#eternal-modding

1 messages · Page 18 of 1

polar nexus
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😕

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might as well wait

plush thicket
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brainrot at max rn

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chill

ancient shard
fickle glade
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Shameless plug btw

polar nexus
fickle glade
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Check it out if you feel like it

tight hinge
tight hinge
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Mostly the traffic cones

fickle glade
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Well they're tucked on one side so I didn't think they'd be a problem

tight hinge
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Accidentally bumped into them a couple times

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But it's a minor thing

halcyon stratus
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Downloadan.

ancient shard
verbal spindle
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I'll try that thank you

plush thicket
polar nexus
oblique dirge
plush thicket
polar nexus
plush thicket
verbal spindle
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So I got the id tech launcher to work on steam deck, but now it won't launch the active mod, any one run into this?

fickle glade
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I am thinking of adding more to the out of bounds visuals to just give it a bit more polish

ancient shard
plush thicket
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here an blockout

oblique dirge
lapis rapids
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Hello

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I know my brother is here

sage sentinel
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hey @atomic bay its Me again. idk if you remember. Either way was checking to see if situation on steam deck has improved. I tried your suggestion AND THE LAUNCHER WORKS NOW but something is still off. Maybe because its a bandaid and not meant to work? the game is fine but the launcher resolution is all fucked up like 1/4th of screen is black on the right and a bit on bottom. its like the window is set to incorrect proportions? Any ideas? I tried setting resolution from properties no dice......

sage sentinel
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Idk if it went through I sent a screenshot

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I guess i donthave permission to drop ss

stoic pine
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I got the same issue too. It’s resolved on Desktop Mode

midnight canopy
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I was bored while clicking random channels on discord and i see this

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is there anything i could follow to know when its released?

oblique dirge
# midnight canopy is there anything i could follow to know when its released?

I will be making something soon to keep people notified but I don’t know if I will show what I have right now it is unfinished and unpolished and I’m polishing it at the moment, but I will try to at least release something so people can really know what they’re getting a look at or what they’re going to be playing, but the lvl will not be coming out anytime soon

fickle glade
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Does anybody know what the sound event for the rocket launcher's proximity flare is

plush thicket
stoic pine
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I wanna see someone mod Hugo as the Slayer

wise swallow
atomic bay
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This server has Server Boost Level 3, which allows files to be up to 100 megabytes. (If you also want to post the same thing in other servers, that might not matter, though. 🤷)

tight hinge
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Oh thanks

pseudo igloo
polar nexus
jaunty verge
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Okay so, I plan to make a custom ui color profile. How do I start off with?

halcyon stratus
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Cool but this is modding, not memes :p.

spring jackal
fickle glade
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Does anybody know which of these sound events the chaingun uses?

stoic pine
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probably chaingun_new.wwu, I got no idea I ain’t a sound engineer

verbal trellis
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my game keeps freezing causing me to restart my pc just to tab out of the game

pseudo narwhal
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How do I fix some particles (like the plasma shot from the plasma gun) being invisible on my map?

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I've set the default env decl for the map, but that doesn't seem to have helped

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I know I've solved this in the past and I can't for the life of me remember how to get it working correctly

pseudo narwhal
# oblique dirge Long time no see

Heh, yeah, I've been working on other stuff recently, and thanks to that I've forgotten how to do a bunch of stuff in idStudio lol

oblique dirge
pseudo narwhal
jaunty garden
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guys i cant play Doom eternal with mods - beta program. I installed Randomizer + infinite arena mod. After ID logo + 3 seconds it freezes and goes to error message. Whats going on? i have drivers updated...

pseudo narwhal
fickle glade
whole cedar
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WHY ARE THEIR SUITS WHITE 💀💀💀💀

swift lintel
oblique dirge
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Well, actually that’s in cold space and they are praying over the priest and their suit is red. That is just a visual glitch. Don’t know why he has that but they are not lab workers. They are lab workers there, but they’re not earth the lab workers.

plush thicket
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Cultist base is lab anyway and those are his workers

halcyon stratus
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I just thought of how fucking cold Cultist Base and DHB are.

