Call of Duty: Black Ops III

Call of Duty: Black Ops III

[ZM] All-around Enhancement v2.9.6 [ Matchmaking Support ]
NikkMann  [developer] Oct 27, 2021 @ 7:11am
REQUESTS (Updated 11/6/2021)
11/6/2021 - Updated to reflect recent changes, great work so far :D

- After knifing a weapon from the box, can you make it so it flashes as it gets closer to disappearing like power ups do? Right now it just disappears abruptly.

- Can we have an option to change the color of the laser from rainbow? Maybe to other solid colors, or at least back to the default red would be nice.

- The scythe is awesome but too overpowered since it has infinite ammo like the path of sorrows used too. Maybe give it an ammo count.

- The perk loss when you are bleeding out still feels too fast, maybe slow it down more like it was in black ops 4? Also, could you add a bar on screen showing the progress of losing the perks kind of like black ops 4 had?

- Awesome that you added the restart button, could you make it so you can also restart after the game ends like in the Zombies Experience mod?

-Could you add widow's wine onto all the official maps that don't have it? Especially since it adds phd flopper now.

- Could you add PAP machines to the zombies chronicles maps that don't have them? I think its just Nacht, Verrukt, and Shi no numa.

- The character gives the middle finger when drinking a perk, please give us an option/command to disable that.

- Could you have Mule Kick give us the ability to explode while sliding (not for alot of damage, just a normal amount so you can't abuse it)? That way, when you buy both mule kick and widows wine you have the full effect of PHD flopper.

- Since round 34 is now the round where you can buy the C4 to unlock the ending, could you also make zombies able to roll and dodge (like some other mods do) at round 34? Would be a cool way to show that the "hard mode" starts at round 34.

- Could we have an option/command to disable the new knifing animation and go back to the original one? The original one feels more snappy and looks better in my opinion.

-Could you add the black market versions of the attachments for the weapons?

-For quick revive, could you add some sort of counter showing us how many more times we can buy it before it disappears in solo?

- On the custom map Tuvong the flashlight is actually able to cast shadows, could yours be made to do the same?

Thanks!
Last edited by NikkMann; Nov 6, 2021 @ 11:17pm
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Showing 1-15 of 245 comments
k7Ysh5A_4.1.  [developer] Oct 27, 2021 @ 7:35am 
Could we just talk about it next week? I'm too tired.
NikkMann  [developer] Oct 27, 2021 @ 5:31pm 
Sure haha. I just wanted to go ahead and post it here before I forgot.
DIVINIUM115  [developer] Oct 27, 2021 @ 9:16pm 
Originally posted by NikkMann:
Sure haha. I just wanted to go ahead and post it here before I forgot.

Better not use the mod, you are literally asking him to remove everything that makes this mod great
Last edited by DIVINIUM115; Oct 27, 2021 @ 9:16pm
Certain Failure Oct 28, 2021 @ 3:35am 
If this mod had roamer it would be awesome man! amazing work
NikkMann  [developer] Oct 28, 2021 @ 4:09am 
Originally posted by EdicionGamerYT:
Originally posted by NikkMann:
Sure haha. I just wanted to go ahead and post it here before I forgot.

Better not use the mod, you are literally asking him to remove everything that makes this mod great
I am literally asking him to give us the option to disable poorly implemented animations, a sound byte that plays the n-word when you get the bear in the box, and a grenade that ends the game if accidentally use it. Everything else I asked is adding new stuff or slight refinements that would make the mod more in-line with the newer games that its trying to emulate so idk what you're on about.
Last edited by NikkMann; Oct 28, 2021 @ 4:30am
Kenny  [developer] Oct 28, 2021 @ 11:35am 
Originally posted by NikkMann:
Originally posted by EdicionGamerYT:

Better not use the mod, you are literally asking him to remove everything that makes this mod great
I am literally asking him to give us the option to disable poorly implemented animations, a sound byte that plays the n-word when you get the bear in the box, and a grenade that ends the game if accidentally use it. Everything else I asked is adding new stuff or slight refinements that would make the mod more in-line with the newer games that its trying to emulate so idk what you're on about.
If you start asking for toggle that, toggle this, and that too, and that other one too, you may as well not play the mod. I understand having toggles for some things, but not EVERYTHING ahah.

Though I agree that things like lamar's quote being played with teddy, or the perk animation doing the middle finger are unnecessary. They don't "ruin" my experience per se, I just laughed when I first saw it and that was it. But for an overhaul mod supposed to make the game better, this may as well be removed. If I wanted a joke mod, I would get a joke mod.

