PRXPHET
Yeah, unfortunately the Carpenter model isn't loaded on Nuketown and Origins so ripperoni

GerardS0406
Posts
-
[Release-Beta] [ZM] Cold War Zombies Mod -
[Release-Beta] [ZM] Cold War Zombies ModPRXPHET
v0.2.0 Update has been released!
New Features:
- Mule Kick Upgrade!
- All enemies have a small chance to drop ammo.
Hotfixes:
- Explosive weapons were using base BO2 values and ignoring any of the Cold War tier upgrades
- Tombstone not working on Tranzit (possible fix)
- Other minor bugs.
- Mule Kick Upgrade!
-
[Release-Beta] [ZM] Cold War Zombies ModPRXPHET
An update is coming shortly with fixes for the things here.
However just want to point out, you can not hold 2 of the same weapon because if you were to pap the unpapped version it would just turn into the papped version anyways. That's why it drops. You won't lose it if you just pick it up off the ground.
I have never had an experience where the Mustang and Sally appears like the RPG? Even tried today many times.
Tombstone fix today may work, it may not. I tested it with 50+ downs on town in a row and it worked everytime but who knows. -
[Release-Beta] [ZM] Cold War Zombies Mod@HeavilySusYT That's already a thing. The spreadsheet outlines that.
-
[Release-Beta] [ZM] Cold War Zombies ModMr.Something It should have been buffed in the weapon balancing update today to do the same damage as the M1911. If you already updated, lmk and I'll look into it. Thanks!
-
[Release-Beta] [ZM] Cold War Zombies ModShiro_Kisuke Bank next to Speed Cola
-
[Release-Beta] [ZM] Cold War Zombies ModTranzit has one in every main area (Bus Depot, Diner, Farm, Power, Town)
Nuketown's is in one of the houses
Die Rise has one on the way to the first box location from spawn and one on the rooftop
Mob of the Dead has one in the Warden's office, on the Roof, and down by the Docks
Buried has one in the Church and one by the Gazebo past the maze
Origins has one between gen 2 and 3 and one upstairs in the tank station by gen 6.
-
[Release-Beta] [ZM] Cold War Zombies ModPRXPHET
Update v0.1.8 has been released!
New Features:
- Weapon Balancing
- All Shotguns received a buff
- RPG and War Machine received a buff
- SCAR nerfed and RPD buffed to be more realistic with the rest of the LMGs
- Tactical Rifles all buffed (SMR, M16, M8A1)
- All weapon stats can be found here: https://docs.google.com/spreadsheets/d/1yngZ3nQUbo9RnPEi8CWj0isFx8IvceGTr6LH8Y89mMY/edit?usp=sharing
Hotfixes:
- "Bowie Knife" on MOTD was not working
- Melee weapons could be purchased for a lower price than shown.
- Weapon Balancing
-
[Release-Beta] [ZM] Cold War Zombies ModIK4Gamer25
A New Update has been released:
Hotfixes:
- G-Strike and Tomahawk images not working/appearing (new images included)
-
[Release-Beta] [ZM] Cold War Zombies Mod- Did you install all of the images?
- Images only work perfectly with 16:9 screen ratio (1920x1080 or equivalent ratio)
-
[Release-Beta] [ZM] Cold War Zombies ModA new update has been released.
New Features:
- A fun little EE. Feel free to post a screenshot here when you solve it
- Fire Sale added to HUD. Has highest priority over other powerups. (New Image)
- Powerups now Flash when Low on Time.
- A fun little EE. Feel free to post a screenshot here when you solve it
-
[Release-Beta] [ZM] Cold War Zombies Modalwaysdrop
Remove it from your %localappdata%/Plutonium/storage/t6 folder (you can choose to rename images to like images1 and scripts to scripts1 or you can delete them altogether)How nice if there was some kind of mod loader
cough cough -
[Release-Beta] [ZM] Cold War Zombies Mod@HeavilySusYT
Nothing can be done with the HUD limitas stated by the second disclaimer. They do not sit on top of each other. It is just one element that is used for powerups. Unfortunately that's just the way it has to be.
I can add a flash though. It will be for whichever one is showing (insta-kill takes highest priority on HUD)
Edit: Sike Fire-Sale will now take highest priority on HUD.
-
[Release-Beta] [ZM] Cold War Zombies ModIK4Gamer25 Deadshot's base effects have not been changed by the mod.
-
[Release-Beta] [ZM] Cold War Zombies ModA new update has been released.
Hot fixes:
- Aether Shroud and Zombie Blood another conflict causing issues.
-
[Release-Beta] [ZM] Cold War Zombies ModA new update has been released.
Hot fixes:
- Aether Shroud and Zombie Blood would conflict causing a possible death during Zombie Blood.
New Features:
- Starting Knife does more damage (bowie knife from cold war).
- Stamin Up has been buffed (slight speed boost applied).
-
[Release-Beta] [ZM] Cold War Zombies ModMr.Something Not enough hud elements available, nothing I can do
Origins specifically has one between gen 2 and 3 upstairs, and one in the church. -
[Release-Beta] [ZM] Cold War Zombies Mod@Tentha Thank you. And as mentioned in the post, the source will be released once I know all/most bugs are patched (aka mod is out of beta)
-
I can't get the death machine through the mystery box with this mod- If you're asking about a particular mod, please ask in the thread of that mod to get the best chance of getting an answer for that mod.
- This isn't a "Release or Resource" so you have posted in the wrong section if you were to create a new thread.
-
[Release-Beta] [ZM] Cold War Zombies Modyassoboufy Hasn't anyone taught you to not use
fast_restart
with mods?
Usemap_restart