Brigeezy123 ok, I made an update and threw that in there as part of it
HomerJay42
Posts
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[ZM] WAW Weapons mod for bo1 maps v2.13 -
[ZM] WAW Weapons mod for bo1 maps v2.13Brigeezy123 I didn't change those ones tbh, they just use the base bo1 pap camo, but before when you papped them they would just look the same as when unpapped
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[ZM] WAW Weapons mod for bo1 maps v2.13Brigeezy123 the waw muzzleflashes are already in the bo1 files, it's just that each waw weapon used it's own fx file making the amount of fx assets surpass the limit. all of bo1's weapons use the same muzzleflashes between smg, rifle and heavy along with the pap variants, so I decided I would make the waw weapons use those instead and figured no one would really care or even notice
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[ZM] WAW Weapons mod for bo1 maps v2.13Brigeezy123 I put those textures in and the waffe bumps were still big. idk I think it has something with the material or the game doing something to the material the waffe uses because with no mods installed the metal bumps look just fine. I still added those textures to the update I just put out though
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[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 honestly I didn't even consider the running speed for the upgraded ptrs, and I wouldn't mind changing it as when it comes to accuracy I'm already off since I've buffed most of the weapons. I mostly wanna be accurate when it comes to the cosmetics. I may update it later today changing the ptrs running speed along with the fact that I wanna add the thundergun to five and the waffe to verruckt. I also ported the knife animations from waw last night and may include that too.
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[ZM] WAW Weapons mod for bo1 maps v2.13Brigeezy123 yea sorry, I've gotten like 1000 opinions about what weapons I should add or remove from this mod. I added the thundergun to five and the waffe to verruckt because of a suggestion I got when I first made this mod. I don't just blindly make changes to my mods based on suggestions I get but I thought it was a valid idea and I liked it. some people will like it, and some won't
however I still appreciate it when I do get feedback like this and I see what you mean by the thundergun making five too easy since it's notorious for it's difficulty and having no good wonder weapons -
[ZM] WAW Weapons mod for bo1 maps v2.13Brigeezy123 I would, but since people use custom textures in bo1 and textures loaded through a mod override textures in the plutonium t5 images folder, I decided it would be better to only include textures essential to this mod for those who may wanna use their custom textures with this mod. I know you could get the iwd file for this mod and put custom textures in there but not everyone knows how to do that or has the software to open iwd files.
Also, because I actually prefer the reticle used for the waffe and thundergun in bo1 over the waw one so some might feel the same about the other textures
thx for the suggestion -
[ZM] Suppressed Weapon Mod for Zombies (fixed)Richiem32 I'm working on a mod like that. It's going to add all weapons from mp and some sp weapons along with adding phd, stamin-up and deadshot to the maps that don't have them.
It didn't take nearly as long to make as I had assumed it would so it might be done later this week -
[ZM] Suppressed Weapon Mod for Zombies (fixed)RealSalimShady I'm not going to update this mod anymore, however I'm in the process of making a new mod that will add all bo1 mp/sp weapons including the ppsh drum mag so you could wait for that
I'm hoping to get it out around the end of the week but probably not -
[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4GhostRider0125 I actually had the doubletap 2 script all setup, I was just missing a few things, so I just updated the download link to add dt2. the perk machine and icon is still the same (maybe I'll change that later) but it should say hold f to buy doubletap 2.0 when you buy it and do double damage. (it shoots 2 bullets just like in bo2)
as far as adding dog rounds to the other maps, possibly, but it would take some time for me to do that so maybe at some point in the future I'll try implementing that. but for now I'm gonna leave that as is
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4Richiem32 I fixed that issue with doubletap 2, it was on der riese only.
as far as the phd effects not being there I'll look into that some other time since it's only cosmetic
I might look into adding the perks to the waw weapon mod, but I had to use patch overrides in this mod to prevent cotd from reaching the asset limit, so I would have to do the same thing for the waw weapon mod which would take some time so idk when I'll do that
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4DevTheGiantStyle If I had known about that dvar I would've used that instead just to save the hassle. Next time I update this mod I'll probably switch to that
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4hzp13 thx I appreciate it
- this mod has no perk limit
- the raygun mark 2 is classified as a bullet weapon in this mod unlike bo2 so it should work (assuming the orb can be damaged with a bullet weapon)
- there is nothing in this mod preventing you from having both the normal raygun and raygun mark 2 at the same time
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4VIltwizzyIlV all the guns are already in the bo1 game files so idk why they would be invisible. If you're playing on plutonium put the mod folder in your plutonium directory under plutonium>storage>t5>mods since if you load a mod from the base bo1 directory while on plutonium it causes issues (in my experience) besides that I'm not for sure what could be causing the issue but if I find out I'll say something
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4hzp13 I might look into making it to where you can't have both rayguns but I don't feel like figuring that out atm.
I made the mark2 a bullet weapon because when it's a projectile it can only kill one zombie with all 3 shots for whatever reason and I did try a lot to make it not do that but I couldn't figure it out
and doubletap is fixed -
[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4ThatOneFurryOwO that should be fixed now
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4VIltwizzyIlV It could be an issue specific to plutonium as I've had issues with mods that add perks to maps and there being no changes but then loads just fine through the linker mod (the mod client used for bo1 mods before plutonium)
I guess just make sure the mod is in the mod folder (extracted from the zip) and load the mod through the main menu and if it still doesn't work then I can't say I know what to do -
replace default viewhands with bo3 chronicles viewhands + better viewhands for "five"hzp13 I updated the link with a version of the patch files that replaces the waw perk machine models with the bo3 versions
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replace default viewhands with bo3 chronicles viewhands + better viewhands for "five"hzp13 I'll make a second version that has the bo3 perk machines
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replace default viewhands with bo3 chronicles viewhands + better viewhands for "five"DevTheGiantStyle if you're huk776 on ugx mods then yes, they are the ones you posted
the fidel castro viewhands are from waw (the base viewhands you see in zombies)