#eternal-modding
1 messages Β· Page 16 of 1
This is how it is so far
I'm calling it UAC Plaza
I want to make Earth levels a lot
reminds me of a gas station for some reason
lol
cool start tho
its the roof and pillars on the right huh?
yeah lmao
Mainly gonna use ARC Complex and SGN assets for this one
Here is a super quick example of my workflow.
This is how I do it and there may be better ways out there, but it's very quick to setup an arena and get it playable.
As for how any traversals you need and any best practices, I am not sure. I would need to analyze official maps but here are a few thing things I follow:
-
I avoid overlapping traversals so AI don't run into each other when trying to jump to different places.
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Depending on the size of the area, have more than 1 way to a platform can be good so that AI all route the exact same way and it helps AI flow more organically (don't go overboard though as for large maps there may be AI pathfinding/performance hits I am not aware of)
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I like to add traversals to their own reference map, this is so they're easy to work with and easy to delete and redo, especially as I am iterating on a layout I may just delete a bunch of traversals and redo them after geo updates, so having them all in 1 map makes them easy to work with. (Dragging a box around them and using the option to select everything inside the box works wonders)
Man, this is perfect!!! Thanks so much! This brings me so close to finishing my level (the video isn't my level, it's the test map o_dey made to help me, but the platforms seemed perfect for testing this out, haha)
This, refmap for traversals is great
I've never used refmaps before. Can I create one at any time? That is, can I create a "reference map" right now just to traverse the point?
Wait, don't tell me you have everything on the same refmap
Yes, no, he created "refmaps" hahaha
Yep! Under Tools-> Map Manager you can add a new ref map.
Fill in the **Label **field but leave the rest.
You can also toggle these on/off with the checkboxes which is really handy. Also when you load your map you will get a prompt to load different ref maps, this can be useful if you just wanna look at something and don't wanna load everything (art for example)
Ref Maps are not the same as Layers or Groups but might feel similar, but shouldn't be confused.
Official maps use a lot of reference maps. I added a screenshot of Exultias ref maps. Each level is a little different, probably down to the preference of the designers and artists working on it.
Note: They don't have a ref map for Traversals, they often put them in AI or another gameplay ref map. I'd still recommend creating one for them, you can always move them later on.
If you want to move things to another ref map to another you can select what you want to move then right click the reference map you want to move them to and there should be an option to "Move Selected to Map".
you really should make them, working with all in the same refmap is pain
here is how I have mine
cracked version runs better for dlc some how
left is cracked, right is paid
190fps vs 165fps is a decent diffrence
When I add new "art" entities to my map, in order to see them I have to do a "full map build + local bake" and that takes me at least 14 hours. If I had all my art and entities separated only in a ref map, could I do a full map build only on that ref map? That is, wouldn't it count triggers, clips, nodraw, encounters and everything? Or would the ref maps not be useful for that?
If I create a ref map now called, say, "encounters," can I add my encounters, spawns, and daemons by selecting them like when you add them to a group? But instead, add them to a reference map? I mean, does it work exactly like adding things to a group?
Correct, if you uncheck 'Compiles' on the ref map, it will not build anything in there. If you uncheck your lighting map for example, your map will now be pitch black.
haven't beaten this in ultra-nightmare, wish me luck π«‘
good luck
If you separate your map into different areas using reference maps, you can uncheck everything and just check the area you want to build and test.
Oh my god, I can't believe I haven't worked with ref maps before. Luckily, I have 70% of my level added to a group. If I select that group, it will highlight all my entities. If I do that, I 2-click and select "Add to Ref Map," will that work? It would take me less time to add all my art to a ref map.
Yep.
If you use version control I would recommend making a backup before you start moving all your stuff around, just to be safe.
Yes, I will do it just before working with "ref maps"
I have created a reference map "traversalpoints" but I don't know how to add the transversal nodes to this ref map, when I click on it for the second time it shows me to add a layer or a group but I don't see anything that says "add to ref map" or something like that.
copy the stuff from your main refmap to the other
Could someone make a video copying a single feature from one reference map to another? Only if you can, of course, I'd be very grateful.
If you double click the traversalpoint map you will 'activate' that map. and anything you add will live in the traversalpoint map.
If you want to move things to that map, double click the map where you have the entities (samur_lasers) select the traversals or stuff you wanna move, then right click the traversalpoint map and you should see an option to move them to it, then double click the traversalpoint map and you can now edit them
bruh, you select the thing, and ctrl + c and ctrl + v to the other refmap, it's that easy
Here is a super quick video of the right click option.
There are a ton of traversals so I also added a hellknight and move him to another ref map.
If you use the copy paste route, the naming of those objects may change when you hit paste, while moving them to another ref map using the right click option generally retains their current name unless there is a conflict. This may not be an issue but if you like to have good naming then just keep that in mind.
you can also ctrl + c, backspace and ctrl + v on the other refmap, it's faster
i need old version of mod injetor
another thing that is useful if you work with multiple refmaps, if you want to find something but you don't know which refmap it is, you can do shift, alt, ctrl and left click on an object
like the one before rev 3 or whatever
That is a huge time saver for sure.
this is extremely useful if you are looking at the official levels
you can have the modinjector by actually buying the game
i dont like the id one it kinda sucks\
the old one works better
@topaz fulcrum you working on a full level?
Well, thank you both very much for your help, I really appreciate it.
I am yeah, it's almost fully blocked out and gameplay done. I am not using any art assets, just dev textures and blockout to iterate quickly on the gameplay and flow.
mind showing?
Low Gravity Shock Rifle Instagib Deathmatch emulator... don't steal my idea, I quintuple dare each and everyone of you!!!
I clearly didn't steal anything from Mars Core, not at all
I like it! How long do you think your map will be until it's published? Is that purple thing like a "camera" item?
If the powers at be wouldn't want us to steal stuff from Mars, then why did they make the Slayer yoink the BFG, huh? Exactly, it's another atheist checkmate!
No clue how much time it will take as it will be a full length level and I'm slow af, and that camera is a scence director camera
I understand! I've been waiting for a long time for a new full level haha ββ(I really like full levels that aren't just arenas) someone was making a "sub zero" level I'm also waiting for that level, it would be great if someone could order an installable campaign with 8 or 9 of our levels in order, and give it a campaign name and our credits on it, it would feel like a new official eternal campaign
Man, are you working on a level or a full campaign or something like that?
Here are some screenshots of what I am working on. It's pure blockout and gameplay, no art.
It's around 5 arenas in total
looks dope, Cultist Base themed?
Yep, I like snow maps!
that's nice
I have a hell map cooking too but there are still things I need to work out.
I had plans for a sentinel level and another inside of the cultist ship (the one that is on my level)
I wish there were more time in the day to work on this stuff. It gets addictive!
Same, but job exists
yo look at Dm
i'm impressed. halfway there or what?
Not even close, probably like 20% π
π
full release will prolly be easier and faster i'm assuming
Probably yeah, the outer space parts are the ones that are taking the most time
I think once I start working on the moon section it will be faster
Yeah, it's surprising how fun map making is!
How has this not become a mod or have I just missed it?
Someone modded they're eternal helmet to do that, but no in-game mods that I've seen or heard
Dang
I pretty much agree!
Map progress report
Hi, couple of questions. Does anyone know if there is a video for the GDQ event that happened? I was very much asleep when it was on.
Secondly, I've looked in the pins and had a Google but are there any recommended guides for how to start modding for eternal?
Yeah until an update inexplicably deletes your map and then you gotta start over.
Can anyone help me figure out why Eternal keeps softlocking on PC? Ever since the official mod support update, the game softlocks any time I load a checkpoint, or restart a level, be it from the pause menu, or after dying. I own the game on PS4/5, so I can still play it on there without softlocks, but I want the mods I can get on PC. I use both the official mod loader and the old mod injector for mods that haven't been ported to the official one.
damn son! 
guys, i bought the one year pass and it does not includes the campaing... does the mod injector works on that version?
