#eternal-modding

1 messages · Page 15 of 1

molten token
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I have another question, normally a bounce pad makes the slayer jump but UPWARDS to reach the destination, how can I make the slayer be pushed forward? Instead of up? = Do I need to edit or change any properties within the Bounce Pad trigger? Or is it another kind of trigger that is used to give the player a boost and reach a destination?

oak geyser
molten token
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Is there a way to make it have a fixed path? That is, if I move left or right with the player, the path doesn't change?

oak geyser
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Enable the Lock Player Movement option.

molten token
stiff silo
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imagine a mod that makes the imps use flit and steel instead of throwing fire

plush thicket
ivory gyro
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you could make a map or make the nether have doom enemeys

winter bough
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Hello guys, I am not a modder myself, but I am just here to ask if there is an eternal mod for gold fx on weapons because I have the gold of every weapon and to have the fire share the scheme would be a nice polish.

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I have checked over multiple times between sites I trust like nexus and gamebanana

neat stone
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i installed the mods but they dont work like i installed a suit and it didnt work but i installed a gun skin and it worked amd none of the suits are working what do i do

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Nvm I fixed it

neat stone
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i have the doom eternal launcher and i have the ms store but how do i get nexusmods mods for it

atomic bay
winter bough
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does anyone know a specific mod for like weapon fx, cause I wanna pair the gold skins and the energy weapons to have similar colors, kinda like a pale goldenrod

winter bough
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never mind

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after 40 pages of scrolling on nexus I found a mod

river geyser
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Is there a mod that enables all console commands? I'd like to record demos of gameplay instead of recording video.

atomic bay
# river geyser Is there a mod that enables all console commands? I'd like to record demos of ga...

Is there a mod that enables all console commands? [...]
You have three options:
- Run EternalModInjector once (even if you don't actually install any mods with it). This will unhide all hidden console commands/variables.
- Install meath00k (https://github.com/brongo/m3337ho0o0ok/releases/latest). This will unhide all hidden console commands/variables, and also add chrispy (the same as PC Mod Preview's spawn), noclip, noTarget, and anything starting with mh_.
- Opt into the PC Mod Preview and click "Mods" > "Play Mods" > "Play DOOM Eternal with mods" in Doom Eternal's new launcher. This will give you access to hidden console commands/variables, plus many commands/variables that were completely removed from the "normal" version of the game (including noclip, noTarget, spawn (the same as meath00k's chrispy), and more).

[...] I'd like to record demos of gameplay instead of recording video.
There are still a few remnants/references to demos, but I don't think that they actually work. 🤷

distant sage
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Not an eternal person but I do sorta doubt it as demos rely on the RNG always being the same.

atomic bay
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It should be easy to save/load the random seed for that. But 90's-Doom-style demos also rely on a fixed timestep, while Doom Eternal's game logic runs at a variable tick rate by default.
-# (It would be possible to lock the tick rate for demos, and/or forgo "recording inputs" and instead "record every object's position/animation/creation/destruction" to play back an "animation" instead of game logic, which could also semi-solve the issue of "what if game updates break old demos?" - but I still just don't feel like demo functionality would be maintained when it's not used any more. Unless id Software uses it a lot internally for testing? 🤷)

distant sage
molten token
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I'm feeling very envious of those who were taken to the id software studio to play the new "doom the dark ages" right now

river geyser
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But, perhaps that's only for multi-player.

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Some other commands that point at demo recording being possible (unless I'm reading too much into it):

  • demo_recording_globaldisable - Flat-out disable demo recording from being initiated (won't stop in-progress demos.
  • demo_timeScale - Scales the demo speed based on this value.
  • cam_demoPlaybackHackRotateMultiplier - In free cam mode in demos, multiplies input this much.
  • com_demoPlaybackRate - Rate to playback demos, 0 for realtime.
  • com_demoPlaybackScale - Scales playback time of demos.
  • com_demoStats - Print stats on demo compression rates.
  • demo_ignoreBuildCheck - Normally demos will only play for the appropriate build. This ignores that check. WARNING: Enabling this can result in strange behaviors and
    crashes.
polar nexus
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it's gonna be similar to snapmap in doom (2016) when mod support is fully released in eternal, right?

atomic bay
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By "similar to SnapMap", do you mean only having mostly-grid-based* level layouts composed of premade setpieces snapped together, optionally with some game logic or scenebuilding within? If so, no. idStudio allows you to create completely custom world geometry from scratch; with enough time and dedication, one can make something to the extent of the main Campaign or The Ancient Gods' maps. Additionally, other types of game content can be altered too; "behavioural" settings (decls), models, textures, animations, sounds, GUIs, and more can all be changed by mods.

-# * (There are some SnapMap maps that are made entirely from custom scenebuilding within a large room module, hence "mostly" - though demons usually won't know how to navigate these maps.)

ancient shard
halcyon stratus
prisma vector
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Hello, I have created a model in blender and dropped the fbx into base/art/models in IDstudio. My scale and rotation are fine but I am missing my material/textures, any ideas?

oak geyser
# prisma vector Hello, I have created a model in blender and dropped the fbx into base/art/model...

What exactly do you mean by "missing"? Generally idStudio will not actually import any materials/textures from your models, it will just use/assign the material names found in the file, and map them to idStudio based material decls that are matching the name, which you'll have to create yourself. In Blender you would use relative paths as material names as they appear in the material2 folder in idStudio, for example art/tile/common/blockout/brown_grid.

prisma vector
oak geyser
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You don't necessarily have to create it first, it can be done afterwards too, but yeah, basically like that.

prisma vector
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thanks

molten token
molten token
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hahaha

lavish apex
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why is it unlisted? that was art

hasty oyster
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new co0mputer, now i have to download nearly a TB of datra

exotic spruce
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I just downloaded id studio. I wanted to make a map just using the main game assets. Just as a starting point. I'm kinda lost on how to start

exotic spruce
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yea i don't understand this

oak geyser
orchid flicker
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Will using mods or being on the mod test beta effect achievements in game and on steam?

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Mods like different skins and such, nothing that changes gameplay

atomic bay
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If you're opted into the PC Mod Preview beta, then Doom Eternal's new launcher's "Play DOOM Eternal" button allows you to earn Steam achievements, while the "Mods" > "Play Mods" > "Play DOOM Eternal with mods" button doesn't. (You can still earn in-game milestones, though.)
The two buttons have separate sets of save data (see https://wiki.eternalmods.com/books/0-idstudio/page/copy-save-profiles-to-sandbox), so you can't just click "Play DOOM Eternal" to get any missing Steam achievements that you would have obtained with mods.

However, the old, unofficial EternalModInjector can be used with both the "Play DOOM Eternal" button and the "Mods" > "Play Mods" > "Play DOOM Eternal with mods" button, so if you only use EternalModInjector mods, you can still earn Steam achievements.

agile nest
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Feels like I'm starting to flood the server with this, but I would really love a hand. Ss in the screenshots, when I try to open up the pc-mod-preview launcher all I get is that spinning orange circle. I verified files, rebooted, even reinstalled the game. what is going on? Yesterday It was working completely fine

mild hinge
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Yo

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I´m looking forward to replay Doom Eternal +DLCs

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Is there any mod that revamps the Davot fight?

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Because its a little anticlimatic how slow that fight was SPECIALLY when you consider the awesome fucking DLC that is closed by it

prisma vector
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dark lord ml by konvaz

rare salmon
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Thoughts on the master campaign mod? Kaiser's always felt too excessive for me, even by DE's standards

oak geyser
solar glen
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how can I activate infinite chainsaw ammo ?

molten token
ancient shard
plush thicket
halcyon stratus
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Damn that's pretty.

plush thicket
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New level work in progress, it gonna be a full level 30-35 min's, called Remnant, hell style with earth twist something like Hell on earth

pseudo igloo
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@plush thicket keep cooking, King

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i'm busy learning to navigate around idStudio right now. getting used to the interface---though it's somewhat familiar after so many years of using D3 Radiantuac_doom3

hasty sand
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yo do you have any modded master level suggestions?

prisma vector
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unreclaimed earth

polar nexus
molten token
plush thicket
molten token
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Optimus Prime has been purchased by id Software

charred ice
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is there a tutorial for modding the doom eternal xbox version?

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my files look diferent from the ones on steam

atomic bay
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See here: #eternal-modding message
You don't need to mess with the game files for PC Mod Preview/idStudio mods, and the message has a link at the bottom that explains how to install old EternalModInjector mods for Microsoft Store/Xbox Game Pass.

cinder tiger
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Is playing horde mode with mods just impossible? or does anybody have a solution?

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I'm only using cosmetic changes, but you're always offline launching through mods

charred ice
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doometernalx64vk what does this file need and where does it need to go???

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or where do i put the mods???/MAPS

plush thicket
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I released a new map

old rune
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fuck

polar nexus
plush thicket
polar nexus
polar nexus
echo root
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I got a question. Are there any attempts of Doom 2016 enemies being ported over to Eternal?

real chasm
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Not sure if it's still being worked on but I remember someone was trying to import the hell razer into Eternal.

echo root
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I see

tight hinge
real chasm
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speak of the revenant

tight hinge
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it should be possible to do it, but I've run into a couple issues right now

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I wanted to give him custom gore, but I haven't been able to successfully port the mesh with the gore chunks

echo root
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T0y0ta is going places (sorry was that terrible?🥴)

tight hinge
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I'm also having some issues making the glory kills work (the skeleton of the Hellrazer doesn't match the one from the soldier)

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so I have two options, retarget the Hellrazer skeleton to use Eternal's soldier animations, or try to use the glory kill animations from 2016

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I've been trying 2016's ones, but the Slayer's hands camera isn't working properly

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I managed to make these work so far

echo root
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Amazing!

tight hinge
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Another issue that isn't fixable is ragdoll, Doom Eternal uses Havok which is licensed, so we can't make custom ragdolls yet

real chasm
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Seriously good work so far though. I missed the hell razer

tight hinge
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thanks, I really want to finish him, but I'm running into a lot of brick walls

tranquil estuary
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Is it possible to make a mod for the armor and replace the model?

grizzled tiger
ancient shard
ancient shard
oak geyser
grizzled tiger
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Ah did you figure it out yourself then? That's cool!!

oak geyser
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Yeah, it's not really complicated, after all it's just a timeline with tracks for the animated objects, there's keyframes, and yeah... I'm oversimplifying a little bit of course, but that's really pretty much it. The hard part is creating the custom animations (unless you're an experienced animator of course - which I am not).

halcyon stratus
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I'm not a huge fan of the Razer or anything but this is exciting.

tight hinge
halcyon stratus
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Don't they use megatextures too? I could be mistaken.

