Call of Duty: Black Ops III

Call of Duty: Black Ops III

Zombies | Weaponry Overhaul v0.84.7
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Update: 13 Oct, 2024 @ 1:11am

Hello everyone,

This patch took a lot longer than expected, and includes a lot of minor fixes and tweaks that I didn't write down as I made them, so I'm going to omit full patch notes for this update.

This is primarily an audio patch that touches almost every gun in the mod.

I know there are still more improvements needed.

It also includes many tweaks, balancing changes, improvements to animations and models, and bug fixes.

I've also made the decision to remove some weapons. Many of them will be returning once I've had time to improve their audio, but some of the less interesting / popular ones won't. Removing them in the meantime allowed me to focus on other areas.

Update: 5 Oct, 2024 @ 10:57am

Hey everyone,

Following up on my starting-my-audio-setup-from-scratch patches the other day, which left many guns in a questionable state in terms of audio (mainly WWII weapons), this patch represents the last few days of me working non-stop on bringing them back up to scratch.

I hope that you will find the audio in this patch is the best it's ever been for many guns. I've been over their audio files by hand and done a lot of cleaning up and enhancing, as well as redoing all of my aliases to give me better control over the audio levels.

Unfortunately, there will still be some guns which don't sound as good as they did a couple of patches ago, and PAP audio needs more work as well. I am cleaning up the remaining rough audio as fast as I can manage, and then I'll move onto redoing the PAP firing effects for the guns that need it.

- Extensive audio changes, as explained above

- Modified fire rate of Beretta 38

- Modified fire rate of Waffe 28

- Tweaked all visual FX associated with Ray Gun

- Increased Ray Gun projectile speed

- Modified reload timing of Ray Gun

- Fixed bug with Ray Gun muzzle FX where they would drift off to the side

- Fixed visual bug with Kar98K when appearing out of the box, where the strap would deform and stretch across the map

- Improved Magic Box FX

- Modified the FOVs of dozens of guns

- Modified the scope-in times of some snipers

These are not full change notes, I haven't been keeping notes on this particular patch, simply because I've been working on it flat-out, going directly between the game in one window and the mod tools in another as I rapidly make small tweaks and improvements according to my playtesting.

Normally I am a little more organised, but I basically knew I had busted the audio with one of my recent patches and wanted to get it fixed ASAP, so I just had to focus on the task at hand.

Update: 3 Oct, 2024 @ 7:35pm

- Behind the scenes, totally overhauled how my audio volumes are set up. This will result in some guns sounding better, but unfortunately some guns also sounding worse. I am working hard to bring everything up to a good standard. This overhaul should hopefully mean audio behaves a bit more consistently in the mod.

If you are having trouble hearing character voices, please turn your PC volume up, and turn down the "SFX" and "Music" sliders in the in-game audio settings until things sound acceptable to you.

- Removed custom zombie voices for the time being

- Improved Mystery Box Marker FX on many maps

- Reduced HP of Hellhounds

- Buffed Ray Gun damage

- Buffed Ray Gun splash

- Improved Ray Gun Muzzle FX

- Improved Ray Gun Cloud FX

- Improved Ray Gun Power FX

- Improved Ray Gun Meter FX

- Buffed Crossbow damage and multipliers

- Buffed Stoner63 damage

- Significantly buffed Python

- Reverted standard Mark II to 3-round burst. Adjusted burst delay and fire rate.

- Removed Ray Gun Mark II from Gorod Krovi box selection (incompatibility with Valkyrie enemy type)

- Reverted KSP45 to 3-round burst. Adjusted burst delay and fire rate.

- Modified FAL fire rate

- Improved FAL shot / tail audio

- PAP FAL fire mode changed to Full Auto

- Remodelled RPK ironsights

- Modified RPK ADS pose

- Improved visuals of Galil hand grip and iron sights

- Improved reload speed of Galil

- Improved reload speed of KSP45

- Improved reload speed of MG15

- Improved reload speed of AUG

- Improved reload speed of FAL

- Improved reload speed of Groza

- Modified RPK FOV

- Modified EM2 / EM2 Irons ADS FOV

- Modified AN94 ADS FOV

- Modified AK47 ADS FOV

- Modified AK74u ADS FOV

- Modified MP5K ADS FOV

- Modified AUG ADS FOV

- Modified MP40 ADS FOV

- Modified Ray Gun Mark II ADS FOV

- Improved shot audio and tails of RPK

- Removed optics from RPK Pack-A-Punch

- Modified colour of Kar98K sling

- Slightly remodeled M14 iron sights

- Improved textures and materials of M14

- Improved shot audio and tails of M14

- Improved M1 Garand reload cadence (better balance between empty / standard reload)