Did you buy the base game?
nope, is my first time buying something on steam and i picked the one year pass
Then yeah you need to buy the base game
I have a question: If I deactivate a map and only have one ref map "active" with those two tickets, when I do a full map build + local bake, will it only render that selected ref map? Or will it render my entire map?
guys, i bought the one year pass and it does not includes the campaing... does the mod injector works on that version?
Yes, and I assume that PC Mod Preview/idStudio mods also work. See #eternal-modding message for both EternalModInjector and PC Mod Preview instructions.
nope, is my first time buying something on steam and i picked the one year pass
If you bought the Year One Pass by mistake (and less than two weeks ago), and you've played the game for less than two hours, you can request a refund:help dot steampowered dot com/en/faqs/view/784C-923B-A4A1-C825
-# (This server doesn't allow "help dot steampowered dot com" links, so you'll have to input the URL manually. π€·)
A reason like "I meant to purchase the game's Deluxe Edition instead" (or "Standard Edition") is perfectly valid by Steam.
Is there a new version of the mod injector by any chance like an update? I think I have a old one.
The latest version is from 2025-06-19: https://gamebanana.com/tools/7475
Thank you
where can I find the sfx for the glory kill ping in doom eternal
anyone know whats causing the text to show up like this?
Probably language settings, also love the pfp
alr ill check that out, and ty
Np
Np
I have a idea but I don't know how to mod the idea is a classic doom mod where you can't look up or down and can only shoot from the middle like in the classic doom games
how do i play level mods
will idStudio have a future to create content for upcomming Quake/Doom multiplayer?
please say "yes"
idStudio 7 only works for games made with idStudio 7, not for upcoming games
but the editor will surely look the same, right?
probably, but I don't know if they are planning on releasing tools for next games
eh, I wouldn't get my hopes up on new Quake games, since Doom is easily more profitable
Doom Eternal plays very similar to Quake already
Is there release other stuff in this engine your computer will be overloaded with assets. It be insane how much you would have to download.
should we get our hopes up, for multiplayer mode for Doom the Dark Ages?
no lol
No.
rly!?
They're not making a multiplayer.
I'm pretty sure they're sticking to DOOM.
They're probably already thinking of making the next game.
it's a pity, as Doom was a groundbreaking multiplayer game, back in the days
what about this, guys >> https://www.purexbox.com/news/2025/06/nightdive-studios-teases-big-thing-happening-at-quakecon-2025
That's a different studio.
Not id.
true that
I think if they're handing it off, 100%, they're not going to think about Quake, they're focused on primarily DOOM.
I'm going to stop talking about this though here because this isn't the channel for it, if you want to keep talking about it, we can talk in #general.
ok. thanks
Quake 4 hopefully.
Curious, anyone tried swapping the default SSG model with the Marauder's?
I think his looks better honestly.
Objectively there is only one SSG model that anyone will ever need, the best SSG there is....
"Croissant" (https://skfb.ly/oR7Vp) by SkuairzStudio
"French baguette" (https://skfb.ly/oC8MH) by Rainbow
"sosisa sausage" (https://skfb.ly/oFyNI) by Dmitry_Nzh
I desperately wanna see DOOM 1 & 2 remade as Eternal mods...
that looks scary
Well "I think" no one answered me, if I create a new "ref map" and add fun static entities to that ref map, when I rebuild collision they are not seen, but if I deactivate the other maps and only leave this new ref map active with those entities and click "full map build + local bake" starting to compare all the reff maps? Or just the one selected? I got the impression that it started compiling absolutely everything! How can I do it to create a new reference map with entities and only make a full map to build that reference map? I mean, when doing that, will they stop having created the collisions of the other ref maps? I'm having a lot of problems with this.
let's see. what I want is to take the entire nav and some static func entities to a ref map separate from my map, in which I can use "full map + local bake" and then rebuild compilation + navigation, and this only affects my new ref map, not my full map with all the triggers entities light points, is this possible somehow? or when doing full map + local bake will it drag everything? according to what I read, they become totally independent maps, but I don't know how to do it to create them and make them independent of my central map, should I change the name in output path? someone help me please haha
I'm not sure what is confusing you, if all the refmaps have the "Compile" toggle on, it will bake it
if you notice I first activated only the ref maps that had the platforms on the sides, and I put collision + navigation and it worked, but if I then deactivate them and activate everything in the center, when I rebuild collision + navigation now the ones in the center work but not the ones on the sides, so there is no way to make the nav little by little? that is my question, I have a very large map (which is not this one, it is Heaven Ascent) and I would like to rewrite the nav by sections, but if I rewrite a new section, the previous one is reset as seen in this video or am I doing something wrong?
just check every option and compile it, no reason to do it little by little
everytime you only compile specific ones, when you try to compile the other ones it will be overwritten
Look, my map "Heaven Ascent" I spent 56 hours compiling the nav (today at 2 in the afternoon I had to cancel it or it was going to the 4th day since it got stuck at 0% without advancing for at least 6 hours straight) so I assumed that my nav is TOO HUGE because it hadn't happened to me before, that's why I want to compile it little by little and that way it detects which part of the nav is taking a long time or something like that
56 hours to build nav? Mine takes 20 seconds
That's why I want to know if it's possible to compile the nav little by little with ref maps, or if it really IS NOT possible and I don't know what to do haha
what specs do you have?
exactly π¦ I put rebuild collision + navigation and it took me 56 hours to compile, I tried it a day before but after 2 days I also had to cancel it, when I published the map "heaven ascent" at Christmas it took 9 hours of full map build + local bake and 6 hours of "rebuild collision + navigation" I don't really know why it now takes 56 hours, I added quite a few entities to the nav but not so much that it now takes more than double or triple or more in reality
did you add only clip brushes to the nav group?
Well not really, some static func too and the huge tree in the center of my level haha ββbut mostly I didn't add many static func after I published it at Christmas, actually I added more clip brushes
only add clip brushes to the nav group, nothing else
think that in my heaven ascent level that I published at christmas, I had like 500 static func added to the nav (since I won't use clip brushes) and now I removed 90% of those from my nav and added clip brushes and it gives me this error, I don't understand what the problem is, I'll try to simplify it as much as I can, really isn't there a way to create the nav little by little or by sections? how do they do it to remake several arenas? do they compile the whole nav together or by sections?
You will have to use clip brushes if you want to do proper clipping man
I think the reason why it's taking so long is because you are trying to create clipping in objects which have very complex clipping and is not being done by brushes
that's what I did in the end, I replaced those static func with clip brushes, I left the "content filter" disabled for the player and the demons, the only thing I find "strange" is that now I have less than 20% of static func added to the nav than I had before and it took so long, anyway if "there is" no way to compile the nav little by little, I will have no choice but to make sure to leave only clip brushes, the bad thing about not having worked with ref maps before is that I have like 100000 entities added to the nav including clip brushes and it's going to be a headache
Bruh
Wtf did you add to the nav group?
No wonder why it's taking 56 hours, 100000 entities in the nav group?
Let's see, I'll try to open it and record something or put photos.
Don't tell me you added every single static model to the nav group
Well, it was to give a big number hahaha but it's probably around 6 thousand or something like that (I'll have to see)
I'm sure I removed the static models that I replaced with clip brushes instead, added them to a "remove clip" group and set them to remove from clip group.
Well, actually, I have a lot of static functions, hahahahaha
π π π
As I said, only put clip brushes on the nav group
Not only that, you should use clip no areas in places where demons can't use nav, like vertical brushes and all that
And how can I replace trees with paintbrushes? It seems almost impossible.