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But yeah it's a shame. I guess one could approximate the look with custom geo and maybe import some of 2016's assets to match?

tight hinge
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I remember someone was trying to do something with Vega Core, but I haven't seen much about it recently

ancient shard
haughty mica
lavish apex
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that's so cool

halcyon stratus
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It was to have outer space low gravity sections IIRC. Good stuff.

tight hinge
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you can see the spacecraft in the skybox

halcyon stratus
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Oh I was right then. Good stuff.

tight hinge
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yeah, it's meant to be a prequel level, maybe a full "dlc" if I'm sane enough to pull that off

molten token
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Why does she remind me so much of Olivia Pierce?

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I noticed that Olivia Pierce always had that same right hand raised, as if holding that same Maykr artifact. I'm just saying it's a bit suspicious since she never had anything in her hand.

rugged prism
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Hello, I had a few questions about the mod loader (Steam)

I've been playing a mod that lets you cycle through campaign and battle mode maps in a horde mode style, all accessible via a hub in cultist base

Played it a lot and have raked up a good amount of extra lives, I'm kinda worried if I disable the mod or load in some other mod I'd lose my savefile completely

Looking for guidance how to manage saves in the modded env

atomic bay
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If you don't try to load the same save slot without the mod, the save slot will remain for when you use the mod again.
If you accidentally load it without the mod, then the game might crash (e.g. if it tries to access a non-existent checkpoint or map), which will leave the save slot intact, or map logic might be broken, which will also leave the save slot intact unless you trigger a checkpoint in-game (which may or may not break something).

Either way, you can manually back up save data if you'd like, too.
If you've opted into the PC Mod Preview and you click "Mods" > "Play Mods" > "Play DOOM Eternal with mods" in Doom Eternal's new launcher to play with mods, then you can manually back up files from/copy files into "C:\Users\[Username]\Saved Games\id Software\DOOMSandBox\base\savegame.unencrypted\".
Otherwise (not opted into PC Mod Preview, or clicking "Play DOOM Eternal" on the launcher's home screen), you can use DOOMSaveManager (https://github.com/GoobyCorp/DOOMSaveManager/releases/latest) to export/import backups.

rugged prism
rugged prism
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Anyway to level up in the sandbox? Or is it hard reset/lock to 1 and default profile customisation only in that?

fickle glade
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Look up how to transfer your save to sandbox

topaz fulcrum
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I have a question about trigger/teleport_fade
Can they be enabled during gameplay? I know they can be removed but I would like to enable some for 1 fight and then remove them after.

oak geyser
topaz fulcrum
modern spire
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Question, every time I try to open ID studio I get this error. How can I fix it?

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Oh im a dumbass

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I figure it out

plush thicket
bronze ermine
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Pilot Slayer
Some Doom x Titanfall2 crossover skins!
Mod by @blacklight9699

low ocean
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can i mod the game if i have it downloaded on the xbox pc gamepass

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instead of steam

atomic bay
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Yes, both official and unofficial mod support works with the Microsoft Store(/Xbox Game Pass) version. See here: #eternal-modding message

oblique dirge
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im back!!!!!!

rich schooner
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am i able to mod eternal on xbox?

prisma vector
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xbox game pass on pc? yeah

maiden helm
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Hi! I tried to play eternal with mods but when I click "Play DOOM Eternal with mods" nothing happens. I tried a lot of things like reinstalling the game, verifying game files moving mods folder. Nothing helps

polar nexus
rich prism
ancient shard
oblique dirge
ancient shard
molten token
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Are we looking at the best Eternal Doom mod? Haha, this seems incredible to me. AlvaroMDK could also make Chavo del 8 and Mr. Barriga. Well, it would be interesting to see these skins in a Slayer vs. Slayer game. Haha

thorn junco
cyan oar
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Anyone want to play coop slaughter maps?

whole cedar
rich schooner
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am i able to mod on xbox?

distant sage
rich schooner
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ok ty

fickle glade
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Does anybody know if the guy who made the gm_construct port is here on discord?

topaz fulcrum
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Question about Target/Relay

They have a Count value so it can be triggered a number of times before it fires, however this value doesn't seem to get saved at checkpoints.

I set the When to save on the relay to checkpoint but it doesn't save the count value.

The scenario I have is there are a number of items to be found throughout the level and I am counting them with a relay. But when I reload a checkpoint the count is back at 0.

earnest condor
oak geyser
prisma vector
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Has anyone UN the kaiser campaign

molten token
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the namekkawalsky problem I mean (the autocorrect) haha

oak geyser
molten token
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Perhaps you should give us more details. From what I understand, you want to do something similar to Saleem? That is, things are activated during the encounter, and at the end of Saleem, a save checkpoint is triggered, but when you press "Load Checkpoint," the changed items return to normal? As far as I know, this could be fixed with an "Activate Level Objective" option.

topaz fulcrum
# molten token Perhaps you should give us more details. From what I understand, you want to do ...

I am going to try level activates, I think that could work.

I have multiple paths players can take branching off from a hub, down each path players collect batteries, returning to a hub to insert them. Each battery inserted hits a relay with a count to track how many you have inserted. This count gets lost on reload so it thinks you have 0 batteries inserted when you in fact do.

I think each time players plug one in, if it hits a change layer with a level activate that then fires the relay on reload, that might work.

hidden quest
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Hey all, first time modding, trying to make an idStudio mod to use PS5 controller icons instead of XBox controller icons. I found the folder for all the controller icons. Is my best bet to just copy the PS5 icons over the XBox ones, like a straight replace of the files but keep the names of the XBox ones the same? I think I could also try to find all the places that the game references using the icons and change them from the paths to the XBox icon files to the path to the PlayStation icons? First way seems way easier, is there any downside to doing it that way?

plush thicket
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Here an example, I made this for my map RANCID, It track how many secret encounters has been completed

topaz fulcrum
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I was able to get my scenario working using level activates, each battery inserted into the socket enables a layer change and when reloading a checkpoint they fire off to increase the correct counts 🎉

I need to do more testing but I am confident this should be good! (famous last words!)

Thank you @oak geyser | @molten token | @plush thicket for the help!

pearl junco
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but I'd be surprised if there wasn't a cvar that toggled this

hidden quest
# pearl junco but I'd be surprised if there wasn't a cvar that toggled this

@pearl junco Thanks for the heads up, that was what I went with. Unpacked the Xbox Controller .decl files and then edited them to change the asset they pointed to. The PS5 controller icons were right there next to them so it wasn't that hard. A lot of the icons for the PS5 controller use the PS4 icon assets, only ones that are different are the R1/L1/R2/L2 icons and start/select. Only things this didn't work for were the key bindings menu and the prompt to skip cutscenes. I didn't even bother to find the ones for key bindings menu, but I did spend some time trying to get the one for skipping cutscenes. I think I found the .decl file for it, or at least one that is invovled, but couldn't nail down exactly which one controlled which icon was used for it. I published the mod to the idStudio portal this morning.

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Let me know if you find a cvar, there is definitely a setting somewhere that tells it which set of icons to use, there are 5 sets already in the games files, PS4, PS5, Xbox One, Stadia, and Switch and somewhere it says which to use, would love to find it and can't think of why they didn't put the option to change the icons in the game, it has about a million other settings in the menu

livid sky
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Is it normal to get a notification saying that the mod may not work everytime you launch doom eternal with the meath00k mod?

halcyon stratus
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@plush thicket Just put out a SSG only NM run of Dawn, beat it blind. Loved the aesthetics.

atomic bay
tough raft
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Hi, iam new to modding could someone help me? iam trying to run mod injector but it every time it wont work or just straight up crash, i tried reinstalling game, unninstalling that exact file and verify to make it instal again or repair and nothing just seems to work even tried restarting pc as it says, iam just trying to unlock commands so i can change my viewmodel cause i hate the default one

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does anyone know how to chech if “build-manifest.bin“ is in use by any other program?

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is there also a chance that meathook is causing to crash my game? since it was updated in 2022?

oblique dirge
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For some odd reason, I cannot open the my portal. It’s just stuck on the loading thing before you get into it.

oak geyser
# oblique dirge

In your saved games folder there might be a id Software\DOOMEternal\user folder. With the launcher closed, make a copy of the user folder, delete it, then try starting the launcher again.

oak geyser
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That's the game folder, not the "saved games" folder... put shell:SavedGames in the Windows Explorer's navigation bar and hit enter

oak geyser
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you're welcome

oblique dirge
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Can you help me with something I have no idea what this means

molten token
molten token
# oblique dirge id studio

I remember a time when Eternal Doom wouldn't start unless you updated your graphics card to the latest version from the official website. Could this have something to do with it? Have you changed your graphics card recently? Or have you made any changes to your configuration and then this error appears? I would try updating my graphics card drivers from the official website (in my case, it's NVIDIA)

oblique dirge
brazen jacinth
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does anyone know how to keep stop demons from dying as soon as they notice me? they'll spawn in after I go over the trigger but they just die like instantly. I followed the encounter setup tutorial exactly but there isn't much about scripting in the encounter tutorial on the idstudio guide thing, so I'm stumped. (would send a video of my problem but discord file size is shit and vega is a bitch)

brazen jacinth
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that worked, thx a lot. not sure where I missed that or if it was in there at all lol

topaz fulcrum
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I had the same issue when I started too

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Does anyone know how to preview sounds?
On the wiki it shows a play button next to the Start Event but I am missing that button. Sometimes I can hear them from the asset browser but other times I cannot. I am looking for a consistent way to preview sounds.

tight hinge
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Almost done decorating with one of the big arenas of my level, ain't much but it's something

oblique dirge
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Hey guys, I have to ask you a question would you rather want the arena to be very closed and in claustrophobic or be like super gorgeous more where it’s really open

oblique dirge
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Ok bet

polar nexus
tight hinge
polar nexus
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invulnerability didn't exist in eternal unlike 2016 but u bring it back. good stuff

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which difficulty are ya'll choosing when doom the dark ages releases? i'm choosing nightmare doom_slayer

molten token
tight hinge
halcyon stratus
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The total absence of invulnerability in Eternal is weird though. Also I'm not a fan of how both Overdrive, Onslaught and Berserk have the same pickup icon. The powerups definitely looked better in 2016.

tight hinge
polar nexus
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feels satisfying to use full auto shotgun during haste

tight hinge
hollow root
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God I hope one day there's a Russian Overkill for doom eternal

oak geyser
halcyon stratus
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That and like I said I'm not sure why invulnerability is flatout missing in Eternal.

