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Plutonium

hzp13undefined

hzp13

@hzp13
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Recent Best Controversial

  • [ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.0
    hzp13undefined hzp13

    HomerJay42 No, thank you for making this. I've waiting a long time for a mod like this.

    • About the Mark 2, I think you should make this script to prevent having both Ray Guns, since the original BO2-BO3 had that and also for balancing the game.
    • Also, the mark 2 shoudn't be a bullet weapon because it makes nova crawlers from kino to explode, which is incorrect since the weapon kinda makes splash damage too in BO2.
    • Using the "new" weapons with Double Tap is making the game crash for some reason. I tested on kino btw.
    BO1 Modding Releases & Resources

  • [ZM] BO1 Slightly Enhanced: Add Extra Weapons + Add Perks to All Maps v1.2.0
    hzp13undefined hzp13

    Nice work, man! But there are some things I'd like to know about the mod:

    • Is there a script that removes perk limit?
    • If I use the "Solo and Any Player Easter Egg Mod" from Hadi77KSA, will the Mark 2 work for the last step that requires upgraded weapons to damage the orb?
    • Does this adds a script for making impossible to hold both Ray Gun Mk1 and Mk2 at the same time?
      Like if you have the Mark 2, you can't get the Mark 1 from the box and vice-versa. Just like in BO2 and BO3.
    BO1 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    KillerCT No problem. Did it fix for you?

    BO2 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    KillerCT Are you getting the weapons from commands? Weapons don't apply the camo if you get them with commands (I mean the upgraded models). You have to use the Pap machine for this to work properly and do as GabsPuN said: play the game offline for this to work as intended.

    BO2 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    GabsPuN Oh that makes sense now. Actually, I was suspecting that these wonder weapons were taken from the cut DLC 5. That means the Wave Gun could actually be implemented as well since Moon was going to appear, right?

    Just one thing I'd like to ask: The Pap camo used for Winter's Howl and Thundergun was intentionally added for the mod or it was taken from the DLC 5 too? Cause if you have the iwd files for it, could you post it here so I can test it for normal weapons? I really wanted to see how the BO1 camo applies to BO2 weapons.

    BO2 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    GabsPuN I tested it offline yesterday and it worked. Thanks for telling me this. Also, the DG2 has some loud noises when you hold it and for some reason it works a little different from the WaW/BO1 versions. Just to clarify, on WaW and BO1 if you shoot the DG2 near the zombies, like on the ground, the splash damage can reach them, but on BO2 it doesn't work. You have to shoot at the zombies to make it work properly and they can still hit you for a moment even when they are being electrocuted. Besides that, this mod is so good that makes me wonder if it is posible to port other wonder weapons like the Scavenger, VR-11 and others.

    BO2 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    Yeah, I just tested the Thungergun in Origins and it does absolutely nothing to the panzer and also zombie generators. Maybe this issue occurs with all three weapons. Hope we can see it fixed soon.
    I don't know if I installed the mod wrong, but I just put them in the "mods" folder. All of them work when I activate, but if I try to load another mod, my game just crash.

    BO2 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    GabsPuN said in [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6:

    hzp13 I saw them in the mystery box, however I never tried to get it from there.

    I see. Btw, it is just me or the Thundergun has no lights for everyone else? The DG-2 upgraded has no firing sounds either.

    BO2 Modding Releases & Resources

  • [Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6
    hzp13undefined hzp13

    This is incredible! I've always dreamed about using BO1 wonder weapons in BO2. Just one question: is it possible to obtain these in the mystery box? I tried a couple of times but they didn't even appear in the roulette. Only using the "name codes" you gave.

    BO2 Modding Releases & Resources

  • BO1 Circuits pap camo for BO2?
    hzp13undefined hzp13

    @FomroMadia Yes, I use discord. But I don't know how can I help.

    BO2 Modding Support & Discussion

  • BO1 Circuits pap camo for BO2?
    hzp13undefined hzp13

    The black ops 1 pap camo is one of my favorites in zombies and I would like to know if it is possible to make it for bo2, replacing the one from "victs" maps. I already tried one that is in the game files, but it looked awful because it is very small and does not apply correctly to every gun.

    I have no idea how to make custom camos for plutonium, neither have the pacience or time to learn, so if someone has this camo or could make it work for bo2, I would really appreciate it and make sure to give credits.

    BO2 Modding Support & Discussion
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