What type of clip brush are you using?
this
remove all the static models from the nav group and add the clip to them in the contents thing in the entity inspector to have player clip and monster clip for now
then try to build nav and see if it takes as long as it normally takes
I didn't understand
I just need to remove all the "static func" from my navigation and try to compile the navigation to see if it takes less time now?
correct
it's a good idea, I don't know why I didn't think of it before, I'll try it (but even so I think it would take a few hours, maybe I won't respond until tomorrow hahaha)
not to sound mean or anything, but I think it's also taking a long time to compile it because the map is not scaled properly, it's way too big compared to the slayer scale, you should use scale_guy model for your next project if you plan on doing it
I don't really know what "scale_guy" is, I hadn't heard of that
scale_guy is a model that you can use to know the size of the slayer compared to the map
you'll see how huge the map is compared to it
But what is that? Is it built into id studio? Is it something from the injector mod or something?
go to add new model and search scale_guy
Well, I have to say that I had never made a mod before and I learned how to use it in August of last year, I don't really know much beyond what I've asked in this group before.
Sure, it looks like an "ant" or "bug" character, at least it gives it a Toystory or Army Men feel haha.
It looks very small in reality, I have to say that I would have to see a similar photo of a well-done project to calculate sizes as well.
I could give you an example of my level once I get home
Okay, that would be great! I'll be waiting for that (I've already removed the static functions from the nav)
did that improve build time?
I'll see it now, if I don't answer again it's because it's compiling
lol, I'm back now, it actually took much less time (although I must say that I now recompiled 20% of all entities) but there were at least 2 thousand clip brushes, so at least now I know that replacing each static function with a clip will fix the problem (but from what I saw I think it was mainly the trees) thank you very much!
Now I can go to sleep until tomorrow and I will continue working on my level.
so it compiled in minutes?
thank you!!!
Yes, like 10 minutes haha
here is an example
the purple one looks mysterious π
oh it's a scene director camera
I love Eternal's ARC aesthetics man.
The sleek blue tech panels are sexy.
That level looks great, well there's quite a difference, but in some more "open" section of your level I suppose the slayer will look smaller like in mine or not?
I always get a laugh from the nonexistent player step height. It's like Doomguy gained the ability to jump but in turn had to give up his ability to walk up stairs.
Likewise his gravity is so low that running up a slope will send you flying at Mach 7.
@simple moth You don't get enough praise for the classic Doom overhaul mod. Shit kicks ass.
By any chance would you ever be interested in making a mod that reduces enemy speed, projectile speed and damage ala classic Doom to pair with it?
I could commission it if you'd be up for it.
What could go wrong if u add a AI to this convo go to @sindessa_ai on x/twitter
Can you stop spamming?
Yes I may
Yurrrr
i disagree
Does the engine stretch the classic textures by default?
It stretches according to the size of the brush
But you can use surface inspector to change it
related to it too
@tight hinge πΏπ
starting to pull into actually modding this game. I just am curious - since I am a musician - would I be able to make my own soundtracks for these mods / maps?
it's totally possible, but it can get quite complex if you plan on making dynamic music
I haven't touched music yet, but I heard its painful
Epic!
I'm also a musician and I intend to do the same, I've played mods where they've added or changed the music, of course it can be done, but I don't know how to do it and I don't know if I really could even with the help of those who are trying to help here haha ββ"I suppose" that you have to have the exact knowledge of the format in which the files should be rendered and change existing music files in the game for your tracks but using the name of the game files (or that's the impression I have) *
I mentioned the wrong person when I quoted the comment, sorry haha)
pls helpppp π
@swift lintel
done
Tyπ
I love finding bugs in maps that fuck with my game after 20+ attempts at clearing them.
The first 3 Marauders that appear on Proteh's map after clearing the first wave have no fodder on maintain so you're just fucked. And no one's gonna fix it so I just wasted my time playing something unbeatable.
Get the fuck out. Yes I'm on tilt.
i wonder how it goes with the full version of levithian made by @plush thicket 
Art pass Complety finished
Gonna try to release it with my new map that working on it rn, like 2 Levels in 1 Mod
I'll be waiting, good work
this looks cool
Love it!!!
Killer as fuck. Love it.
Man y'all are goated at detailing. Really making the art direction in this game truly pop.
would be nice to see more people work on levels tho
Unfortunately I only have 16gb of RAM on my rig and so idStudio is very resource intensive. I'm looking into upgrading to 32 so I can do more stuff without running into pitstops, VRChat for instance is very crash happy with anything under that.
I've been meaning to make an exploration-based nonlinear map ala classic Doom or 2016's Foundry but never got around to it, and the proof of concept I had worked up months ago got corrupted somehow.
On the other hand, starting out with assets instead of brush blockouts was probably a bad idea and the map would've taken me forever to finish that way.
I would definetly recommend with blockouts first
Fuck you VEGA.
Looks nifty as hell. I find it interesting how monochrome the textureset you're using is, probably intended to be complimented via ambient/colored lighting like Doom 64.
Mostly to fit the blue theme of the map, but I'll probably will change the colors a bit once I get to the second part of the level
Yeah, again Doom 64 made it work with colored lighting, you should be able to change that with ease.
When I get around to it I'll make my maps dark and broody like 2016 but with a full range of color instead of orange and reds.
I'd play that ngl
Looks like if mars core was a level in 2016, love it
mars core at home
I like how you think it looks like 2016, since this is meant to be a prequel level between both games
is everything completed or is it still in the development?
not even close lol
I do plan on trying to make a playable demo this year atleast
aight, good luck
trust me, I'm working very hard on it to make the best level I can, but it will take a long time, it's very time consuming
full release of mod support will be easier and more reliable
uh that won't speed up the process lol
So unmodded eternal and eternal sandbox uses saves seperately, right? so what if I put modded save into og one?
You can now import save files to sandbox since the last update
The save data/format should be the same; one is just encrypted while the other isn't. I haven't heard of anyone doing it, but I assume that you can basically do https://wiki.eternalmods.com/books/0-idstudio/page/copy-save-profiles-to-sandbox in reverse, and that it would just work.
Not really. What they should work on is implementing proper documentation on how to create new AI from scratch as well as havok ragdolls, physics and whatnot but afaik that's all proprietary.
The mod tools are fully usable as is right now, if you know your way around Radiant you should breeze through IDS.
Better nate than lever.
Surprised there isn't a mod that restores the dynamic lights on weapon fire. 2016 had weapon muzzleflashes light up the environment, Eternal and TDA got rid of the feature.
Wait, really? I never even saw that change
2016 didn't have a thousand effects running at once so they sticked with detail and quality
Eternal and TDA both have alot of resource-intensive(correct me if I'm an idiot) effects and models, making the beautiful muzzleflash hard to see
so they've probably scrapped it for better performance
It's especially weird since TDA has forced raytracing so they either went out of their way to get rid of it or just forgot to reenable it from DE.
yeah it seems like they either disabled raytracing intentionally for performance or it was overlooked when porting from DE
Itβs nice to see you, Doom Slayer welcome
started to decorate this part (still wip)
i like how they cook
Can please stop with that weird pictures reactions it 3 time LOL
aight, sorry bout that. just having fun with images
It ok, sorry it kinda bother me
it really creeps u out, right?
No, it just weird just say something normal LOL
Sorry that was a bit rude.
Let that kid have fun
Be yourself man you good
I'm 21
My bad but still youβre just having fun. Thereβs nothing wrong with that.
It weird man
Can anyone tell me what those golden pogo sticks are used for? I mean, is it a trigger for something or a "volume" that's placed around them so the Slayer can swing or jump on them?
I don't know the exact name but I think that's it, that golden bar that the player jumps over like a monkey haha
this
Is some volume or something added to that static func for the player to grab onto? Or is some property inside the static func just activated?
No clue tbh, i think its just what your pc or console can handle
Or until the game stops working
Lol
is it possible to add custom AI with new models and animations?