polar nexus
halcyon stratus
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It sounds more doomy.

polar nexus
halcyon stratus
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It was called Haste in 2016.

polar nexus
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same thing but not 100%

oblique dirge
violet thicket
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has anyone gotten doom eternal mod tools to work on linux? having some issues

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the level i download says to start a new campaign game to load the level, i do that, and it just loads the regular level 1 instead

molten token
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This way we could know if the problem is directly with the mod or if you have problems with the mods that ask you to start a campaign level to be able to play them.

violet thicket
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It turned out I just didn't have the mod active @molten token Does modded doom eternal crash 100% of the time when you alt tab on windows too? Seems like its really prone to crashing

molten token
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I never have Doom Eternal crash (even though I'm on Windows) only when I've installed mods that aren't compatible with others it crashes but when I remove one of the 2 the problem ends

brazen jacinth
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How do I spawn the player maxxed out? mastered weapons, praetor suit, sentinel crystals, runes, all that stuff

atomic bay
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Change the worldspawn's devInvLoadout to "devinvloadout/dlc/e5m3_hell". This will give you all weapons, upgrades, Runes, Support Runes, and the Sentinel Hammer when loading the map.
If you want the player to start with the Crucible instead of the Sentinel Hammer, then either copy or edit "devinvloadout/dlc/e5m2_earth", and change the "weapon/player/hammer" item in it to "weapon/player/crucible".

brazen jacinth
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Thanks! Now I just need to get some respawning maykr drones lmao

brazen jacinth
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why is idstudio not uploading my map with the rest of the mod? I've tried uploading it straight from the launcher, then from the packaging screen in idstudio, and it never includes the map, even when I double check that I have the map selected in the packaging screen

oak geyser
brazen jacinth
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pretty sure that's everything, dvdpc and virtualtextures don't seem to be missing much since there's plenty of files in there. where do I find the .tmp?

oak geyser
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Well, your screenshot only shows 4 files, so that's what I'm referring to. AFAICT this is from when you look at the contents of an uploaded release, maybe there's more, but I don't know, that's why I'm asking. Generally the files that you're uploading do stem from your mod's source folder, you can see the exact location of what you're uploading when you create a release - see the attached screenshot, this is the files that are included by default when creating a new release for a single map.

brazen jacinth
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huh, yeah the screenshot is the only files that were uploaded to the release after I packaged it. now I'm even more confused lmao

oak geyser
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Maybe you can show what files exactly exist in your mod's source folder (excluding the base folder)? In case all the necessary files are present and valid, I'd say delete the existing release, and create a new one, there's always the possibility that uploading or server-side processing failed.

brazen jacinth
oak geyser
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That's it yes. In the root of the mod folder there shouldn't be more, but the files in the dvdpc/virtualtextures (sub)folders matter.

brazen jacinth
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thats crazy vega

oak geyser
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vega is pretty trigger happy

brazen jacinth
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ok well here's everything in the dvdpc and virtualtextures folder. the game folder in dvdpc doesn't have anything except the shell folder, and the virtualtextures folder only has a maps folder (would be screenshots of the entire file path but you can thank vega for that)

oak geyser
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Yeah, there's clearly something broken, the temp files, the zero byte stream db file, that's not good. Very much looks to me like something went wrong packaging/compiling the map. For starters, delete the dvdpc folder, and then package the map/mod again.

brazen jacinth
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alright, i'll let you know how that goes lmao

brazen jacinth
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ok it finally worked, had to do it a few times cus it kep excluding things, but eventually it uploaded everything, thanks a lot

fickle glade
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Does anybody know how I can pose this dead guy?

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I know there's several posed corpses in the base game and dlc

halcyon stratus
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I tried giving that 100 Barons map a hitless attempt, and after 50 or so goes at it I decided I'd rather pull my hair out. The amount of times I've gotten hit while yeethooking is stupid. I'm going Mach 7 and still getting hit how?

#

I know it's a meme map but it really got me to think about the way enemies are balanced in this game. It should be easier by design because there's no hitscan, but they overdid enemy reaction times and projectile speed to such an insane amount they might as well be.

oak geyser
# fickle glade Does anybody know how I can pose this dead guy?

Haven't tried it yet, but poses seem to be 1 frame animations basically, and it doesn't seem like there's functionality in idStudio that would allow creating them (at least I couldn't find anything), so you'd most likely have to create the poses externally with for example blender.

brazen jacinth
slim scaffold
#

yeah I've seen those as well

#

Just a single frame md6anim

oak geyser
# fickle glade Fuuuuuuck really?

I would love to stand corrected, being able to pose things in idStudio would be really nice, but it kinda looks like external is the way to go, yeah. To be fair, it is - relatively speaking - pretty easy, export, pose, import, place, done. After giving it a try, I gotta say what I find most annoying is that it's seemingly not possible to preview the poses in the world view, that's really sad 😭

fickle glade
#

I know it's easy but I shouldn't have to do that

#

Hopefully shit like this gets added as a feature

tight hinge
oak geyser
#

I guess whatever pipeline id has from Maya (I think I read that's what they use at id?), it just all translates over automatically, so they don't need any such tooling inside of idStudio. Of course we don't need it either, but yeah, having it would be cool.

#

👆 That was @fickle glade

#

lol, no, actually it was @tight hinge ... oh boy 🙂

fickle glade
#

I can give it a shot though

#

See what happens

oak geyser
#

Pro tip, export the relevant geometry/brushes from your map (select the objects to export, then World Edit > File > Export Wizard > Obj Exporter) so that you can align/position the models properly. If you export with World Coordinates, then the exported geo will be positioned at the very same coordinates that is has on your map. If you export without it, then it's going to be 0,0,0 aligned.

molten token
misty star
#

can someone help me out? for the pc mod manager my weapon mods and my slayer skin mods arent active but my other mods are like air control and whatnot

#

oop nvm

drifting sky
#

Hey there, I was wondering if someone could had a solution to a problem I’m having with the official eternal mod loader. I’m not sure if this problem is my own fault or if something happened to the official mod loader and I wasn’t aware of it but Basically I was able to play doom eternal with mods through the mod loader until one day it randomly would be stuck loading and never run the launcher and I haven’t been able to use it sense. I’ve tried uninstalling and reinstalling the game, I tried uninstalling all the mods I had in case they were the problem, I’ve tried looking in the files to see if I might be missing something but I’m not sure where to look in the first place. I can still play doom eternal Like usual but this just happened out of nowhere. If anyone has had a similar issue or would know how to fix the issue I’d greatly appreciate it.

haughty mica
#

backup the user folder in case it still won't work

drifting sky
#

Thank you

drifting sky
tidal moon
#

I highly recommend the Umbral Excavation custom map

fickle glade
#

Once Dark Ages gets its full release I hope they devote more resources to developing the mod portal

tight hinge
#

I can't finish my Hellrazer until idStudio supports Havok ragdoll

polar nexus
#

one question, is the full release of mod support likely to be released when doom the dark ages arrives?

rocky swallow
#

I wish they had an api or websocket that shipped with it...got some stuff and things I'd like to do from external events doomcry

rocky swallow
# oak geyser like... what exactly?

I’ve got an integration I did with 7DTD that broadcasts kill events over WS and then built out an XP/leveling/tracking system for a streamer buddy. Conversely, we were able to hook into events to spawn different types of monsters…which can be tied to bits, subs, etc.

#

TLDR-spawn things from external triggers, and capture kill/death data

oak geyser
#

Vega... don't do me like that, I though we were bro's

#

it's just a link to this very discord channel 😭

#

ok... so, no github link, got it

rocky swallow
#

Somebody said dyno was busted so no links lol…there’s a GitHub with websocket server!?

oak geyser
#

god fn damit 😄

#

no spamming... I can't... I'm dead... I'm outta here... good night everybody

oak geyser
# rocky swallow Somebody said dyno was busted so no links lol…there’s a GitHub with websocket se...

So, maybe Vega has calmed its balls by now... I'm not going to post any links or whatever, I'll go full pantomime charade, like it's still 1996 when that was funny and all.

The Eternal LiveSplit repo maybe give some clues about catching events. Certainly AI death are events in the game, so I'm sure it's possible to catch them, I just don't know how exactly 😄 It would be nice to have support for stuff like that in an official capacity, so maybe you want to make it a feature request!

At this point I would've posted another link, but then Vega would probably snipe me again like it's the 1944 battle of Normandy 😬

rocky swallow
midnight hedge
#

I have a question, is it possible to make the gladiator into a bossles varient? I am trying to make a variant that behaves like the baron.

vernal dagger
#

started working on this level a couple days ago, was all sunshine and rainbows until suddenly my lightmap stopped updating after bake. deleted all of my lights and baked it again and there's still leftover indirect lighting. even tried deleting the lightmap files shown in the build logs and same result. any idea's on how to fix this (I have an AMD card and the editor crashes after every full build but the logs claim each build has been successful anyway and it worked before)

#

there's no lights in this scene and i've full baked it twice since removing them

#

I have also baked lighting and then deleted them and rebaked again on a different map and it worked as expected in the same mod

oak geyser
# vernal dagger started working on this level a couple days ago, was all sunshine and rainbows u...

In order to go back to "zero", with idStudio closed, delete the dvdpc, virtualtextures, base/generated, and base/maps/<your map name>/ folders in your mod folder. Take care with the map one though, don't delete map files, only folders, eg you may have a map file like my_map.map, and then in the same folder there will be a subfolder named my_map, only delete that subfolder, not the map (or refmap) file!

vernal dagger
#

let me see if that helps

topaz fulcrum
#

I have an issue where POI do not appear after respawning at a checkpoint which was triggered from completing an encounter?

Scenario
I beat an encounter and trigger the checkpoint as the last thing in the encounter
Respawning at the checkpoint will trigger the linked targets but the POI do not appear for some reason (other targets trigger as expected)
I added a temp trigger volume to do the checkpoint as a test, I fly to that and skip the combat, hit the temp trigger to do the checkpoint, then I respawn and the POI work fine.
So the issue seems to only happen when when the checkpoint happens from the encounter.
Other encounters and checkpoints in the map seem to work fine, so its very strange.