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It's a good thing neither the demons nor Doomguy care or else they'd be freezing their asses off.

jaunty garden
fickle glade
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Hmm

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Try verifying files

brave moat
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one day I'll have a build ready for playtesting for you lovely folks but today is not that day ;~~;

brave moat
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a mod

tight hinge
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what kind of mod?

brave moat
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a good one hopefully

tight hinge
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bruh, level or something else?

brave moat
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custom level with custom geo

tight hinge
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ah I see

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any progress on it yet?

brave moat
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lots of progress but it's not ready for playtesting yet

tight hinge
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ah cool, can we get some screenshots?

brave moat
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maybe when it's closer to being playtest ready

tight hinge
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gotcha

polar night
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I would like to see saw shield in doom eternal replace chainsaw like axe.

shrewd salmon
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I saw the Anvil Maykr skin and ooh, beautiful...

split torrent
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Hello 👋 guys
New up here
Am sammyz by name and a 3D artist with many years of experience

cobalt wasp
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Does anyone know how to solve this problem when uploading mods? Stuck at this step

cloud steppe
shrewd salmon
frigid marsh
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I have been making this huge arena map. This is just one room in it. Tell me your thoughts.

plush thicket
frigid marsh
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Plus i have made a huge chunk of the map already. To resize it would be very time consuming and i am a lazy shit.

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I mean, its not like the fights in this arena is gonna be like 2 heavies or smth.

plush thicket
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most important thing is you creating something which it good

frigid marsh
tight hinge
frigid marsh
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Its gonna be a very hectic arena.

tight hinge
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I mean from a gameplay perspective, in that big circle that you made, the slayer won't be able to jump up far enough to be able to grab the ledge for example

frigid marsh
tight hinge
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whatever you want to do man, just pointing it out so that you don't make the same mistake as others have done (myself included)

frigid marsh
tight hinge
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looks solid

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any plans on what you will decorate it with?

muted bobcat
frigid marsh
tight hinge
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nice, good to see more people willing to make maps

stoic pine
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id, you guys should get a crossover for the Slayer in the absolute DC universe because Joker in this series came from Hell.

fickle glade
frigid marsh
digital hare
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There are id emplys here tho

halcyon stratus
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Yeah, but this is the modding channel. We're not ID employees :p

digital hare
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True

molten token
atomic bay
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@modest obsidian - BUG REPORT - The "pc-mod-preview" branch wasn't updated, and doesn't launch
The "public"/default branch on Steam was updated an hour ago, changing the launcher's file location (and also making the launcher all loose files, launching much faster on my HDD - thank you!). Steam now launches DOOM Eternal via "launcher/idTechLauncher.exe" instead of "idTechLauncher.exe".
However, the "pc-mod-preview" beta branch was not updated, and still has the previous version of the game, including the previous launcher location.

This means that if you're opted into the "pc-mod-preview" branch on Steam, then Steam tries to open "launcher/idTechLauncher.exe" when you only have "idTechLauncher.exe", and fails.

It's been over an hour now, so I just wanted to remind you to update the "pc-mod-preview" branch too.

whole cedar
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theres a difference between the preview branch and public release?

modest obsidian
atomic bay
haughty mica
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finally managed to make a functional parry system in the game

plush thicket
atomic bay
prisma vector
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do mods work on steam deck yet

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i saw there was an update

atomic bay
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If you switch to Desktop Mode* and use a certain launch option, yes. Right-click Doom Eternal in your Steam library, choose "Properties..." > "General", and set the "Launch Options" field to the following (using +com_skipIntroVideo 1 to show how you'd combine it with commands/variables): SteamDeck= %command% +com_skipIntroVideo 1If the above doesn't work, then use this instead: env -u SteamDeck -- %command% +com_skipIntroVideo 1This will unset the SteamDeck environment variable before opening the launcher, which is how the game checks whether to bypass the launcher.
If you don't have a mouse connected, you may have to hold Steam/Home to make the right touchpad/joystick and R2 (or R1 on PlayStation) act as a mouse, in order to use the launcher.

-# * I'm not sure exactly what happens in Gaming Mode, but at least one person says that it's not optimal? 🤷

errant peak
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Some WIP Screenshots of a level im working on rn 👀

plush thicket
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professional work

errant peak
fickle glade
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I know it's mostly blockout but what you have already is great!

whole cedar
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how can i get custom ai from the mod portal to spawn in my map? i can place the idai2 on the map but placing a tyrant in a custom target spawn (that only has entitydef gigatyrant in its properties) just spawns in a normal tyrant

tight hinge
errant peak
errant peak
tight hinge
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keep going man, love it so far

