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Plutonium

Hadi77KSAundefined

Hadi77KSA

@Hadi77KSA
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Recent Best Controversial

  • [Release][ZM] Any Player Easter Egg Mods
    Hadi77KSAundefined Hadi77KSA

    The following scripts allow the main Easter Egg quests to be done with any number of players—whether it is solo (1 player), duo (2 players), trio (3 players), or even more than 4 players—while aiming to be as similar to the original Easter Eggs as possible.

    Installation

    1. Download the repository.
    2. Extract the zm_any_player_ee folder from the ZIP file that was downloaded.
    3. Go to %localappdata%\Plutonium\storage\t6 by pressing Win+R then pasting the mentioned path then pressing OK, and open the mods folder. If the mods folder does not exist, create it.
    4. Move the zm_any_player_ee folder to inside the mods folder.
    5. Start the game and load the mod through the in-game Mods menu.

    Patches

    Can be found in zm_any_player_ee\scripts\zm\Patches

    • die_rise_any_player_ee-no_reset.gsc to avoid conflict, not to be used with die_rise_any_player_ee.gsc
      The file goes in scripts\zm\zm_highrise
      This version makes the floor symbols not reset once an incorrect symbol is stepped on.
    • buried_body_fix.gsc can be used along with buried_any_player_ee.gsc
      The file goes in scripts\zm\zm_buried
      This patch makes the bodies on the round infinity step on the Richtofen side have the switch on the first 3 bodies searched.
    • nav_autocomplete.gsc to go in scripts\zm
      This patch builds the Nav Table on the current Victis map and applies the Navcards to all maps for all players.

    Alternative Installation Methods

    Following any of these methods makes the scripts be loaded automatically without needing to select the mod from the in-game Mods menu.

    Complete Scripts Folder

    • Follow steps 1 & 2 from the main installation instructions.
    • Go to %localappdata%\Plutonium\storage\t6 by pressing Win+R then pasting the mentioned path then press OK.
    • Open the zm_any_player_ee folder and copy the scripts folder from inside of it.
    • Paste the scripts folder into the t6 folder.

    Individual Files

    1. Navigate to the Releases page and download the script you desire.
    2. Navigate to %localappdata%\Plutonium\storage\t6\scripts\zm
    3. Place the files into their respective map's folder. If the map's folder does not exist, create it and place it into the path from step 2.
    • TranZit's scripts go to scripts\zm\zm_transit
    • Die Rise's scripts go to scripts\zm\zm_highrise
    • Buried's scripts go to scripts\zm\zm_buried
    • super_ee_any_player.gsc goes to scripts\zm\zm_buried

    Features

    TranZit

    - Tower Step and Lamp Post Step for the Maxis Side

    For solo, only require 1 Turbine.

    Die Rise

    - Nav Table

    The script by default will automatically build the Nav Table if it is not already built. To prevent this, the person hosting will need to open the console and execute the following command:

    set any_player_ee_highrise_nav "0"
    

    - Elevators Step and Dragon Puzzle

    Require the same amount as the number of players.
    If the Dragon Puzzle step is failed, it will reset back to require the same amount as the number of players.

    - Trample Steam Step

    a) Maxis Side
    • On solo and on 3p while the 1st ball is already flinging between Trample Steams placed on a set of lion symbols, only one Trample Steam will be required in order to be able to place down a ball.
    • If the number of players is 3 or less, the players will have the ability to place both balls on the same set of Trample Steams.
    • On 3p, having the 1st ball flinging is required to be able to place the other ball on the lone Trample Steam.
    b) Richtofen Side

    Requires the players to place Trample Steams only on the same amount of symbols as players.

    Buried

    a) Maxis Side

    - Wisp Step

    For less than 3p, wisp will no longer rely on zombies getting near it.

    - Bells Step

    For less than 3p, time limit will be removed. Will only reset if it is failed.

    b) Richtofen Side

    - Round Infinity A.K.A. the Time Bomb Step

    On 4p or less, requires all players in the lobby to be near the location of the Time Bomb.
    If the number of players is greater than 4, the step will only work if 4 players are near the location, no more no less, exactly how it works without the mod.

    Sharpshooter

    Minimum number of required targets:

    • 1p: 20 targets (Candy Shop)
    • 2p: 39 targets (Candy Shop + Saloon (19))
    • Otherwise: all 84 targets

    Super Easter Egg

    Allows for the Super Easter Egg button to be accessible with any number of players as long as:

    • the players have, collectively, inserted the Navcards on all three Victis maps of TranZit, Die Rise, and Buried;
    • each player in the lobby has completed the Victis maps' Easter Eggs on the same side across the maps;
    • the completed side across all players is the same.

    For more than 4 players, the mod will only use the player progress that is shown on the box.

    Alternative Mods With Extra Features + Other Maps

    • TranZit Extra: makes the EMP step on the Richtofen quest on solo only require 2 EMPs instead of 4.
      https://github.com/Hadi77KSA/TranZit-Any-Player-EE/releases/tag/Extra

    • Die Rise Extra: on the Trample Steam step on the Maxis side while there are less than 4 players, gives the players the ability to pick up extra Trample Steams, and the zombies will ignore the Trample Steams placed during the step.
      https://github.com/Hadi77KSA/Die-Rise-Any-Player-EE/releases/tag/Extra

    • Mob of the Dead: cleaned-up version of teh_bandit's mod. This mod functions the same way as his mod, where a bot is spawned in once all mobsters' numbers are entered into the number pad on solo.
      https://github.com/Hadi77KSA/teh-bandit-Plutonium-T6ZM-Solo-Mods/releases/download/current/motd_solo.gsc
      To install, follow the steps in the Individual Files alternative installation method. The script goes to scripts\zm\zm_prison

    • Buried Extra: different versions have been provided containing some or all of the following features:-

      • Richtofen maze levers step notifies the players whether each lever has sparked or not.
      • Maxis bells step auto-completes once started on solo.
      • On the sharpshooter step on 3p, the players can choose the minimum number of targets to either be 61–65 or all targets on every attempt; where choosing the minimum to be 61–65 targets is done by shooting less than or exactly 65 targets, and choosing the minimum to be all targets is done by shooting more than 65 targets.

      https://github.com/Hadi77KSA/Buried-Any-Player-EE/releases/tag/Extra

    • Origins: I currently have not made a script that makes it possible for more than 4 players. However, this mod by theclashingfritz should suffice, which allows players 5–8 to also be able to get the One Inch Punch in order to obtain the Iron Fist and be able to complete Step 6: Wield a Fist of Iron and finish the EE.
      To install, follow the steps in the Individual Files alternative installation method. The script goes to scripts\zm\zm_tomb

    FAQ

    - Q: Do I/we need all of these mods to do all the Victis EEs?