I have no clue sorry
I don't really mod any of my games, I'm on ps5
So I just play the base game
You can, but there are still limitations, you can't create custom ragdolls yet
I was working on porting the Hellrazer, it has been painful
Oh ok
search for vault when adding a new entity
Who cares????
See there you go somebody agrees with me
You can post whatever you want, but in my messages don't reply to me with weird stuff
ok, making this will be kinda tricky but I will make prefab and send to you
@molten token No need for prefab it easy to make
- You need to create new entity Right Click=>New Entity/Trigger/vault.
- Go to rendermodel of vault trigger entity Go to rendermodel==>Model==>Choose the vault model which Called="arena_navigation_a_swing"
- Build the map and monkey bar should work.
Keep the brainrot gifs out
who doesn't like images like this? 
me
People who aren't brainrotted.
Ppl who grew up past 2017 and the age of reddit reaction images
I'm not
Man, thank you so much! That was perfect!

Have you tried to make the older animation and icons for the guns?
Is idStudio mapping hard? Besides the details, is making a simple box with the player in it easy?
yas and no
if you need help on it i can help you
Does anybody know how to scale a meterial on a brush?
ooo
I'm fine, was just curious ;)
π
You go on world edit click on tools, then go to substance inspector
My bad surface
Thx
Do the custom weapon energy color mods still work?
nice
demons or marauders vandalized it real good
what is this?
The batch files belong to the DOOM 64 CE mod... no idea what that person tried to do here exactly, but it should probably be cleaned up by <@&162901871168585728>
Yeah I'm not too keen on modding eternal or 64, but batch files are immediately suspcious
@small narwhal None of that please
Looks so desolate and depressing.
God I love it.
Dig the use of dangling corpse decorations.
Still working in details
NO
galapagos trying not to make gore levels (impossible challenge)
By the way, I will release the file for that map, but literally like I said itβs probably gonna be unplayable cause an optimize it is but if you guys would like to know how I made it, I would be glad to share
Is that a motherfuckin ceiling tentacle
good advantage to cut clean in half with the chainsaw 
uhhh, right....
I might need to fix that problem, the tentacle isn't ready for glory kill animations
this isn't tecnically possible to do with an encounter manager, but I found a workaround for it
Still wip, but getting there few thing in skybox and it done
what's that orange creature in the bridge?
me swiming in lava
la creatura
Is there a way to cheat achievements? because i really dont wanna get the battlemode ones lol
You expect someone to answer your question about CHEATING, in modding channel LOL
The Creature
Featuring
The Preacher and the The Teacher, on the bleacher
Testing with lighting and possibly making custom 3D modular kit for this small room.
Not really the place to ask this
Never cheat achievements, you have to be the man you are and put in the work to get it
yo anyone making a coop mod for TDA yet?
Damn what a chill dude just casually hanging out in hell.
Looks beautiful, keep us posted.
Thanks man! :D.
i love it man
Thatβs a super interesting idea for a modded map
Anybody know if the TAG2 audio bug was fixed?
Not yet.
(The audio bug in question: #eternal-modding message - Whether or not you, the reader, experience the bug, it'd be nice to get more responses to that message.)
seems like it's supposed to be made in 90s or 2000s

damn that's a cool setup. i wish mine looks like yours
Thanks man! :D.
Funny enough, the room is inspired by a save room from an PS2 game!
Someone needs to make a Hatsune Miku Doom Slayer Model mod
I like it
HatSlayer Miku

just spawned into the editor, trying to find assets and to understand how to select entities on a viewport -_-
Fr, sing and tear until it is done, doomblade leek, crucible glow stick
Woah woah woah woah
Ice Bomb!
So cool!
Sounds an intressting idea tho!
π₯
Teto when
Darklord Teto
Nah
Also
I'm trying to generate nav for the stairs (I'm adding a clip so players can properly go up it), but its not generating. Any help?
Nav will not generate in this type of ramps
Not a material, the ramp need to smaller then that
Did add that clip to nav group ??
yes I did
but I want the player to smoothly walk up the stairs, so I added that clip
The curve is too high so the studio consider it as wall that why it not generate the nav
give me a sec will send an example
yknow what I'm just gonna make new stairs altogether
You see the ramp in right was able to build the nav on it, the one in left didn't build because ramp angle kinda high
ok cuz I have another ramp and it did build nav
did work ??
will do a video anyway, A short tutorial but very useful to worth with brushes and work in grid
Here it is
Looks like the old one but with UAC armor
It looks to be a mashup of the cultist armor set and Ulsamir's tentacles.
I'm gonna try making that my thing
Like how Saleem makes Sentinel maps
petition for Saleem to make Blood Swamps sequel
i like ur pfp
Thx
how did you fix it?
i think it's cute
I had some help and also there might be a lot of lighting bugs so sorry for that but yeah, everything works well. The encounters the performance everything.
Ok now ur being weird
i'm just playing lol
LOL, ikr
A new map has finally come out! I saw it and didn't hesitate to pass it on, it was great.

Agreed, fun map!
you get 167fps now
Also, here is the map. I hope somebody uses this one day for inspiration or something. If you wanna know how I made this here you go I will not be using it anymore. There are some other maps in there and block out maps so if anybodyβs interested in other stuff or trying to learn something, feel free to look in there maybe thereβs something in there that can help you.
By the way, I love the stuff in there is very mixed up and unorganized so Iβm sorry for that. This is just a test. I will not be organizing that to be honest with you. Have fun with itπ
You can't determined how much performance you will get in the engine, until you do lightmap bake, and PVS optimization
my bad that what i got
It ok just telling you, the performance will be better after the full bake
What is PVS optimization? I don't really know anything about optimization
π
PVS, is the Umbra optimization
A look at how Quake uses portal graphs to pre-calculate visibility information.
Support: https://www.buymeacoffee.com/mattsramblings
Mastodon: https://mastodon.cloud/@mattsramblings/
00:00 Intro
00:43 Portal graphs
01:57 Visibility in a linear graph
05:15 Recursive trace
Music Credits:
Heavy Interlude by Kevin MacLeod...
Is there any guide on that in idstudio tutorials?
When you do a full build for a map, the build wizard automatically optimize the level for you doing the PVS, but sometimes there an areas you need to add umbra volumes manually
mmm when I use "dev checkpoints" in some level I have noticed that the places where you go start to load or take a while to load, if you travel in "noclip" they do not load until you deactivate "noclip" again in the console, and I have noticed that when I do that in my level the same does not happen, in my level all the textures and entities are always loaded, does that have something to do with this issue?
Yeah that the PVS, you need to preview the level as slowcombomap that will show the full build version of the map, just check every area if has culling issue put a umbra volume and rebuild the PVS in build wizard
Look at campaign levels the umbra refmap
in future me and friend we will make a tutorial of idstudio very advanced stuff
I'm really looking forward to those tutorials haha

I love slop
Doom Etenal is good now
Modded Dark Lord is so much more fun than the base version
i think anything is better than base version dark lord ...
its not really a high bar to beat ..
Man, I was trying to make a skybox with something like 265475223 clouds , thinking that Urdak's skybox had 4,000 entities to create the background, and I just realized it was just a photo using dynamic clouds. Hahaha, I would have easily saved myself 3 or 4 months of work.

I'd wager saying that's probably why some of your mods make my PC wanna die. :U
"Let me help you to see Slayer" Bitch i've bitchslapped Cthulhu twice.

Very modding related indeed.
I don't get it there like 3 different channel people can post random stuff
It is the most religious game after all
Rs
Hope there will be more parts of doom the dark ages the ending was simple asl
Can you stop ??
This channel for modding, happy to answer any Doom Eternal Level Design question, but not turn it into a brainrot
Ok I deleted I won't do again
Thank you
u're a creator now. cool π
I love clipping
anyone know how to activate the mods that i get
In the launcher ??
in the launcher Go to Mods/Play Mods and drag the mod you installed into Active Mods, then click Play Doom Eternal With Mods
i love it man
I Love to (hate) clipping
Btw, this is fire! (No pun intended!)