But now there are some bugs to fix, such as stamina removing footstep sounds and others. And regarding the C4 ending the game, I think it's NICE that we can actually end a zombie game in every map regardless if there is an easter egg or not. The problem as of right now is that it's too easy. I have gotten the C4 as early as round 6, and even then, nothing stops me from leaving one zombie alive and spamming the box till I get it. I suggested the C4 shouldn't end the game right away, but instead start a boss battle made of waves (panzers, margwas or other zombie bosses).

This boss battle would have to be very strong so even if you got C4 early thanks to the RNG god, you wouldn't use it right away or you'd be wrecked by the bosses. Of course the boss battles would have to be fairly strong, so if he chooses to bring waves of panzers or margwas, I would at least balance it and buff them cause let's be realistic, with the weapons that this mod gives you, none of these bosses would stand a chance. Increase their health, damage and maybe even speed, and spawn them in high numbers. The only issue I can see could be map compatibility, but this mod doesn't really add a lot of weapons anyway and it's already very compatible. I doubt using additional treyarch asssets for the bosses waves would be too much for the most part.
NikkMann  [developer] Oct 28, 2021 @ 5:29pm 
Again, not sure where ya'll are getting that I'm asking for toggles for everything. Like I said before, I only asked for toggles for 4 things: 2 that add obscene jokes and 2 weapon animation changes. And I asked for weapon balance changes to the PAP satellite and PAP path of sorrows cause they're 1 hit kills and have infinite ammo, defeats the fun of zombies. Just give them some ammo limit and thats it.
The other 50 changes the mod made are great and are the reason I use it.

Honestly he could just turn the C4 into a buyable ending type thing like some custom maps have. Could make it a floating glowing orb like the bank and weapon cache and make it 100,000 to end the game or something like that.
Last edited by NikkMann; Oct 28, 2021 @ 5:34pm
Kenny  [developer] Oct 28, 2021 @ 7:02pm 
Originally posted by NikkMann:
Again, not sure where ya'll are getting that I'm asking for toggles for everything. Like I said before, I only asked for toggles for 4 things: 2 that add obscene jokes and 2 weapon animation changes. And I asked for weapon balance changes to the PAP satellite and PAP path of sorrows cause they're 1 hit kills and have infinite ammo, defeats the fun of zombies. Just give them some ammo limit and thats it.
The other 50 changes the mod made are great and are the reason I use it.

Honestly he could just turn the C4 into a buyable ending type thing like some custom maps have. Could make it a floating glowing orb like the bank and weapon cache and make it 100,000 to end the game or something like that.
Yeah and then players would just take from the over a million points in the bank and end all games easily.

Buyable endings are lame. Make an actual ending instead, like boss fights or waves of bosses.
Last edited by Kenny; Oct 28, 2021 @ 7:03pm
NikkMann  [developer] Oct 28, 2021 @ 7:29pm 
Originally posted by Kenny:
Originally posted by NikkMann:
Again, not sure where ya'll are getting that I'm asking for toggles for everything. Like I said before, I only asked for toggles for 4 things: 2 that add obscene jokes and 2 weapon animation changes. And I asked for weapon balance changes to the PAP satellite and PAP path of sorrows cause they're 1 hit kills and have infinite ammo, defeats the fun of zombies. Just give them some ammo limit and thats it.
The other 50 changes the mod made are great and are the reason I use it.

Honestly he could just turn the C4 into a buyable ending type thing like some custom maps have. Could make it a floating glowing orb like the bank and weapon cache and make it 100,000 to end the game or something like that.
Yeah and then players would just take from the over a million points in the bank and end all games easily.

Buyable endings are lame. Make an actual ending instead, like boss fights or waves of bosses.

Ah yeah thats a good point, didn't think of that. Coding a huge boss that works properly on every official and custom map would probably be impossible though. Easiest would probably be something like an endless 5 or 10 minute wave of zombies with the zombie spawn limit set to the highest of 64, and panzers spawning in every few seconds.
Kenny  [developer] Oct 28, 2021 @ 7:32pm 
Originally posted by NikkMann:
Originally posted by Kenny:
Yeah and then players would just take from the over a million points in the bank and end all games easily.

Buyable endings are lame. Make an actual ending instead, like boss fights or waves of bosses.

