Ramirez501st I like that idea, but it's definetly beyond what I can do when it comes to bo1 modding, especially since I'm not that great at coding stuff into the game which that would probably require a lot of. I do wanna try making a mod that adds every bo1 mp and sp weapon to zombies and adds bo1 perks to the waw maps and kino/five, that won't be for a while though.
HomerJay42
Posts
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[ZM] Suppressed Weapon Mod for Zombies (fixed) -
[ZM] Suppressed Weapon Mod for Zombies (fixed)Richiem32 I updated it and added the cod4 suppressed mp5
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[ZM] Suppressed Weapon Mod for Zombies (fixed)iLovePaP thx for mentioning that, it wasn't intentional. I fixed it and updated the link
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[ZM] Suppressed Weapon Mod for Zombies (fixed)This is a mod I've been asked to make for months, and since I had the time I kind of felt like throwing it together real fast
This mod adds every single suppressed weapon from bo1 mp/sp to zm. Also, some of the waw weapons have been replaced with suppressed variants. (thompson, type100, stg44, m1garand, & g43)
Along with all suppressed weapons the m60 and ppsh have been added even though they're not silenced
Anyway, that's literally the entire mod
Starting points is no longer 5 million
enjoy!!!!




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Stairway to hell (BO1 Remake)GOPUMA I removed the 3_cursor3.iwi from the mod since it's not necessary whatsoever, so you shouldn't have this issue anymore. If you still have this problem it's more than most likely an issue on your end
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[ZM] WAW Weapons mod for bo1 maps v2.13ImprisonedEgo 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 -
NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.2.1Richiem32 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 -
[ZM] WAW Weapons mod for bo1 maps v2.13ImprisonedEgo 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.
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NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.2.1Richiem32 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
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NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.2.1Richiem32 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
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NIGHT OF THE LIVING DEAD (Nacht Remake/Expanded) v1.2.1NIGHT 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 eggsUpdates:
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
V1.2: Improved some of the lighting
V1.2.1: fixed upgraded ppsh ammoCredits:
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 tuffbrewFeatures:
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 weaponsImages:







Weapon List:
Base BO1:
M14
M16
G11
FAMAS
MP40
Spectre
Olympia
HS10
AUG (Suppressed)
Galil (Suppressed)
FnFal
M72 LAW
China Lake
Ballistic Knife
Explosive CrossbowExtra BO1:
Uzi
KS23
AK47
Enfield
M60WAW:
M1911
.357 Magnum
Type100
MG42
PPSH
Panzerschreck
Doublebarrel Shotgun
PTRS41
Flamethrower
Thompson Drum MagBO2:
SPAS
Five Seven SW & DW
PDW57
Evoskorpion
Scar
AN94
DSR50
HAMRCOD4:
Desert Eagle
MP5 SuppressedMW2:
Glock
Model 1887
M4Wonder Weapons:
Ray Gun
Ray Gun Mark II
Thundergun
WaffeIf you find any issues with this map feel free to let me know and I'll do my best to fix them
DOWNLOAD
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[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 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
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[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 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
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ZM/MP Misty View Hands PatchVodkaAt3Am 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 -
[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 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
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[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 maybe I'll look into that sometime, I honestly can't say I've noticed that
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[ZM] add thundergun to almost every map v1.1Blue 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)
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[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 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.
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[ZM] WAW Weapons mod for bo1 maps v2.13Richiem32 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
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[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