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more people making maps is always great

errant peak
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that is true

errant peak
tight hinge
haughty mica
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You can find the actorpopulation in any encounter, and the aipoolnumbers in the id_GameChallengeSinglePlayer (I believe) entity

whole cedar
whole cedar
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i got the ai to spawn with a different spawn parent, probably not the intended way but it works, thank you!

fickle glade
whole cedar
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true...

tight hinge
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can't believe my lean manc was used

whole cedar
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oh wait you made it

tight hinge
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yeah lmao

fickle glade
whole cedar
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thats neat

tight hinge
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how did you get the original assets? I thought the mod portal couldn't extract .pk5

whole cedar
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the package browser option in idstudio can

thorn junco
tight hinge
tight hinge
haughty mica
tight hinge
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oh I see 💀

haughty mica
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But you for sure don't need Nexus for that anymore

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So that's nice

atomic bay
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Quote from PC Mod Preview Update 2's changelog (https://idstudio.idsoftware.com/release-notes/2025/06/17/update-2), emphasis by me:

[...] [idStudio > "Mod" > "Package Browser"] can be used to export entire mods. If modders would like to make their mod available for other people to modify they can package it with the mod's raw assets. If they do not wish to allow this then it is recommended to only package the generated/cooked version of your assets. [...]

tight hinge
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thanks, I'll update my asset mods eventually with the raw files

vernal dagger
fickle glade
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Hey, so I'm working on a weapon sound pack and if anybody has experience with the heavy cannon, I've been trying to figure out how to make the primary fire stop playing the default sound every other shot

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Does anybody know how I can fix that?

halcyon stratus
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Weird question but would anyone happen to have any Heavy Cannon skin mods? Nexus has like 6 and none of them I'm looking for.

haughty mica
gray narwhal
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hey guys i have this error whenever i play with mods theres jsut mismatched text for stuff like option and wtv its rlly frustrating me cuz idk whats causing it and i dont kno what mod it is

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ive been having trouble with eternal mods since forever is tyhere any reason to not jsut use the mod injector

whole cedar
gray narwhal
whole cedar
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check mods with this tag

frozen umbra
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is the modded instance a seperate instance of the non modded, or does it add mods to the non-modded instance?

whole cedar
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separate

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can encounter managers (or commit triggers) not be set inside layers? im trying to load layers after a wave has ended considering the player needs to go through the same spot but these specific entities dont load at all, grouping other stuff like func_animated or gui_text inside a layer loads them correctly

atomic bay
# gray narwhal hey guys i have this error whenever i play with mods theres jsut mismatched text...

[...] whenever i play with mods theres jsut mismatched text [...] i dont kno what mod it is
You could disable half of your mods, and see if that fixes it. If it does, re-enable half of the newly-disabled mods. Otherwise, also disable half of the remaining mods. Repeat this until you find the specific mod(s) that cause(s) the problem.

[...] is tyhere any reason to not jsut use the mod injector
There are many "official launcher"-exclusive mods that can't be played with just EternalModInjector, including completely custom maps.

(Likewise, there are also many EternalModInjector-exclusive mods. You can use both types of mods at the same time, though, as EternalModInjector mods will apply regardless of whether you click "Play DOOM Eternal" or you click "Mods" > "Play" > "Launch with active mods" in the game's launcher.)

frozen umbra
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oh, its called binary searching

fickle glade
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I looked at the sound event on the mod wiki, and it shows that the sound event plays duplicate sound files

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that seems to be the problem

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Problem is I don't know how DE handles ahving two of the same sound file

haughty mica
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just removing it from that decl should just get rid of the sound forever, idk

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unless you want to get rid of only some sounds in the soundevent, and in case of duplicates like that I don't know how to handle that besides modding the .pcks themselves

gray narwhal
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now it says i have to reinstall the game?? this is rlly silly

molten token
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Does anyone know why this happens? When I move the view, the structure starts to flicker (it always happened in my level, but before the skybox background was visible. To avoid this, I put a red structure in between, but it still looks ugly). Does anyone know why this could be happening and how to avoid it?

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wtf, I just noticed that in the video it "doesn't blink" it only changes the structure and you can see the one below haha, well, does anyone know how to prevent this from happening or the cause?

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It's the red wall in the background

velvet acorn
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any news on steam deck support for modding?

atomic bay
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For old, "unofficial" mods, EternalModInjectorShell works fine. For new, "official" mods, the PC Mod launcher/browser doesn't officially support Steam Deck, but see here: #eternal-modding message

velvet acorn
atomic bay
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I personally see no reason for it not to work, but at least one person says that it's not optimal. Please let me know what your experience with it is.

velvet acorn
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will do, thanks again

plush thicket
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if yes, what cmd you run the engine slowmap or devmap ??

molten token
# plush thicket is this footage from the idstudio engine ??

