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    JezuzLizard (@JezuzLizard)

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    Information about JezuzLizard

    Contributor VIP Plutonium Staff
    Joined
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    Best posts made by JezuzLizard

    • CoD BO1

      I know so many people are asking for cod bo1 and the plutonium team don't have plans to add it (I guess they have their reasons), but I'm here to give my reasons why cod bo1 should come to plutonium

      • Not worth buying:

      in 2021 cod bo1 it's a quite bit dead, the only reason there is for the people to keep playing the game is for the zombies mode (I'll touch on this topic later), and the people who keep playing are very few.

      86d5dcaf8be5fae72148feb59869c699.png

      but I know are a bunch of people playing this game in an illegal version so maybe there is more than that

      in that illegal version neither there isn't a client support available (not that I know), so we can't play with friends, play MP, or any game mode online, so have it in plutonium will gather all that illegal players to this stable version and probably that little group of legal players too.

      • Greater security

      as I mentioned before with this newer version of cod bo1 will come illegals players, players that maybe are cheaters or noobs wanting to annoy others, so we have an anti-cheats and that will increase the number of new players and decrease the numbers of cheaters in this cod

      the method to download it will be safer, I been trying to download this cod in pages illegals but I feel I'm downloading 10 GBS of virus, but if comes to plutonium we will know are safe to download.

      • Zombies

      bro, I'll honest with you, we want cod bo1 for the zombies mode, no one will play this MP having the MPs of bo2 or mw3 available in plutonium

      I know we have zombies mode of bo2 but isn't enough, we can't add custom maps to this game or mods (only variants of the same maps) so if the plutonium team will not add bo3, add cod bo1 instead, as the zombies community in cod bo1 is active publishing new custom maps to this game.

      so, please if you can add cod bo1 to plutonium we will be grateful

      PD: you are doing a great job with this project, keep it up ❤ ❤ ❤

      posted in General Discussion
    • [FEATURE] [T6ZM/T6MP] Reimplementation of sv_cheats dvars and commands.

      I and another server owner(Optimus X) would like dvars whose functionality was cut from the game to be reimplemented. Furthermore we would like it if dvars protected by sv_cheats could be used if sv_cheats is active. This will of course require sv_cheats to be able to be set in the server/player host console.

      These dvars should be able to be set by clients if sv_cheats is set to 1:

      ui_hud_visible - Allows the client to disable their hud
      ui_hideminimap - Allows the client to disable the minimap
      ui_hud_obituaries - Allows the client to disable the killfeed
      ui_hud_showobjicons - Allows the client to disable the object icons
      r_enablePlayerShadow - Enables player shadows
      cg_draw2D - Draws the 2d hud elements like player arrows
      cg_drawGun - Disables drawing the players gun
      cg_disableplayernames - Disables drawing player names when a player looks at them
      cg_drawThroughWalls - Draws player names thru walls
      cg_thirdPerson - Use third person view
      cg_thirdPersonAngle - The angle of the camera from the player in third person view
      cg_thirdPersonFocusDist - The distance infront of the player to aim the 3rd person camera at
      cg_thirdPersonMode - How the camera behaves in third person
      cg_thirdPersonRange - The range of the camera from the player in third person view
      cg_fov_default_thirdperson - The fov while in third person mode
      r_fullbright - Toggles rendering without lighting
      cg_overheadIconSize - The maximum size to show overhead icons like rank
      cg_overheadNamesFarDist - The far distance at which name sizes are scaled by cg_overheadNamesFarScale
      cg_overheadNamesFarScale - The amount to scale overhead name sizes at cg_overheadNamesFarDist
      cg_overheadNamesGlow - Glow color for overhead names
      cg_overheadNamesMaxDist - The maximum distance for showing friendly player names
      cg_overheadNamesNearDist - The near distance at which names are full size
      cg_overheadNamesSize - The maximum size to show overhead names
      cg_friendlyNameFadeIn - How often the friendly visibility head tag is updated for the on screen frustum check
      cg_friendlyNameFadeOut - The size to show rank text
      cg_ufo_scaler - Applies to noclip and ufo changes the speed of both
      cg_gun_x - Forward position of the viewmodel
      cg_gun_y - Right position of the viewmodel
      cg_gun_z - Up position of the viewmodel
      

      Along with the above dvars we would also like for the server/player host to be able to set the following dvars when sv_cheats is on:

      com_timescale - Changes the timescale of the game
      jump_height - Controls player jump height
      g_friendlyfireDist - Controls whether friendly players can shoot/knife at other friendly players
      

      Along with any other normally cheat protected dvar.