    A: Depends on the number of players and which maps and side you choose. The host is required to have the mods installed. The following shows the required files:

    • 1p:-
      • TranZit Maxis:
        • tranzit_maxis_any_player_ee.gsc
      • Die Rise: die_rise_any_player_ee.gsc
      • Buried: buried_any_player_ee.gsc
      • Super EE: super_ee_any_player.gsc
    • 2p:-
      • Die Rise: die_rise_any_player_ee.gsc
      • Buried: buried_any_player_ee.gsc
      • Super EE: super_ee_any_player.gsc
    • 3p:-
      • Die Rise: die_rise_any_player_ee.gsc
      • Buried Richtofen:
        • buried_any_player_ee.gsc
      • Super EE: super_ee_any_player.gsc
    • 4p:- None
    • More than 4p:-
      • Super EE: super_ee_any_player.gsc

    - Q: On TranZit, should I worry that Maxis says the Turbine does not have enough power shortly after placing the Turbine under the tower?

    A: Likely a vanilla game issue, especially if the Turbine begins not emitting power. If the Turbine is emitting power, then you probably should not worry. Wait at least 6 seconds after placing the Turbine(s) before killing the Avogadro just to be safe.

    - Q: On Die Rise, why is the elevator step not completing even though we are standing on enough elevator symbols?

    A: Vanilla game problem. You need to make sure the Nav Table is fully built.

    - Q: On Die Rise, why is the Ballistic Knife step not completing even though Maxis said his quote about reincarnation, and the Ballistic Knife is upgraded and is shot into the Buddha room?

    A: Vanilla game problem. The player shooting the Ballistic Knife must not have a melee weapon (Bowie Knife, Galvaknuckles) nor have bled out, which includes falling off the map and getting crushed with the exception of doing so while having Who's Who or solo Quick Revive. To fix this, either get another player—who does not have a melee weapon nor has bled out—to do the step, or if the player has a melee weapon but has not bled out, make them get rid of the melee weapon by downing while having Who's Who and letting their original self disappear.

    Credits

    • CCDeroga: TranZit Maxis mod, Buried Maxis mod.
    • teh_bandit: TranZit Richtofen mod, Mob of the Dead mod, and other contributions mentioned in the credited people's scripts.
    • DaddyDontStop: Die Rise Maxis mod, Buried Maxis mod.
    • shyperson0/znchi: Die Rise Richtofen mod.
    • Stick Gaming/Nathan3197: Buried Richtofen mod.
    • theclashingfritz: Origins 8-player challenges/reward box mod.
    • Raheem1 and the Easter Egg speedrunning community: testing my Die Rise's mod, and giving opinions on my changes made to Die Rise's mod and Buried's mod.

  • PLEASE HELP, ERROR, BO1 CRASH WHEN LANCHING
    Hadi77KSAundefined Hadi77KSA
    1. Press Win+R and paste this path: %localappdata%\Plutonium\storage\t5
    2. Open the players folder (create it if it doesn’t exist)
    3. Place the .cfg files from the following link into the players folder https://mega.nz/folder/9ksUkSrA#TRYDTvno7hW_khFlJCB7mg

  • [ZM] Moon Easter Egg mod (Solo & Coop)
    Hadi77KSAundefined Hadi77KSA

    @Violet_Hill the following includes them: https://github.com/teh-bandit/BO1-Eggs/

    If you’d like to download them all at once, use this link: https://github.com/teh-bandit/BO1-Eggs/archive/refs/heads/master.zip
    Extract the BO1-Eggs-main folder. This will be the mod’s folder containing the necessary files. Don’t modify its contents.
    You can rename the folder if you wish. I have it renamed to BO1-Eggs
    IMPORTANT: if you plan on using this mod with other players, each player other than the host will need to either make sure they don’t have a mod loaded or match the name of the mod folder.

    Follow the following link to install: https://plutonium.pw/docs/modding/loading-mods/#loading-mods--custom-zombies-maps-for-bo1

    The below picture shows the path and content of the mod’s maps folder after finishing:
    Path.png
    The Mods menu should show the mod if it’s been installed in the correct path. The below picture shows the mod appearing in the Mods menu and a line showing which mod is loaded if one is loaded:
    Mods.png
    Note: if the mod doesn’t appear in the Mods menu after correctly placing it in the directory stated in the instructions I’ve linked, then try the alternative of extracting the mod’s maps folder and placing it in: %localappdata%\Plutonium\storage\t5
    Note that doing so will automatically load the scripts designated to a map whenever that map is loaded.

    Gameplay Guide

    Ascension

    • Easter egg completable with any amount of players
    • Synchronized buttons step now gives players 100 seconds to press all 4 buttons when not in a 4 player game
    • Lander step is skipped when playing solo
    • Freeing Gersh step only requires the ZeusCannon and Gersh Device when playing solo

    Shangri-La

    • Easter egg completable with any amount of players
    • Tile matching step is automatically completed shortly after activating when playing solo
    • Water slide step only requires hitting the switch/lever that is in the water slide

    Moon

    • Easter egg completable with any amount of players
    • No longer requires completion of previous easter eggs
    • Richtofen MUST be in game

  • [Release][ZM][Redundant] CZ75 Dual Wield Crash Fix (Exception Address: 0x00415914)
    Hadi77KSAundefined Hadi77KSA

    Update (2025/03/22)

    As of r4811, this fix is no longer needed.