The material is from id studio (it's called demon_door_purple_opaque) I'm running from slowmap (but in the final version and in the level I published a while ago that error also occurred) it's not something that can only be seen from my id studio (I don't know if I answered the question correctly or there's something I didn't understand haha)

plush thicket
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Try to load the level using devmap, but the level need to fully bulit ,if you not using static lights you can skip the lightmap baking

molten token
molten token
plush thicket
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Try to disable the distance dormancy of that fx you have

molten token
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I changed the distance dormancy from 20 to 0 and it looks like this. What exactly is dormancy? Maybe I should set the large structure in the center to 0. Note that zooming out too much fixes the FX, but it's still very far away.

molten token
velvet acorn
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how do I play the bob-omb map?

molten token
# plush thicket Try to disable the distance dormancy of that fx you have

I already "fixed" it, it's hard for me to explain, but the texture of the item that I had made big (the big walls that I always use in my map) apparently had very big dimensions and was very wide, I replaced everything with thinner textures leaving that entity's in "energybarrier" so that it doesn't interfere and it worked, since when I make another thinner item big it doesn't go over the FX that I put on top of it

molten token
haughty mica
velvet acorn
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the mod is definitely enabled

whole cedar
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the mod description says you can start the map by creating a new save in any campaign

whole cedar
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can mus.pck files still not be packaged in an idstudio mod?

molten token
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Does anyone know why the light flickers or vibrates like that? I added some point lights and some spot lights, but sometimes when I move it flickers like that (I imagine this has happened to a lot of people). Does anyone know the cause or why this happens?

plush thicket
molten token
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To "fix" this, would I have to move them so they don't "collide" with each other, so to speak? Or would I have to lower the lighting intensity? Or cast shadows only on some of them when they overlap?

plush thicket
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yeah that a huge problem, you need to becareful using casting shadow lights

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from what I see I don't think the map need lights like that the sky is bright enough, if you have dark areas just put a small light without casting shadow

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use static lights will have no runtime performance cost but you need to bake the lightmap

molten token
plush thicket
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after lightmaps baking you can debug the lights, In this picture it using slowmap+lightmaps preview you can use slowcombomap, channel is light overdraw, red colors in that picture mean these area has will effect the performance and mean also there alot lights overlapping with each other usuall 10+ lights

plush thicket
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ofcourse you have test ingame see if there major fps issues

molten token
plush thicket
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light probes step should be done after the lightmap baked

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I assume you don't use static lights

molten token
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i want to cry haha

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The lights I added are all static except for one of them.

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If a light is set to "dynamic" and I convert it to static, is it actually converted to static? Or do I have to create it from scratch as static? I had several dynamic lights, and I converted them to static with a second click.

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I checked and I have them all marked in static light

plush thicket
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you can convert any lights to static in the entity inspector check static lights, but that need lightmap rebake

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you will not see results until you bake it

molten token
plush thicket
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these the light probes not the lightmap, open the build wizard you should see a bake lightmaps option that the one you need

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again light probes added after the LIGHTMAPS baked

molten token
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this???

plush thicket
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yes that one

molten token
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Man, thank you so much! You saved my life haha

plush thicket
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Do the low quality just for iterate when you happy about results do the final bake in DLC_FINAL or high is good too

molten token
plush thicket
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Yeah just do it when done with the level , if low take you two days

whole cedar
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@haughty mica can i ask how blood rite encounters are made? specifically how to setup an eternal demon and its buff bearers?

plush thicket
haughty mica
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ex. the Totem has the "bearer" tag here so any AI with that same tag will be buffed

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then give the ai/ambient/godtotem and the immortal demons the same tag (but different from the bearers), and use these to wait for the bearers to die before removing both Totems (give both Totems the same tag in buffpod_label)

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"eternal_buff_deactivate_sound" is a sound/soundentity that plays "play_horde_progress_swipe" to notify the player when the Totems are gone

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this AI is old as hell, I could update it to make it do the death sound automatically

whole cedar
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no idea what i did wrong but both bearer and eternal demon have no buff fx at all, and the eternal demon isn't even immortal (btw dont mind the missing text in the video ill add the strings later)

haughty mica
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either that, or place them in bounds

whole cedar
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alright ill check that, maybe its because the totems are placed in floor without clipping

haughty mica
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if you notice, the Manc is playing the FX for half a second, so the Totems are definitely spawning, they're just insta-despawning

whole cedar
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so editing the entitydefs fixed it, tysm!!! 🙏

fickle glade
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Does anybody know what the info/cover entities do?

oblique dirge
oblique dirge
# fickle glade Does anybody know what the info/cover entities do?