Ladies and gentleman, 2016 glory kills in Eternal
nice job
oh my god
this fuckin gif again
bro plz stop
You say that every time and I give it about a week before the brainrot consumes you again
King shit, I love that self-stomp GK.
If only ragdolls worked. Could we theoretically have 2016's GKs ported over then?
yes, if you manage to fix the slayer animations lmao
Revenant sucks when it comes to exporting animations from 2016
Interesting that the animations don't transfer over easily, I would assume both versions of the Slayer model use similar rigging.
Since it's just a pair of disembodied arms.
they do, but the exported .cast animations are just terrible
I see. So they work in theory, Revenant is just crappy at exporting stuff?
so doing a simple Rokoko retarget doesn't work
yeah
I see. I can't comment on that so forgive my ignorance. It just looks really neat and that's what matters.
thanks, I'll see if I can do the rest of them
Peak.
chainsaw ones might get complicated
Probably, no way to know til then. Hopefully it's easier than it sounds.
Mind if I repost the footage to other servers? Help spread the word and all.
He did really good, it looks almost official.
next step is making a custom hellrazer mesh with Eternal's wounds
BRO
ID! ADD HAVOK RAGDOLL CREATION TO IDSTUDIO, AND MY LIFE IS YOURS!
on pc yes
I may be misremembering, but isn't the knee to the face -> punch GK already in the game?
It's a little bit different, the 2016 one is "grab" and fist clenching while kneeing the monster in the chin, and in Eternal it's knee to the chin while the right arm is swinging back for the punch.
I see. I like both versions equally, one is more 'come here you bitch' the other is a little more casual about how painful it is. Like break your jawbone and move on.
You know what would be fucking awesome? The cut GKs from 2016. There's one where you shoot an imp in the chest with the CSG that got cut probably because what if the player has no shotgun ammo, how the hell did you magic a single shell out of the air.
Iirc a number of years back elizabethany was working on prototypes of the environmental imp GKs where you smashed its head into the wall, but nothing came of it.
I was looking at the files, and there was this cut gk with a grenade on the possessed soldier
Does DE have any cut ones?
Not sure, but I'm not going to use Eternal ones for Hellrazer, their skeletons are different, and if I try to use Rokoko for the Hellrazer animations, his mesh will be stretched due to the skeleton size difference
Otherwise I wouldn't have bothered with 2016 ones
I'll see if I can find something else
Regardless, if anyone is good enough at making animations, fully custom gks are possible
I've been thinking of commissioning a 3D animator to do a weapon animation overhaul. Or better yet, port over 2016's models and animations.
I'm not sure what it'll cost but I've forked up $300 for a VRC model, money's not a problem. I just gotta find one. As well as someone interested in fiddling with IDS.
We'll see. :U
When you mean models, you mean static or animated?
Animated! Things like the greebles and moving pieces from things like the reactor on the Gauss Cannon or the Skullcrusher in TDA.
I'm currently busy with work of my own so I can't oversee something like that at the moment, but I should be free in a month. Then I'll see if I can find someone.
@rugged marsh When you say that The Ancient Gods - Part Two music/dialogue is missing with mods, are you using Evan115117's "Air control always on" mod? If not, which mods are you using?
(For reference, that mod is improperly packaged. It's only supposed to contain eight or nine perks decls, but it also has some unintentional resources, including sounds and even sound metadata. If I use that mod, then TAG2 music/dialogue is missing for me.)
I'm also using Glory kill overhaul, Fallen angel weapon pack, Stronger Unmakyr, and Poses Unrestricted through the modinjector
Hi is there a fix for dark age praetor suit?
The left hand and doom blade is invisible
I mean, i might be ignorant in this regard, but i think you can make a ragdoll.
I THINK, DoesnΒ΄t mean it will work.]
How?
There is no ragdoll generation right now
On the animated model, there is the option to "Load Ragdoll" and the ragdolls seems to need a defined by a rig.
Eternal uses Havok which is licensed
Nheee, so...we just sit and cry and hope that Id can get their hands on Havok Physics tools...
Pretty much
?
You mean the skin mod for Doom Eternal?
Yes
The left hand specially on that skin mod
The hand is missing and so is the doom blade
Unfortanally idk man, i think it might a bug on the mod tho.
Sorry,
I don't want to sound mean, but I don't think the guy who makes those mods really tests them
Dang it
Btw, yeah i was probably drunk or high, there isnt nothing relatable with rig or shi like that.
Yeah guess we will just have to wait for <insert unknown amount of time>
But, when i press "Load Ragdoll" it loads it. it is something allready.
That's probably because he already has a havok file for it
We have to wait more than GTA6 xD.
Not sure if it detects an articulated figure or something
They should make something like Valve did with Source Plug-ins in Blender.
you could create an ragdoll physics.
We'll have to see
Only time will tell. but it is there!
Yeah, his work is hit or miss
also, i found where all the Rigs are located, but nothing really concrete about Ragdoll.
and you can even make new ones tho.
Ragdoll is articulatedFigure
And inside of those files you can see them reference a .hk file
Yeah, it is then a Physic generator that the engine it self handles without exterior softwares.
But also weird, considering that when you create a new rig, it says that the Physics are not setup correctly.
Btw another screenshot but with other model.
Maybe you could make the hellrazer use the soldier's .hk file?
Just a thought
I've tried, doesn't work because it uses a different skeleton
Looks terrific.
For some reason this reminds me of lazarus labs from 2016
Custom door, required a redkey, no trigger or relay used, editing from the entitydef
nice, did you change the door to needs_key and added the red key swf?
yes I take the gui from the red gore key
You two guys keep cookin and it smells better every time
tomorrow will make small video showcasing the level, I have bulit few gameplay parts
Can't wait!
so what have y'all been cooking
awesome
This
scroll up, and you'll see
looks sick
https://mods.bethesda.net/en/doometernal/details/86c6a1fa-8ff5-4656-a87c-6c9b370f9dd2/QuakeCon_2018_Shotgun_crosshair_recreation Looks like someone is getting started on bringing quakecon 2018 hud back
now we need the rest
2018 HUD looked so clean, wish we got an official one but oh well, modders to the rescue
Would it be possible to add Mr sharky from TAG1 to one of your levels? A massive swimming pool and thunderstorm in the background
shark swim in lava, would look good
Hehe
working on it 
Having the 2018 QC HUD with Eternal's default UI would be so weird.
@whole cedar check this one https://mods.bethesda.net/en/doometernal/details/10ac80b4-7e70-4e6f-83ae-ed773016bf6b/DOOM_2016___Quakecon_2018_Fonts
anyone know if there's a modded maykr version of the Praetor suit?
That would be cool, also I don't think that exists yet, sorry
oop thank you anyways!
Is there documentation on how to make custom automap info?
So far every custom map lacks an automap function, it's all just black.
One would assume it would create the required info automatically based on volumes but apparently it has to be manually created?
apparently it's its own 3d model generated from idstudio's export wizard which is then manually cleaned up in something like blender
no idea what youre supposed to do after that
It doesn't, no, as Alvaro said they are actual separate models that one has to build. There is a function in idStudio to export/generate an automap, but that basically just exports the nav mesh.
Right so every other bit of detail in the map has to be manually created via fbx? Like archways and such?
Unless the geometry in your map has that exact shape that you'd wanted it to have in the automap, yes, you would have to create it yourself.
?
wonder if there is a way to replace the weapon wheel ui
or the boxes around text
There is. Depending on what exactly you'd wanted to change about it, you'd either need to modify textures, or SWF's.