I just wondered if anyone had had similar issues before and what their solution was.

vernal dagger
#

any idea what would cause that?

oak geyser
vernal dagger
vernal dagger
# oak geyser Not really... lighting is a very delicate thing, like, you can high quality bake...

this is probably the spot that's easiest to compare because it's virtually copy pasted (minus a box blocking some lighting on one side) after a Full Bake there is seemingly no indirect bounces on these two spot lights, and the slowmap looks identical to the lightmap. however in the hallway this is copy-pasted from it seems to be working properly. I dont have any light probes placed around anywhere in the level so everything should behave the same no?

plush thicket
vernal dagger
#

give me a sec

plush thicket
#

Is the same thing if you switch the preview to slowmap only, or only happen in slowmap+lightmap preview

plush thicket
#

I assume you using static lights only right

vernal dagger
#

if you mean the lights dont move, yes, if you mean checking the static light box on any of the lights, no

plush thicket
#

Can try to switch the preview to slowcombo

vernal dagger
#

on both examples

#

here's the lighting setup in desired vs undesired result

plush thicket
#

Spot light need a high light intenstiy , make it cast light in walls like move the target

vernal dagger
#

its set to I think 500

plush thicket
#

Oh i see in the second pic yes sorry

vernal dagger
#

no problem haha

plush thicket
#

So it was showing the light before right

vernal dagger
#

here's the "broken" lighting in slowcombo btw

plush thicket
#

Ohhh

vernal dagger
#

I could literally delete one of these spotlights and there's no indirect left oveer

#

before a rebake

plush thicket
#

Have you added ambient nodes ??

vernal dagger
#

I mean where do you add them

#

I was under the impression they were generated during full light build?

plush thicket
#

Try to add few ambients node around these dark areas and build the ambient

plush thicket
vernal dagger
#

where do I find them, they aren't under light (unless you mean light probes)

plush thicket
#

Info/ambient_node

vernal dagger
#

ill try it

#

is there like a default zone of them or something that I left the radius of?

plush thicket
#

Look at the graveyard level there an example how to use the ambient nodes

vernal dagger
#

assuming thats my issue im just curious why it seems to work properly at the origin of the level lol

plush thicket
#

Sorry i am in phone tomorrow will help you better

vernal dagger
plush thicket
vernal dagger
plush thicket
vernal dagger
#

here's the "normal" hall in devmap

#

let me quickly run to the broken one

#

"broken" hall in devmap

plush thicket
#

I think you good

vernal dagger
plush thicket
#

I have to look at this in pc, tomorrow we can figure this out, but try the ambient node first

vernal dagger
#

Yeah im currently looking at how they used them in graveyard and then ill throw a few in and do a rebuild

#

placing them like this should be enough for a cramped hallway right?

vernal dagger
plush thicket
#

add few static lights point around this area, low intensity ofcourse

#

Here an example you see how I use static light points to light few areas

feral sigil
#

someone has a mod for fly or noclip?

atomic bay
#

If you're opted into the PC Mod Preview and launch the game by clicking "Mods" > "Play Mods" > "Play DOOM Eternal with mods" in the PC Mod Preview launcher, then press the key above Tab, to the left of 1, below Escape to open the console, type noClip and press Enter, and press that key again to close the console.

Otherwise (whether not opted into the PC Mod Preview, or clicking "Play DOOM Eternal" on the launcher's home page), you can use meath00k to add the noClip command. Download "XINPUT1_3.dll" from github dot com/brongo/m3337ho0o0ok/releases/latest, right-click Doom Eternal in your Steam library, choose "Manage" > "Browse local files" to open your Doom Eternal installation in File Explorer, and move the "XINPUT1_3.dll" file into this folder (so that it's in the same folder as "DOOMEternalx64vk.exe").
(I can't link to it right now, as the VEGA/Dyno bot is having an issue where it blocks all links.)

tropic oasis
#

You can also type in the console for example

bind noclip /
to toggle it using the '/' key (replace with any other key)

#

Another thing i found useful to bind when exploring a level for reference was "god" mode

atomic bay
tropic oasis
vernal dagger
#

They work in the other two rooms though

#

actually upon deleting the lightmaps and rebaking it again it seems like static lighting doesn't work period even with ambient probes around

#

also the lightmap preview seems to look the way I would expect

topaz fulcrum
#

When loading my map it says "You need to build the combo map" but I am not sure what kind of build that is.

whole cedar
topaz fulcrum
haughty mica
molten token
#

Has anyone played Doom The Dark Ages on xcloud gaming? I bought Game Pass Ultimate and signed in to xcloud gaming. The game works but doesn't recognize the mouse and keyboard. Does anyone know if there's a way to get it to recognize the mouse and keyboard? I only paid for one month and the clock is ticking. lol

charred frost
# haughty mica https://youtu.be/8eAuEH66-Ks

This is really impressive ! Can't wait to try it (and also can't wait to try the full version of the mod once it fully release)
In the same way, it would be cool to have a mod with stands (like in jojo, still in third person), or else to be able to play dio and stop time, maybe one day I'll try to make that mod if I have time lol

molten token
plush thicket
molten token
# plush thicket Did have the xbox app in windows ??

Yes, I have the Xbox app on Windows, but not Xcloud Games. I'm accessing Xcloud Games from the Google Chrome browser. Everything worked. The game starts and says "press a" but it doesn't grab the mouse and the keyboard only has the option to connect a controller.

plush thicket
#

Have try to go to fullscreen mode ??

#

Launch the game and press ESC to go to fullscreen

molten token
plush thicket
molten token
#

My problem is that my PC doesn't have a Bluetooth 😦 and I only have a wireless PS4 controller haha ​​how bad

plush thicket
#

does the xbox cloud gaming can be run as app not in the browser

molten token
#

I don't know, I think it's not possible, I'm not sure

molten token
#

Well somehow I was able to do it, I'm already playing it haha

heady mango
#

Does anyone have a link to a mod that gets rid of the "Red Screen" when low on Health? I found one on Nexusmods but its outdated. Thanks for your time

dawn tapir
#

wonder if they will release modding tools for the new doom

atomic bay
#

I'm optimistically hopeful that Doom Eternal's idStudio is like a "beta" for Doom: The Dark Ages' idStudio, so that modders will be ready and know how it works when Doom: The Dark Ages' idStudio releases.
...But, id Software haven't said anything about it yet. Unless they plan on shadow-dropping it, it's likely very far into the future. 😿

last island
#

How can you guys play eternal?

halcyon dock
#

I’d love making a Fortress of Doom type of mod for this game

woven cobalt
#

anyont having issue with there 3070 playing this game i cannot seem to be above 40fps and having huge latency

halcyon dock
#

I feel like having the collectibles, skins and level selection just in menus is a bit underwelming, to me at least

obsidian raptor
#

@atomic bay Oh, isn't You the uploader of the DOOM Eternal Mod Injector on Game Banana?

fickle glade
topaz fulcrum
#

Anyone know if there is a way to restore a save file in Dark Ages if I accidently deleted the wrong one? (I am blaming the poor UX for this one haha)

fickle glade
midnight hedge
#

i have made the ice imp from mighty doom, hopefully the ice ball actually slows you a little bit. been having a hard time figuring that one out...

karmic musk
pearl junco
#

have the projectile apply a status effect

polar nexus
pseudo narwhal
tight hinge
#

in the projectile damage decl just add a status effect that slows down player

midnight hedge
#

@tight hinge can you make a custom status effect? The one I am using is the blood marker slowdown and it doesn't seem to be working?

midnight hedge
#

@tight hinge thank you!

tawny lance
#

does modding not work??

#

im tryna search for shit and the search aint searchin

empty scroll
#

Guys I'm trying to complete my collection TDA, I know this is eternal chat but there isn't a dark ages modding room yet so I'm asking here. What are the chances of someone making a mod that allows you to unlock super exclusive skins like the legionary skin that's behind a 2000 dollar paywall that isn't even available in many countries? that skin is the only thing I'm missing, I spent hours scouring the internet and asking friends overseas and got the skin from the pizza place but that legionary skin is crazy... only limited to 666 copies too... Is it possible to actually unlock it on ones account with mods? it is a singleplayer game afterall

tight hinge
#

some modders might want to use your assets

#

I can fix some things for you if you want, like add a status effect, changing the fire hud fx to be ice instead, etc...

midnight hedge
#

Sure, but would making a new entity def means it will not replace the regular imp?@tight hinge

tight hinge
midnight hedge
#

@tight hinge for now it is just to give the game a bit of challenge compared to base game ,hence the texture and effect recolors as well as the fireball having the slow status effect. I do plan on eventually making a full on custom monsters that resemble the classic versions of the enemies, but right now my best is just recolors.

#

@tight hinge how would you go about making it a separate asset that other people can use? Once a mod is packaged and uploaded, it cannot be open by someone else's idstudio correct?

tight hinge
midnight hedge
#

@tight hinge ok, one last question on the mod portal ther was the classic revenant skin replacing the single player model, how did they get the skin to use? I have been trying to find it in idstudio to use under the customization folder and the set skins are giving me errors to when i try and open them in the model viewer?

fast plaza
wispy rose
eager ginkgo
#

how is this modding scene here, have there been updates and any custom campaigns etc?

fast plaza
#

There was a third party modding scene for a few years after eternal's release and id worked together with modders to release public tools

#

you can use idtech 7 to make basically anything

midnight hedge
teal plover
#

Good evening

subtle otter
#

I've been attempting to port over the fortnite doom slayer model over the slayer, but been running into this issue where the model stretches too hell, any ideas or ways to work around it?

tight hinge
midnight hedge
#

@subtle otter you might need to reapply the bone weights to the mesh if it has the same bone names.

jaunty verge
#

I want to make a mod that replaces slayer with my favorite character from the other games, how can I make sure the model importing working good?

#

Here's for an instance, Taking Helia from honkai impact. to replace default Slayer. to which format to export as?

nova fog
#

Hi everyone, I'm just starting to learn how to make mods and I have a question, how do I use the official packages I've downloaded? For example, "Basic Level Design Tutorial Maps", I've downloaded it, but I can't find any tutorials on how to use it

tight hinge
nova fog
#

Thanks for the reply, I'll give it a try

subtle otter
broken bluff
#

what is an excellent mod for me to play

#

also what if we added the shield from dark ages?

outer fiber
#

👀

heady mango
#

Does anyone know where the updated version of this Mod is? It removes the "Red Screen" effect when low on Health. Really wanting to get rid of it but the mod page says its in discord now and not sure where to find it here. Thanks for your time, heres the link. https://www.nexusmods.com/doometernal/mods/13?tab=description

Nexus Mods :: DOOM Eternal

Options to remove the overbearing red tint the screen gets when at low health along with the LOW HEALTH text

obtuse falcon
#

Found this thing

#

I’ll send the post if anyone’s interested

rough parrot
next cliff
#

How do I add custom maps to Eternal?
And are there any starter recommendations?

glass verge
#

how do i make a target spawn use the demon portal spawn in animation?

oblique dirge
#

The best way to get started is just experiment look at the wiki and just figure out what you wanna make as soon as you do that make the block out and then do the decoration. Do not use assets to build.

