Black Ops III Modding on OpenMods

ActionFPS0 Mods

openmods.json · supportedGameId: "call-of-duty-black-ops-iii" or 137

The one modern Call of Duty with official Mod Tools, Steam Workshop and a living custom Zombies scene

Read more

Articles & guides

Official channels

Where else to find Call of Duty: Black Ops III

About

More about Call of Duty: Black Ops III

The only modern Call of Duty with real mod tools

Call of Duty: Black Ops III is a strange outlier in its own series. Every mainline Call of Duty since has shipped without any official way to build content, and most of them actively ban anything that looks like a modification. Black Ops III, released by Treyarch in 2015, got the opposite treatment: in 2016 Treyarch shipped the Black Ops III Mod Tools as a free Steam add-on, wired the game into Steam Workshop, and then mostly stepped back and let the community run with it.

Nearly a decade later, that decision is why the game is still installed on so many PCs. The multiplayer population is small and the official Zombies maps have been played to death, but the Workshop keeps producing new custom Zombies maps, and the modding scene around it is the most active in the franchise's history.

What the toolchain looks like

Everything starts with the Black Ops III Mod Tools, which appear under Tools in your Steam library once you own the game. Be warned about the size: the tools plus their asset library take well over 100 GB on top of the game.

Inside you get:

  • Launcher, the hub that creates map and mod projects, compiles them, and pushes them to the Workshop.
  • Radiant Black, the level editor, descended from the id Tech Radiant lineage that Call of Duty has used since the beginning.
  • APE, the Asset Property Editor, where models, materials, sounds and weapon definitions are configured.
  • GSC and CSC scripting, the server-side and client-side script languages that drive game logic. If you have written GSC for an older Call of Duty, much of it carries over.

Projects live inside the game folder itself, under Call of Duty Black Ops III/usermaps/ for maps and Call of Duty Black Ops III/mods/ for gameplay mods. The Launcher's compile, light and link steps turn a project into fast files the game can load.

Where the community lives

Steam Workshop is the distribution layer, and for players it is genuinely one-click: subscribe, launch, and the map appears in the custom games list. For creators, the conversation happens elsewhere. The Zombies mapping community has its own long-running hubs, UGX Mods chief among them, plus Discord servers where scripters share GSC snippets and asset packs. YouTube plays a big part too: most popular custom maps get discovered through playthrough videos rather than Workshop browsing.

The dominant content type is, overwhelmingly, custom Zombies maps. Full remakes of maps from World at War and the original Black Ops, original stories with custom Easter eggs, and challenge maps built around a single gimmick. Multiplayer mods exist but are a much smaller slice.

What you'll find on OpenMods

OpenMods indexes mods that publish their source on GitHub, and for Black Ops III that is a specific slice of the scene. Steam Workshop is where the finished maps live, and most mappers never publish the project files. What tends to end up on GitHub is the infrastructure layer: GSC script libraries, weapon and perk packs meant to be dropped into other people's maps, Launcher tooling, and reference projects that teach a technique.

That makes the Black Ops III catalogue here more useful to creators than to players looking for a map to play tonight. If you want to play, subscribe on the Workshop. If you want to build, this is where the reusable parts are.

Practical notes

  • Mods run in custom lobbies only. Loading a mod or custom map switches the game into a separate mode with no public matchmaking. Co-op works with friends who have the same Workshop items subscribed.
  • Disk space is the real prerequisite. The game is around 100 GB, the Mod Tools add a similar amount, and a compiled map project can easily reach several more. Budget accordingly before installing the tools.
  • Verify files after uninstalling mods. Broken fast files left in usermaps/ or mods/ can stop the game from launching. Steam's Verify integrity of game files clears them.
  • Older GSC knowledge helps, but is not identical. Black Ops III's script API added a lot compared with World at War, and the compiled script format is different. Expect to spend time in the community's function references.

If you are new to any of this, the Workshop and Mod Tools guide walks through playing your first custom map and installing the tools to build one.

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.