From what it looks like it seems it has something to do with NAV i’ve seen them before, but I never really played around with them, but it seems like they’re use for either animations something to do in NAV mash and they’re linked to every type of demon in the game so does something to do with their location and where they can go

lapis mulch
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Uh hey guys so is there anyway i can mod on steam deck cuz it’s on a build of linux and i’m stupid

atomic bay
whole cedar
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are boss health bars hardcoded to their corresponding ai? for example could i give something like a baron or a hell knight a health bar like the khan maykr or the gladiator?

haughty mica
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I only did one test years ago, maybe you'll have better luck

plush thicket
whole cedar
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damn that looks good, the texture filtering is putting me off tho doomguy_dead btw how did you setup an interactable without a lever animation?

plush thicket
halcyon stratus
hard tapir
atomic bay
tight hinge
plush thicket
hard tapir
plush thicket
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I will package the mod as raw files, so people can use it the stuff, gonna make alot entitydefs, like Doors with classics textures,, Switches....ETC

ancient shard
plush thicket
ancient shard
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Nice! Are gonna model them? Or just modify with classic textures the existing ones?

plush thicket
ancient shard
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Nice! It will look amazing!

plush thicket
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Final Results

whole cedar
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giving a lot of quake vibes coolcaco

novel epoch
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how do i make the mods in the launcher work? I installed them, added them to active mods, but when I start the modded game through the launcher, the mods won't work (Only skin mods)

whole cedar
ancient shard
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(Am sucker for old textures and graphics ala Quake and Half Life tho.)

plush thicket
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You will play remnant first

ancient shard
plush thicket
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Cliping is almost finish, visibility also almost finished, the level has 2 Act's the gameplay of first act is finished

ancient shard
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(2 months just modeling assets is crazy, but quite a fun challenge tho.)

haughty mica
polar nexus
ancient shard
gaunt flint
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Guys, I just installed mods and I don't know why it isn't working, I installed only bob omp battlefield to test it out, but it won't work. I don't know what to do

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Yes I did activate the mod before launching game

atomic bay
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Does your Windows username contain any non-ASCII characters (such as accented letters like Ñ or Ü)?
If so, in the game's launcher, click on the gear icon at the top-right, click "Mods" on the left, click "Select folder", and choose a simpler folder path like "C:\DOOM Eternal Mods\".
Then, in the launcher's "Mods" > "Play" tab, make sure to enable the map/level mod that you want, click "Launch with active mods", and check the title screen's "Extras" menu for an option to start it.

oblique dirge
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Hello everybody, I haven’t really talked in this chat in a while, but I’ve had a recurring issue that I’ve talked to multiple people about for a very long time. I cannot package my mods. I have no idea why and I am starting not to care that much about making maps anymore because of this issue every time I try to package my map it just says build error. I can bake my map, but I cannot package it. I don’t know why this issue is happening. It has been going on for almost a year now and I’ve tried to get help but no one has went as far to really know what’s going on. I thought I would come in here and ask, but I might get the same answers, but it is worth a try. I have so much in store to show people, but I can never get them out to show them I see everybody else’s map and I’m always like dang I wish I can upload mine. Hope y’all have a good day and bye.

whole cedar
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you should try giving a trusted person your mod folder to see if that person can package it, it could be idstudio's problem

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related to this last year i uninstalled idstudio for motivation reasons, env decls would not work and some other stuff too, after gaining back the motivation to make mods i reinstalled idstudio and all that stuff got fixed

oblique dirge
whole cedar
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have you verified file integrity yet?

oblique dirge
oblique dirge
whole cedar
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hey dont celebrate too early doomguy_shock if verifying files and possibly reinstalling idstudio doesnt work i could try packaging the mod in my pc, if you want of course

oblique dirge
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The map is already baked by the way And it’s only the first part. I am doing a preview so when you see it, please do not tell anyone. Even though people can see our conversation do not show anyone please.

whole cedar
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dont worry about that, i could do a test package (even including vanilla stuff) just to check if its idstudio's fault or the mod's fault

lilac scroll
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not sure how to mod this game, just got it yesterday and only ghost of sparta works?