    Original Post

    This is a fix for the crash caused by picking up the CZ75 Dual Wield weapon on Plutonium. The fix makes you be able to obtain the weapon without crashing. The crash seems to consistently occur when starting maps by selecting zombies > solo for Kino der Toten, "FIVE", Ascension, Call of the Dead, and Shangri-La. I've also had it occur on zombies > online > private match on the mentioned maps, but it wasn't as consistent as on solo. The following shows the generated exception code and address:

    Exception Code: 0xC0000005
    Exception Address: 0x00415914
    

    This fix simply removes the weapon entries of the CZ75 Dual Wield gun from the MAPNAME_patch.ff files of the maps mentioned above. The gun will still exist on the maps because it's included through another FF file, the fix just makes it safe to pick up without it causing a crash.

    Installation

    1. Open this link and click "Download as a ZIP file".
    2. Go to %localappdata%\Plutonium\storage\t5\zone by pressing Win+R, pasting the mentioned path, then pressing OK.
    3. Open the ZIP file and extract the FF files into the folder opened from step 2.

    I am not responsible for if you install the FF files into your game folder and replace the original files. If you have replaced the original files and if you own the game and would like to restore the original files, you can restore them by verifying integrity of game files through Steam for the "Call of Duty: Black Ops" app.

    Previews

    9511bdbe-453f-4585-aaed-e062b02c132a-image.png
    CZ75 Dual Wield on Kino der Toten

    b22ddb86-e9ff-43f2-a09f-9db6aaaf864d-image.png
    CZ75 Dual Wield on "FIVE"

    60577024-9dd5-4acf-8097-91301ccb5a21-image.png
    CZ75 Dual Wield on Ascension

    be0d67fd-7e2a-4600-9d17-25db388b362a-image.png
    CZ75 Dual Wield on Call of the Dead

    980541f4-37bf-4204-a6ff-9472a876568a-image.png
    CZ75 Dual Wield on Shangri-La

    How I Created the Fix Files

    Upon looking into the zone_source files generated by OAT of the FF files of each map, I noticed that the cz75dw_zm weapon asset is included in both common_zombie.ff and MAPNAME_patch.ff of the maps mentioned above, but it's not in the FF files of Moon nor the WaW maps (which the crash doesn't occur on them). Since both common_zombie.ff and MAPNAME_patch.ff get loaded when selecting a map, I decided to test if removing the weapon entries of cz75dw_zm and cz75dw_upgraded_zm from one would make the error not occur, and it worked! However, removing the weapon entries of the CZ75 Dual Wield from common_zombie.ff removes it from Moon and the WaW maps, thus I decided to only remove it from the MAPNAME_patch.ff files of the maps which face the error.

    I've created the files for this fix using OAT. The process I followed was obtaining the zone_source file of the problematic MAPNAME_patch.ff files, comment out the weapon asset of cz75dw_zm and cz75dw_upgraded_zm (as well as the lh variants), and build the FF files using the new zone_source files. The zone_source files and bat file I've used for creating the fix files can be found here for anyone interested: https://github.com/Hadi77KSA/Plutonium-Scripts/tree/main/t5/mods/pluto-t5-cz75dw_zm-fix

    Credits

    Hadi77KSA - Me - [email protected]

    Notice

    THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.


  • [Release][ZM] Persistent Upgrades Tracker
    Hadi77KSAundefined Hadi77KSA

    These scripts add live trackers of BO2 Zombies' Persistent Upgrades (A.K.A. persistent perks, permanent upgrades, permanent perks, perma perks, or permaperks) to be displayed on the HUD.
    This is my first experience with GSC modding. So, any feedback and suggestions are appreciated!

    20230607101955_1
    20230611175353_1
    20230611175852_1

    The option to display detailed variables is disabled by default, meaning that the script will only show the information regarding whether each upgrade is awarded or not. To enable the detailed variables to be displayed, locate the following line in the script:
    self.custom_detailed_variables["all_details"] = 0;
    and change the 0 to 1.

    DISCLAIMER: beware that not all variables will display if too many are enabled. Having too many variables enabled can also prevent some HUD elements of the game from loading properly, such as progress bars for placing parts.
    Therefore, I suggest turning off some of the trackers by navigating to init_detailed_variables_toggles() and switching the values of the unwanted trackers to 0

    The following table explains which persistent upgrade each code name stands for, as named on the CoD Wiki Fandom page, along with notes showing how to obtain and lose each persistent upgrade.

    pers_upgrade code name Description To Obtain To Lose
    board Steel Barriers Repair 74 boards from round 10 and onwards. Do not repair a board during a round.
    revive Quick Revive Complete 17 revives in a single game. Fail a revive partway through.
    multikill_headshots Headshot Damage Obtain 5 collateral headshots multi-kills. Obtain 25 non-headshot kills. However, obtaining a collateral headshots multi-kill resets this counter.
    cash_back Cash Back The first threshold is to purchase 50 perks. After meeting the first threshold, purchase 15 perks and follow each purchase by going into prone within 2.5 seconds of the perk icon appearing. Fail to go into prone within 2.5 seconds of the perk icon appearing after a perk purchase.
    insta_kill Insta-Kill Pro Avoid killing zombies during 2 consecutive Insta-Kill periods that have been picked up by you. Get hit during an Insta-Kill period.
    jugg Juggernog Receive 3 deaths on rounds 2 or lower. Lost at the start of round 15. Although, its effect can remain past round 15 on the match on which it is lost.
    carpenter Steel Carpenter After picking up a Carpenter power-up, kill a zombie that is out-of-bounds before receiving the Carpenter points. After picking up a Carpenter, fail to kill a zombie that is out-of-bounds before receiving the Carpenter points.
    flopper Flopper Receive at least 30 damage from a fall 6 times. Receive at least 50 damage from a fall once.
    perk_lose Tombstone Purchase a perk to fill the 4th perk slot on rounds 6 or lower on 3 separate matches. It can only be lost under certain conditions. For the match it was earned on, you lose it if you purchase a perk on the same round the upgrade was earned on as long as the upgrade was not obtained on round 1. For future matches if the upgrade has not been lost, you lose it if you purchase a perk on the same round on which you have joined the match as long as you did not join on round 1.
    pistol_points Pistol Points On and beyond your 8th total zombie kill for the game using a weapon, it is earned after the zombie kill if your accuracy for this match is below or equal to 0.25 It is lost after the zombie kill if your accuracy for this match is more than 0.25 (Accuracy at the start of the match is 1).
    double_points Half-Off After picking up a Double Points power-up, you must have accumulated by the end of the power-up's period a net profit of at least 2500 points during the Double Points period. Bank withdrawals do not contribute towards the earnings. After picking up a Double Points power-up, gain points for the upgrade to be lost at the end of the power-up's period.
    sniper Sniper Points Kill 5 zombies distanced at least 800 units away from you in one round using a sniper. Miss 3 sniper shots. Hitting an enemy with a sniper resets this counter.
    box_weapon Better Box Accept 5 weapons in a row from the Mystery Box before round 10. Lost at the start of every round from round 10 and beyond. Cannot be reobtained for the rest of the match.
    nube Ray Gun Wall-Buy Obtained by purchasing the Olympia after having increased a "nube kills" counter up to a value of at least 5. The nube kills counter increases upon kills that are not: melee kills, headshot kills, nor kills preceded by a barrier repair; as these actions reset the counter. Additionally, if you have ever completed round 10 or higher on the main modes—including Mob of the Dead and Origins, but not survival nor grief—then the tracker stops increasing, and resets upon the next kill if it is the first time you have ever completed round 10 or higher. Lost at the start of every round from round 10 and beyond.

