Call of Duty: Black Ops III

Call of Duty: Black Ops III

1,006 ratings
Zombies | Weaponry Overhaul v0.84.7
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Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
5.075 GB
2 Jun, 2024 @ 11:54am
21 Jul @ 6:48am
73 Change Notes ( view )

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Zombies | Weaponry Overhaul v0.84.7

Description
Overview
This mod is a nostalgic overhaul for the gameplay, audio, visuals and weaponry arsenal of Black Ops III Zombies.

Weaponry Overhaul replaces the wall purchases and mystery box selection in Black Ops III, and breathes some new life into the Wonder Weapons.

The available weapons will depend on which map you play. All base and DLC Black Ops III maps are supported.

Black Ops 1 maps and World at War maps both receive a unique selection of weapons.

All other maps use a combination of weapons from both eras.

The weapon selection was chosen in the spirit of the weaponry found on the original iterations of the maps featured in Zombies Chronicles.

Each map has received visual adjustments via LUTs to improve contrast, and help showcase the wonderful environments.

How to activate
To activate the mod after subscribing, go to the "Mods" section on the main menu, and select Weaponry Overhaul from the list.

After the mod has loaded (the screen will turn black, then the menu will load with yellow text in the corner reading "zm_weaponryoverhaul"), select "Zombies" and load into a match.

Patch v0.84.6 has released! (21/11/24)
v0.84.2 brings some improvements to the WAW starting pistol. as well as some other minor improvements and tweaks.

v0.84.3 fixes a bug with the fire rate of the Type 2, and modifies the appearance of some materials throughout the mod.

v0.84.4 makes some balance changes, improves presentation of some weapons, fixes some minor issues, and modifies the PAP properties of some weapons.

v0.84.5 brings some additional audio, improvements to existing audio, tweaks to some materials, and some minor animation fixes.

v0.84.6 refines some of the previous changes, and swaps a weapon scope as requested by a user in the discord.

Please see the change notes at the top of the page for more information.

Weapons
The selection of weapons are comprised of guns from COD WWII, COD Modern Warfare 2019, and COD Black Ops: Cold War.

All weapons have been balanced by me, with more improvements to come with every update.

Some weapons may be added or removed with updates, depending on a variety of factors.

Please let me know of any bugs or issues you run into in the comments, or anything you'd like to see tweaked about a particular weapon.

Note about green weapon names:
If a gun has a green name, it means you obtained it after drinking Mule Kick, and will therefore lose it if you are downed.

Note about FOV:
You can use whatever FOV you like with Weaponry Overhaul, however, I can't promise there won't be issues above FOV 95, as that is the FOV I target.

Note about Gamma / Reshade:
This mod includes various changes to the visuals across all maps. These changes were designed with sRGB gamma in mind, so if you have selected Rec709 in the in-game display options, and the game looks too dark / crushed, or over-saturated, it may be worth switching to sRGB.

The same applies if you are using Reshade / Geforce colour profiles - if you have previously configured a Reshade / Geforce profile up to look good when playing standard BO3, you may need to disable it and then tune it again for the visuals in Weaponry Overhaul, otherwise things may seem too bright or dark.

Community Assets
The mod includes a beautiful Black Ops II HUD port by KingslayerKyle, used on Nacht -> Moon.

Assets were mostly ported to Black Ops III by TheSkyeLord and PMR360!

The "Circuit" Pack-A-Punch camo was created by HOGARTH935.

The "Etching" Pack-A-Punch camo was created by Smurphy.

Ray Gun splash FX + some stats in use by the Raygun were taken from Smurphy's Improved BOIII Ray Gun.

Custom maps are not currently fully supported though support is coming. Crashes may occur on some custom maps.

Finally, this mod also includes the commonly-seen LOD (Level of Detail) bias fixes:

SetDvar("r_lodbiasrigid", "-1000");
SetDvar("r_modellodbias", "10");

Zombies Weaponry Overhaul Discord
For discussion, and finding players to play multiplayer Weaponry Overhaul with!
https://discord.gg/d8E4BcYm4q

Special Thanks!
Treyarch | Sledgehammer | Infinity Ward
- Animations / meshes / textures / sound assets

TheSkyeLord
- Weapon Ports https://www.ugx-mods.com/forum/full-weapons/84/skyes-weapon-ports-to-bo3-master-hub/16874/

- Paypal https://www.paypal.com/paypalme/theskyelord1

PMR360
- Weapon Ports (Crossbow, Ballistic Knife) https://forum.modme.co/wiki/threads/3540.html

Smurphy
- Improved Ray Gun Splash FX (also used Smurphy's Ray Gun stats to reference while balancing my own stats) https://forum.modme.co/wiki/threads/3714.html
- WaW "Etching" Pack-A-Punch camo
- Guidance and support with some aspects of BO3 modding

KingslayerKyle
- Black Ops II HUD port to BOIII sites.google.com/view/kingslayerkyle

- Paypal https://paypal.me/kingslayerkyle

HOGARTH935
- Artist that created the absolutely jaw dropping Pack-A-Punch camo in use on Kino, Ascension, Shangri-La and Moon https://www.devraw.net/releases/black-ops-1-pap-camo

marv7000
- BetterBlenderCOD https://github.com/marv7000/BetterBlenderCOD

tupivere_
- BlenderCoDExtras https://github.com/deshayu/BlenderCoDExtras
- Creation of render for main mod artwork.