      Besides those dvars we would also like it if these dvars are set on the server it is applied to all clients.

      r_fog - Controls rendering of fog - relevant to zombie maps like tranzit and origins set to 0 to disable fog for all clients
      aim_automelee_enabled - Controls whether knife lunge occurs
      aim_automelee_lerp - The rate in degrees per second that the auto melee will converge to its target
      aim_automelee_move_limit - Speed at which player needs to be moving forward to activate the charge
      aim_automelee_move_limit_angle - The arccos of the angle which the player needs to be moving twords the target for the charge to happen
      aim_automelee_move_limit_range - The range above which the player needs to be moving forward above the limit value for the charge to work
      aim_automelee_range - The range of the auto melee
      aim_automelee_region_height - The height of the auto melee region in virtual screen coordinates (0 - 480)
      aim_automelee_region_width - The width of the auto melee region in virtual screen coordinates (0 - 640)
      cg_disableplayernames - Disables drawing player names when a player looks at them
      cg_drawThroughWalls - Draws player names thru walls
      

      Additionally, we would like certain dvars to useable and work for clients without sv_cheats needing to be set:

      r_forceLod - Forces level of detail to the specified amount
      

      Some dvars we would like to be able to be set by the server/player host without needing to set sv_cheats on:

      player_strafeSpeedScale - The scale applied to the player speed when strafing
      player_backSpeedScale - The scale applied to the player speed when moving backwards
      player_sprintSpeedScale - The scale applied to the player speed when sprinting
      player_sprintStrafeSpeedScale - The speed at which you can strafe while sprinting
      safeArea_horizontal - Should be the dvar that allows you to adjust the ui safe area horizontally
      safeArea_vertical - Should be the dvar that allows you to adjust the ui safe area vertically
      

      Finally, we would like some commands reimplemented back into the game and these commands will require sv_cheats to be set by the server/player host to work:

      noclip - Allows you to fly thru the map and clip thru and works exactly like noclip has in previous cods as well as works with controllers
      also makes you invulnerable can be toggled off
      ufo - Only allows movement forward and backward. The player can move vertically with the leaning keys (default Q and E).
      give - Allows the user to give themselves any weapon loaded on the map
      

      Any dvars/commands set while sv_cheats is on keep their values when sv_cheats is turned off.

      All dvars/commands must be able to be set from the server config as well as the server and client console.

      Example:

      set sv_cheats 1
      set com_timescale 1.2
      set jump_height 69
      set g_friendlyfireDist 0
      set sv_cheats 0
      

      Dvars that would only require the sv_cheats dvar to be able to be set to be useable in both games already:

      com_timescale
      cg_overheadIconSize
      cg_overheadNamesFarDist
      cg_overheadNamesFarScale
      cg_overheadNamesGlow
      cg_overheadNamesSize
      cg_friendlyNameFadeIn
      cg_friendlyNameFadeOut
      cg_drawGun
      cg_draw2D
      g_friendlyfireDist
      cg_gun_x
      cg_gun_y
      cg_gun_z
      r_enablePlayerShadow
      cg_drawCrosshair
      

      Dvars that likely need to be reimplemented back into the game:

      ui_hud_visible
      ui_hideminimap
      ui_hud_obituaries
      ui_hud_showobjicons
      sv_cheats //is cheat protected so can't be turned on except thru gsc or a plugin right now 
      cg_ufo_scaler
      cg_thirdPerson
      cg_thirdPersonAngle
      cg_thirdPersonFocusDist
      cg_thirdPersonMode
      cg_thirdPersonRange
      cg_overheadNamesMaxDist
      cg_overheadNamesNearDist
      cg_fov_default_thirdperson
      cg_drawThroughWalls
      aim_automelee_enabled
      aim_automelee_lerp
      aim_automelee_move_limit
      aim_automelee_move_limit_angle
      aim_automelee_move_limit_range
      aim_automelee_range
      aim_automelee_region_height
      aim_automelee_region_width
      jump_height
      r_fullbright
      r_forceLod
      r_fog
      safeArea_horizontal
      safeArea_vertical
      