    Features

    pers_upgrades_live_tracker.gsc

    The basic tracking script. It can be modified to show additional trackers by changing some values in the files, though the basic information of whether each upgrade is awarded or not is toggled on by default with no need for further modification, and trackers of individual upgrades can be disabled by editing the script.

    pers_upgrades_live_tracker_chat_commands.gsc

    Includes the same features of the previous one, but this script utilises Resxt's chat commands scripts to give the ability of enabling and disabling—individual detailed trackers, all the detailed trackers, and the whole tracking HUD—using the in-game chat.

    Commands:

    Command Description Syntax Example
    !put_hud Enables/disables the tracking HUD !put_hud <toggle> !put_hud 0
    !put_elem Enables/disables individual trackers and/or their detailed trackers !put_elem <variable> <toggle> !put_elem all_details 1

    Accepted values:

    <toggle>:

    • To turn on: 1 or on
    • To turn off: 0 or off

    <variable>:

    • all_details
    • board
    • board_details
    • revive
    • revive_details
    • multikill_headshots
    • multikill_headshots_details
    • cash_back
    • cash_back_details
    • insta_kill
    • insta_kill_details
    • jugg
    • jugg_details
    • carpenter
    • flopper
    • flopper_details
    • perk_lose
    • perk_lose_details
    • pistol_points
    • pistol_points_details
    • double_points
    • sniper
    • sniper_details
    • box_weapon
    • box_weapon_details
    • nube
    • nube_details

    Installation

    1. Navigate to the Releases page on GitHub and download the script you desire.
    2. Navigate to where the Plutonium T6 scripts folder for Zombies is located, typically: %localappdata%\Plutonium\storage\t6\scripts\zm
    3. Place the downloaded script file into the directory.
    4. In the case you choose to use pers_upgrades_live_tracker_chat_commands.gsc, then it's necessary to download Resxt's chat_commands.gsc script and place the chat_commands.gsc file in %localappdata%\Plutonium\storage\t6\scripts

    Credits

    • Resxt with the chat_commands.gsc script for making it possible to implement pers_upgrades_live_tracker_chat_commands.gsc.

  • How to play custom zombies maps (right now)
    Hadi77KSAundefined Hadi77KSA

    Nice -XIX- McMoffett custom map loading on BO1 seems to either have broke or have been removed in an update. I followed the method mentioned in the following link for trying to load custom maps, which is basically the same as what you’ve mentioned in your original post: https://plutonium.pw/docs/modding/loading-mods/#loading-mods--custom-zombies-maps-for-bo1
    However, I would receive the following error upon trying to start the custom map:

    Error
    Couldn't find the bsp for this map. Please build the fast file associated with maps/MAPNAME.d3dbsp and try again.

    This error is similar to the one shown in the following post, with the only difference being the map name: https://forum.plutonium.pw/topic/22353/error-please-build-d3dbsp
    This error seems to generally be caused by missing the zone file for the map, as it also happens when trying to start one of the game’s maps without having the corresponding MAPNAME.ff file installed.

    I’ve managed to bypass this error by copying the custom map’s MAPNAME.ff file from the mod’s folder into %localappdata%\Plutonium\storage\t5\zone and following the steps in the first link again. From the 3 maps I’ve tested, only 2 have worked and the 3rd one just crashed the game upon entering the command to start the map with an error message stating that ”Oops! Plutonium ran into a problem and must be closed.” and that the problem details have been written in a crashdump. The maps I’ve tried are: Winter Wunderland (zombie_ww), Facility (zombie_facility), Kowloon (zombie_kow). The maps that worked were Winter Wunderland and Facility, with Kowloon being the one to crash the game upon trying to start it.


  • [Release][ZM] Solo and Any Player Easter Egg Mods
    Hadi77KSAundefined Hadi77KSA

    (v1)

    This mod allows the Easter Eggs of Ascension, Shangri-La, and Moon to be done solo. These scripts also work for any number of players.
    I’ve originally had most of what’s written in this guide as a comment under a post for the Moon solo mod, but I figured it would be better to make it into a separate post. The mod’s scripts are provided by teh-bandit.

    Gameplay Guide

    Ascension

    • Easter egg completable with any amount of players
    • Synchronized buttons step now gives players 100 seconds to press all 4 buttons when not in a 4 player game
    • Lander step is skipped when playing solo
    • Freeing Gersh step only requires the ZeusCannon and Gersh Device when playing solo

    Shangri-La

    • Easter egg completable with any amount of players
    • Tile matching step is automatically completed shortly after activating when playing solo
    • Water slide step only requires hitting the switch/lever that is in the water slide

    Moon

    • Easter egg completable with any amount of players
    • No longer requires completion of previous easter eggs
    • Richtofen MUST be in game

    Download

    Use this link to download the scripts: https://github.com/teh-bandit/BO1-Eggs/archive/refs/heads/main.zip
    Extract the BO1-Eggs-main folder. This will be the mod’s folder containing the necessary files. Don’t modify its contents.
    You can rename the folder if you wish. I have it renamed to BO1-Eggs
    IMPORTANT: if you plan on using this mod with other players, each player other than the host will need to either make sure they don’t have a mod loaded or match the name of the mod folder.

