Hello everyone, I want to share my version of the perks by HarryBo21/Gympie6. I decided to make this version for several reasons:
I wanted a set of perks where I could add my own custom perks
I wanted to solve the issue related to HUD element usage (specifically the perk icons)
Fix some problems that the perks/mod itself had
I wanted access to the materials and models so I could modify them to my liking
I do not want to take full credit for this mod in any way, which is why I want to clearly state the credits as follows:
Original Idea:
Cpt_johnson1
Bamskater
Harry Bo21
Fusorf
Alaurenc9
ConvictioNDR
HitmanVere
Lilfria
Redspace200
StevieWonder87
Rollonmath
John_Banana
UGX, Treyarch and Activision
Previous Modifier:
Gympie6
Modifier:
El-Thunder / Thunderfrost
Special Thanks:
DUKIP (For his perk icon system using menu files)
KielRGZ (For motivating me to make this mod)
Madgaz (For his perk icons)
Numan (For his powerups)
Changes in this perk mod:
Certain GSC calls were removed from zombiemode.gsc
Who’s Who, Tombstone and Widow’s Wine were removed, but some perks were buffed as compensation
The mod is fully editable (no IWDs or FFs involved) and includes the corresponding GDTs and images
Black Ops 3 bottles were added, mixed with World at War animations
Textures were fixed using AI along with the original image
Electric Cherry’s reload FX and sound were fixed
Vulture Aid was simplified; it now only provides ammunition
Vulture Aid and Double Tap were fixed to include shotgun support
Deadshot Daiquiri now gives 40 points per headshot and includes a damage multiplier
PHD Flopper causes an explosion if a zombie touches you, with a 20-second cooldown
PHD Flopper gives you a grenade that triggers a Ka-Boom (maximum of 1)
Modified perk icons were added using AI and Photoshop, based on the ones provided by Madgaz
The Mystery Box now has its proper light and works correctly
Perk icons now use .menu files to reduce HUD resource usage
Due to the nature of the provided files, it is now possible for anyone to add custom perks
The Quick Revive sting and jingle do not work in solo; it’s a minor detail that I honestly didn’t bother fixing (out of laziness)
All hintstrings were replaced so the F key uses the Black Ops 1 color (except for those in zombiemode_weapons.gsc, that part is up to you)
zombiemode_weapons.gsc and dlc3_code.gsc were cleaned up regarding weapons, so you can add your own
Tutorial:
Convert everything included in my GDT
Take all the images from raw/images and paste them into your mod/images
Open Radiant and create a script_origin with the targetname "revive_point". Place it wherever you want, but inside the playable area
Add the included prefabs
Include everything from mod.txt into your mod.csv
Compile and enjoy
I hope this is useful for you. If there are any issues, feel free to let me know here. It’s possible that you may need to modify certain things depending on what you include in your mod (weapons, scripts, etc.), but I’ll try to answer what I can. Thanks for reading.
Regarding Quick Revive:
You need to add a script_origin in your map with the targetname "revive_point". You can place it near the revive machine.
1. Update (MOTD HUD):
A new ammo HUD compatible with this mod has been added
3. Update (The Arsenal): Instead of being a machine that upgrades your weapon, the The Arsenal concept here is different: you can trade your equipped weapon for rewards. You simply approach the machine, give up your weapon, and you will receive a reward based on a system that evaluates the weapon’s quality and how much ammo it has. The rewards are as follows:
Random Powerups
Points
Max Ammo
Weapon Upgrades
Perkaholic
Weapons are categorized by rarity. Each rarity increases the chance of getting better rewards, and if the weapon is turned in unused (I mean, with full ammo), it grants a guaranteed bonus based on its rarity. The rarities are as follows:
Common
Rare
Epic
Legendary
Ultra
All you have to do is configure _zombiemode_armory.gsc in the section where it says this:
1
Plaintext
switch (currentWeap) { case "zombie_mp40": player.weapon_rarity = "rare"; break; case "zombie_mp40_upgraded": player.weapon_rarity = "epic"; break; case "zombie_stg44": player.weapon_rarity = "rare"; break; case "zombie_stg44_upgraded": player.weapon_rarity = "epic"; break; case "zombie_thompson": player.weapon_rarity = "common"; break; case "zombie_thompson_upgraded": player.weapon_rarity = "rare"; break; case "zombie_ppsh": player.weapon_rarity = "epic"; break; case "zombie_ppsh_upgraded": player.weapon_rarity = "legendary"; break; case "ray_gun": player.weapon_rarity = "epic"; break; case "ray_gun_upgraded": player.weapon_rarity = "legendary"; break; case "zombie_colt": player.weapon_rarity = "common"; break; case "zombie_colt_upgraded": player.weapon_rarity = "ultra"; break; default: player.weapon_rarity = "none"; break; }
Here you can do whatever you want, but it’s recommended to distribute the rarities in a balanced way. Another thing I suggest is not using Ultra rarity on non-upgraded weapons; alternatively, you can assign it to a weapon that is highly exclusive within the game. As I said, you’re free to do whatever you like, but I recommend this approach to keep your mod balanced.