#

This is what your blackout should look like when you start coming up with the idea of the layout

#

Do just my past levels that I have not released yet because for some odd reason, I cannot upload them or they keep corrupting

next cliff
oblique dirge
rough parrot
ancient shard
plush thicket
river plank
#

Yall know horror DOOM wad files right? So hear me out Doom Eternal horror mods

jaunty verge
#

There goes the textures, now I just have to export.

jaunty verge
#

Also, after finished testing mods, how do I publish it? In the meantime I'm trying to free up space to install idstudio. Also I changed my mind, Helia replaces Immoran skin.

jaunty verge
#

Slayer and demons and all of skins are animated models, right?

whole cedar
#

so you want to make it a slayer skin right? in that case you must rig your model to the original doomguy armature first and weight paint it

ancient shard
fickle glade
jaunty verge
fickle glade
#

From which one, cuz I know that's not a Zenless character

jaunty verge
fickle glade
#

And make the health pickups burgers

jaunty verge
#

Maybe she replacing default skin

jaunty verge
whole cedar
#

you could also use a data transfer modifier on your model and choose vertex groups

heady gyro
#

Does anyone know how to view these models in the animated model editor? This is the classic revenant skin, but it won't open because it has "no joints". Is there an asset pack I need to have installed?

oak geyser
jaunty verge
jaunty verge
#

Ah man.

errant peak
# jaunty verge Ah man.

Had the same thing today, try closing other applications to free up some ram worked for me.

plush thicket
# jaunty verge Ah man.

Try to open form the launcher, Open the game, go to creation tab/idstudio, and click create new mod in idstudio

#

You must install the game and idstudio in same path

clear nacelle
#

does anybody know how to mod doom eternal if i bought it on the xbox app?

atomic bay
#

Both official and unofficial mod support works with the Microsoft Store(/Xbox Game Pass) version. See here: #eternal-modding message

prime prism
#

Why is mod manager setup not working?

atomic bay
prime prism
#

For some reason, my internet is not opening and it keeps giving me an error.

#

mods still not showing

jaunty verge
jaunty verge
#

Also, Can I leave some of my exported FBX models here? incase I want someone to check too.

#

Welp, turns out I have 16gb RAM but the program minimum is 32. Unfortunately I can’t get my models to work so yeah

whole cedar
jaunty verge
jaunty verge
#

I don’t know what to do if I can’t run it again.

jaunty verge
#

Anyways, in the meantime, have a look at my other models. I've prepared.

Lantern replaces default skin
Thelema replaces Astro skin.

of course I'm using FBX format on export as usual.

errant peak
jaunty verge
# jaunty verge Ah man.

Or could it be that the directory idstudio was installed has less storage than the minimum? I kept having that error while launching.

errant peak
#

Could be

prime prism
#

What are the modes that show the difference, Map and mechanics

clear nacelle
#

i need a little help, i am currently modding the microsoft store version of doom eternal and i got to the dump part and im a little bit stuck on the part where it says "Next, just download EternalModInjector [here on GameBanana], and extract it into the dumped folder (so that "EternalModManager.exe" is in the same folder as "DOOMEternalx64vk.exe"

#

do i have to move those modinjector files into the dump on their own because i see alot of other files here and i want to make sure i move them the right way so they dont break

atomic bay
#

I'm not really sure what you mean by "on their own", but as long as...
- "EternalModInjector.bat", "EternalModManager.exe", and "EternalModManager.exe.config" end up in the same folder as the dumped "DOOMEternalx64vk.exe" file.
- And "BlangParser.dll", "DEternal_loadMods.exe", and the rest of EternalModInjector's "base" folder's contents end up in the same folder as the dumped "gameresources.resources" file.
...then it should be okay.

clear nacelle
#

yeah thats what i meant thanks

#

whenever i want to run doom eternal with mods i open it through the dumped file right?

atomic bay
#

You have to open EternalModManager and click "Run mod injector" if you want to change which mods are installed - but after that, I don't know. I think that you can still launch the game through Microsoft Store or Xbox App for Windows if you don't want to change mods? 🤷

clear nacelle
#

what about the mods folder from the eternalmodinjector zip, does that go anywhere or does it just stay in the original zip i downloaded off the website

#

nvm i just figured it out

#

ok now about the mods, ive been looking at this mod made by iW1CKED called the challenger series #001 but the thing is ive only seen it on the official bethesda site and ive never found a zip folder of it. Does anybody here know if there's a zip folder I can find out there so I can drag it into the mod loader?

atomic bay
#

Doom Eternal has two types of mod support: The "old", unofficial EternalModInjector, and the "new", official PC Mod Preview/idStudio. You're talking about a PC Mod Preview/idStudio mod, so you have to use the PC Mod Preview launcher for that.
-# (You can use both types at the same time, but you can only load EternalModInjector mods with EternalModInjector, and you can only load PC Mod Preview mods through the PC Mod Preview launcher.)
See the first half of this message: #eternal-modding message

static nexus
#

Hello, nobody might be able to help me but I really hope somebody can so whenever I loaded to doom it launches normally I play a game, but the moment I die it restarts the whole thing all over again like you know whenever you start the first chapter and it shows you that text as soon as I die, it shows me that and I’ve tried everything and I cannot fix it

clear nacelle
#

how do i launch the game with mods? i downloaded some mods and put them in the manager and im launching eternal but no mods show up in the game

atomic bay
#

Did you click "Run mod injector" in EternalModManager? Did the command prompt window finish and say that mods were successfully installed, or did it show you an error (or instantly close)?

clear nacelle
#

my fault i didnt keep pressing continue

clear nacelle
#

enountered another problem, I joined the xbox insider preview for doom mods so I could downlaod that one mod I mentioned before, but now its making me update doom eternal, but its stuck at 0%.

jaunty verge
#

How do we find out which mods are conflicting each other?

oak geyser
# jaunty verge How do we find out which mods are conflicting each other?

One can make an educated guess, taking into account the aspects of the game that the mods are changing, and if you know which files exactly are being changed, then you'd probably guess right more often than not. In the end it would still come down to trial and error though, you'll just have to try and see what happens.

stable tide
#

Is kaiser campaign easy to install through steam workshop?
Also recommendations for hardcore mods like custom masterlevels and kaiser campaign?

atomic bay
#

There's no Steam Workshop - but yes, if you opt into the PC Mod Preview branch, it should be as easy as downloading the mod through the game's new launcher, activating the mod, and starting a new save slot.

stable tide
#

perfect

#

if anyone has suggestions for other hardcore mods I should try pls let me know

rough parrot
stable tide
#

As hard as possible. But pretty much anything equal to or above tag 1

#

Feel free to list as many mods as u want as long as they are good

rough parrot
#

Last two have custom edits to the level that make them look way different and they are a very cool experience, highly recommend them both

rough parrot
tight hinge
#

saleem will haunt you in your sleep

rough parrot
tight hinge
#

slightly harder

#

but easily one of my favorites

plush thicket
#

Here some pictures of my upcoming level

rough parrot
#

You make some great levels, that looks really good!

plush thicket
#

Next mod will have two levels

#

UAC style, and second one will be nekravolish style level

rough parrot
#

Modded nekravol levels are my favorite, they just look so good

plush thicket
#

Very detailed art

tight hinge
plush thicket
#

LOL

rugged prism
#

I really want to level up in the sandbox mode, irrespective of what mod or gamemode I load or play, no matter how miniscule; I want some sense of progression. Is there a mod that can do this or can anyone please make something along these lines? Any way to manually edit and preserve the doom level (for the sandbox save file) in the meantime?

#

Saleem and Toyota you guys are super talented, what do you think is this even possible? I remember there was something similar for black ops 3, it was called Pegasus or something

ashen lichen
#

sorry for the late response and ping, but
is "DOOM Eternal with mods" called a "sandbox"?
Is it normal that after running it a few times there are no profiles for the sandbox locally saved?

atomic bay
# ashen lichen sorry for the late response and ping, but is "DOOM Eternal with mods" called a "...

[...] is "DOOM Eternal with mods" called a "sandbox"? [...]
Yes. The normal version of the game is a file called "DOOMEternalx64vk.exe", while the "Mods" > "Play Mods" > "Play DOOM Eternal with mods" version is a file called "DOOMSandBox64vk.exe", so a lot of people refer to it as the "sandbox".

[...] Is it normal that after running it a few times there are no profiles for the sandbox locally saved?
If you change some in-game settings, are those settings still active when you reboot the game? If so, you do have local files somewhere (it should be in "C:\Users\[Username]\Saved Games\id Software\DOOMSandBox\base\savegame.unencrypted\").

oblique dirge
polar nexus
atomic bay
#

For one, most of id Software has been (and still is) busy with Doom: The Dark Ages recently. 🤷

frozen lake
#

The only way I know how to download this mod is through Doom Eternal itself or through the website but it won’t let me link my Steam account to my Bethesda account

#

I really want to download this awesome mod to use in Doom Eternal

atomic bay
#

Firstly, does it work if you try to sign into your Bethesda.net account within the PC Mod Preview launcher (not in a web browser, and not on a phone)?
Secondly, you can only download PC Mod Preview/idStudio mods through the game's launcher, not through the website.

frozen lake
#

Oh okay so it’s not a mod I can just download from the website like with Nexus Mods?

atomic bay
halcyon stratus
#

Then it's a simple matter of downloading the mod and dragging and dropping it onto your loadlist, and launching the game.

indigo zenith
#

Im stuck on a infinite signing in
this is the same on the xbox preview can anyone help please

indigo zenith
round stone
#

I asked the same question in the Eternal Modding Hub Server, but is there any way I can get a mod from Nexus Mods onto the Official DE Mod Loader? Like can I get the Marauder Skins for Campaign mod into the mod loader?

jaunty verge
#

By the way guys. How much RAM overall used while running Eternal id studio?

river shale
#

i have a problem, when i play with mods i can connect my bethesda account

halcyon stratus
#

Use the injector first and launcher 2nd.

oak geyser
oak geyser
round stone
halcyon stratus
#

You can use mods from both.