I know how to make it
there's a command to generate an automap model
I think it is automap_generate if I'm not mistaken, it will build an automap model according to the nav for your level
then you would have to create an automap decl and reference it in your map
however, you would most likely have to modify it outside of the game, probably Blender to make it look good
So, I see that Alvaro's making a QC2018 Custom HUD, what tools would be needed to make a custom HUD?
Depends on what exactly the custom HUD should look and behave like. Changes like the ones in Alvaro's mod require SWF modding, for which you'd either need a tool for editing compiled SWF files (for example JPEXS), and/or a tool to actually fully author SWF files (for example Adobe Flash).
The latter is what I've personally been doing so far for custom HUD elements, JPEXS to decompile the game's SWF's and to convert them to FLA, and then edit them with Adobe Flash.
Let's say I wanna make a TF2 style HUD
Would it be possible to just take TF2's HUD textures, convert them to flash files, and then turn them into swfs?
No, SWF is an interactive media format, with layers, sprites, timelines, scripting, etc. For example the whole health, armor, rad suit etc part is a single SWF, with a variety of textures, animations, etc.
so turning the swf files into fla doesnt break stuff like scripts?
Depends on the decompiler, but generally there is no reason for it to break, no, all the instructions are present in a reversible form.
Dang
i bet a tf2 styled hud would be possible, only difficult thing would be the health cross
Y'know, since Doom 3 BFG uses SWF, I bet you could port Doom 3's HUD
?
what would be the best method to import a custom hud
Don't want to sound like a broken record, but again, depends. What does "import a custom hud" mean to you exactly in technical terms?
i mean all im doing is replacing images, moving stuff around and changing some text
i MIGHT learn how to use adobe flash for this kind of stuff
I'm confused, are you Doctor Hayden?
totally not
alright alright, I was just getting confused whether that was an answer to my reply there π
I think we can work together, and
RESOOOOOLVE
This problem in a way that benefits... us both.
Wasn't there a video of proof of concept of a classic Doom HUD?
Resoos
Who would do such a stupid thing, smh π https://www.youtube.com/watch?v=9kBmN1mBS58
one sec guys
video been recorded form the idstudio engine, nothing you see in video is final, alot stuff will change in the final version
Did you ever keep pursuing this?
I did, my goal was actually to create templates that would break free from the SWF structure that the game basically enforces because it targets specific sprites, frames, labels, and textfields in a hardcoded manner, but unfortunately there were problems that are currently unresolvable, for example it's not possible to detect when you actually obtain something like for example the chainsaw or the radsuit, the game immediately sends the respective sprites in the SWF to the "you have the thing" state, even though you don't actually have the thing, and there is no way for the SWF to detect that you don't actually have the thing, the game will simply not "render" the relevant sprites until you finally pick up the items.
It's still absolutely possible to finish this, but I would have to completely overhaul it, press everything into the existing hierarchy of the original HUD SWF's and what not, which really put me off at the time, and so I did put it on a backburner, down in the basement of an abandoned, haunted hospital.
Yeah haha this would so funny if it was real.
Lovin it. Nice crusher room.
There more stuff in that room now π
I think there is a way to make it, but i think you should need a 3D software. (Like Blender or 3DS Max/Maya)
Hold up! You can do that???
Intressting...i wanna try to experiment with that tho.
Automap documentation is a popular request so im prioritizing that. 
Let's fucking go.
automap gaming
LEETS DO THIS!
Gaming mapauto.
I love how ever since I voiced out my intention of hiring modelers and mappers to do stuff I've been getting DMs from scammers.

The scammer ChatGPTs are going crazy this days! Can't even take a break before seeing some DM solicitation or Friend Request from bots.
already got scammer emails from artstation I got like 20 when I start my account back in march
so apparently the ice bomb cooldown uses the exact same set of sprites as the flamebelch cooldown in "hud_weaponinfo.swf", which means its position is relative to the flamebelch, is there ANY way to move these cooldown bars independently or is this yet another hardcoded thing?
Wait...you are restoring the Quakecon 2018 HUD???!
The true Doom Eternal's Dark Lord we never got!
Papa Smurf got tired of his movies flopping.
THANK YOU! πβ€οΈ
Comic book secrets
LOL thats awesome, is that an entire model swap or is it decl editing?
new model but the textures already existed
They are different instances of the same symbol/sprite. If you'd wanted to change only one of them, then you'd have to make that one an instance of a different symbol/sprite (could simply be a copy of the original symbol), what matters for the game is that the layer/name structure doesn't change.
I didnβt know you get to add secrets π
Hello slayers
whatβs good?
I'm adding a bunch of them on my level
custom vinyls, toys, comic books, etc
I also donβt know how to mod, just checking to see how everything is going. ask someone else 
cool
Thank you
Good night
do you need help?
is there like a command i can enter once to basically go "whenever a level is loaded, give the player the sentinel hammer"
rather than having to enter the give hammer command each level load?
i haven't been able to find it anywhere
unless it involves writing a txt file
The closest that you can get would be either something like bind W "RemoveInventoryItem weapon/player/crucible; give weapon/player/crucible; _moveforward" to make the W key give you the Sentinel Hammer whenever you move (which is probably not the best idea), or making a mod that modifies all devInvLoadout decls to include the Sentinel Hammer (which would conflict with other mods that also contain devInvLoadout decls).
The second-closest would be something like bind P "RemoveInventoryItem weapon/player/crucible; give weapon/player/crucible", followed by pressing P once after loading a map, but it's not quite automatic.
honestly
that's pretty close enough, thank you!
Who can decide how to protect the "World Spear" pack? Download the World Spear asset. When I see a -SP game and only see these two but the World Spear doesn't appear, do I search elsewhere? Or does anyone know why the map isn't showing up?
^
Nooooooooo, I liked the whole skybox, now I'll have to do it manually but I'm sure some things won't be the same haha π
one moment, final checks on something then ill post the notes
Release notes here: https://idstudio.idsoftware.com/release-notes/2025/07/31/update-3
ok it took long enough to understand what you meant but i finally got it π tysmmm
hello to the people
i came here in search of solutions to my current problem
i hope this is something common but, what is umbral excavation supposed to be like?
i downloaded the mod and started it, by going into extras and choosing umbral excavation, then in the first room... nothing, i go to the second one.... nothing, i use a secret to get around to the third room and this is where i get stuck
the door says no access and ive been jumping around trying to find a way to get through since i hear demons behind the doors
is this an issue on my part? do i need the DLCs to run it proper?
thanks in advance
(my rig is an i5 3550, 12gb of ddr3, rx580 8gb)
This level must be run by command
read the mod description
i was gonna try that but i wouldnt see a reason in doing so because the level shows up in the extras menu anyway
i thought i had missing dependancies
This command for the main level "loadDevMenuOption devmenuoption/umbral_excavation 0 1"
this the way the level design think the creator use layers or something
@queen fern This command for the Master level version "loadDevMenuOption devmenuoption/umbral_excavation 1 1"
Also The map has been made before the extra menu feature was a thing
Not anymore but thank you for asking
it better to read the mods description before you play it
No problem. Don't hesitate to inquire further if I don't express myself clearly enough!
LETS GO! NEW AUDIO MODDING!
Also i never noticed that the launcher never had an offiline mode tho! XD
Im stuck in offine mode and cant download mods. Any help?
@plush thicket ^
try to restart the launcher
mine working fine
Ill DM you @potent veldt
Nheee, maybe i will restart my pc later, great thing i can work on Id Studio without problems offiline tho.
Yeah restart pc, try to verify files
Yee! Easiest fix for this "problem".
Btw, on my way to get WWise to put some bangers and experiment on Doom Eternal.
Any Updates ??
hes too busy buzzing around in idstudio to restart π
Also just checked and unfortunately, the TAG2 audio bug is still present
This is a layering bug. If a mod is made that has all of the audio and overlapped with another mod it cancels out. if there is a mod with a copy of base game audio it overlaps it and breaks stuff. Its a combination of incorrect packaging and including stuff thats not needed, as well as some stuff on our side.
