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Lastly, I want to announce an update to the alpha coming soon. He has joined as our mod artist and we have been nothing but satisfied with the work he has put out thus far. This logo was designed and created by a new member of our dev team, Glitch. Secondly, I want to introduce our new mod logo. Many of us have made the time to continue work as is and we will continue trucking along to our beta release.
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That being said, although our devs will be taking the time they need to deal with the personal matters they need to (myself included), the recent influx in interest in this mod has definitely kicked our butts into gear. I do want to reiterate our motto of that the mod will take as long as takes and that we will not constrain ourselves to deadlines and push a subpar mod. In an article now archived on our ModDB page, I briefly talked about how our beta was going to be slow coming due to personal reasons with our developers and how beta may take much longer than our alpha release took because of this. WE COULD NOT BE MORE HAPPY AND EXCITED WITH THE RESULTS OF OUR ALPHA AND CANNOT THANK YOU ALL ENOUGH! We knew that there was some interest in the mod and that we would have some downloads because of this, but this blew our expectations out of the water! We honestly can’t thank you enough and want to give you guys some new updates on what is to come in the mod.įirst, I want to talk to you about beta. This is our current stats on our Steam Workshop page:
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I just want to start out todays update with info with our alpha release. Here you can add videos, more images, edit name or description, and control the item’s visibility.įor more information about the Workshop, click here.Hello Everyone, it’s TheHiggySmalls here again! Once you click Ok, your workshop item will be published and a browser will open taking you directly to your new workshop item page. These fields control how your workshop item will display to other users so make sure it looks good! This will open the Publish Mod dialog where you will enter the Name, Description and Preview Image for your map or mod. When you’re ready to submit your mod or map to the workshop, tick the boxes next to any map or mod within the Launcher and click the Publish button Once you updated the options, recompile and link your map/mod. This will make sure the game works for all users despite their Black Ops 3 language settings. In order for your game to work with all users, you will need to open Edit > Options and select all languages. xpak files from your map or mod's zone folder, commonly found at, C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\mods\"Your Mod Name"\zone or C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\usermaps\"Your Map Name"\zone Here are a couple notes for getting your mod or map ready to submit,
#BLACK OPS 3 MOD TOOL PS4 WINDOWS 10#
OS: Windows 7, Windows 10 (64-bit OS is required) It is possible to do certain work on lower specification machines but in order to take advantage of the whole suite of tools we recommend using a computer of this caliber or higher.ĬPU: Intel Core i7 2600 3.4GHz / AMD FX-8350 4.0GHz or higher (SSE4.1 support required) We expected the requirements to be higher for the tools and were pleasantly surprised to see during the Alpha that some machines with lower specs could run parts of the suite. The following are minimum system requirements to run the Mod Tools for Call of Duty: Black Ops III.