Another important thing is that if you’re going to use a starting weapon different from "zombie_colt", you must specify it not only in this GSC specific to The Arsenal, but throughout the entire mod wherever applicable.
There’s something very important you need to know for this The Arsenal mod to work properly: in your weapons’ weapon files, “start ammo” and “max ammo” must be set to the same value. This is only to ensure the script functions correctly.
4. Update (Numan's Powerups + Black Ops 6 Shaders):
Thanks to Numan’s support, this mod now includes his powerups—and not only that, the powerups now feature a Black Ops 6 shader system, along with their respective new announcers, fully made and produced by me.
But that’s not all: powerups now have a new spawning system, where they should be more consistent and less repetitive. There is also a new round-based powerup filtering system, where you can determine when a specific powerup spawns and how many rounds must pass before it starts spawning again.
I’m going to explain how you can filter the powerups you want (This is inside _zombiemode_powerups.gsc). By default, some are already set up by me, but you can add any others you like:
Here you just need to copy and paste, or comment out or simply delete whatever you want. The system works like this: round_multiple determines how often the powerups appear, and min_round determines when they start appearing.
From my recommendation, it’s best to keep round_multiple at a maximum of 2, since in a test gameplay up to round 30 I noticed that setting it higher made certain powerups appear much less frequently. For min_round, you can set any number you want, but ideally you should choose values that make sense for your gameplay—that’s up to you. However, on a typical map, I’d recommend setting a maximum of around 15 for this property on any powerup you want to limit. It’s as simple as that.
Last Edit: April 16, 2026, 07:12:10 pm by Thunderfrost
What I really like about this pack is that the machines have better textures, and some even have new functions, which makes it interesting. The Cherry effect is insane, along with its sound, making it really comfortable to play with in a custom map. 100% recommended for those who want to use perks in their maps.
What I really like about this pack is that the machines have better textures, and some even have new functions, which makes it interesting. The Cherry effect is insane, along with its sound, making it really comfortable to play with in a custom map. 100% recommended for those who want to use perks in their maps.
Thanks KielRGZ, I hope others can try this mod as well and tell me what they think.
Sad to see you haven't contacted me about this mod. Maybe I could have provide some assistance or opinions. I am not fully satisfied about what I have released back then but it took way too much time to release it.
Sad to see you haven't contacted me about this mod. Maybe I could have provide some assistance or opinions. I am not fully satisfied about what I have released back then but it took way too much time to release it.
But congrats with the mod.
The truth is I didn’t think you were still around. At one point I thought about writing to you on Discord, but I never saw you there—maybe because I was busy with other things and in the end I just forgot to do it. Because of that, I thought a lot about whether I should post this here, but if there’s no problem with it, that definitely puts me more at ease. If you prefer, you can also contribute to the mod and add other custom perks. That’s something I still owe the project, and I suppose I’ll look into it in the future.
The truth is I didn’t think you were still around. At one point I thought about writing to you on Discord, but I never saw you there—maybe because I was busy with other things and in the end I just forgot to do it. Because of that, I thought a lot about whether I should post this here, but if there’s no problem with it, that definitely puts me more at ease. If you prefer, you can also contribute to the mod and add other custom perks. That’s something I still owe the project, and I suppose I’ll look into it in the future.
I really appreciate your approval, Gympie.
To be honest I am not really that active anymore at modding. Sometimes I try to make a comeback but I quickly lose motivation because of how much time I have to spend to make things work and sometimes I help people out but that's all about it currently.
I have no problem you're releasing this mod so here's my approval.
I’ve updated the mod to version 1.1. It now includes a new ammo HUD, and the perk icon order is now like Cold War/BO6/BO7. I’ll be releasing more updates soon.
Now version 1.0 and version 1.1 have been merged, and the new The Arsenal feature, a reward machine, has also been included. Please let me know any issue about the mod if there's any.
A problem with the Mystery Box and the Armory has been fixed. I recommend downloading the package again to apply the corrections. If you're already using the mod and have your setup in place, I suggest using the Notepad++ Compare plugin.
A problem related to Mule Kick and Quick Revive has been fixed when having 3 weapons and being revived with all three, now the third weapon is correctly removed upon death. The Ka-Boom grenades have also been fixed so they work even if the Nuke power-up is not being used, mainly to make their behavior more consistent. The use of the minigun has been safeguarded when dying while Mule Kick is active with 3 weapons at the same time. You can now download the mod again.