      We believe the community would enjoy these changes since most dvars have always been available to tweak in previous cods when sv_cheats is active. Noclip and ufo commands are very useful for getting footage for cinematics and are also useful for testing maps if custom maps become an addition in the future. While it is possible to load a gsc to add noclip the gsc version of noclip is inferior to the noclip in previous cods. This is because the gsc noclip only allows for forward and backward movement. The give command will be useful for weapon porting if that becomes a feature in the future as well.

      The speedScale series of dvars will be appreciated by zombies players especially because console had all speedScale dvars except sprint set to 1. This means PC is at a disadvantage for no reason for world record purposes but also for general gameplay. Another dvar series is aim_autoMelee which controls the knife lunge. Many zombie players cringe when they knife lunge into a horde of zombies and currently this dvar that would allow you to turn it off doesn't work.

      Some more dvars that players would appreciate on certain zombie maps would be the r_fog dvar which controls fog rendering. It would be especially noticeable on Tranzit and somewhat noticeable on Origins. The ui_hud dvars would be useful for getting cinematics of the game since there is currently no theater mode available. r_force_lod would allow clients to force the highest or lowest lod to allow for better graphics or better performance at all times.

      Lastly a feature I think many server owners would appreciate is the ability to whitelist/blacklist dvars/commands. For example if you wanted to disable certain commands like noclip/ufo but you want clients to be able to set most dvars with sv_cheats you can do something like:

      blacklistcommand noclip
      blacklistcommand ufo
      blacklistdvar r_enablePlayerShadow
      blacklistdvar cg_drawGun
      

      and for whitelisting it would work where the client can only use in addition to all normal dvars/commands the dvars/commands specified regardless of sv_cheats setting:

      whitelistcommand give
      whitelistdvar cg_thirdPerson
      

      Certain dvars like cg_fov should not be able to blacklisted.

      I am willing to give $100 for all of these changes, this is not including Optimus X's contribution of course.

      I am also willing to negotiate on any of these if they are too difficult or time consuming to add.

      posted in Feature / Bug Bounties
    • [BUG][T6ZM] Working ZM server map rotation.

      I'm willing to put up $200 for a working map rotation for zombies. That is the ability for server owners to setup multiple maps in their sv_maprotation with players able to remain in the server when the map rotates. There are a decent number of total maps/gamemodes in zombies (16) with 6 of them being unique maps. This is in my opinion the last main missing feature for zombies.

      I feel like server owners and players alike would appreciate this feature and its inclusion would definitely make the game even better than it already is.

      Bug Tracking:
      Rotating to a different map kicks all players.
      Rotating to the same map kicks all players.
      If players don't get kicked they have no sound and experience some graphical glitches.

      posted in Feature / Bug Bounties
    • [Release] [Zombies] GriefFix - Required for Grief Servers

      I actually made this mod quite some time ago but I never released it since at the time the code to host grief servers wasn't public. Now that the grief code is publicly available I decided to look over my current GriefFix mod and clean it up a bit for a official release on the forums.

      https://github.com/JezuzLizard/Public-BO2-Mods/tree/master/GriefFix

      One notable change from my original version from several months ago is the splitting of the mod into two separate versions so if you don't want the extra settings that go beyond fixing grief to run on a dedicated server you don't have to worry about them.

      posted in BO2 Modding Releases & Resources
    • T4 Custom Zombies Maps GSC Fixes for Dedis

      All patches go into main_shared/maps unless otherwise specified.
      Some patches may require modifying core scripts which other maps utilize in these cases do not attempt to use the GSC patches while running other maps than what the patches are for.