I'll DM you for some stuff if you want to help
Oooo sorry, i didn't restarted yet xD.
DO IT NAW
Okay, restarting now. (Also, daam Windows! Always updating! π π)
i bet your uptime was like 50000 days
Its quite there! It just loses for Blender and Garry's Mod. XD
You can skip the windows update 
I know tho, but it updated fast (thankfully) now am veryfing the files!

Allright, i think it worked!
LFG π₯
Let to cooking begin! (Or continue in my case)
Guys this may not be an mod for eternal but im planning on making a dark ages mod where it replaces TDA music with eternals music
good luck with that but you have to wait
Is there any mod for optimizing graphics settings
Im on ps5 so i cant mod itπ
Holy shit it me
π€¨
Still an issue in PC Mod Preview Update 3:
#eternal-modding message BΒUΒG - The launcher saves content IDs (instead of folder names) to "activemods.txt"
#eternal-modding message BΒUΒG - Non-ASCII mod save paths don't work β οΈβ οΈβ οΈ
#eternal-modding message BΒUΒG - Quotes are discarded in launch options
#eternal-modding message RΒEΒQΒUΒEΒSΒT - An option to disable sandboxing while using mods
-# (PC Mod Preview Update 2 added an "import vanilla save data" option for the sandbox, but there's no option to go the other way (I don't like it, but I get it), and you still can't unlock Steam achievements (I get it) nor earn Series/Events XP (I don't get it) while playing with mods.)*
#eternal-modding message RΒEΒQΒUΒEΒSΒT - Allow Steam Cloud synchronisation for the sandbox
#eternal-modding message BΒUΒG - Spaces are not replaced in folder names
#eternal-modding message RΒEΒQΒUΒEΒSΒT - Fall back to English for custom text strings
Edit: Note that this isn't a comprehensive list.
It sounds like "The Ancient Gods 2 music/dialogue is missing, when using mods that were packaged with everything included" is still an issue, but I can't confirm, as such mods immediately crash the game for me because it "failed to read default.cfg" (which is present in such mods' "base.pk5" file).
@modest obsidian - BUG REPORT - The sandbox crashes if a mod packages "default.cfg"
To reproduce, download and activate https://mods.bethesda.net/en/doometernal/details/1ce106e0-d82a-4f8e-aa45-6a0d2d7d234b/Air_control_always_on, and launch the game with active mods. The game very quickly shows an unhandled exception crash report dialog, and spits out these files, with the two remarkable console lines being... WARNING: container entry defaulted binaryFile:default.cfg:NONE: file not found: default.cfg while loading loadBinary:default.cfg from binaryFile:default.cfg [...] FATAL ERROR: Failed to read default.cfg(My launch options contain +exec in these logs, but I've also tried without any launch options, and it still crashes.)
(Edit: This wasn't an issue in PC Mod Preview Update 2.)
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.
Oh yeah this is true, I had people reporting this issue on my axe mod
It's incredible how much better the Doom Eternal mod launcher is! I hope they include the same tags for filtering or searching in the mod ejector so it's easier to find custom levels or maps. There's aggregation only in the mod search, but not in the "play" section.
Was the Doom Eternal mod launcher/it's tool updated or something?
My one request for the mod launcher would be the ability to save mod loadlists so I can pop in and play a specific mod combination in a few clicks. A bit like ZDL for classic Doom where you can save load order for your mods.
Yes The Launcher has been updated and idstudio
@echo root Release notes here: https://idstudio.idsoftware.com/release-notes/2025/07/31/update-3
Exactly, imagine in the future having 500 mods installed trying to find 2 or 3 among all of them. For the final version they should add more extra options to make it easier to find mods and also sort them on the screen to select and play mods.
As far as "searching" for mods goes, I think it's 100% and I don't think they could do any better, I give it a 10/10
Also losing the ability to drag and drop mods onto the loadlist is strange, I get clicking on them to toggle them on and off but dragging and dropping seemed more intuitive to me. Nothing huge, just an observation.
God dam
I have a question tho, involving the WWise music modding, do i have to follow the setup process for it? Or i just need to open the project on WWise and good to go?
Looks pretty cool man!
Thx!
Btw, it will be like an intro for the map? Or an arena?
Arena
I don't feel like I'm ready for entire levels with like set pieces and stuff so I'm settling on short arena type levels right now
i love it man keep going!!
Keep it up man! You are doing great! :).
about the beta hud mod, does anyone really modswap WHILE using the weapon wheel? if it doesnt bother anyone i really could get rid of these little icons below the weapon name for accuracy 
Tbh, never used it, even on console! XD
Btw, am really curious to see this HUD Restoration! :).
I use it VERY occasionally
I used by accident. XD
I think it is an small detail that nobody actully care about. Most of ppl sticky with one upgrade, or change it before and after an arena section.
ye
or they just use the ACTUAL BUTTON ON THE CONSOLE IN BATTLE
and i think everyone uses 1 mod for most weapons
Indeed.
like i use
sticky bomb for shotgun
Mobile turret for chaingun
remote detonate for rocket launcher
SSG and BFG dont have mods
Plasma riflr i use the charge thing
not the microwave beam
so the only guns i switch normally is heavy cannon and ballista
srry for yapping
No worries man.
phew
its about 95% done, if i dont release it tomorrow i will next week
Nice man! Btw, take your time with the cooking! No need to worry about deadlines or stuff, polish it as much has you can! :D.
I've done it once on a blue moon. Like in 2021.
But so long as you keep the icons in the middle I guess.
i use all the mods in the game, even the mobile turret very occasionally
like, it's definitely the most fun thing imo, and even optimal as you're able to draw advantage from your entire arsenal
don't really think manny people at all mod swaps while in the weapon wheel, but if you do use the wheel, it's definitely something worth doing/considering at least as then it's an animationless swap
only other way to achieve that is with tech
I didn't even know you could do that
Wow
The pc mod launcher doesn't seem to be working when I try to play with mods, or at least appears to try to start the game but crashes. Does anyone know how to fix this?
I have just some reskin mods installed for changing the Slayer and some enemies to their tda variants
Have you used EternalModInjector? If so, it hasn't been updated for PC Mod Preview Update 3 yet.
Right-click Doom Eternal in your Steam library, choose "Properties..." > "Local Files" > "Verify integrity of game files", wait for it to finish, and allow Steam to redownload any missing/altered game files. This will uninstall all EternalModInjector mods, which should make the game work with PC Mod Preview/idStudio mods instead.
OOF π
Well shit
I have a BUNCH of mod injector mods
I guess I'll let go of pc mod preview mods, I can wait for mod injector to update since I don't wanna let go of those mods. If the injector gets updated did that mean I'll be able to use to both sets of mods?
Tysm though!
[...] If the injector gets updated did that mean I'll be able to use to both sets of mods? [...]
Yes. Once EternalModInjector is updated, just use it to install EternalModInjector mods, and then click "Mods" > "Play" > "Launch with active mods" if you also want PC Mod Preview/idStudio mods at the same time.
uh anyone around who plays on steam deck
the mod preview has stopped working as recent as around day before
it just launches the base game instead of the gui to choose base game or play with mods
it seems there was an update? I got the launcher to show up in desktop environment seperately but still no game
it just launches the base game instead of the gui to choose base game or play with mods
PC Mod Preview Update 3 came out two days ago. https://idstudio.idsoftware.com/release-notes/2025/07/31/update-3 says...
[...] Bypass Mode
Added support for a bypass mode. If the user does not want to use mods they can set a preference for skipping the launcher and starting DOOM Eternal immediately. This preference can be changed at any time by pulling up the launcher from their task bar. Additionally the bypass mode is automatically active for handhelds and streaming platforms. [...]
