v1.2 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
v1.2 has been released
Change notes:
Rip_Lucifer Both are possible, but Iโll probably add them to the mystery box
Z 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.
Rip_Lucifer Yes, I will combine the 2 mods when zm_weapons and this mod are both finished
v1.1 has been released
Change notes:
Ex-SOLDIER It should be possible, yes. PHD, Electric Cherry etc. are being worked on 
Kizzy2DD Like Cawldwink said, yes it is possible. Iโve thought about that but I want to keep focusing on Zombies
Bickylotheboist 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 
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 Classic
Download links:
Compiled: zm_perks
Source: zm_perks
Installation guide:
Quick Revive in Nuketown Zombies always lands inside the garage
Adding support for other maps & more perks
There are codes/functions/perk locations taken from BO2 Reimagined, made by JBleezy
AdrX003 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 
AdrX003 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 
_shiro_foxy_ This mod is about weapons being โglobalโ on every map. For instance Origins weapons being on all the other maps
@Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure
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
@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?
@Kusanagi_Z With or without?
LittlestSharky Which map? And I assume getting them from the box? Iโll check it asap when you have answers for me, thanks 
@Kusanagi_Z Try removing the scripts one by one and see if maybe one (or multiple) of them overrite the mod which causes the problem.
LKurama There isn't a specific one that I can say here, I am experimenting and doing multiple things. My next project probably won't take too long before I release it 
_shiro_foxy_ No, this uses assets from different maps which isn't possible with scripting only