Z u N a It works perfectly fine for me, make sure you are not in godmode if you're testing

sehteria
Posts
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[Release] [ZM] [Mod] zm_perks - Adding all perks to maps -
[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsZ u N a I'll check that now
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsv1.3 has been released
Change notes:- Added 1 perk to Tranzit & its survival maps (PHD Flopper)
- Added 1 perk to Nuketown Zombies (PHD Flopper)
- Support for Die Rise and added 2 perks (PHD Flopper & Stamin-Up)
- Support for Buried and added 2 perks (PHD Flopper & Deadshot Daiquiri)
Go check out Showcase for some pictures of the perks
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsIvobardolf No problem, glad you like it
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsZ u N a Do report any issues/bugs here so I can fix them asap
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsv1.2 has been released
Change notes:- Added 2 perks to Mob of the Dead (Mule Kick & PHD Flopper)
- Fixed a bug with Stamin-Up on Nuketown Zombies
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsRip_Lucifer Both are possible, but Iโll probably add them to the mystery box
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsZ u N a There isn't any difficulty in porting them over, I'm currently working on that but I came to know that there's a clientfield limit which is neccesary for perks. I'm currently doing the maps right now who don't have this issue where it hits the limit.
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsRip_Lucifer Yes, I will combine the 2 mods when zm_weapons and this mod are both finished
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsv1.1 has been released
Change notes:- Added 2 perks to Tranzit (Deadshot Daiquiri & Mule Kick)
- Added 3 perks to Nuketown Zombies (Stamin-Up, Deadshot Daiquiri & Mule Kick)
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsEx-SOLDIER It should be possible, yes. PHD, Electric Cherry etc. are being worked on
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsKizzy2DD Like Cawldwink said, yes it is possible. Iโve thought about that but I want to keep focusing on Zombies
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsBickylotheboist Yes I do have that in mind, already created the repository on github for that but It's private for now. I'll make it public when I'm pleased with the states of both mods
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapsT6ZM zm_perks
Adding all perks to all maps and adds Pack-a-Punch to the maps who are missing one.
Tranzit (including survival maps), Nuketown zombies, Die Rise, Mob of the Dead and Buried are the only maps currently supported.
Click here to read all the information you need about this mod
Showcase:
Tranzit ClassicDownload links:
Compiled: zm_perks
Source: zm_perksInstallation guide:
- Extract the zm_perks.zip
- Copy & Paste or drag the folder which contains the mod files to:
%localappdata%\Plutonium\storage\t6\mods (Windows Key + R) - You've installed the mod! Start BO2 zombies up, click on Mods in the menu and select zm_perks
Perks added to Tranzit:
- Deadshot Daiquiri
- Mule Kick
- PHD Flopper
Perks added to Bus Depot:
- Quick Revive
- Juggernog
- Speed Cola
- Double Tap Root Beer
- Stamin-Up
- Tombstone
- Deadshot Daiquiri
- Mule Kick
- PHD Flopper
- Pack-a-Punch
Perks added to Town:
- Deadshot Daiquiri
- Mule Kick
- PHD Flopper
Perks added to Farm:
- Stamin-Up
- Tombstone
- Deadshot Daiquiri
- Mule Kick
- PHD Flopper
- Pack-a-Punch
Perks added to Nuketown Zombies:
- Stamin-Up
- Deadshot Daiquiri
- Mule Kick
- PHD Flopper
Perks added to Die Rise:
- Stamin-Up
- PHD Flopper
Perks added to Mob of the Dead:
- Mule Kick
- PHD Flopper
Perks added to Buried:
- Deadshot Daiquiri
- PHD Flopper
Changes:
Quick Revive in Nuketown Zombies always lands inside the garage
Upcoming updates
Adding support for other maps & more perks
Credits
There are codes/functions/perk locations taken from BO2 Reimagined, made by JBleezy
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsAdrX003 Youโre right. I am currently testing wonder weapon ports with my mod source though. I have ported the sliquifier, paralyzer and blundergat/blundersplat ported over to Tranzit, no issues as of now but I have heard that the animations could be a problem, weโll see
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsAdrX003 I think It is solvable on my side too if I gave the weapon sounds a different aliases. But that takes too much time which I donโt really have. Hopefully in the future
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps_shiro_foxy_ This mod is about weapons being โglobalโ on every map. For instance Origins weapons being on all the other maps
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps@Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsSmall update
Removed replaceFunc functions for all map .gsc's -> Less code
Added Victus' pack-a-punch camo coverage for ACOG attachment
Added limit to Death Machine on Nuketown Zombies -
[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps@Kusanagi_Z Custom textures shouldn't be an issue, custom sounds may be the issue if you have those. Scripts should work if they don't try to mess with the original modding scripts within the mod. Any console errors? Any further details you can provide me with so I can help you out?