...which I interpret as being able to press the Steam/Home button to bring up Steam's "game menu" (the one that has "Resume game", "Controller settings", "View game details", "Guides", and "Exit game"), scroll down to the bottom below(?) the "Exit game" button to see the game's multiple windows, and switch to the launcher window.
From there, you should be able to (hold Steam/Home and) move the mouse cursor and click with R2 to interact with the launcher. Hopefully you can click on the settings/gear icon near the top-right, then disable "General" > "Skip the Launcher and open DOOM Eternal (Original)" to make the launcher open by default when you open the game through Steam.
[...] I got the launcher to show up in desktop environment seperately but still no game
"Still no game" as in "not in Gaming Mode"? See above.
Or as in "the game doesn't launch when I click "Mods" > "Play" > "Launch with active mods" "? If so, have you used EternalModInjector? In that case, verify the game files to uninstall EternalModInjector mods; it hasn't been updated to support PC Mod Preview Update 3 yet.
@atomic bay okay that makes sense. idk why they would do that thats so stupid. Like no offence if I don't wanna play with mods why would i enroll for the mod preview version
but to be clear that is how it used to work. the game and the launcher window would open and I would be able to choose
thats no longer working. so while I can tinker and get to the launcher in desktop, the game still dosent show up via the launcher (base or modded)
even though when i press play doom eternal or with mods steam shows doom eternal as running
but nada. In gaming mode the launcher dosen't show at all it just launches base game
Should I switch to DM? I feel like I am making a mess here sorry
[...] idk why they would do that thats so stupid. [...]
I think that Valve explicitly recommends game developers to auto-skip game launchers on Deck for a more seamless/"pick-up-and-play" experience.
[...] if I don't wanna play with mods why would i enroll for the mod preview version
Who's to say that the PC Mod Preview (keyword: "preview") will not become the default option eventually?
[...] In gaming mode the launcher dosen't show at all [...]
Not at all whatsoever? If you're certain, please ping @ halfp1nt in this channel with a message like "@ halfp1nt - BUG REPORT - The launcher doesn't appear in Steam Deck's Gaming Mode".
I mean that's just oversimplification smh. If they are gonna do that why not just make it so the modded version launches by default. Prolly cuz they are gonna make the mods part of the default build okay got it. and yes no launcher at all
**@modest obsidian -BUG REPORT- **
The launcher does not appear AT ALL for MOD PREVIEW of Doom Eternal. Have to use Konsole to pull it up in desktop. Pressing play just launches base game by default
That's sick.
.swf didn't give you too much trouble I hope.
will importing my unmodded save damage it or will it be fine? i dont want to mess up my save file for unmodded eternal
Just duplicated
so my save for vanilla wont be affected or updated if i do anything in modded?
The actual game is its own thing. Modded is its own separate thing.
So anything you do and modded will not affect your other stuff
ok
But if you wanna be cautious, then I would just make a back up of your safe file
Going Blue
holy shit it looks awesome
Hello
Can someone share their doom-launcher-settings.json file with me?
Or jus the text inside it?
I think I have figured out what is causing the issue with the mod preview on steam deck, it seems
launch target: retail is the issue. it is like @atomic bay pointed out valve prefers the launcher be skipped
so thats like the default
{"_settings":{"language":"en-us","use_streamer_mode":false,"launch_target":"portal","activemods_base":"C:\\Users\\Zappy\\Documents\\id Software\\activemods","idstudio_base":"C:\\Users\\Zappy\\Documents\\id Software\\idStudio","idassets_base":"C:\\Users\\Zappy\\Documents\\id Software\\id-assets","remember_login":true}}```(Of course, you should change `activemods_base`, `idstudio_base`, and `idassets_base` to the appropriate paths - though I assume that you're really just interested in the `"launch_target":"portal"` part?)
Since launcher won't show nornally I can't toggle the setting and get it to save
YES
thanks maybe this will work
I tried deleting or setting to null but that didn't help
update: this in fact DID NOT WORK
sadge :((
hey @atomic bay could I annoy you a bit more?
could ya share details or an ss of whats in your "users/steamuser/Documents/id Software/idStudio/" folder
mine is blank I am thinking maybe the assets or prerequisites required for launching the portal maybe got fudged
I haven't created any mods using idStudio on this computer, so the "idStudio" and "id-assets" folders are empty.
Nice man!
ah so thats only for creating
well hen I am out of ideas. Its prolly something I can't think of or maybe its hardcoded
should I tag with another bug report or just leave it at the one
anyone having problems while uploading mod screenshots?
hmm
@atomic bay do you know?
sorry for the ping man just asking you
i need a mod or a way to make it so commands like g_weaponkick 0 is auotmiacily loaded when i play
maybe unsupported screenshot format, what your screenshot file format is it PNG,JPG ??
all images are in png format
Vista Is required
Looks like some Sentinel Ship! I really like the color and the smoke/mist, reminds me classic Alien a little bit. That scene where they go into the hole on the derelic ship and find the egg chamber. Really good work man!
The blue hell aesthetic is so underrated.
it deserves more attention
I love making stupid secrets
BEHOLD! The Great "Dopefish" god! He lives inside of us!
Do your screenshots and/or idStudio mods path have any non-ASCII characters in the file path/name, such as accented letters like Γ or Γ? (If you're not sure, hold Shift while right-clicking one of them, choose "Copy as path", and paste it here.)
I don't think that that would matter, but it's my best guess. π€·
Burp
already restarted my pc a few times, also checked that my launcher is not offline but im still getting a 400 error
"C:\Users\alvar\Downloads\SCREENSHOTS\AltDownload.png" i dont theres any weird characters? if it matters my screenshots are saved as 32-bit pngs
That path looks fine. My only suggestions now are to try running the PNG through PNGCrush or some other PNG compression tool, in case that alters the file in a way that Doom Eternal's launcher likes, and to try waiting 48 hours. π€·
alr ill try that, thank youu
@whole cedar still having the problem that you can't upload the screenshots ??
i was busy, gonna try again now
Yes please
yup, still getting the exact same error message, i suppose this popup is supposed to appear even if i havent uploaded my mod?? this never happened with the old launcher
Yeah, it normal, they update the launcher, when you modify a published mod will show you this popup
Just change it and re-publish it
problem is i havent even uploaded it, i will try to upload the mod without screenshots first tho
Ok I guess this another bug, but did the screenshot uploaded ??
click I understand, add this screenshot see if it added
Any luck ??
How you upload your mods, do you load the mod in idstudio Mods/[YourModName]/Upload mod ??
im not using the upload button in idstudio, im using the one in my creations -> (mod) -> upload mod
Is the mod uploaded successfully ??, like you see all files
You launcher is cooked broski, try to switch between beta branches. first go to steam beta branch select none, let it update, after it done switch back pc_mod_preview
verifying files twice and using the 2.4ghz wifi solved it 
thanks for the help 
Omfg! π
Wait, it's up?
hey guys im trying to add mods on my pc but the mod injector looks like this. is there a way to fix it?
yep
QuakeCon 2018 HUD LFG !!!!
Quakecon 2018 DOOM Eternal my beloved
Thatβs a screenshot of nothing. DM @cedar thunder
DM @cedar thunder itβs very simple
Any help with this guys?
@whole cedar Killer job on the HUD man, this looks and feels official.
thank you 
I hope we're eventually given documentation on how to work around the little kinks and stuff with UI editing, then maybe we could do stuff like changing the dossier and automap colors to blue like the QC showcase.
never asked myself how the color is applied to the dossier map, but considering its a model it MIGHT just be a texture
no idea though
@whole cedar On the subject of what Papaya said, do you think you could write down how you did your thing and share it in a document?
i might try doing that although i dont fully understand shockwave flash files yet
i think o_dey is better fit for the task π
Also, is this intended? Or at least fixable if not?