KADALUXIA That was an accident from the last update, it's fixed now

HomerJay42
Posts
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4 -
[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4superpantss I fixed that issue with the ppsh sounds not being present when reloading empty
KADALUXIA I looked into that issue and the game didn't crash when I used the box on moon, however I tried to fix it anyway so hopefully the update I put out was able to fix it
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[ZM] House (remake form Nintendo DS version of black ops) v1.0.2kimchi.trash I'll probably start on making overlook soon, as far as being able to load all 4 maps on 1 mod, it would be really difficult to do that since 2 of the maps weren't made by me and I would have to extract the mod for the maps not made by me and change them and I wouldn't feel all that great about doing that to someone else's work. I'll try my best to make the overlook remake feel as polished as the other maps which should be easy since it's a small map.
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4superpantss I'll look into that, thx for letting me know
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(ZM) Black and Purple Raygun and Raygun Mark IIBOTxMIKE you might of gotten the names wrong since when you download them it doesn't keep the file names the same
here's what they should be:
~~-gmtl_t6_wpn_zmb_raygun_spc~4c9efff9
~~-gmtl_t6_wpn_zmb_raygun2_sp~1dd399f4
~-gmtl_t6_wpn_zmb_raygun_col
~-gmtl_t6_wpn_zmb_raygun2_col1
mtl_t6_wpn_zmb_raygun2_glow2
I also don't think I took into account that the raygun textures on origins and buried are different than on all the other maps, so that might cause the raygun textures on all the maps before buried to be a little messed up
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replace default viewhands with bo3 chronicles viewhands + better viewhands for "five"Aster710 thx!!! I appreciate that
I could try to remove it the dolphin dive vox but idk how, I also feel like some people may not like it and I would just find it easier to leave it as is
maybe I'll look into it sometime though -
[Release] [Zombies] Hard Custom Map Resident Evil 7, T6 Bo2 [ bêta ] ( SOLO ONLY )wi3rrr I thought it was probably for the development lol
I've been recording my attempts so when I finally beat it I'll upload that run, might take me a bit it's pretty tough but I'll do it soon -
[Release] [Zombies] Hard Custom Map Resident Evil 7, T6 Bo2 [ bêta ] ( SOLO ONLY )wi3rrr pretty cool script!!
but I found a couple small issues, the starting score is set to 650k, also when I got to the boss fight I randomly got one hit and died with jug. It seems like the zombies can just 1 hit you from any location as that was also happening when I was across the room from the zombies. Idk if that's an issue out of you're control considering this is a custom map made from gsc scripting
either way I still like it and I think you did a pretty good job as I couldn't imagine how difficult it would be to make a custom map with just scripting -
[ZM] Point 188 Custom Map V1.0.5This is a small to medium sized map. It's meant to be hard but it's still round based, I did however make an easier version for those who find the difficulty on this absurd
I know the name makes no sense, I themed this map off a map I made called Point 187 so I decided to make the name on this map one number after 187 which doesn't really make sense anymore... but it's whatever
Hope some people can have fun with this ( ^ω^ )DOWNLOAD
Updates:
V1.0.1 - fixed left zapgun from being invisible, changed the 3rd person character models, changed the timer script to an improved oneV1.0.2 - I accidentally removed doubletap 2 in update 1.0.1 so it's been added back
V1.0.3 - There was an oversight that caused the buyable perk limit trigger be purchasable even if you didn't have enough points, causing your points to go into the negatives... so that's all fixed now
V1.0.4 - Added a game over song that only plays when the buyable ending is bought along with making the buyable ending screen a little more custom.
