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Plutonium

HomerJay42undefined

HomerJay42

@HomerJay42
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  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    ImprisonedEgo As much as I hate to say it, I don't know what's going wrong, it might be something on your end. I tried this mod on a different pc that doesn't have all the mod tools assets and extra stuff that I have in my bo1 directory and it still worked fine, so it might be on your end.
    the only idea I might have as to why it won't work is that you installed the mod in your bo1 directory while playing on plutonium, instead install the mod in your plutonium directory if you're playing on plutonium. If that's not it then I'm sorry to say that I probably can't help you

    BO1 Modding Releases & Resources

  • NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.1.1
    HomerJay42undefined HomerJay42

    Richiem32 I might do that tbh since I was kinda stuck on what to do about the players so I just ported some cod4 viewhands and used mistys and richtofen's hands.
    If I did do that there would still be no quotes since I don't know how to do that or feel like it since each player has about 200-300 audio files for their quotes

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    ImprisonedEgo how did you load the mod?? the way you describe it sounds like the mod.ff is missing or just didn't load, which is the file in the mod folder that actually loads all the weapons into the game. without it the game tries to give you weapons that aren't in the game giving you the default weapon instead.

    BO1 Modding Releases & Resources

  • NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.1.1
    HomerJay42undefined HomerJay42

    Richiem32 this map uses a modified version of zombiemode_perks that's overhauled from the original one. you could try removing the one you use to see if it works. It would be hard to revert to the original zombiemode_perks script for this map since I would have to add the tuffbrew perk again and I'm not totally for sure how to do that. It's weird because I also use a zombiemode_perks script that removes the perk limit and the map still works fine for me

    BO1 Modding Releases & Resources

  • NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.1.1
    HomerJay42undefined HomerJay42

    Richiem32 Idk what the error is since I have no issues running the map on plutonium and on base bo1. If you could tell me what the error is or put a screenshot of it I could have an idea on how to fix it

    BO1 Modding Releases & Resources

  • NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.1.1
    HomerJay42undefined HomerJay42

    NIGHT OF THE LIVING DEAD

    This is a Reimagined/Expanded remake of the first zombies map "Nacht Der Untoten." This map adds new accessible areas, all bo1 perks + tuffbrew and adds more weapons. Also, unlike the original nacht, this one is in a jungle to fit in a little bit better with the theme of bo1.
    I started this map about 3 months ago and left it sitting for a while and finally came back to it about a week ago to finally finish it.
    I also feel like it would be worth mentioning that I used a nacht der untoten prefab for waw to make this, however all the textures were missing along with most of the models, meaning I had to retexture all of it and add models.
    In the end, I'm satisfied with how it turned out even though I didn't put a lot of crazy stuff in it or have any easter eggs

    Updates:

    V1.0.1: fixed firesale from being invisible and not working
    V1.0.2: fixed desert eagle reload sounds and thompson drum mag has proper normal map and spec map textures making it not look flat anymore
    V1.1: there was an oversight that let you buy the same perk more than once, probably caused due to the perk script overhaul that I used, so I reverted back to the default one and added tuffbrew to it along with changing the price to 2500 instead of 3000
    Also changed the ee song to Techno Syndrome from mortal kombat since the song I had before was buns
    V1.1.1: projector sound no longer plays in the middle of the outside area

    Credits:

    Gbomb/RamboBadass - for the ndu prefab, I owe like 70% of the credit to them as this is most of the map.
    shippuden1592 - bo2 and mw2 weapons
    Jbleezy - dive and sprint animations for the type100, db shotgun, and Thompson
    BoneCrusher - for the animated pap camo
    RealVenomModz - for the raygun mark2 port
    NGcaudle - buyable ending
    death_reaper0 - for tuffbrew

    Features:

    Kino teleporter (script from bo1)
    Custom weapons
    80k buyable ending
    easter egg song (Techno Syndrome)
    Tuffbrew as an alternative to doubletap 2
    thundergun, waffe & raygun mark 2 for wonder weapons

    Images:

    Call of Duty  Black Ops Screenshot 2025.08.12 - 09.56.35.45.png
    Call of Duty  Black Ops Screenshot 2025.08.12 - 09.56.57.80.png
    Call of Duty  Black Ops Screenshot 2025.08.12 - 09.57.37.73.png
    Call of Duty  Black Ops Screenshot 2025.08.12 - 09.58.15.08.png
    Call of Duty  Black Ops Screenshot 2025.08.12 - 09.59.05.37.png
    Call of Duty  Black Ops Screenshot 2025.08.12 - 09.59.27.37.png
    Call of Duty  Black Ops Screenshot 2025.08.12 - 10.03.41.25.png

    Weapon List:

    Base BO1:
    M14
    M16
    G11
    FAMAS
    MP40
    Spectre
    Olympia
    HS10
    AUG (Suppressed)
    Galil (Suppressed)
    FnFal
    M72 LAW
    China Lake
    Ballistic Knife
    Explosive Crossbow

