Well, you can actually find out what most of those mods do and don't do by looking at the listed features in that thread
Fenix Mod: Features
New commands (some listed below)
Actions:
fireweapon -forces the player to shoot
disablefire=x -disables weapon fire if x is 1 enables if x is 0
dropweapon=x -drops the weapon in slot specified by x
jumpoff -disables jumping
jumpon -enables jumping
showmouse=x -shows the mouse if x is 1 if x is 0 then hides it
setcurrency=x -sets the currency based on x
inccurrency=x -adds the value of x to the currency
deccurrency=x -decreases the value of x from the currency
multicurrency=x -multiplies the currency by the value of x
divcurrency=x -divides the currency by the value of x
crouchoff -disables crouch
crouchon -enables crouch
switchweapon=x -switches the weapon to the slot specified by x
disablex=x -if x is 1 disables left to right camera movement is x is 0 enables left to right movement
disabley=x -if x is 1 disables up and down camera movement if x is 0 enables up and down movement
disablekey=x -if x is 1 disables switching weapons with the keys if x is 0 enables switching weapons with the keys
disablepeek=x -if x is 1 then Q and E peeking are disabled if x is 0 the Q and E peeking are enabled.
dropcurrentweapon -drops the players current weapon
removehead - removes the head from the entity that uses this command in their script (mainly for head shots)
useaslegs -uses the character that has this in there script for the players legs
animationreverse -reverses the characters animations
animationnormal - changes the characters animations back to normal.
makeflashlight -makes the flashlight
flashlighton -turns the flashlight on
flashlightoff -turns the flashlight off
flashlightrange=x -gives the flash light a new range specified by x (deafault is around 1000)
newdamage=x -changes the current gun out damage to x
newfirerate=x -changes the current gun out fire rate to x
newsimplezoom=x -changes the current gun out simple zoom to x
newreloadqty=x -changes the current gun out reload quantity to x
newrange=x -changes the current gun out range to x
playerspeed=x -x sets the players speed specified by x
movecamera=x -sets how far back the camera is
incmovecamera=x -adds x to the camera range
decmovecamera=x decreases x from the cameras
showcrosshair=x -when x is 1 it shows the crosshair of the current weapon and when x is 0 it hides the crosshair
explode - makes the entity with this command in its script to activate its explosion
+ AIRMODS ACTIONS
Conditions:
keypressed=x y (THANKS PLY!) detects if x is pressed if y is 1 if y is 0 then detects if button is released
curequal=x -checks if the currency equals the value specified by x
curgreater=x -checks if the currency is equal to or greater the the value specified by x
curnotequal=x - checks if the currency is not equal to the value of x
curless=x -checks if the currency is less then the value of x
shotinhead=x -checks if the enemy has been shot in the head (requires use of the appearwithheadshot.fpi script)
mouseclick=x checks if the mouse is clicked (1 is left 2 if right)
usingweapon=x -checks if the player is using the weapon specified by x
notusingweapon=x -checks if the is not player is using the weapon specified by x
pickobject=x -detects if your pointing at the object thats has this condition in its script if x is 1 if x is 0 detects if you are not pointing at the object
currentweaponweight=x - checks if x is equal to the current weapons weight
totalweaponweight=x - checks if x is equal to all of the weapons weight added together
cameramoveposition=x - checks if x is equal to how far back the camera is
guninzoommode=x - if x is 1 then it checks if the guns is in any kind of zoom state, if x is 0 it checks if the gun is not in any zoom state
+ AIRMODS CONDITIONS
Project Blue Features
1.Plymod v1.09 intergrated.(not all feature's)
2.Airmod v06 intergrated.
3.Lemur v2 (Multiplayer features intergrated.
4.s4mod intergrated
5.Timer based logic.
Quote: "I just brought Project Blue UM but i want to know those free MODS do the same job as PBUM?"
Fenix Mod is not yet as optomized as Project Blue, nor does it have a timer system, so PB's performance is better at this point. I haven't been following Zombie Mod, but from what I understand, it's focused only on 'Nazi Zombies' gameplay features. So I would have to guess it doesn't have bloom, team deathmatch, or other features as Project Blue.
I switch between Project Blue, Fenix Mod, and Horror Mod all the time, because they all have their own appealing features. And in my opinion, Project Blue and Horror mod are in the top two, and very similar performance-wise. Horror mod has a flashlight feature, which is great for horror games (so does Fenix Mod), and is apparently adding bloom in the near future.
Project Blue V1.7 has a full screen shader system with bloom, etc. Project Blue and Fenix Mod both have Airmod, which means iron sights with compatible weapons. And Fenix Mod is on it's way to the top of the list as well. It already has a lot of new commands, and if Dark AI ever gets finished, the enemies will stop running into walls, and you can have smart allies on your side.
Kravenwolf