- Improved shot audio and tails of AK74u

- Improved shot audio and tails of Uzi

- Improved shot audio and tails of M60

- Improved tail audio of G11

- Improved shot / tail audio of SPAS-12

- Improved audio of Kiparis

- Improved shot audio and tails of Commando

- Improved shot audio of FAL

- Improved HK21 shot audio and tails

- Improved Erma EMP shot audio

- Improved Scattergun tails

Update: 28 Sep, 2024 @ 4:56pm

- Fixed issue with reverting Cold War 1911

- Slowed down raise anims for Cold War 1911

- Improved Ray Gun Power Meter FX

Update: 28 Sep, 2024 @ 3:54pm

- Removed changes to Pistol Draw animations, because I didn't realise they would play after each knife slash. Crazy the things I overlook, right?

Update: 28 Sep, 2024 @ 2:21pm

- Improved handling of Ray Gun Mark II

- Adjusted clip size and ammunition of Ray Gun Mark II

- Fixed a minor stutter in the walk-loop animation of the Ray Gun Mark II

- Improved Ray Gun Mark II lightning arc during fire animation

- Changed the aesthetic of the Ray Gun Power Gauge. Will improve more soon.

- Improved Ray Gun Power FX

- Improved Ray Gun muzzle FX / impact clouds

- Fully re-animated Ray Gun wheel animations to fix a stupid mistake I made the first time I did them.

- Added new shot audio for Commando

- Changed starter M1911 "raise" animations (both weapon eras) to the longer 1st raise animations. May revert, I am just experimenting.

Update: 27 Sep, 2024 @ 7:41pm

- Overhauled Ray Gun MK II + Porter's MKII

- Temporarily added Ray Gun MKII back to all maps

- Improved Ray Gun MKII audio and FX

- Improved Ray Gun splash cloud FX (colours, Z-feathering, opacities)

- Improved Ray Gun muzzle FX

- Modified Ray Gun damage and splash

- Modified Ray Gun projectile speeds

- Improved Ray Gun animations

- Increased AN94 initial burst to 3 shots

- Improved audio of Uzi

- Improved audio of M1927

- Improved shot tails used by many World War II guns

- Modified box marker FX

- Modified box light FX

- Improved Zombie vox

Update: 25 Sep, 2024 @ 5:21pm

- Improved Zombie audio - more tweaks to come

- Improved Ray Gun fire animations

- Added new Ray Gun wheel idle animation + SFX

- Remodeled HK21 iron sights

- Modified HK21 fire rate

- Modified HK21 PAP attachments, damage, multipliers, and fire rate

- Removed La Resistance (PAP Sten) from the Magic Box on Origins (mistakenly included)

- Reduced time before ADS is possible after reload for dozens of guns

- Improved Magic Box glow

- Improved some box marker FX

- Improved FN FAL audio

- Improved Thompson M1A1 audio

- Improved M1927 audio

- Improved M14 audio

- Improved M60 audio

- Improved HK21 audio

- Improved shot tail audio across many guns

- Increased M1 Garand empty-reload speed

- Reduced M1 Garand standard reload speed

- Slightly increased L96A1 ADS-in time

- Reduced various movement penalties on Stoner63

- Optimized Stoner63 reload timings to be more viable

- Increased speed of Olympia reload

- Increased speed of M16 reload

- Increased magazine capacity of Reznov's Revenge to 45

- Increased magazine capacity of EM2 (both variants) to 25

- Increased multishot and base damage of Scattergun

- Increased damage and multipliers of BAR

- Increased headshot multiplier of Scattergun

- Increased damage and splash ranges of Thumper

- Probably quite a few more tweaks that I didn't write down!

Update: 22 Sep, 2024 @ 1:54pm

Thank you for your patience.

This version removes the previously added Gobblegum crates to fix crashing issue caused by clicking "Zombies" too fast when the mod is loaded, causing the engine to buckle under all the fx it had to load.

The mod should now be functioning as intended. I hope you all enjoy, and sorry about all the trouble today.

Update: 22 Sep, 2024 @ 10:17am

Moving back to the last stable version while I identify and resolve some problems.