jaunty verge
oak geyser
#

That sounds like it could also be about VRAM, ie your GPU's memory, rather than your system RAM. What's your system specs? If you don't have enough system RAM, then increasing the virtual memory can potentially help. If you don't have enough VRAM though, that's a little bit more problematic. The requirements say min 6GB VRAM for Nvidia and 8GB for AMD GPUs, not sure how accurate that is though.

oblique dirge
#

Hey guys, whoever see this is new to the modeling scene. I’m going to be making a map for people that don’t really know how to decorate well it’s gonna be going over the basics and also some of the other things that you would need to know to make a good map for someone to play. I’ll be releasing the dot map file and it will have a lot of things that you would want to know or things you haven’t known yet

ashen lichen
#

gonna transfer my save file in a moment to see if it works

#

Alright, works fine. Thank you so much ❤️

whole cedar
#

Are those integrated graphics? im pretty sure its that

slim scaffold
#

That laptop has 100% integrated graphics

oak geyser
#

Yeah, there's your problem. I have no idea whether idStudio actually works with Intel Xe (or any integrated graphics for that matter) in the first place, but even if it does, I don't know if you'd be able to give the GPU enough shared memory (aside from what the iGPU hardware actually supports, it's ultimately limited by BIOS/OS rules I think), all while retaining enough memory for the OS and idStudio ¯_(ツ)_/¯

polar nexus
#

not my mod

tight hinge
tight hinge
#

I love mods that have random names with no description being published 👍

worn cedar
#

hey im looking to increase my FOV further than what the game allows you to do with in-game settings. I'm playing on PC GAME PASS. I know on steam you can set launch options, but not sure how to do something similar on xbox/pc game pass app.

vague fable
#

I done installed and activated doom eternal master campaign by delta, but starting new game not working to play mod levels. Does any have docs about installing and setting this mod?

oblique dirge
misty osprey
#

Hey guys, So I see a bunch of speedrunners and others use a cheat engine table that enables the developer options commands! And most tutorials I watch lay around 2021 meaning they are outdated and no longer work. So I was wondering if someone could assist me just to enable it bcuz I seriously dont know.

atomic bay
#

You have three options:
- Run EternalModInjector once (even if you don't actually install any mods with it). This will unhide all hidden console commands/variables.
- Install meath00k (https://github.com/brongo/m3337ho0o0ok/releases/latest). This will unhide all hidden console commands/variables, and also add chrispy (the same as PC Mod Preview's spawn), noclip, noTarget, and anything starting with mh_.
- Opt into the PC Mod Preview and click "Mods" > "Play Mods" > "Play DOOM Eternal with mods" in Doom Eternal's new launcher. This will give you access to hidden console commands/variables, plus many commands/variables that were completely removed from the "normal" version of the game (including noclip, noTarget, spawn (the same as meath00k's chrispy), and more).

misty osprey
#

I see. Appreciate the help, I will test each based on my preference. Once again thx sm!!

rough parrot
#

I could not bhop to save my life every time I went for a dblade I killed myself

plush thicket
#

You meet steve I assume

rough parrot
#

Steve’s cool, the fight after that was not

raw ingot
#

Are there any mods that are just a straight up practice arena like in ultra kill or other games like that?

#

I haven’t t been able to find any

fickle glade
raw ingot
#

I’ll take a look thanks

oblique dirge
#

Every time I open up the software it just straight up crashes
I have no idea why this is happening

plush thicket
fringe coral
#

Hi. I am going to start Eternal modding in the near future. I wanted to ask if importing 2016 models, textures AI and weapons is relatively painless.

spiral mountain
fringe coral
#

Alright. I wanted to make a classic Eternal style map first to get used to the tools and then make an unofficial 2016 themed DLC

#

Just gotta finish my Doom WAD first

#

would be a lot easier if there was an asset pack

raw ingot
spiral mountain
#

hey im trying to find the skin for the sentinel armor but all the devs made the files just a singleword with a raising number, i wanted to make different painted versions of the armor

whole cedar
spiral mountain
whole cedar
#

theres actually a google file with all set names

#

pretty sure its in the eternal modding wiki

spiral mountain
whole cedar
#

you mean for texturing?

spiral mountain
whole cedar
#

i use substance 3d painter

#

but if you want a simple recolor i would just edit the images manually on something like paint.net

misty ibex
#

any of you use reshade?

hidden mason
#

is there a mod to make heavy cannon hitscan

#

and to have more enmyes in general

spiral mountain
hidden mason
spiral mountain
#

i dont think i can link it

north pecan
#

Does anyone have a mod to make mancubus enemies look like Brian Thompson?

spiral mountain
#

i dont understand why nobody is using the id studio to create their own demons. it is now possible to make a model and turn it to a md6 file in the id studio and what really frustrates me is that if that model is made it is able to be modded into doom snapmap using snaphak like the potential there for more content is immense and no one is taking advantage of it at all

smoky cypress
pearl junco
spiral mountain
#

wont work for gore tho

#

enemies will just t pose when dead probably if a death animation isnt made for it

hidden mason
#

how can i edit stats of guns

tall patrol
#

Guys

#

I am extremely lost with this ID studio stuff i have no clue what I am doing

#

the offical tutorials say something about a camera view or somethiung but i don't have that

rugged prism
#

How do I edit my sandbox doom rank? Is it a hard lock at 1???

atomic bay
# spiral mountain i dont understand why nobody is using the id studio to create their own demons. ...

i dont understand why nobody is using the id studio to create their own demons. it is now possible to make a model and turn it to a md6 file in the id studio [...]
There is much more to creating a demon than just making a model - and even "just making a model" on its own is already quite tough for most people, even if you ignore all "bonus" parts like gore meshes and such.
(See also: The somewhat lack of fully custom models even in Doom Eternal (I think?), despite not having any extra steps after converting the model via idStudio.)

jaunty verge
#

So, May two or more people collaborate in making a mod? because as of now I'm unable to get idstudio to run, it kept crashing.

#

In the meantime I have FBX models at ready to import.

oak geyser
oak geyser
jaunty verge
#

I guess I can only work on Blender for the time being. given the state of my laptop.

rugged prism
#

Engineering™

tight hinge
#

Havok ragdoll is one of them, unless we can create new Ragdolls custom demons won't be able to be fully finished

spiral mountain
#

i know theres a option for those back in 2016

tight hinge
#

You can make custom death anims, but due to lack of ragdoll they will just t-pose when they die

spiral mountain
#

dang

tight hinge
#

I've been trying to port the hell razer, but I've hit some walls

spiral mountain
#

wonder if you could make them stay in the death animation

#

like they fall and just replay the same sequence of being on the floor

tight hinge
spiral mountain
tight hinge
spiral mountain
#

i just find it confusing to put only half the tools to make a demon

spiral mountain
#

is there any way to add like a different code for ragdolling?

tight hinge
#

no, idstudio only uses havok

tight hinge
#

it's an external tool to create ragdolls

spiral mountain
#

then why give us the option to even make a demon? that just feels like false hope

#

without any way to make it stay in death pose it be impossible for new creatures to happen

tight hinge
#

keep in mind, the studio is in beta

spiral mountain
tight hinge
#

not only I can't make ragdolls yet, I also been having trouble porting slayer anims from 2016, due to different skeletons

#

if someone is familiar with animation retargeting I'd definetly appreciate the help

tight hinge
spiral mountain
#

just pretty much the model

tight hinge
#

again, file formats are fundamentally different, I know this for a fact

spiral mountain
#

correction not md6 files i mean obj files

#

we tested it with those and they can be brought in like that

tight hinge
#

those are static models

#

we are talking about different things here

spiral mountain
#

i was talking about creating demons in id studio which thats what you were saying and i was just saying ( didnt realize i said md6 files meant tosay obj) that the files that are obj can be brought to doom 2016

tight hinge
#

sure, but md6skel, md6mesh and md6anims are still different formats from 2016

#

I had to manually export the animations from 2016 as .fbx and then import them to idStudio

tight hinge
spiral mountain
#

not sure how they did it tho

tight hinge
spiral mountain
tight hinge
spiral mountain
tight hinge
spiral mountain
tight hinge
spiral mountain
tight hinge
#

but even adapting animations to a new skeleton is a pain in the ass

#

I had to repurpose unused 2016 animations for stuff in eternal (meathook, on fire, etc...)

spiral mountain
#

jeez

tight hinge
#

oh yeah trust me it's not easy

#

you would also have to make a new md6def from scratch (I made mine similar to eternal's soldier)

thin harness
#

Guys, who speak russian, i need help

elfin shale
#

anyone know if this coop mod works with the official eternal mod launcher or? https://gamebanana.com/mods/428523

GameBanana

Play CAMPAIGN maps and BATTLEMODE arenas with friends. The playable Archvile is replaced with a Slayer. At least one player should select a Slayer on the left podium slot.... A DOOM Eternal (DMETERNAL) Mod in the Multiplayer category, submitted by Velser

#

I'd assume not but just thought I'd ask

prisma vector
#

Nope
It only works in the vanilla .exe with the mod injector

elfin shale
#

aww hopefully theres another like it sooner or later

solemn shuttle
#

why does my game look like this

prisma vector
#

Doom 3 mod

solemn shuttle
#

I don’t have one

#

Just kaiser campaign, keep the dead and more wounds

#

In the videos of kaiser campaign that I seen it wasn’t like this

atomic bay
# elfin shale aww hopefully theres another like it sooner or later

That mod works by modifying the online BattleMode, and the PC Mod Preview's "Play DOOM Eternal with mods" button is "sandboxed" with no online connectivity at all (including BattleMode), so it won't come to the PC Mod Preview mod list (unless a future update enables online play in the sandbox).

You can still use the mod while opted into the PC Mod Preview, though. You just have to install it with the unofficial EternalModInjector, and then click "Play DOOM Eternal" in the launcher's home screen (meaning that you can't use PC Mod Preview/idStudio mods with it 😿).

oblique dirge
atomic bay
#

Which mods?
For EternalModInjector mods, do you have EternalModManager's "Advanced options..." > "Load multiplayer safe mods only" option enabled or disabled, and did you click "Run mod injector" in EternalModManager to install them?
And for PC Mod Preview/idStudio mods, did you drag them into the "Active mods" area, did you click "Play DOOM Eternal with mods", and does your Windows username contain any non-ASCII characters?

oblique dirge
#

hey who made this mod dm me if you made it plz

graceful quail
halcyon stratus
# oblique dirge

I was just about to say I can't load the thing. It won't appear listed under the devmap command.