Ah yeah thats a good point, didn't think of that. Coding a huge boss that works properly on every official and custom map would probably be impossible though. Easiest would probably be something like an endless 5 or 10 minute wave of zombies with the zombie spawn limit set to the highest of 64, and panzers spawning in every few seconds.
He can use 3arc own bosses like panzer or margwas. I also suggested that perhaps all zombies could become tranzit runners from round 30 or so. Perhaps, with such fast running zombies, path of honour would no longer be as strong as it is now. Hell I even see some maps added sidestepping and rolls to zombies which actually are 3arc mechanics.

There is so much he can work with just with 3arc assets. And I doubt these things would cause much compatibility problems. I think that has more to do with the amount of weapons added to the box than with the zombies themselves.
Last edited by Kenny; Oct 28, 2021 @ 7:33pm
NikkMann  [developer] Oct 28, 2021 @ 7:36pm 
Originally posted by Kenny:
Originally posted by NikkMann:

Ah yeah thats a good point, didn't think of that. Coding a huge boss that works properly on every official and custom map would probably be impossible though. Easiest would probably be something like an endless 5 or 10 minute wave of zombies with the zombie spawn limit set to the highest of 64, and panzers spawning in every few seconds.
He can use 3arc own bosses like panzer or margwas. I also suggested that perhaps all zombies could become tranzit runners from round 30 or so. Perhaps, with such fast running zombies, path of honour would no longer be as strong as it is now. Hell I even see some maps added sidestepping and rolls to zombies which actually are 3arc mechanics.

There is so much he can work with just with 3arc assets. And I doubt these things would cause much compatibility problems. I think that has more to do with the amount of weapons added to the box than with the zombies themselves.

Adding the dodge rolls back into zombies at higher rounds would be sick. And yeah honestly the only map I've had compatibility issues with is the nuketown custom map, everything else seems to work fine.
Kenny  [developer] Oct 28, 2021 @ 7:42pm 
Originally posted by NikkMann:
Originally posted by Kenny:
He can use 3arc own bosses like panzer or margwas. I also suggested that perhaps all zombies could become tranzit runners from round 30 or so. Perhaps, with such fast running zombies, path of honour would no longer be as strong as it is now. Hell I even see some maps added sidestepping and rolls to zombies which actually are 3arc mechanics.

There is so much he can work with just with 3arc assets. And I doubt these things would cause much compatibility problems. I think that has more to do with the amount of weapons added to the box than with the zombies themselves.

Adding the dodge rolls back into zombies at higher rounds would be sick. And yeah honestly the only map I've had compatibility issues with is the nuketown custom map, everything else seems to work fine.
Nuketown zombies has the "zombie experience" mod integrated on it. Which is another mod similar to this that adds 8 players support and other functionality. So you are essentialy running 3 things at the same time, and I heard that map also has anti mod protections of some sort.

But yes, zombies MUST become increasingly harder not only with the classic health and number increase, but also with actual change in their behaviour. Octagonal ascension did it with zombies becoming tranzit runners from round 20.

I literally sat in a corner before with path of honour and I was literally spamming the melee button with my controller while not even looking at the monitor. This was on round 45 by the way. At that point I decided to just drop it. Path of honour is overpowered and to be fair I am not even sure that tranzit runners and sidestepping would be enough to stop it considering how fast you can hit the zombies and the whole mechanic of this sword.

In addition to making zombies harder in other ways, it's necessary to nerf this sword, or else this mod will not succeed. I have decided not to play it anymore until this sword issue is resolved. It's so easy and it ruins the game for me. It easily outclasses any gobblegum or weapon that was ever introduced to bo3 as a whole.
Last edited by Kenny; Oct 28, 2021 @ 7:43pm
NikkMann  [developer] Oct 28, 2021 @ 7:51pm 
Originally posted by Kenny:
Originally posted by NikkMann:

Adding the dodge rolls back into zombies at higher rounds would be sick. And yeah honestly the only map I've had compatibility issues with is the nuketown custom map, everything else seems to work fine.
Nuketown zombies has the "zombie experience" mod integrated on it. Which is another mod similar to this that adds 8 players support and other functionality. So you are essentialy running 3 things at the same time, and I heard that map also has anti mod protections of some sort.

But yes, zombies MUST become increasingly harder not only with the classic health and number increase, but also with actual change in their behaviour. Octagonal ascension did it with zombies becoming tranzit runners from round 20.

