zombie_patch.fffrom the GitHub Release assets, not the source code zip? - Is the file named exactly
common_zombie_patch.ff?
For now, please try testing it with only my
common_zombie_patch.ffinstalled and temporarily remove any other.gscscripts or map-specific patches.If possible, send me a screenshot or short clip of the invisible box weapon issue. You can also contact me on Discord so I can help you faster:
clark9314 -
[ZM][T5] BO1 Perfect Box Patch + Box Hits Tracker HUDdanielsen69
Hey, thanks for letting me know, can you send more details?Please check that the file is named exactly
common_zombie_patch.ffand placed in:%localappdata%\Plutonium\storage\t5\zone
Make sure it is not
common_zombie_patch (1).fforcommon_zombie_patch.ff.txt.Also, what map are you loading and what exactly happens? Crash, loading screen stuck, HUD not showing, or box order not working?
A screenshot of your
zonefolder and any in-game error would help a lot.