This was done since the time elapsed text would overlap the buyable ending text when boughtV1.0.5 - The ee song works again
Credits:
death_reaper_0 - electric cherry script
shippuden1592 - bo2 & mw2 weapons
Jbleezy - dive and sprint animations for the db shotgun, and Thompson
oJubby - Scavenger, gersh, & wavegun
Wunderful - timer/zombiemode scriptFeatures:
- Custom Weapons (weapon list below)
- small ee
- electric cherry
- two versions: easy and normal
- ee song (Rusty Cage by SoundGarden, not the motd one)
- Buyable Perk Slots
Images:
Weapon List:
Base BO1:
- Python
- M14
- M16
- M1911
- Famas
- MPL
- Olympia
- AUG
- Galil
- L96A1
- RPK
- HK21
- M72 LAW
- China Lake
- Explosive Crossbow
- Ballistic Knife
Extra BO1:
- Enfield
- AK47
- MAC11
- PPSH
- M60
WAW:
- M2 Flamethrower
- MG42
- PTRS-41
- STG44
- Thompson
- Doublebarrel Shotgun
BO2:
- Five Seven
- Five Seven Dual Wield
- Evoskorpion
- Spas
- KSG
- SCAR
- AN94
- DSR50
COD4:
- M4
- G3
- M40A3
- Desert Eagle
MW2:
- Intervention
Wonder Weapons:
- Thundergun
- Waffe
- Scavenger
- Wavegun/ZapGun
- RayGun
Special:
- Gersh Devices
- Monkey Bomb
- Sickle
If you encounter any issues feel free to let me know and I'll try my best to fix it
DOWNLOAD
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ZM/MP Misty View Hands Patchsanjisolos you can use 7zip to open iwd files. when you open it there will be a folder called images and the files will be in there
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ZM/MP Misty View Hands Patchsanjisolos If you just remove the mistyember, mistyheat, and mistyshowcamo textures from the animatedcamos.iwd the gloves won't be animated anymore
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replace default viewhands with bo3 chronicles viewhands + better viewhands for "five"Richiem32 I would probably only be able to replace the firing sounds, but I would only be able to make it into a mod that you load meaning you wouldn't be able to use it on servers. I've tried making a common mp patch so I could replace the viewhands but I think I have too many missing assets in my mod tools to do so, idk I tried a bunch and failed.
Also, I don't particularly feel like doing something like that with the limited amount of freetime I have
Maybe I could try doing so in the future only if I somehow figure out how to make a common mp patch -
[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4Rafox66 I fixed doubletap from being invisible on ascension
sorry for assuming you knew how to mod bo1, I know it's something that normal people don't feel like wasting their time on
I'm really glad you like the mod, and I also never understood why a bunch of these weapons were never seen in bo1 zombies, guess that's why I made this mod lmao -
replace default viewhands with bo3 chronicles viewhands + better viewhands for "five"DonLocoCoco I included instructions with the download
also, both downloads are the same -
[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4Rafox66 I'll could try looking into the issue with doubletap, it shows up just fine for me so I didn't know it was an issue (it might honestly be an issue with the perk machine model set in the perk script which is the only script I didn't compile into the mod.ff, so you can take a look at it if you want)
I'll be honest I'm not that great at modding and I can tell you this mod wasn't as well put together as it probably could have been (it functions but it's not that well optimized)
I'll try looking into it soon -
[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4BOTxMIKE the raygun doesn't use a script as it's damage is determined through the weapon file, and I've already buffed the upgraded one and left the unupgraded variant as is.
the winters howl script you showed can just be put into your plutonium directory under t5/maps if you wanna use it
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[ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.4erpkar maybe at some point in the future. I was already facing issues by having too many weapons in this mod which is why I had to remove some of the base weapons for certain maps. Idk if it's possible but I might look into it at some point
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[ZM] House (remake form Nintendo DS version of black ops) v1.0.2kimchi.trash I made this map mainly because someone already remade temple & facility but not house or overlook. I really liked those remakes so I wanted this to be consistent with those ones, which is why I kept the starting pistol the m1911 and had the round sounds the same as the other remakes. I kinda wanted it to feel like a remake that treyarch may of done so I didn't go crazy with changing base aspects of the game. Also, bo1 didn't have any supply truck models with the mod tools (in fact, it barley had any car models) so I used a car model I ported from bo2 that I had used for a previous map.
I don't plan on updating this map, especially since I don't have a ton of time and I'm already working on a new map and don't really feel like working on anything else.
I plan on making a remake of overlook in the future (unless someone else makes it first) so I might consider some of those things you mentioned
Besides that, I'm glad you liked the map ( ^ω^ ) -
bo1 mp40 textures P L E A S EEsue you can, but you'll need to convert the images from .png to .dds and then convert the .dds to .iwi
when you edit the textures and convert them to .iwi you just put the textures in your images folder in the plutonium t5 directory as you would with any other custom textures, and as long as the texture names are correct it should show up in game when you use the mp40 as if it were a custom camo
if you don't know how to convert .dds files to .iwi you can use the .dds to .iwi converter which you can find here https://tom-crowley.co.uk/downloads/
just scroll down to "Tom IWI & DDS Converter" and download that (that's the only method I know of to convert .dds to .iwi) -
bo1 mp40 textures P L E A S Ehere are the base mp40 textures as .png (it wouldn't let me upload them as .dds)
color map:
normal map:
spec map:
here are what their file names are supposed to be
color map: "~-gweapon_mp40_mp_c"
normal map: "weapon_mp40_n"
spec map: "~~-gweapon_mp40_mp_s-rgb&~-rw~07a8a6a2"