+ Lots of additional help and guidance with blender and BO3 modding

overlordxviii
- Various testing, advice, feedback, and production of art assets

Scobalula
- HydraX https://github.com/Scobalula/HydraX

- Greyhound https://github.com/Scobalula/Greyhound

- GameImageUtil https://github.com/Scobalula/GameImageUtil

lilrobot
- Original author of the amazing "Inspect weapon" script https://mega.nz/file/AWICGIoD#1mLQIO2tnC4eSBZf3y9M4Fys__ZWfr6lIrFCdIETpF4

FIZL0
- Author of the also amazing fixed version of the above script, that fixes some troublesome animation issues. https://github.com/FIZL0/lilrobots_inspectable_weapons_fixed

vSheidheda
- Finding a fix for a crash that was preventing users with non-English system languages from enjoying the mod.

Blak
- The First Cycle Mod Author, my main inspiration to start this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1793032002

HarryBO2021
BO3-To-BO3 weapon ports (Ray Gun Mark II asset source)
https://www.devraw.net/releases/bo3-gun-pack

And honestly just a massive amount of hard work from Harry providing asset libraries and assets for the community to use. The guy does not get enough credit / respect!

Vanguard / Modern Warfare III Wunderwaffe port
- TheSkyeLord - Weapon Export / Custom Anims / Texture Ports
- Remarkable Zeal - Scripts / GDT Settings / Custom Textures / Pack-A-Punch Materials
- Niknokinator - Scripting Aid
- Scobalula - Greyhound
- Professor WeeWoo - Testing
- wetegg - worked on MWIII Wunderwaffe port, and found the solution for non-functional bulbs

Stielhandgranates
- Killer Potato
- Topato: The port itself
- Scobalula: Greyhound, GameImageUtil, CoDMayaTools
- Aidan & Ray1235: CoDMayaTools
- DTZxPorter: ExportX, SETools
- Blak: Riley Sound Template
- TheStig: Testing

All0utWar
Perk Return Script
https://www.devraw.net/releases/perk-return-script

SpencerJ
Quality assurance support

Help and support from the BO3 modding discord
https://discord.com/invite/cp6AVNt

- Rayjiun
- IceGrenade
- Mr_Gadd
- Vortex
- resxt
- ninjaman829
- wetegg
- midgetblaster

Software
Black Ops III Mod Tools
- Asset Property Editor

Blender
- BetterBlenderCOD
- BlenderCoDExtras
Popular Discussions View All (13)
40
2
23 Oct, 2024 @ 1:11am
Compatibility suggestions & bugs I've found
Smalllbuddy
27
13 Jul @ 9:34pm
Mod Suggestions
Bodacious
2
21 Jul @ 6:23am
Update, 04/07/2025 7:50 (Could not find zone 'es_core_mod')
Toniver
1,800 Comments
MarBl  [author] 30 Jul @ 10:46pm 
Thank you so much!!!
Rhubbs97 30 Jul @ 11:26am 
It's my favorite mod of all time. It feels to me like what Chronicles should've been from the beginning
MarBl  [author] 28 Jul @ 11:59am 
Awesome, I'm really glad people are still enjoying it. It was a lot of hard work and late nights to get it as far along as it's come so far!
IAmGay 26 Jul @ 12:48pm 
Well, thanks for atleast getting back to me, but in all honesty the mod is still goated. I really like the m1911
MarBl  [author] 26 Jul @ 8:32am 
Unfortunately not, the values are baked into the files that are uploaded to the workshop.
IAmGay 25 Jul @ 12:48pm 
@MarBl at the very least do you know if there's a random number I could just edit in the files of your mod to increase the perk limit?
MarBl  [author] 21 Jul @ 11:49am 
TBH I'll probably just do what I've done the last few times and swap it until someone complains, lol. I don't really care either way. I deferred to vanilla settings to try keep things balanced, but IDK what balance really means in a game with Gobblegums lol
Jabrication 21 Jul @ 11:23am 
Yeah, I've dabbled with the BO3 tools and I can see an option menu being tough to implement. I was just trying to make a case for removing the perk limit, since it doesn't break the game and still maintains a degree of challenge for the player while respecting the player's freedom to choose. Overall, I think there's a stronger case for a removed perk limit than against it. Unfortunately, I understand you can't please everyone. Personally, I'm alright either way as I ultimately respect your vision of this mod, and I don't mind playing the classic way.
MarBl  [author] 21 Jul @ 9:59am 
Gobbles are problematic to disable on a couple maps and cause issues, so I don't think I can ever offer them as an option, at least not by disabling them the only ways I currently know how.

As for the perk limit, I personally only use 4 perks cos I'm old fashioned like that I guess, so it never bothered me that much either way. I just tried it both ways.

If I do ever get around to doing the much-awaited options menu, perk limits would be on that menu. But I'm not sure if it's ever coming to be honest, it's a decent amount of work to implement and I'm pretty rusty with the tools right now.
Jabrication 21 Jul @ 8:46am 
TLDR - Removing something as simple as an artificial perk limit doesn't break the game, because it doesn't make you invincible (hence why most maps give you a legitimate way to obtain more than four perks), and you're still forced to be smart about your points. Also, you simply don't have to get more than four perks, just like you can reject the free perk bottles in Ascension. (I apologize for there being several comments, I didn't realize there was a character limit).