Modme Wiki

Setting Up Weapon Attachments


If you are using this tutorial, please credit these people:

  • DTZxPorter
  • JerriGaming
  • Marvel4 (if you download his stringtable pack)
  • Scobalula (if you use HydraX to get the stringtables)
  • The Black Death


Black Ops III (and Black Ops II) use a setup for attachments which allows users to apply attachments with the console (weaponname+attachment+attachment…) and customize weapons to have attachments (either levelcommon or weapon kits), without the need for additional weaponfiles. This tutorial intends to document this setup and guide users to give their weapon ports this capability. It’s not recommended to use this in a standalone map unless you plan on configuring weapon kits, as you will likely have a set idea of what you will use on your gun and can set it up in your weaponfile.

NOTE: This tutorial will be updated if more knowledge comes to light


  • Prerequisites
  • Setting up the weapon in Maya
    • Porter’s Weapon Info Dump
    • Setting up the skeleton and animations to work with attachments
  • Into the Mod Tools
    • Quirks to be aware of
    • Attachment Unique assets
    • Attachment organization
    • Attachment specifics
    • Attachment assets
    • Pack a Punched version
  • In-game
    • Zone file
    • Getting Black Ops III to load the attachments


Before starting the tutorial, you need the following dumps:

  • Porter’s Weapon Info Dump Download
  • Black Ops III Stringtables Source 1: Marvel4’s dump Download
    • or Source 2: Rip them using Scobalula’s HydraX Download

It is also recommended to have a good level of Maya and APE knowledge. If this is one of your first ports in general you should come back to this tutorial when you are more experienced.

Setting up the weapon in Maya

Before you can setup your weapon’s attachments to work in-game, you need to include all of your weapon’s animated attachments in the skeleton to ensure they animate as desired in-game. This section will detail on how to do so.

Porter’s Weapon Info Dump

To get the attachment offsets of a weapon download Porter’s dump and find the dump files beginning with au_, in the dumpsweaponinfo_mp folder.

IMPORTANT: Do not use the attachment files in the dumpsweaponinfo_zm folder, as these appear to be missing values

An example attachment unique file would be au_smg_msmc_extclip. This is Extended Mags for the XMC. Open the file: {F22342} You should be greeted with a file similar to this.

Depending on the attachment, it may use attachment[1] only or both attachments. Generally, combined attachments (e.g. extclip+fastreload) use both of these attachment slots, whereas a single attachment (e.g. quickdraw) only uses one. There are exceptions to this rule however.

NOTE: Treyarch appear to always use attachment[1], so if it has no offsets it is likely that it is a child of a specific joint. The KVK 99m does this with Long Barrel.

The offsets are provided in this format: attachment[number] (forward, right, up) | (pitch, yaw, roll). The first three offsets are scaled in cm, and the last three are in degrees. Maya uses the same measurements, however before putting the first three offsets into APE, you will need to convert them into inches (offset divided by 2.54).

NOTE: You can establish the structure you need for your Attachment Unique assets from Porter’s dump, single attachments are derived under none and attachment1+attachment2 files are derived under attachment1’s Attachment Unique asset.

Setting up the skeleton and animations to work with attachments

When creating the skeleton for your weapon (also known as the animated model - or animmodel), you need to include all animated attachments rigged to the weapon with the correct joints. These include but are not limited to: Extended Mags, Fast Mags and Rapid Fire. Some weapons animate more attachments (such as the KVK 99m, which animates its Long Barrel). Beware of this.

NOTE: This tutorial will not provide information on how to rig the animated attachments to the weapon, as it is expected you have reasonable Maya knowledge if you are following this guide.

Your weapon should look somewhat similar to this when the animated attachments have been added: (This is the XMC) {F22909}

The reason you have to do this process is because the skeleton needs to know what to animate - and if there are joints missing when an animation is imported they will not be animated. Once you have setup your skeleton correctly, port over all of your animations like you would with any weapon.

Into the Mod Tools

Quirks to be aware of:

  • Attachment we weren’t given in the tools We were not given damage (High Caliber) or ir (Thermal) in the Mod Tools (we only got the Kuda’s attachments). Note that you will need to port the Thermal’s models yourself.

  • To create the missing damage attachment, you can derive the defaultattachment and seemingly keep it identical. For High Caliber, it appears Treyarch handle the changes in multipliers within the Attachment Unique asset.

  • Fatal Error - Weapon attachment (name) not found When you first try to load your attachments in-game (assuming it’s a Black Ops III weapon), you likely will be greeted with an error saying:

    Weapon attachment (attachment_name) not found

Linker will now terminate.

NOTE: You can bypass having to repeatedly link by looking in the attachmentmappingsTable.csv file (see Getting Black Ops III to load the attachments), as all Black Ops III weapons have their attachments listed there.

Do not be alarmed. This error simply means there is an attachment asset that the weapon you are porting uses which is missing from APE, and is also not loaded in by the game.

To solve this issue, open APE and locate the GDT weaponattachments: {F22918}

Within this GDT are all the attachments that Treyarch gave us within the Mod Tools (however a few more are loaded for us aswell). Simply find the base of the attachment you are missing (for example: fastreload_msmc is the attachment you are missing, so find fastreload) and derive it, calling it the attachment you are missing.