    Extra BO1:
    Uzi
    KS23
    AK47
    Enfield
    M60

    WAW:
    M1911
    .357 Magnum
    Type100
    MG42
    PPSH
    Panzerschreck
    Doublebarrel Shotgun
    PTRS41
    Flamethrower
    Thompson Drum Mag

    BO2:
    SPAS
    Five Seven SW & DW
    PDW57
    Evoskorpion
    Scar
    AN94
    DSR50
    HAMR

    COD4:
    Desert Eagle
    MP5 Suppressed

    MW2:
    Glock
    Model 1887
    M4

    Wonder Weapons:
    Ray Gun
    Ray Gun Mark II
    Thundergun
    Waffe

    If you find any issues with this map feel free to let me know and I'll do my best to fix them

    DOWNLOAD

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 probably, but I might look into it sometime when I have more time. tbh I would rather just make an alternate version of this mod that has extra waw weapons from mp as well

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 the waffe is already in cotd through the easter egg and even if it wasn't it's already loaded in this mod meaning you could give it to yourself on any map with commands even if the map doesn't have the waffe. The only reason I won't add the waffe to cotd is because some may feel that it will ruin the ee, and there is the possibility that being able to get the waffe through the box may cause bugs with the waffe powerup you get with the ee

    BO1 Modding Releases & Resources

  • ZM/MP Misty View Hands Patch
    HomerJay42undefined HomerJay42

    VodkaAt3Am you don't need to quote the whole topic, but don't sweat it it's cool.
    if your viewhands are all black that usually means a missing texture or the texture isn't formatted properly. if you installed one of the bo2 textures I left links for you're gonna need to format it to bo1. you can do this by getting the .iwi and converting it to .dds using the iwi to dds converter I left in the zip. then convert it back to .iwi but it'll ask what game to format it for and just push 3 for bo1
    If this doesn't work you can add me on discord at HomerJay42

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 the thing is about cotd, is the humangun is required to do the easter egg, meaning if I removed it the easter egg would be impossible to complete. I figured five and verruckt could use an infinite damage wonder weapon since the winters howl is buns, but as far as adding more I think I'm just gonna leave it as is since most of these maps are designed to have 1 good wonder weapon

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 maybe I'll look into that sometime, I honestly can't say I've noticed that

    BO1 Modding Releases & Resources

  • [ZM] add thundergun to almost every map v1.1
    HomerJay42undefined HomerJay42

    Blue Eternal in the .zip file there will be a folder called "thundergun_in_all_maps" then go to your plutonium directory, then go to the folder called "storage", then go to "t5" and then create a folder called "mods". drag the folder from the .zip into there and load the mod through "mods" in the main menu. if you're not playing on plutonium go to your bo1 directory, create a folder called "mods" and put the folder from the zip in there (you'll need the linker mod to play through the steam version of bo1)

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 I've already thought about that. but I don't think the difference between a few weapons is worth making a new version of the mod. what I wanna do is make a version of the mod that adds the mp weapons from waw to bo1 zombies along with extra features, and then have one that's more like the original waw zombies. at the moment I don't feel like porting a bunch of weapons from waw to bo1 as it's really time consuming so it will probably be a while until that sees the light of day, unless someone else does it before I do.

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 yea I've gotten the sten as a suggested weapon to be added a few times. maybe I will but I've also gotten complaints about the svt40 and tokarevtt30 being in this mod because they weren't in the original waw zombies

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Brigeezy123 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

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Brigeezy123 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

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 yea I accidentally uploaded this mod earlier with missing textures. I fixed it and updated the link since then without saying anything and you might of just happened to download that version before I got to update the link
    as of now I don't have any issues with the textures

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    Richiem32 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.

    BO1 Modding Releases & Resources

  • [ZM] add thundergun to almost every map v1.1
    HomerJay42undefined HomerJay42
    this was made mainly from a request and I thought it would be a cool idea even with it being so basic
    this just adds the thundergun to all zombie maps except shangri-la as it gets an error for whatever reason
    also, the waw weapons in der riese use the bo1 pap camo with this mod
    v1.1: shooting zombies from a distance caused them to do a weird animation where they raise their arms up and down. this was caused due to the thundergun zombie animations missing so they should have proper animations now

    Call of Duty  Black Ops Screenshot 2025.07.27 - 10.26.08.05.png
    Call of Duty  Black Ops Screenshot 2025.07.27 - 10.27.45.78.png
    Call of Duty  Black Ops Screenshot 2025.07.27 - 10.28.23.24.png

    DOWNLOAD

    BO1 Modding Releases & Resources

  • [ZM] WAW Weapons mod for bo1 maps v2.12.1
    HomerJay42undefined HomerJay42

    playerlsaysr69 yea I think that would be a great feature considering there are people who would enjoy this mod more with certain weapon variations as I've been asked about that before. the thing is, I'm not that great at scripting so it would take me a lot of time and effort for me to figure out how to put something like that together. not that I'm against putting effort into my mods, but I'm not really up for that right now.

    BO1 Modding Releases & Resources
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