    Installation

    Follow this link to install: https://plutonium.pw/docs/modding/loading-mods/#loading-mods--custom-zombies-maps-for-bo1

    The below picture shows the path and content of the mod’s maps folder after finishing:
    Path.png
    The Mods menu should show the mod if it’s been installed in the correct path. The below picture shows the mod appearing in the Mods menu and a line showing which mod is loaded if one is loaded:
    Mods.png
    Note: if the mod doesn’t appear in the Mods menu after correctly placing it in the directory stated in the instructions I’ve linked, then try the alternative of extracting the mod’s maps folder and placing it in: %localappdata%\Plutonium\storage\t5
    Note that doing so will automatically load the scripts designated to a map whenever that map is loaded.

    (v2) Any Player EE Scripts

    This mod makes the Easter Eggs of the Black Ops maps Ascension, Shangri-La, and Moon possible with any number of players. For Ascension and Shangri-La, the modifications were made to match the changes applied by the Solo Easter Eggs mod for BO3.

    Installation

    1. Download the repository.
    2. Extract the any_player_ee folder from the zip file that was downloaded.
    3. Move the any_player_ee folder to the correct directory:
      • For Plutonium, follow their guide for T5: https://plutonium.pw/docs/modding/loading-mods/#loading-mods--custom-zombies-maps-for-bo1
    4. Start the game and select the mod from the in-game Mods menu.

    Alternative Installation for Plutonium

    • Follow steps 1 & 2 from the main installation instructions.
    • Go to %localappdata%\Plutonium\storage\t5 by pressing Win+R then pasting the mentioned path then press OK.
    • Open the any_player_ee folder and copy the maps and scripts folders from inside of it.
    • Paste the maps and scripts folders into the t5 folder.

    This makes the mod load automatically instead of having to select it from in-game.

    Features

    Ascension

    Space Monkeys Round Buttons

    Requires only as many buttons as there are players instead of all.

    Lunar Lander Letters

    On solo, does not require the player to be riding the lander to be able to collect the letters.
    On co-op, this step is unchanged.

    Damaging the Orb

    On solo, the Matryoshka Dolls are not required. However, the rest of the weapons are required, which are: Gersh Device, Zeus Cannon (upgraded Thunder Gun), Porter's X2 Ray Gun (upgraded Ray Gun).
    On co-op, this step is unchanged.

    Shangri-La

    Entering Eclipse

    Requires pushing only as many buttons as there are players instead of all.

    Matching Tiles Puzzle

    On solo, requires walking over all tiles on the side where the button for making the tiles appear is to complete the step.
    On co-op, this step is unchanged.

    Water Slide

    On solo, the player is only required to go down the water slide.
    On co-op, requires all players except one to be at the bottom of the water slide standing on the pressure plate, then the remaining player to go down the slide while the rest are on the pressure plate.

    Moon

    The Vril Generator is given to the player playing as Richtofen regardless of the number of players and regardless of the completions of the previous maps' Easter Eggs.
    Additionally, on solo, the player will always spawn as Richtofen.

    (v3) Any Player EE SR Scripts

    This mod makes the Easter Eggs of the Black Ops maps Ascension and Shangri-La possible with any number of players for the purpose of speedruns. For Ascension, the modifications were made to mix between the old BO1 solo mod and the Solo Easter Eggs mod for BO3. For Shangri-La, the modifications were made to match the changes applied by the BO3 Solo Easter Eggs mod.

    Installation

    1. Download the repository.
    2. Extract the any_player_ee_sr folder from the zip file that was downloaded.
    3. Move the any_player_ee_sr folder to the correct directory:
      • For Plutonium, follow their guide for T5: https://plutonium.pw/docs/modding/loading-mods/#loading-mods--custom-zombies-maps-for-bo1
    4. Start the game and select the mod from the in-game Mods menu.

    Alternative Installation for Plutonium

    • Follow steps 1 & 2 from the main installation instructions.
    • Go to %localappdata%\Plutonium\storage\t5 by pressing Win+R then pasting the mentioned path then press OK.
    • Open the any_player_ee_sr folder and copy the maps and scripts folders from inside of it.
    • Paste the maps and scripts folders into the t5 folder.

    This makes the mod load automatically instead of having to select it from in-game.

    Features

    Ascension

    Space Monkeys Round Buttons

    Requires all 4 buttons to be pressed within 100 seconds in the case of less than 4 players.

    Lunar Lander Letters

    On solo, does not require the player to be riding the lander to be able to collect the letters.
    On co-op, this step is unchanged.

    Damaging the Orb

    On solo, the Matryoshka Dolls are not required. However, the rest of the weapons are required, which are: Gersh Device, Zeus Cannon (upgraded Thunder Gun), Porter's X2 Ray Gun (upgraded Ray Gun).
    On co-op, this step is unchanged.

    Shangri-La

    Entering Eclipse

    Requires pushing only as many buttons as there are players instead of all.

    Matching Tiles Puzzle

    On solo, requires walking over all tiles on the side where the button for making the tiles appear is to complete the step.
    On co-op, this step is unchanged.

    Water Slide

    On solo, the player is only required to go down the water slide.
    On co-op, requires all players except one to be at the bottom of the water slide standing on the pressure plate, then the remaining player to go down the slide while the rest are on the pressure plate.

    FAQ

    • Q: How do I know if the mod is working properly?
      A: Generally, by checking the Plutonium bootstrapper for the following line:
      Loading script "maps/FILENAME"...
      
      where FILENAME can be any name from the mod’s maps folder.
      This should be under:
      ------- Game Initialization -------
      There can be multiples of that “Loading script” line with different filenames depending on the map. If you don’t find this line or if the steps that should get changed aren’t changed, then check if the mod is installed correctly and that it’s loaded. Check the instructions in Installation for installing and loading the mod.