      Clinic Of Evil
      Fix for infinite loop on player disconnect: https://drive.google.com/file/d/1--2rTE6GkIDVKLH-ubPFJtLwmPzpE_Yv/view?usp=sharing

      Fix for sv_cheats being reset: https://drive.google.com/file/d/1Bwy70MImUOigdbI-Gh25kXiNAzrR9r50/view?usp=sharing

      Leviathan
      Fix for sv_cheats and other cheat commands causing crashes or not working: https://drive.google.com/drive/folders/17K_vfOXksXqpnLbunx1rcOGhTisyjVYV?usp=sharing

      Report any issues with custom maps in this thread related to hosting on a dedicated T4 ZM server.

      More patches coming as soon as I'm aware of more issues I can patch.

      posted in WAW Modding Releases & Resources
    • [ZOMBIES] Server Map Rotation: How to advantage of the new map rotation feature.

      First before you can run a zombies server make sure you read this guide here:
      https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide.

      In order to properly run a server with rotating maps you'll need these configs from here:
      https://github.com/xerxes-at/T6ServerConfigs.

      In main/dedicated_zm.cfg you'll need to add one new line above "map_rotate" like this:

      sv_maprotation ""
      

      Next you'll need to populate sv_maprotation with maps for your server to run:

      sv_maprotation "exec zm_classic_processing.cfg map zm_buried exec zm_standard_town.cfg map zm_transit exec zm_grief_cellblock.cfg map zm_prison"
      

      In order to change the maps to anything you'd like you'll need to understand the two keywords used. The first keyword "exec" determines which config the server will execute when sv_maprotation is read. The config MUST match the map or else your server won't rotate properly and most likely not be joinable. Configs are in t6r/data/gamesettings and they are named in this pattern: "zm_" + "gametype_" + "location".

      The next keyword is "map" and this determines what map the server will launch. Knowing these two keywords will allow you to setup your server to run whatever maps you'd like. For example if I want to run Origins, MoTD, and Tranzit I would need to create a new sv_maprotation that looks like this:

      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
      

      Use "//" to create comments like this to title your sv_maprotation so you can easily tell what maps its running:

      //Map Rotation Origins, MoTD, Tranzit
      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
      

      If you want to only run one map at a time only include a single config and map in sv_maprotation like this:

      //Only running Origins
      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb"
      
      posted in BO2 Server Hosting Support
    • [Release] [Zombies] Bonus Survival Maps for Tranzit

      Created by JezuzLizard, Cahz, and GerardS0406.

      This mod adds 5 extra survival maps for Tranzit:
      Cornfield
      Diner
      House
      Power Station
      Tunnel

      Simply follow the instructions here to install:
      https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2

      These maps are not "true" survival maps because they load up on Tranzit for various reasons:

      1. The map loading dvars required for a true survival map to run are a secret that I do not have permission reveal. This mod will not help you run town or any other similar map.
      2. Not all content works properly when loaded up as a survival map.

      If you really want to run maps like town, farm, or bus depot feel free to make use of our methods to do so. Assuming of course you are willing to put in the effort to make the barriers, wallbuys, perks, spawnpoints and mystery box locations for each one.
      I recommend waiting for the next plutonium update which may or may not allow anyone to run survival maps.
      Nearly all content was added by us, none of it was cut or in the game already ( with exception of the diner barriers which are a part of turned ).

      Cornfield featuring Nacht
      cornfield 1.png

      Cornfield box location and quick revive
      cornfield2.png

      Diner wallbuy and quick revive
      diner.png

      House wunderfizz
      house1.png

      Power wallbuys and barriers
      power1.png

      Power pack a punch
      power2.png

      Tunnel galvaknuckles, jugg and mystery location
      tunnel.png

      Tunnel tombstone and double tap
      tunnel2.png

      Grief coming to each map. No ETA.

      If you have any issues with the mod feel free to post them here. Please make sure you specify if you have modded the mod or are attempting to merge mods.

      posted in BO2 Modding Releases & Resources
    • [FEATURE] T6 MP and ZM GSC Additions.

