Zombie [Plus] Mod

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Authors: rayjiun, Deadshot.mp4

Last revision: 30 Jul, 2022 at 22:41 UTC

File size: 356.1 MB

On Steam Workshop

Description:
DISCLAIMER:

This mod DOES NOT grant free DLC to the player. That is illegal, and not possible through a mod. This mod is also still in WIP phase, so don’t be alarmed if you see errors. Please report them in the Discussions tab, and be sure to be detailed with the bug/issue. Thank you!

Adds MANY features into Black Ops 3

This is my first time making a mod, so I went for something relatively basic and simple that I’d be capable of. This mod adds various features to the base maps along with custom map support to help expand it’s replay value and add quality of life additions

Features:

  • Ammo Crates

    Adds ammo crates to all 14 base maps (and supported customs if applicable)

    • Each map has a varying amount of ammo crates spawned in select areas. Usually an ammo crate will exist on every other door bought, or rooms or large size (they are also included in all bossfights outside of Der Eisendrache and Shadows of Evil)
    • Ammo crates refill the mag and the clip of the gun bought for.
    • The ammo crate has a flat cost for most weapons, with exceptions for weak Wonder Weapons (Raygun, Raygun Mark 2, and Wrath of the Ancients), shield repair/restock, and for Wonder Weapons.

      On round 30 onward, the Ammo Crate reaches the ‘High Round’ Prices

  • Rampage Inducer

    Adds the Rampage Inducer to the spawn room of all 14 base maps (and supported customs if applicable)

    • The Rampage Inducer forces all zombies to be at their max run speed ("sprint") and shortens the time between zombie spawns
    • Removes delay (10s) between rounds ending and starting
    • Allows up to 50% more zombies to spawn while active (24 -> 36)
    • The Rampage Inducer can be toggled on and off indefinitely, and upon toggle it’ll kill (recycles the zombies – they don’t count towards round zombie count) all zombies on the map that are NOT boss zombies. It has a ~4 second cooldown per toggle
    • The Rampage Inducer will play a sound effect on the start of every round to signify it is still active

  • Exfil

    The Exfil is a holdout for the players who want to complete a map without forcing themselves to die or finishing the map’s main Easter Egg, and really puts them to the test. Good Luck!

    • Adds Exfil to all 14 base maps
    • After round 10, every 5 rounds, or the round after if the 5th round is a ‘special’ (dog) round, the Exfil will open up
    • The Exfil interact will have a waypoint marker on it, and after interacted with there is NO going back
    • The Exfil applies all the effects of the Rampage Inducer but doubles the max zombie count instead of adding 50% to it
    • Activating the Exfil will turn off the Rampage Inducer
    • The Exfil location will be marked
    • The amount of kills required for the Exfil is calculated by Multiplying the amount players in the lobby at the time of activation by 30, and adding that to the round number multiplied by 1.5 (rounded for decimals).

  • Shi No Numa Easter Egg

    The Shi No Numa Easter Egg Replicated in Black Ops 3!

    • WIP atm, only Wunderwaffe buildable quest and stun zombies currently

  • Perma-Perks

    A concept from the Victis-era of Black Ops 2, returning are the perma-perks! Perma Perks are perk-like abilities granted to the player after they complete some sort of challenge, and are lost by a specific action. Perma Perks are not shown on the HUD, and are noticeably gained by a visual fx and audio cue, and lost by an audio cue. It’s not made obvious which ones you gain/lose.
    Perma-QR and Sniper Perma-Perk are always loaded by default. For customs to use other perma-perks, they need to have a line to load them (this is due to some of them breaking maps)

  • World At War Pack A Punch

    Pack A Punch is added to all WAW maps (Shi No Numa, Verruckt, and Nacht Der Untoten), with a catch

    • Pack will be ‘locked’ till round 15, to which the player can pack a punch
    • Pack will cost 7500 points (opposed to 5000 normally), and supports AAT’s at the cost of 3000 points. The cost increase is to compensate for the extra points accumulated due to the smaller size of WAW maps not having as much doors
    • WAW Pack will instantly pack and not play any animations

  • Dvars

    Dvars are used in the command [~] prompt to display information and change how the game works. These dvars were made for the mod and for players to use to either help support the mod or change an aspect of it. SOME DVARS MAY MAKE THE GAME UNSTABLE (AI LIMIT), USE AT YOUR OWN RISK

    • /sv_zmPlusDisplay <val>

      Shows the loaded or non-loaded assets from the mod in this current map

    • /sv_zmPlusChangeAILimit <int>

      Changes the AI (zombie) limit (max of 64)

    • /sv_zmPlusChangeHealthCap <int>

      Sets the zombie’s healthcap to the desired round

    • /p_zmPlusPermaPerkDisplay <val>

      Displays the given player’s perma-perks

    • /p_zmPlusPrintOrigin <val>

      Shows the origin and angles of the player (for custom map support)

  • Weapon Kits

    Weapon kits are now supported at player level 1. I ripped the base portion of this from a previous mod, although it is dated I would like to credit it here cause without it I would not have been able to do this.

    Link: Weapon Kits Mod
    Thank you!

    • DLC weapons with supported kits are added to the weapon kit roster (such weapons as the PPSH and the Marshal Duel Wield are NOT supported as they are not the exact as their multiplayer counterpart and don’t support attachments properly)
    • Most DLC weapons (mainly AR’s) only support all scopes and camos, I’ll look into a fix if possible to add more attachments
    • All Gobblegums are moved to the ‘classic’ tab and have infinite uses

  • Extras/Passive Features
    • Co-op pause
    • Player Health Bars
    • Should remove power switch lag from maps that did not precache the strings for perk machines
    • Zombie healthcap (reached on round 35 by default but can be changed with Dvars)
    • Perk Modifications
      • Deadshot Headshot Multiplier (2x damage on headshots with Deadshot perk)
      • Stamin-Up has Infinite Sprint
      • Mule Kick icon glows when holding a 3rd weapon & saves Mulekick weapon when downing so when repurchasing Mulekick your prior weapon is returned
      • Electric Cherry has it’s BO2 ability of doing more damage the smaller the magazine is compared to it’s full size + additional damage
      • No perk limit

      Power-Up Modifications

      • Carpenter repairs shields
      • Max Ammo reloads gun magazine
      • Nuked Zombies instantly die

      Weapon Modifications

      • Buffed & Fixed Raygun (Thanks to Smurphy)
      • Wallbuys now restore magazine ammo when purchased
      • Zombies on death splash blood onto the player and their weapon (Credit to Scob)
      • Annihilator specialist weapon instakills (to compensate for it being trash)
      • Specialists kill all nearby zombies when activated (10s cooldown to prevent spam)
      • The Apothicon Servant can now be Pack-a-Punched on Shadows Of Evil
      • Added light FX to the Ray Gun Mark II

    Credits
    • MikeyRay & Deadshot.mp4 – Developers of mod
    • GerardS0406 – Scripting help
    • Scobalula – For his tools & BloodSplatter
    • Smurphy – For his Raygun fix
    • Madgaz – Ammo Crate model
    • Sphynx – Wunderwaffe part and reference + buildable bench for waffe
    • Derp – Rampage Inducer model
    • Risk of Rain 2 – decent chunk of the sound effects I use are reused and altered from this game