    Credits

    teh_bandit - For the scripts and the Gameplay Guide of v1.
    Hadi77KSA - Me - [email protected]
    Itzs Nukez/Price and the speedrunning community - For decisions regarding v3.

    Notice

    THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.


  • Cant play plutonium , Error during initialization: Missing config file "default_mp-_controls.cfg" during initiliazation, May need to add to code_pre_gfx.
    Hadi77KSAundefined Hadi77KSA

    If you’ve downloaded the game from Steam, make sure you have the app of the mode you want to play installed. Search your Steam library for “Black Ops II”, there should be 3 apps for it.

    If you have the mode installed and the problem still occurs, then restart Steam and repair the mode’s game files: https://plutonium.pw/docs/repair/

    If you have attempted to repair game files but it still doesn’t work, check that the folder you selected in the Plutonium launcher is actually the folder which Steam is currently using for the game by comparing the paths.

    • For checking the selected folder in the Plutonium launcher, follow either of these:
      • Open the launcher, select the game, click “Game Settings”, and check the “Game Path”.
      • Go to %localappdata%\Plutonium and open config.json, then check the path set for "t6Path".
    • For opening the folder Steam uses for the mode: right-click the mode from your Steam library > Manage > Browse local files.
      Browse local files

    If none of the previous suggestions have worked, follow this:

    1. Exit out of Steam and make sure it’s no longer running. Closing Steam’s window isn’t enough to shut it down.

    2. Delete the game’s appmanifest files by going to your Steam directory where you installed the game and then to your steamapps directory. The following are the appmanifest files for BO2:

      • appmanifest_202970.acf
      • appmanifest_202990.acf
      • appmanifest_212910.acf

      You should find at least one of those files in your steamapps folder. Don’t worry if one or two of those files don’t exist.

    3. Reopen Steam. The game’s mode should now appear as uninstalled when you check it on your game library and should now say “install” instead of “play”.

      • If the mode doesn’t appear as uninstalled after doing the previous steps, restart your PC.
    4. Click the “install” button for the mode. This will verify the integrity of the installed files and will install any missing files that weren’t originally installed.


  • [Release][ZM] Replaced Nazi Symbols
    Hadi77KSAundefined Hadi77KSA

    Seeing as there is demand for this, I decided to make and publish this pack. This is a texture mod to replace the Nazi symbols utilising textures and files provided with the German language of the game.

    Installation

    Method 1: Individual Files

    IWD File

    1. Download the file.
      • Alternative download: iw_ReplacedNaziSymbols.iwd. If you choose this download method, the file will not download with the correct name. Make sure to rename the file to iw_ReplacedNaziSymbols.iwd
    2. Open your game folder, then open the main folder.
    3. Move iw_ReplacedNaziSymbols.iwd to the main folder.

    FF File

    Installing the file from the following steps is required to remove the eagle with swastika that is above the Pack-a-Punch in Der Riese. Not installing the file corresponding to the language you are playing the game on will result in not removing the eagle.

    1. Open this link, then select and download the ##_zombie_cod5_factory.ff file of the language you play the game on.
    2. Go to %localappdata%\Plutonium\storage\t5\zone by pressing Win+R then pasting the mentioned path then pressing OK.
    3. Copy the downloaded FF file and paste it into the zone folder.
    • Versions available: English, French, Italian, Polish, Russian, Spanish.
    • Versions which do not need the modification: German, Japanese.

    I am not responsible for if you install the FF file into your game folder and replace the original file. If you have replaced the original file and if you own the game and would like to restore the original file, you can restore the file by verifying integrity of game files through Steam for the "Call of Duty: Black Ops" app.

    Method 2: Mod Folder

    1. Open this link and click "Download as a ZIP file".
    2. Once the download finishes, extract the ReplacedNaziSymbols folder from the ZIP file and make sure that it is not structured in a way that your folder contains another ReplacedNaziSymbols folder.
    3. Follow the steps provided in the following document: https://plutonium.pw/docs/modding/loading-mods/#loading-mods--custom-zombies-maps-for-bo1

    Once done, the path of for example the mod.ff file should be:
    %localappdata%\Plutonium\storage\t5\mods\ReplacedNaziSymbols\mod.ff

    Previews

    b521a31f-5d61-48a5-a4b4-8cd2339a0539-image.png
    Kino der Toten, theatre area.

    d29bcce1-0873-426c-b610-7e6a90b59b0e-image.png
    Der Riese, Teleporter C area.

    9ebe8bf5-5d8f-453e-a8c5-6ff7ffa02d69-image.png
    Der Riese, Mainframe area.

    Credits

    Hadi77KSA - Me - [email protected]

    Notice

    THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.

    Update (2024/08/29)

    Figured out utilising OAT how to create files which remove the Reichsadler (eagle with swastika) that is above the Pack-a-Punch in Der Riese, and added steps for installing the file which removes it.
    The zone_source file of mod.ff, the bat files I’ve used for creating the FF files, in addition to a file containing the list of IWI files from the German pack which I’ve used for creating the IWD file; these can all be found here: https://github.com/Hadi77KSA/Plutonium-Scripts/tree/main/t5/mods/ReplacedNaziSymbols

    Update (2024/08/30)

    Added information regarding which languages do not require installing a modified FF file.

    Update (2024/09/02)

    Added the last missing version of the FF file.


  • [Release] BO2 Zombie Hitmarkers
    Hadi77KSAundefined Hadi77KSA

    lUcYandYoU XxUlisESSgamerxX this is caused by an error in the source.
    Go to line 45 and make it like this:

    // a improved updatedamagefeedback
    do_hitmarker_internal(mod, inflictor, death)
    

    After that, you can use the script without compiling.

    Update: changed the script so it works as intended.


  • FINDING FILE NAMES
    Hadi77KSAundefined Hadi77KSA
    • Gersh Device: hud_blackhole found in iw_26.iwd and iw_36.iwd
    • Matryoshka Dolls: hud_nestingbomb found in iw_26.iwd
    • QEDs: hud_quantum_bomb found in iw_36.iwd

  • Black ops 2 crashing instantly after joining a game
    Hadi77KSAundefined Hadi77KSA

    To avoid this error, do the following before joining a server: open the party privacy menu, set the player limit to 1, then set it to the max value (18 for Multiplayer).