      Summary of my feature request:

      1 Custom named script support for T6 mp and T6 zm.
      2 Functions inside of the custom scripts can be referenced by other scripts.
      3 The dvar "g_gametype" can point to a script with the same name if it can find it. For multiplayer set_gametype command does the same.
      4 map_restart/map_rotate reparses all scripts for easier modding.
      5 Command that lists the clientfields currently registered on the server, and if exe_client_field_mismatch occurs on the client it prints to the client console the clientfields registered and which clientfields are not registered on the client compared to the server. Also prints to the log for easier access to this data.
      6 A GSC function that would let you override any other script function in a stock script or custom named script with an input function.

      Elaboration on each one:

      1 Custom named scripts would be very useful for modders since it would allow for better organization of code because scripts can be dedicated to a specific part of the mod.
      This would mean no more cramming everything in one script and calling it _clientids.gsc. This also would make it easier to load multiple mods at once since each mod would have a unique name.

      2 This is very important because it would be possible to make util scripts for other scripts to reference even if the script itself doesn't execute any code.

      3 This is a feature that T7 has natively for its dedicated servers. Basically it allows for easily creating custom gametypes without having to override an existing gametype. With this it would be possible to include custom gametypes in rotations for mp and zm.
      This needs to apply to both T6 mp and T6 zm. T6 zm is a bit more tricky because from my tests it would be possible to make a custom gametype and load it, but it would require another feature that I will also suggest to properly debug for all maps.

      4 This is one that would be very appreciated because it is a feature that those familiar with [Redacted] have utilized. Adding this would make GSC modding a little faster.

      5 This would be helpful to me to determine what clientfields are not being registered on the server when a non-standard gametype is loaded. Every map in zm has the gametype "zstandard" on the fast file but its normally not used on any map other than Tranzit and Nuketown.
      If "zstandard" can be loaded and successfully allow clients in without resulting in exe_client_field_mismatch then the map can load any custom gametype. I've checked the .cscs so its likely to be fixable by registering the missing clientfields on the server.
      Other than this one use case if modding/map making/lua modding ever becomes available debugging clientfields will be important since they are used to communicate data between the client and server as well as the client and lua and as such will be required to be used in some cases.
      Therefore being able to debug them would be useful in the future as well as for this situation.
      The kind of debug data I would want to see is something like this:

      //Function ripped from ida, the last 5 inputs are for the clientside registration of the clientfield
      BG_RegisterClientField(pool, pName, version, numBits, fieldType, minFloat, maxFloat, func, bSplitScreenHostOnly, bCallbacksFor0WhenNew); 
      //What the server would print out
      "clientfield_type", "clientfield_name", game_version(int), num_bits, "value_type"
      
      //What the client would print out
      "clientfield_type", "clientfield_name", game_version(int), num_bits, "value_type", minFloat, maxFloat, func, bSplitScreenHostOnly, bCallbacksFor0WhenNew
      
      //At the end print out the total number of clientfields registered on the server and client
      

      T7 has this feature but I don't expect a full debugging implementation with several different types of error messages. Just simply printing out each registered clientfield on the client and server ought to be enough to be able to analyze so the cause of clientfield issues can be resolved.

      6 Currently if you'd like to modify a function in a core script or otherwise you need to recompile the entire script. Despite the decompilers available the scripts generated even after being checked are still prone to have many errors. Additionally it seems to be unecessarily cumbersome to modify a whole script just to change one function in some cases.
      So this is how it would work:

      _clientids.gsc
      init()
      {
      	level.clientid = 0;
      	level thread onplayerconnect();
      }
      
      onplayerconnect()
      {
      	for ( ;; )
      	{
      		level waittill( "connecting", player );
      		player.clientid = level.clientid;
      		level.clientid++;
      	}
      }
      

      In _clientids.gsc we have this function but we want to override it for whatever reason. Lets say we want to modify onplayerconnect(), without recompiling the script, in another script:

      init()
      {
      	ReplaceFunc("_clientids.gsc", ::onplayerconnect, ::new_func);
      }
      
      new_func()
      {
      
      }
      

      Let me know if this is not possible it does seem like a challenge potentially in comparison to the other additions.

      I will offer up $25 for each one; totaling $150.

      posted in Feature / Bug Bounties
    • [Resource][T6] Stock Scripts

      This is a topic with a link to the plutoniummod/t6-scripts repo.

      https://github.com/plutoniummod/t6-scripts

      Use this repo as a reference for modifying core game mechanics for T6.