I literally sat in a corner before with path of honour and I was literally spamming the melee button with my controller while not even looking at the monitor. This was on round 45 by the way. At that point I decided to just drop it. Path of honour is overpowered and to be fair I am not even sure that tranzit runners and sidestepping would be enough to stop it considering how fast you can hit the zombies and the whole mechanic of this sword.

In addition to making zombies harder in other ways, it's necessary to nerf this sword, or else this mod will not succeed. I have decided not to play it anymore until this sword issue is resolved. It's so easy and it ruins the game for me. It easily outclasses any gobblegum or weapon that was ever introduced to bo3 as a whole.

Its the same with the PAP satellite if you haven't tried it. Makes the game way too easy. What makes the most sense in my head is to give the PAP satellite a very low ammo limit, and to keep the PAP path of sorrows swing speed the same as the base version (don't make it faster like it does now), increase the damage but dont make it a 1 hit kill on all rounds (like the PAP bowie knife in black ops 4), and add a very low ammo limit or some kind of cooldown to the dash while still keeping it a 1-hit kill. That way the dash can be a very limited use get-out-of-jail-free-card like monkeys.

Not sure I agree with tranzit zombies though as that only really works on large open maps with long stretches of space to run through.
Last edited by NikkMann; Oct 28, 2021 @ 7:55pm
Kenny  [developer] Oct 28, 2021 @ 8:01pm 
Originally posted by NikkMann:
Originally posted by Kenny:
Nuketown zombies has the "zombie experience" mod integrated on it. Which is another mod similar to this that adds 8 players support and other functionality. So you are essentialy running 3 things at the same time, and I heard that map also has anti mod protections of some sort.

But yes, zombies MUST become increasingly harder not only with the classic health and number increase, but also with actual change in their behaviour. Octagonal ascension did it with zombies becoming tranzit runners from round 20.

I literally sat in a corner before with path of honour and I was literally spamming the melee button with my controller while not even looking at the monitor. This was on round 45 by the way. At that point I decided to just drop it. Path of honour is overpowered and to be fair I am not even sure that tranzit runners and sidestepping would be enough to stop it considering how fast you can hit the zombies and the whole mechanic of this sword.

In addition to making zombies harder in other ways, it's necessary to nerf this sword, or else this mod will not succeed. I have decided not to play it anymore until this sword issue is resolved. It's so easy and it ruins the game for me. It easily outclasses any gobblegum or weapon that was ever introduced to bo3 as a whole.

Its the same with the PAP satellite if you haven't tried it. Makes the game way too easy. What makes the most sense in my head is to give the PAP satellite a very low ammo limit, and to keep the PAP path of sorrows swing speed the same as the base version (don't make it faster like it does now), increase the damage but dont make it a 1 hit kill on all rounds (like the PAP bowie knife in black ops 4), and add a very low ammo limit or some kind of cooldown to the dash while still keeping it a 1-hit kill. That way the dash can be a very limited use get-out-of-jail-free-card like monkeys.

Not sure I agree with tranzit zombies though as that only really works on large open maps with long stretches of space to run through.
I think tranzit zombies would work regardless of the map. It's the next logical step if we want the rounds to actually matter. Plus, stamina and path of honour speedboost would be much more valuable and would change the way you manage perks. Maybe instead of always jugg and widow you may change to that for the runners.
NikkMann  [developer] Oct 28, 2021 @ 9:19pm 
Originally posted by Kenny:
Originally posted by NikkMann:

Its the same with the PAP satellite if you haven't tried it. Makes the game way too easy. What makes the most sense in my head is to give the PAP satellite a very low ammo limit, and to keep the PAP path of sorrows swing speed the same as the base version (don't make it faster like it does now), increase the damage but dont make it a 1 hit kill on all rounds (like the PAP bowie knife in black ops 4), and add a very low ammo limit or some kind of cooldown to the dash while still keeping it a 1-hit kill. That way the dash can be a very limited use get-out-of-jail-free-card like monkeys.

Not sure I agree with tranzit zombies though as that only really works on large open maps with long stretches of space to run through.
I think tranzit zombies would work regardless of the map. It's the next logical step if we want the rounds to actually matter. Plus, stamina and path of honour speedboost would be much more valuable and would change the way you manage perks. Maybe instead of always jugg and widow you may change to that for the runners.
I'm down for the tranzit zombies being added as an option/command, similar to zombie spawn rate, stuff that increases difficulty should be an option. Wouldn't want that being added as an untoggle-able feature of the mod though, the main point of the mod is to bring quality of life features, not make the game harder.
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