#

NVM it updated, just finished it. Nice proof of concept.

polar nexus
graceful quail
solemn shuttle
#

Can someone help me my game keeps crashing on startup

#

I get a popup saying “classic doom 2marine unlocked” and then it crashes

verbal thunder
#

Anyone has a zip file of dark age praetor suit for eternal?

fierce spruce
#

man if i wasn't playing xbox eternal

oblique dirge
#

made this for fun

torn knoll
#

Can i get mods on Xbox

halcyon stratus
#

You know I'm starting to wonder what if someone backported TDA's Doomguy to Eternal. Not the suit, the head.

#

Just so his face looks normal.

atomic bay
oblique dirge
# halcyon stratus Cosmic Realm?

You are correct this is not going to be a level. I’m just testing things, but if you guys want the mat file when I’m done, I will gladly give it to you so you can use those assets if you want. A lot of those are custom.

polar nexus
violet thicket
#

has anyone made a wave based survival mode yet

grizzled shell
#

Hey, new to Eternal modding, could somebody point me in the right direction of how to model swap? Trying to swap out the slayer with a different player model

torn knoll
atomic bay
atomic bay
#

PC mods are still a thing (both official (PC Mod Preview/idStudio) and unofficial (EternalModInjector)), and haven't been removed. Console mods have never been a thing for Doom Eternal.

molten token
#

Does anyone know if the floating eyes in the encounter with Samuel Hyden at the end of DLC Part 1 are AI? Or are they FX or ambient? I don't see them in the "AI" games. Does anyone know if they can be added or how? I'd like to include them in the final encounter of my level.

brisk jungle
#

good lord the darker praetor suit mod somehow made the entire GAME look and feel better

plush thicket
molten token
#

Mmm, do I need to have the Holt DLC 1 pack installed to be able to see it? Because I only have Urdak and Celestial installed, haha.

oak geyser
molten token
#

Is the same thing happening with those rays? My idea is for the final boss to be "Vega," and I have some ideas, but they seem complicated. I'd like those rays to start appearing in phase 3, or if I can simulate something similar myself, that would be fine.

oak geyser
#

I think those are just particle systems and hazard entities placed on the map, I'd have to check

molten token
# oak geyser I think those are just particle systems and hazard entities placed on the map, I...

I understand, my idea is that in the first round 5 Maykr drones come out with different colors (yellow, blue, and red), yellow for the sniper, red for the sticky bombs, and blue for the ballista. When you kill the 5 Maykr drones, Vega becomes vulnerable (only receiving damage from the BFG). Then, in phase 2, the same thing happens and in the final phase, those rays come out. I have the entire encounter created but I don't know if it's possible to generate unique damage, and I don't know how to do it for each entity in addition to the rays in the environment.

dire abyss
#

Is there a way to have mods on xbox one x ?

plush thicket
dire abyss
oak geyser
# molten token I understand, my idea is that in the first round 5 Maykr drones come out with di...

Here's the laser basics extracted/recreated, it really is just basic fx/hazards moved by logic.

Not sure if it's possible to have different damage behavior for the same AI base type, that would be a question for someone who has looked into it already. I mean, there's the damage decls and they have AI type specific damage mitigation, and there's also the AI health components for AI entities where it's seemingly possible to define by what they can be damaged, but I don't know if that actually works, like if you look at the spirit for example, its weakness actually seems to be defined in its AI component decl (aicomponent/parasite/spirit), so I don't know 🤷

molten token
#

I just need to add the target relay of the platforms to the start and end of my start and stop lockdown in the Encounter Manager?

molten token
oak geyser
# molten token Man, you're the best! It looks perfect. Do you know how to make them move from s...

The lasers do already move, the logic for it is included, it's kinda like mover scripters but done in logic. The logic entity needs to be copied too if you put things into another map, idStudio would then automatically copy the logic .decl in a subfolder named after that other map. Using triggers in the encounter manager to start/stop/show/hide/enable/disable thing is certainly an option. Damage is applied by the hazard volumes, that's unrelated to the logic.

molten token
#

When I entered your map, the rays were hurting me.

#

I understand, don't add those "env damage electric" haha

fickle talon
cyan palm
wispy zealot
#

me waiting to see if the classic hud is still implementable

pulsar lintel
wispy zealot
#

whos idea was it to add "pink fluffy unicorns dancing on rainbows" hud

#

I do admit it can stay in the game but at least couldve made it a Setrting in the game!

pulsar lintel
#

Yes the coding would need to be changed, you change the texture of the numbers based on the triggers for the health and ammo and such.

#

I also noticed that the PS5 version in the early stages had a different hud, why?

pulsar lintel
#

it was similar to that, it seemed closer to the previous image you sent.

wispy zealot
#

better look

pulsar lintel
#

It was shown in the PS5 trailer for the arch-vile.

pulsar lintel
wispy zealot
pulsar lintel
#

Wait that is native or mod? I've not seen people play it on PS5 much but I dont remember it being native.

wispy zealot
#

nmooooooo an unskippable ad 😭

pulsar lintel
#

those cursed micro missiles

pulsar lintel
#

Its kinda strange they removed it, it looked kinda cool.

#

The new version has an overload of colors.

wispy zealot
#

any way to remove that "PING" when doing a glory kill?

oblique dirge
#

What the hell are y’all talking about in here?

wraith wren
#

Hello, guys! Do anyone know what fonts are used in Doom: TDA? Is there any ways to find it from game files?

small ibex
#

Trying to use this but every time I get an error saying it can't be extracted.
The first two lines are also what appears when I select the executable.

oak geyser
#

Doesn't work while idStudio is running unfortunately, seems like it acquires exclusive locks or something on these files 🤷

small ibex
#

Thanks!

fickle glade
#

@modest obsidian Can we expect an update to idstudio any time soon?

plush thicket
small ibex
#

I just did and now I can access the maps

plush thicket
#

oh ok then

#

good to know, what you want to do ??

fickle glade
molten token
tawdry verge
#

Are there any modded practice maps/setups where I can practice stuff? I'm looking for stuff like inactive respawnable/invincible enemies I can test combos on and learn new tricks like SLOBs, a place where I can learn ballista boosting etc. I am not aware of any.

oblique dirge
rough parrot
opaque thunder
#

Thinking of trying my hand at making maps for Eternal.

#

Is 16gb memory enough?

molten token
opaque thunder
molten token
opaque thunder
molten token
molten token
molten token
opaque thunder
#

3rd time buying. Can we use TAG assets? From deluxe edition

atomic bay
# opaque thunder Is 16gb memory enough?

Thinking of trying my hand at making maps for Eternal. - Is 16gb memory enough?
The official minimum requirements for idStudio say 32 gigabytes. The bigger, more expansive, and more detailed maps you want to make, the more RAM you will need to compile it.

Are the tutorials worth much on the wiki?
In addition to https://idstudio.idsoftware.com/ (official) like @ FXHEXCEN linked to, there's also https://wiki.eternalmods.com/books/0-idstudio (unofficial) and https://www.youtube.com/@idSoftware/videos (official). I think that they're all useful.

Better through Steam or some other method like Xbox?
idStudio is only available through Steam. (Both Steam and Microsoft Store/Xbox Game Pass PC players can use mods created with idStudio, though.)

Lemme go buy the game then. Thanks
Consider waiting for a 75% or 80% sale first to save some money. Steam's Summer Sale is coming up soon.

[...] Can we use TAG assets? From deluxe edition
Yes. You can download asset packs for all The Ancient Gods maps, though they don't include the actual map itself (unlike the Campaign, Horde, and BattleMode map asset packs).

modest obsidian
tight hinge
#

But if you need some help let me know

atomic bay
#

For "Active mod maps are now in the Extras portion of the main menu", does the mapInfo decl allow disabling this? (E.g. a multi-map campaign or secret maps, where only the first map should be selectable.)

modest obsidian
fickle glade
#

Does the wav to wem converter work properly now?

fickle glade
opaque thunder
opaque thunder
modest obsidian
fickle glade
#

Cool!

blissful wing
#

saw a map called '100 barons versus 1 slayer' and it's suprisingly fun

rough parrot
#

Dblade spam at its finest

ancient shard
frosty steeple
#

I noticed a couple issues after Update 1.2.0 and I'm not sure if it's on my end only. The music and voices in TAG2 and Horde Mode (only the intro as far as I can tell) are completely missing on the Sandbox version of the game. The sound for holding to confirm certain things like skipping cutscenes and deleting save files is also missing. I have verified files a couple times and made sure I was not using any audio or level mods. I tested the game vanilla and the audio worked correctly.

rugged marsh
frosty steeple
#

Is there anywhere to report this besides here?

rugged marsh
frosty steeple
#

Oh :(

frosty steeple
prisma vector
#

idk if i should mention this but some spawns are also different like that possessed tyrant encounter on the holt

#

ok maybe not the spawns but the spawns trigger

#

the possessed tyrant and the other demons spawn right after you press the switch instead of spawning when you reach the side of the aren where they spawn

steel bronze
cyan palm
#

@prisma vector this is where you can find players who do mods

prisma vector
#

❤️

cyan palm
prisma vector
#

Playthrough of Challenger Series #01, this map was designed by iW1CKED who asked me for pointers for a level that would absolutely murder me.

Amongst the pointers was to have Possessed Barons and Possessed Pain Elementals since those 2 give me the most trouble, especially in a closed space which was the other thing I told him to do, because big...

▶ Play video
prisma vector
#

i did that map full auto only blindfolded

rough parrot
#

Well I did it melee only with my feet

prisma vector
#

zamn😳

icy ore
#

how to mod

polar nexus
# steel bronze

this is the game i'm playing since june 11th. pretty coincidence

steel bronze
#

I'm still learning em

polar nexus
steel bronze
#

Just understanding the game and you can get the hang of it like sifu

polar nexus
# steel bronze

he doesn't need guns, flame belch or equipment launchers, only melee doomguy_grin

polar nexus
# steel bronze Pure rage

i wonder what the humans made doom slayer mad. demons made him mad real good due to the loss of his pet daisy

steel bronze
#

I don't remember the lore

atomic bay
#

-# @modest obsidian After PC Mod Preview Update 2, I can't open the sandbox ("Play DOOM Eternal with mods"), even without any active mods. The default game still works fine, though.
-# I've verified the game files through Steam (which undoes all of EternalModInjector's changes) twice. Using +logFile 2 as a launch option, I don't see any log file (nor crash report) in "[Documents]/id Software/DOOMSandBox/base/". Using Task Manager, when I click "Play DOOM Eternal with mods", I don't even see "DOOMSandBox64vk.exe" in the process list before it terminates. It didn't work with "Import save profile" disabled, nor enabled.
-# ~~Note that I've right-clicked my "C:\Users\[Username]\Documents\" folder, chosen "Properties" > "Location" > "Move...", and moved it to "D:\Zappy\Windows\Documents\" (years ago). Both the default game and previous sandbox versions were fine with this, and it shouldn't cause problems anyhow, but it's definitely something that differs from most people's setups, so worth mentioning. 🤷 ~~
-# I'm using Windows 10 (21H1, 19043.2364), Intel Core i9-9900K, NVIDIA GeForce RTX 2080 Ti (v576.80), and 32 gigabytes of RAM. My private messages/DMs are open if necessary.
Edit: User error. I just had a rogue, unintended DLL file in -/steamapps/common/DOOMEternal/doomSandBox/ that caused problems.