  • BO2 Victios Easter egs Cheat
    Hadi77KSAundefined Hadi77KSA

    Easter Egg

    statsetbyname sq_transit_last_completed 2; statsetbyname sq_highrise_last_completed 2; statsetbyname sq_buried_last_completed 2
    

    Values:

    • 0: clears the completion.
    • 1: sets the completion to Richtofen.
    • 2: sets the completion to Maxis.

    Nav Table

    statsetbyname sq_transit_started 1; statsetbyname sq_highrise_started 1; statsetbyname sq_buried_started 1
    

    Values:

    • 0: marks the Nav Table as unbuilt for the map.
    • 1: marks the Nav Table as built for the map.

    Applied Navcard

    statsetbyname navcard_applied_zm_transit 1; statsetbyname navcard_applied_zm_highrise 1; statsetbyname navcard_applied_zm_buried 1
    

    Values:

    • 0: clears the Navcard application status for the map.
    • 1: sets the Navcard application status for the map as applied.

    Held Navcard

    statsetbyname navcard_held_zm_transit 0; statsetbyname navcard_held_zm_highrise 0; statsetbyname navcard_held_zm_buried 0
    

    Values:

    • 0: removes the Navcard.
    • 1: gives the Navcard.

    Bank

    statWriteDDL PlayerStatsByMap zm_transit depositBox 250
    

    Values: anywhere from 0 to 2147483647. Represents the number of thousands in the player’s bank. So, 250 is equal to 250,000 points that can be withdrawn, which is equivalent to the max amount the bank allows to be deposited.

    • 0: empty bank.
    • 250: full bank.

    Persistent Upgrades (Permaperks)

    You have to either copy and paste them line by line, or paste them into the external console.

    statSetByName pers_boarding 74;
    statSetByName pers_revivenoperk 17;
    statSetByName pers_multikill_headshots 5;
    statSetByName pers_cash_back_bought 50; statSetByName pers_cash_back_prone 15;
    statSetByName pers_insta_kill 2;
    statSetByName pers_jugg 3;
    statSetByName pers_carpenter 1;
    statSetByName pers_flopper_counter 1;
    statSetByName pers_perk_lose_counter 3;
    statSetByName pers_pistol_points_counter 1;
    statSetByName pers_double_points_counter 1;
    statSetByName pers_sniper_counter 1;
    statSetByName pers_box_weapon_counter 5;
    statSetByName pers_nube_counter 1; statSetByName pers_max_round_reached 0;
    

    Values:

    • As provided: awards the persistent upgrade.
      • Note: the value of pers_max_round_reached does not affect the ability to be awarded with the nube persistent upgrade from changing the first dvar, but it needs to be less than 10 to avoid bugs.
    • Less than what is provided: takes away the persistent upgrade.

    Weapon Locker/Fridge

    You have to either copy and paste them line by line, or paste them into the external console. Modify weapon name as desired (ammo counts will resolve to their max allowed values once the weapon is taken from the locker/fridge):

    statWriteDDL PlayerStatsByMap zm_transit weaponLocker name "weaponCodename";
    statWriteDDL PlayerStatsByMap zm_transit weaponLocker clip 2147483647;
    statWriteDDL PlayerStatsByMap zm_transit weaponLocker stock 2147483647;
    statWriteDDL PlayerStatsByMap zm_transit weaponLocker lh_clip 2147483647;
    statWriteDDL PlayerStatsByMap zm_transit weaponLocker alt_clip 2147483647;
    statWriteDDL PlayerStatsByMap zm_transit weaponLocker alt_stock 2147483647;
    

    Values:

    • Weapon codenames: https://github.com/JezuzLizard/T6-Data-Archive/blob/main/ZM/Weapons/WEAPON_NAMES.md
    • PaP attachment options: https://github.com/JezuzLizard/T6-Data-Archive/blob/main/ZM/Script/Tables/pap_attach.csv
      • For setting a weapon with one of its provided PaP attachment options, write the weapon codename as "weaponCodename+attachment". Example: "galil_upgraded_zm+reflex"
    • Ammo counts: between 0 and 2147483647. Upon picking up the weapon, will resolve to either the set amount or the max allowed amount, whichever is smaller.

    Weapons Which Cannot be Placed in the Locker/Fridge

    Limited weapons:

    m1911_zm
    knife_ballistic_zm // Ballistic Knife
    knife_ballistic_upgraded_zm
    knife_ballistic_bowie_zm
    knife_ballistic_bowie_upgraded_zm
    knife_ballistic_no_melee_zm
    knife_ballistic_no_melee_upgraded_zm
    ray_gun_zm
    ray_gun_upgraded_zm
    raygun_mark2_zm
    raygun_mark2_upgraded_zm
    jetgun_zm
    slipgun_zm // Sliquifier
    slipgun_upgraded_zm
    slowgun_zm // Paralyzer
    slowgun_upgraded_zm
    time_bomb_zm
    

    Offhand weapons:

    // Lethal Grenades
    frag_grenade_zm
    sticky_grenade_zm // Semtex
    // Tactical Grenades
    cymbal_monkey_zm // Monkey Bombs
    emp_grenade_zm
    time_bomb_zm
    // Place-able Mines
    claymore_zm
    // Melee Weapons
    knife_zm
    bowie_knife_zm
    tazer_knuckles_zm // Galvaknuckles
    // Equipment
    jetgun_zm
    riotshield_zm // Zombie Shield
    slipgun_zm // Sliquifier
    

  • [Bug Report][MP][Resolved] Stats and Classes Get Overwritten Upon Loading a Freshly Installed Mod for the First Time and Switching From It
    Hadi77KSAundefined Hadi77KSA

    Update (2024/11/28)

    Forgot to update the post when the update dropped. The bug shouldn’t be a problem as of update r4516.