You can use Marvel4’s Black Ops III stats dump to retrieve the attachment’s stats.

Once this is completed, the missing attachment error should no longer occur. You do not need to put the attachment into your zone file.

Certain attachments choosing not to work

NOTE: This issue only seems to occur with Black Ops III weapons

There also seems to be an issue with certain attachments not working in-game, without an error.

While it is currently unknown what causes this issue, the solution is relatively simple. Find the attachment asset in APE which is not working (e.g. extclip), and derive it, calling it something similar (such as extclip_fix). Ensure you refer to this derived attachment in your attachment mappings table also (see Getting Black Ops III to load the attachments) and once this has been completed your attachment should work fine in-game.

Attachment Unique assets

Attachment Unique assets do what they say, they specify the unique features of a gun’s attachment. Treyarch use these to change animations, apply xmodels, hide tags or set other unique features that would not be able to be generalized with an attachment asset.

Structure: The Attachment Unique structure uses a base asset (suffixed _none) with all attachments derived from it.

Create an attachmentUnique asset in your GDT. A rule of thumb of what to call it is au_weaponname_none, however other naming schemes are possible with Attachment Unique Base (see Pack a Punched Version). This is an example of a base Attachment Unique asset: {F23843}

IMPORTANT: Do not remove the _none suffix on your base Attachment Unique asset.

From here, you can derive each of your weapon’s attachments under _none, giving them suffixes like _extclip, _fastreload among others. You can use Porter’s Weapon Info Dump to establish the attachments available on your weapon.

You will likely encounter multiple attachments being used in one file, such as: {F23845}

For these assets you should derive them under their first attachment, in the KVK 99m’s (AN-94’s) case being _extclip. It should look like this: {F23847}

This lets the game know that when these attachments are used simultaneously it should use this asset instead of their respective ones, which would likely conflict.

NOTE: Extended Mags, Fast Mags, Grip and Rapid Fire with Suppressor do not follow this rule. See Attachment specifics.

Setup: Now that your structure is setup, you need to configure your attachmentUnique assets.

At the top of your Attachment Unique asset, you will find attachmenttype. Override it and set it to the attachment this asset is for. Example (AN-94 Extended Mags): {F23849}

NOTE: Attachment Unique assets handling more than one attachment use the second attachment as the attachmenttype.

You can override Hide Tags to hide any joints (and meshes binded to them) which an attachment gets rid of (such as iron sights when using optics).

NOTE: Many games use a tag_sight_off and tag_sight_on system (or similarly named) where off is hidden when the player is using iron sights and on is hidden when the player is using an optic. Ensure that you put tag_sight_off (or however it is named for the gun) in your root Attachment Unique asset and change it accordingly to its on counterpart for any optic Attachment Unique asset.

The XAnims category allows you to override any animations used on the base weapon which an attachment changes (such as Grip).

The Attachment #number sections allow you to specify the xmodel assets that an attachment adds: {F23851}

Attachment Association: the attachment xmodel(s)’ association

Attachment View Model: the 1st person xmodel asset that you want to be shown ADS View Model: the 1st person xmodel asset that you want to be shown when the player is in ADS (primarily ACOG or other scopes) Attachment View Model Tag: the joint you want the attachment xmodel to be a child of - defaults to tag_weapon Attachment View Offset: the offsets from the origin of the parent’s joint - use Porter’s Weapon Info Dump to obtain this information (convert to inches!) Attachment View Model Offset Angles: the angle offsets from the parent’s joint - use Porter’s Weapon Info Dump to obtain this information (no conversion needed)

Attachment World Model: the 3rd person xmodel asset that you want to be shown Attachment World Model Tag: the joint you want the attachment xmodel to be a child of - defaults to tag_weapon Attachment World Offset: the offsets from the origin of the parent’s joint (Porter’s Weapon Info Dump does not provide this information, but they are generally the same as the 1st person offsets) Attachment World Model Offset Angles: the angle offsets from the parent’s joint (Porter’s Weapon Info Dump does not provide this information, but they are generally the same as the 1st person offsets)

Attachment organization

NOTE: This section is not required, however it is highly recommended to pay attention to it in order to prevent conflicts with ports

In order to prevent major conflicts between weapon ports by authors, it is highly recommended not to provide any attachments within the weaponattachments GDT. Keep it stock.

You can derive a custom attachment asset within the weaponattachments GDT, set it up to how you desire then move it into a separate, custom GDT which should prevent GDT conflicts with various ports.

Attachment specifics

Some attachment unique assets are much less plug and play to setup. This subheading will provide information for those in question.

Extended Mags (extclip) or Fast Mags (fastreload) or both: For Extended Mags or Fast Mags, you can setup the Attachment 1 model as normal (and its offsets will likely be identical to the base magazine model). However, there is one extra attribute to check: {F22922} This tells the game to disable the base magazine attachment set in the weaponfile (//whether it works with the viewmodel being combined with the magazine viewmodel is unverified//).