---

(Also, potential bug report: The Ancient Gods 2 music and dialogue might be missing in the sandbox?
I wanted to confirm/deny whether The Ancient Gods - Part Two's and Horde's music/dialogue is missing (and other sounds are inconsistent) in the sandbox, and report it if so, because two other people have that issue after the new update. I couldn't get in-game to test it, though.)
Edit: I hear music/dialogue in The Ancient Gods - Part Two, so this is not a universal problem.

green stag
#

is there a doom eternal mod that makes the punch do as much damage as in 2016?

#

i like using bloodpunch in combos but i wish i could use regular punches too

prisma vector
#

there's already two on the mod-preview branch

fickle glade
jaunty verge
#

Is loading maps via console command also applies cheat code that are activated from mission select menu?

#

Also, will the game crashes if I load the mod that requires the dlc that I don't have?

oak geyser
hidden mason
#

how can i make a "slaughter map" for hell on earth

#

all i want to do is had more demons and ad demons to the castle part at the end

molten token
#

Can someone answer this question for me? Do "refmaps" allow demons to climb platforms or something? I'm not entirely sure how to make my demons climb platforms. Do I have to add traversal nodes to each arena in my level? Isn't there a way to load that from a pack or something?

rough parrot
halcyon stratus
#

I can't boot up the game with mods.

#

First time I tried a popup came up saying a mod couldn't be loaded or something and now the button straight up doesn't do anything.

hidden mason
halcyon stratus
#

Anyone else having issues?

#

Man I wish there was a way to save mods in loadlists, I have 20+ mods installed. I'm not dragging and dropping each one individually to see which ones don't work.

rough parrot
light crypt
#

anyone know where I can find the eternal weapon SFXes? I need them for my DOOM 3 mod.

modest obsidian
modest obsidian
opaque thunder
modest obsidian
# opaque thunder Are traversals just regular idEntities?

It is an entity. They show start and end point for traversal animations (like jumping off a ledge) you can place an AI on the ground and it will follow the nav mesh, but traversals are needed for “here to there” animations for AI.

opaque thunder
modest obsidian
opaque thunder
opaque thunder
#

Struggling to figure out how to test a map in idStudio

opaque thunder
#

like i have the asset map and i build it then go into console and type slowmap maps/ai_path_simple.map as an example.

halcyon stratus
#

Even with no mods loaded I still can't launch sandbox Eternal.

#

I'm reverifying files, see if that does anything.

halcyon stratus
#

That did it. I think I had leftovers of the mod injector in the game's executable that the latest update broke.

#

A shame, guess I won't be playing with local mods until the injector is updated or those mods are ported over to IS.

subtle willow
#

Any way to run a modded game offline? Since bethesda.net mods are stored locally n all..

atomic bay
polar nexus
#

wonder how it goes with the full release of mod support. the first release of beta was 10 months ago so it's nearly a year ago

fallow spruce
#

yo so I installed doom eternal via Xbox game pass on my PC and i want to get mods. any tutorial that i search up is for steam and if it says the tutorial is for xbox game pass its really confusing. can i get help with this?

#

i installed the latest EternalModInjector but havent extracted it into the doom eternal files i have because i dont want to mess up anything

#

if someone could help me get mods i would greatly appreciate it

atomic bay
#

There are two types of mods: Old, "unofficial" EternalModInjector mods, and new, "official" PC Mod Preview/idStudio mods. If you only want the latter, then you can simply opt into the PC Mod Preview beta, and download and activate mods through the game's new launcher. See the first half of this message: #eternal-modding message

If you still want EternalModInjector, though, then you have to "dump" the game files with UWPDumper, so that you get full access to all of the files, and then install EternalModInjector in there. See here: https://gamebanana.com/posts/10737067

fallow spruce
#

When I launch Doom Eternal on the Xbox app it just opens the vanilla game. How do I get the launcher to show up?

atomic bay
fallow spruce
#

oh im stupid now i understand it

#

thanks

#

wait I have Xbox Game Pass Ultimate and not the PC game pass

#

nvm i got it

#

yea it all makes sense now

hidden mason
#

help my save file for doom eternal isnt loading even tho its here int he files
GAME-AUTOSAVE0

opaque thunder
#

I was looking at the standards map in idStudio and Is there a 1-meter or 1cm interpretation in map units like snapmap uses? Like would 1 meter be 64 units? This was really a question for making snapmaps but if I make a map in Eternal I want to be able to still translate geo standards in 2016.

frosty steeple
#

Any news on fixes for the audio bugs?

oak geyser
atomic bay
#

Reposting the linked message in this server for more visibility: PC Mod Preview Update 2 recently released, and some people are having an audio issue specifically with the sandbox/"Play DOOM Eternal with mods" button. If you're opted into the PC Mod Preview beta, you own The Ancient Gods - Part Two, and you'd like to help narrow it down, then please...
- Open Doom Eternal's Launcher, and click "Mods" > "Play Mods" > "Play DOOM Eternal with mods".
- Make sure that music and voice volume is enabled in the game settings.
- Start a new The Ancient Gods - Part Two save.
- Skip the intro cinematic, and move around until The Father speaks.
- Repeat this both with and without active mods in the "Play Mods" page.
- Fill in this information: Is TAG2 music/dialogue audible? [Yes/Only with active mods/Only without active mods/No/Inconsistent] Are you also using EternalModInjector? [Yes/No] Operating system: [Windows 7/10/11, SteamOS 3.7.12, Arch Linux, Ubuntu 24.04, et cetera] RAM: [8 GB/16 GB/32 GB/et cetera] (If Linux) Proton version: [Proton Experimental, Proton 10.0-1, GE-Proton10-4, et cetera] Platform: [Steam/Microsoft Store]
Example:

Is TAG2 music/dialogue audible? Yes
Are you also using EternalModInjector? No
Operating system: Windows 10
RAM: 32 GB
Platform: Steam

It seems that the audio issue is inconsistent, with some sounds sometimes playing and sometimes not, but I think that the people with the issue have it most often with The Ancient Gods - Part Two and Horde music/dialogue.

atomic bay
graceful quail
frosty steeple
frosty steeple
plush thicket
flat wave
molten token
#

Well after 3 days of testing this I think I need help, how do I make the demons jump platforms? I do it like this, let's see using only the "imp" entity and I have to say that this and "default" worked for me sometimes the imp jumped the platform to the top but then stayed there and didn't move anymore, generally I can only put a start point and an end point, how do I make the demons move around the map and platforms appear and everything normal? (I've seen that everyone does it without problems in their mods and I don't know how to do it) if someone could make a video with 1 or 2 platforms putting the waypoints so I can replicate the same thing I would be very grateful, actually my mod is garbage if I can't do that, I'm happy with the simplest way possible, I just want all the demons equally to chase me throughout the arena and jump or recognize the platforms without staying down, is there any node or way to make it so that all the demons recognize the same thing equally?

#

Is this the way to do it or how is it done? (I'm usually kind of a fool for these things, if someone could make a mini video putting the points as it should be I would be very grateful) and well, if it's something that requires a lot more work I would also be grateful if you tell me what I'm missing or how to do it correctly (I clarify that I saw the id studio tutorial on the website and I don't understand anything even though I read everything a thousand times)

#

I mean, they don't have to talk in the video, just by putting the points step by step I can replicate the same thing here and understand how it works just by watching it.

molten token
#

Well, the "default" genpack was apparently only recognized by the imps, and they climbed to the last platform and then they don't move from there even if I move away, they stay there forever haha

#

In that video I used the traversal points like I did in the first video above and the imps move like that, but I don't think that's the way to do it, I'm not sure.

topaz fulcrum
#

I don't know if this is correct but I load "Everything" instead of the "default" genpack. When placing traversals it adds 1 for every enemy type in the spot I click. You need a traversal onto the platform and another traversal for them to get off.

modest obsidian
graceful quail
#

Hi, I have a question about version control for id tech 7, If I want to set up a repo what files should be included ?, plus If i make a repo with just the map files is that possible ?! or will my pc explode ?

plush thicket
opaque thunder
plush thicket
opaque thunder
# plush thicket scale_guy model will help

You mean the echo? Yeah I know that I just meant id’s standards. I’m just so use to snapmap before I start making eternal maps I didn’t know if there was any conversion options.

plush thicket
#

I meant load 2016 maps into idstudio idtech 7

opaque thunder
plush thicket
#

You can use also player/start entity to see the scale of the level

opaque thunder
plush thicket
opaque thunder
#

Yeah the box map. lol.

plush thicket
#

took me over 1500+ hours to understand it, I also have gameplay design knowledge before idstudio even release

#

we were using notepad++ to mod the game

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Just pure text editing

tight hinge
plush thicket
#

Notepad++ might back to TDA

opaque thunder
# tight hinge notepad++ my beloved

Does any of the knowledge learned from snapmap/hak carry over to Eternal idStudio. Decl Editor? Or is most everything a placeable entity without needing to use decls? I finally read that there is an entity inspector I just haven’t opened it yet. Still trying to familiarize myself with the interface.

molten token
tight hinge
#

most of the decl formats are identical

#

but you shouldn't expect for it to be similar to snapmap

opaque thunder
tight hinge
#

I've been working on mine for about 10 months (on and off), and I still haven't made that much progress yet, so you are fine

fickle glade
#

Does anybody know where prefabs are stored?

rugged marsh
thin harness
#

Hi, I need help here (I'm through the translator, sorry for the mistakes) In general, I play Eternal through Xbox, and the Nexus mod does not see the exe launch, as I understand it, it is in the steam version, because of this the nexus mod does not work

tight hinge
fickle glade
#

Good, just want to know where prefabs are stored so I can place them

tight hinge
#

unless you mean custom ones

fickle glade
#

thx

tight hinge
#

np