      You can also refer to the wiki on the repo for some useful info.

      posted in BO2 Modding Releases & Resources
    • [Feature][T6MP/T6ZM] Theater mode additions

      I am requesting some additions for theater mode to be added to T6. I find it difficult to find specific games recorded since my server produces about 20-30 demos a day.
      Having metadata that can be searched thru to find a specific game would be helpful for this purpose. A rough idea of what metadata I think would be useful to have would include the following:
      the Plutonium revision the demo was played on, the server host name or player host name, the gametype, the map, the players present at the end of the match, the length of the game, the games winner( MP and ZM ), the games final score for each team/player( ffa ), rounds survived( zombies ), location( zombies ), GSCs loaded, plugins loaded, and
      the date and time the game was played on.

      With this kind of data it would be easier to find specific games recorded, as well as have some utility for tracking down cheaters/griefers across multiple demos.

      Besides general metadata I would find it useful to have access to player metadata like the player stats at the end of the game for each player.

      In addition to some new features I would also like some current theater mode bugs to be fixed. Eg. Buried demos recorded on dedicated servers are always black and white in first person, and certain maps recorded on a dedicated server throw script errors such as Bus Depot.

      Finally, I would like any dvar to be usable during a demo. This would allow for disabling the gun draw, disabling fog, and changing timescale because it can stack with demo speed.

      For the completion of this bounty I am offering $150 paid via paypal.

      posted in Feature / Bug Bounties

    Latest posts made by JezuzLizard

    • Can I stop the chat from saying my location

      @AntiMedal6 When you join a server they get your IP address. This is required because the server needs to know who they are sending information to. Because of this they can determine your estimated location and IW4M Admin uses this to send that chat message automatically. The only way to make the chat message not show up would be to complain to the server owner and ask them to disable it, otherwise it will be active on every server that uses IW4M Admin which is likely all of them.

      posted in General Discussion
    • Massive bandwidth spike from game server

      @SweetBaloso Well you'll have to do what I did and create a dump of the server when it happens and link it here.

      posted in WAW Server Hosting Support
    • Massive bandwidth spike from game server

      @SweetBaloso Are you running the latest version of Plutonium T4? I had this issue before but I was able to have it investigated by the Plutonium team and it has since been fixed in the latest version of Plutonium.

      posted in WAW Server Hosting Support
    • Demos

      @Norse-Rex You have to ask the server owner for the specific demo. Some server owners have a discord bot to automatically post the demo in their discord server.

      posted in BO2 Client Support
    • Get map exclusive weapons for all maps?

      @Fruitsnacs If the weapon/model isn't on the map already it needs to be ported. Unfortunately there are no mod tools or ways to port assets between maps for T6 yet so this isn't possible.

      posted in BO2 Modding Support & Discussion
    • DLC's work for solo play but not online

      @TreeDirt This isn't how Steam works. There are checks to prevent people from just downloading the files and playing the maps when not owning the DLCs. If you want to play with the dlcs with other people you need to use Plutonium.

      posted in BO1 Client Support
    • Bo2 Grief on Green Run - Game ends after only 1 round

      @PBJames I assume every player was on the same team in which case you need this script to balance the teams: https://github.com/JezuzLizard/Public-BO2-Mods/blob/master/GriefFix/grieffix_official.gsc

      posted in BO2 Client Support
    • Server showing up in master but not in game

      @Audherbagn You can only join a local server from the server list if your router supports nat loopback. Otherwise you need to use direct connect with the local ip and port.

      posted in BO2 Server Hosting Support
    • origins mud removal

      @Angry-Cat It would be more correct to do

      level.a_e_slow_areas = [];
      

      It just depends on whether foreach throws a script error if it tries to iterate over a non array.

      Script errors can cause instability in some cases, it's wise to write code that doesn't cause them.

      posted in BO2 Modding Releases & Resources
    • Grenade teamswitch removal

      @Ghost420_ I believe its intended to patch an exploit relating to throwing a grenade at your teammates and quickly switching teams so it kills them.

      posted in BO2 Modding Support & Discussion