When handling both (which is normally derived from extclip as extclip+fastreload, you might need to specify a fast mags attachment as Attachment 2 or use ext_fast_mag as Attachment 1. This depends on the weapon. You also generally need to specify the Fast Mag reload animations, however it is possible certain weapons have dedicated extended fast mag reloads.

Varix 3 (dualoptic): Varix 3’s Attachment Unique asset is setup like any other attachment except that you need to specify an Alt Weapon Name (dualoptic_weaponname).

IMPORTANT: Never use a weapon’s mode suffix when specifying an Alt Weapon Name (these suffixes being _zm, _mp, or _cp).

Ensure, still within the Attachment Unique asset, that your equivalent for these animations are specified: {F22925}

Now that you have completed the part within the Attachment Unique asset, you now need to derive your weapon’s weaponfile and name it dualoptic_YOURWEAPONNAMEHERE.

NOTE: Ensure that within your non-dualoptic weaponfile that Alt Weapon Name is not specified, and Ads Only Alt Weapon and Disable Toggle Weapon Switching are checked. These can be found under Alt Mode Options.

Within your dualoptic_ weaponfile, you need to specify Alt Weapon Name as your original weaponfile’s name and make sure your weapon’s equivalent of these animations are specified in XAnims: {F22928}

Make sure to include the dualoptic weaponfile in your zone file (weaponfull,dualoptic_WEAPONNAME).

Varix 3 should now work for your weapon.

Special Combo - Extended Mags, Fast Mags and Grip: For this case, there are no extra Attachment Unique assets needed. Simply, within your weaponfile, specify your weapon’s equivalent of the following animations: {F22930}

Suppressor (suppressed):

Using loop sounds: Find Sounds in your Attachment Unique asset. Specify these following sounds: {F22934}

Not using loop sounds: Find Sounds in your Attachment Unique asset. Specify these following sounds: {F22936}

Rapid Fire (rf):

NOTE: This step isn’t required if you’re not using loop sounds

Find Sounds in your Attachment Unique asset. Specify these following sounds: {F22934}

Rapid Fire and Suppressor

NOTE: This step isn’t required if you’re not using loop sounds

Like the special combo, no additional Attachment Unique assets are needed. In order to get sounds to work with Rapid Fire and a Suppressor, specify these sounds in your weaponfile: {F22932}

Attachment assets

Attachment assets are responsible for changing your weapon’s stats but also are what you put in your attachmentmappingsTable.csv to get your attachments to load.

NOTE: Unless you want your weapon to have a unique set of attachment stats (or you have attachments that aren’t loading in), you can ignore this section

Find the GDT weaponattachments. It should look something like this: {F23840}

Inside are all the attachments we were given in the Mod Tools. To create a different version of an attachment, you can derive it, and name it originalattachment_useforderivedversion. This will allow you to keep the stats of the attachment it is based off but then edit anything you need to. For example, if I wanted to create the Extended Mags attachment used for the KVK 99m, I could derive extclip, calling it extclip_an94. I can then right click on a value in the derived asset and change it to how I want it.

NOTE: If you are creating attachments for Black Ops III weapons which you are missing, you can use Marvel4’s stat dump to find the differences associated with that given attachment.

After you have setup your attachment, it is highly recommended to move the attachment out of the weaponattachments GDT (see Attachment organization). You can now call this attachment in your attachmentmappingsTable.csv and it will load in with those stats.

Pack a Punched Version

In order to get your Pack a Punched weapon to load in attachments, you will need to set its Attachment Unique Base. This is found within the weaponfile, under Misc. To set this, you need to omit the suffix of your base Attachment Unique asset. For example, if the base Attachment Unique asset is au_ar_an94_none, you should put au_ar_an94 as your Attachment Unique Base.

NOTE: You can use Attachment Unique Base for your non-Pack a Punched weapon also if the name of your Attachment Unique assets are obscure.


Now that you have setup everything in APE, there are just a few more things to do to get your attachments working.

Zone file

When putting your weapon into your zone file, you need to specify weaponfull instead of weapon (wow Sp33dy, you actually have an excuse to use it now). This tells Black Ops III to load in your weapon’s attachments (and cosmetics if you put those in too).

Linker should convert the attachments if you have setup everything else correctly. However, if you load in fine but you cannot use any of your attachments, you have not added your weapon to the attachment mapping table (see Getting Black Ops III to load the attachments).

Getting Black Ops III to load the attachments

As long as you installed Marvel4’s BO3 Stringtables, you should have a file called attachmentmappingsTable.csv under share/raw/gamedata/weapons/common. Open it: {F23853}

Do not be alarmed. This file is actually quite simple, you merely have to specify the weapon name as the first parameter, and list all attachment assets it uses as the second parameter, each divided by a space.

Copy a line that is somewhat similar to your weapon’s and adjust it to how you need it.

Example: {F23855}

You will also need to do a line for your weapon’s upgraded version - and a line for dualoptic is not required.

NOTE: All Black Ops III customizable weapons are already provided in this file, but you will need to create a line for their Pack a Punched version if they were not featured in Zombies

You are finished!

As long as I haven’t messed something up with this tutorial, your weapon should now have working attachments!