    Original Post

    Hello. I've noticed that when a freshly installed mod from the mods folder is loaded for the first time and then unloaded, this causes the original stats and classes (the ones with no mods loaded) to "reset". This can be seen in this video: https://youtu.be/oOcOUWJduYM

    Upon further testing, it seems what actually happens is the stats and classes from the mod which faces the message "Your online stats have been reset." get copied to overwrite the stats of what's being switched onto, whether that be another mod or no mods. Although, for the stats and classes of the unloaded mods to get overwritten, this can only happen when the mod is unloaded without switching from the mod or restarting the game from the time the message was faced.
    However, this can be bypassed for the original no mods stats by closing the game without unloading the mod, or by switching to another mod before unloading mods (thus overwriting the other mod's stats and classes).

    Here are the cases from my understanding as can be seen in this video: https://youtu.be/PZGF0GUZAfc:

    • Case 1: Load a freshly installed mod and face the message "Your online stats have been reset.", then unload the mod. Result: stats and classes of no mods get overwritten.
    • Case 2: Load a freshly installed mod and face the message "Your online stats have been reset.", switch to another mod, then unload mods. Result: stats and classes of the other mod get overwritten, but the ones of the no mods don't get overwritten.
    • Case 3: Load a freshly installed mod and face the message "Your online stats have been reset.", then restart the game without unloading the mod. Result: stats and classes of no mods don't get overwritten.
    • Case 4: Load the mod which faced the message "Your online stats have been reset." (either after a restart or after switching from it), then load another mod. Result: stats and classes of the other mod get overwritten.

  • Minecraft Kino Der Toten
    Hadi77KSAundefined Hadi77KSA

    FaZe Flick MEGA links don’t tend to work with the Wayback Machine. Even if they did, the download link from your post wasn’t backed up on it.


  • [MP] Crash when joining lan party
    Hadi77KSAundefined Hadi77KSA

    t6r is completely deprecated by this point, and seeing it on the image you provided indicates you’re on an outdated version. Consider using an updated version of Plutonium. You can host LAN matches on the latest version through the same method you described in your post.

    If you want to not have to log in to play on the latest version, you could start the games on Plutonium in LAN mode through either of these methods:

    • https://forum.plutonium.pw/topic/33178/play-plutonium-offline-bo1-bo2-mw3-waw
    • https://forum.plutonium.pw/topic/30141/offline-launcher-for-plutonium

  • [Bug Report] Additional Server Crashes on Startup if Both a Running Server and the Additional Server Have the "logfile" Dvar Enabled
    Hadi77KSAundefined Hadi77KSA

    So, apparently T4 has this problem with additional servers crashing on startup since update r3755, as per this topic: Problems Hosting Multiple Servers by Balrog85
    Upon some testing, the problem seems to occur in the following cases:

    • 2 MP
    • 2 CO-OP
    • 2 ZM
    • 1 ZM & 1 CO-OP

    but doesn’t occur for 1 MP & 1 CO-OP/ZM.

    I managed to bypass this problem by simply editing the cfg file of the additional server and setting logfile to "0" (check edit2 for an alternative solution), and reported the fix to DJseanyB who was looking for a fix to the problem:
    BDA12BC5-0140-40BC-AD3C-E8967C679C0A.jpeg
    Upon investigating what update r3755 changed for T4, I’ve found this which I believe is relevant for this problem:

    • Rename old console log files with .001, .002, etc.

    My guess is that the additional server crashes upon trying to rename console.log (CO-OP, ZM) or console_mp.log (MP) found in PLUTONIUM_PATH_OF_SERVER\storage\t4\main that’s in use by the already-running server, but I don’t have the skill to verify if that’s what’s actually happening.

    I came across the fix when I noticed that starting servers without executing a cfg file made the servers start with no problem (aside from not having the dvars set that the cfg file sets, even manually started a map on both servers without either of them crashing), noticed that the additional server crashes when manually executing the cfg file while there’s a server running properly, then skimmed through the dvars in the cfg file which I believed might’ve been problematic, and finally, through a process of elimination by commenting out dvars and uncommenting them, I came to the conclusion that only one server from the same app may run with the logfile dvar enabled after testing with all its possible values.

    To answer some questions which might get asked:

    • I had no custom scripts/textures installed for T4, as I don’t play that game.
    • I’ve used cfg files with different names.
    • I’ve used different ports.
    • I’ve tried making sure the g_log dvar in the cfg file is set to different names between the servers.

    Edit (2024/05/03)

    I reckon that using separate Plutonium installs for each server could also work as an alternative workaround from the user’s side for this problem. I will not elaborate further on this, as I consider this to be something only an advanced user would be capable of accomplishing successfully.

    Edit2 (2024/08/07)

    Today, Discord user DrSTaTTiK mentioned a dvar called g_console_log which determines the name of the console.log/console_mp.log file. I tested if setting the value of the dvar to a unique name per server circumvents the problem of additional servers closing when logfile is enabled on multiple servers, and it worked! I suggest using that as the solution to this problem. Write it in the server cfg file and use a unique name per server.

    set g_console_log "console.log"                 // This should be unique per server.
    

  • Origins easter egg bug
    Hadi77KSAundefined Hadi77KSA

    elpapu32 this can happen either if the difficulty is set to Easy or if not all generators were on at the same time at any point after having crafted all staffs. The CoD Wiki Fandom’s page for the Easter Egg has notes regarding these: https://callofduty.fandom.com/wiki/Little_Lost_Girl


  • [Release][ZM] Solo and Any Player Easter Egg Mods
    Hadi77KSAundefined Hadi77KSA

    rmuss you should have it from the start of the match. If you don’t, then that indicates you either don’t have the mod loaded or don’t have the mod installed properly. Start the map and refer to the FAQ for how to check if the mod is working properly.
    If you do get it at the start of the match but it was missing when you needed to place it after the 4 canisters soul step, then you left it at the computer.

    If you’re unable to resolve the problem, provide a screenshot of the contents of the maps folder obtained from the mod folder, and keep the address bar showing; and provide another screenshot of the result of searching the external console for Loading script after starting the map with the mod loaded. Doing so would help me to identify whether the mod is installed and getting loaded properly or not.


  • Spécial effect
    Hadi77KSAundefined Hadi77KSA

    https://forum.plutonium.pw/topic/16795/release-zombies-black-ops-2-alternative-ammo-types

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