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cant hur hur doomcry

whole cedar
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check the description of each mod and see which skin is replaced

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also i recommend not using too many skin mods at the same time some files may overwrite each other and look weird

lilac scroll
whole cedar
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you can unlock it in the fortress of doom with 2 sentinel batteries

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theres also a skin unlocker mod available in the mod portal

whole cedar
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its just called "unlocker"

lilac scroll
whole cedar
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nope, mod portal

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(so the doom eternal launcher)

lilac scroll
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"MIssion select unlocked" or smth?

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oh nvm found it

trail acorn
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I'm trying to download the mod injector from gamebanana but the site keeps timing out on me. Does anybody here have the file already downloaded?

gaunt flint
trail acorn
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Anyone?

whole cedar
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is there any way to avoid full map build from creating these shadows in overlapping clip brushes? im using dlc-final as build settings

plush thicket
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i mean the wood textures

whole cedar
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wood texture is just a big model with no collisions

polar night
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Doom 3 eternal mod.

molten token
molten token
haughty mica
molten token
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I hadn't seen it, I'm stupid haha

molten token
lusty kestrel
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can someone help me with the eternalpatcher patches:

kindred roost
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can i make custom weapons??(similar to doom 3 weapon mods and classic doom)

tight hinge
kindred roost
tight hinge
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maybe, but I can't imagine how much time and effort it would take to make it even barely functional

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weapon modding is a pain in the ass

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I know from experience, it wasn't easy to make a replacement for the sentinel hammer, due to a lot of hardcoded behavior

oblique dirge
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@modest obsidian -BUG- I finally figured out the packaging issue after a very long time with the help of @whole cedar here is everything that we figured out one sec let me send it now

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1st test - Mod map files packaged, no decl files included - FAILURE
2nd test - Mod map files packaged (except blockout refmaps, no decl files included - FAILURE
3rd test - Mod map files packaged (except blockoutnew refmaps, no decl files included - FAILURE
4th test - Mod map files packaged (except maps/titanbodyblockout folder), no decl files included - FAILURE
5th test - Mod decl files packaged, no map files, textures, sounds or strings included - SUCCESS
6th test - One mod decl file packaged (env) - SUCCESS
7th test - Strings packaged - SUCCESS
8th test - Prefab maps packaged, no decl files included - FAILURE (Potential suspect?????)
9th test - Mod map files packaged (except maps/titanbodyblockout folder, blockout refmaps, blockoutnew refmaps, prefabs), no decl files included - LOOPED INDEFINITELY (ran mod packager for like 20 minutes)
10th test - Mod map entities file packaged, no mod map files and decl files included - SUCCESS
11th test - Mod refmaps, .entities and .checkpoints files packaged, no decl and map files included - SUCCESS
12th test - Mod refmaps, .entities, .checkpoints and maps/titanbodyblockout folder files packaged, no decl and map files included - SUCCESS
13th test - titanbodyblockout.map file packaged, no decl and refmap files included - SUCCESS (what?????)
14th test - titanbodyblockout.map file packaged alongsides its refmaps and .checkpoints/.entities , no decl files and prefabs included - SUCCESS

#

(it was the prefabs, 100% confirmed, managed to package decls and the maps at the same time, also installed all remaining pvp packs so the models are there now, everything looks normal for now) this is from AlvaroMDK

plush thicket
#

packaging should be only for the main map file that it, if you have prefabs you don't have to package it, when it came for custom stuff, you need to only package the decls you modify if you have custom assets models, textures need to be packaged too

halcyon stratus
#

I don't know who to make the following humble request- please port the No Audio Ducking mod to IdStudio.

#

I'm not sure if the PCK injector even works anymore.

polar nexus
#

a scary website

gray narwhal
#

file:///C:/Users/Velas/Saved%20Games/id%20Software/DOOMSandBox/base/Crash.DESKTOP-S42R069.00039.html hey jsut got this while trying to boot some mods any ideas what this is??

oblique dirge
craggy perch
#

hey can anyone help i just got doom and i got this 80s slayer from launcher and it doesnt work and every other mod doesnt seem to work i have 4 mods in total

#

im kinda new to this i didnt even knew it got mod support

#

it doesnt even show any errors too

#

im kinda confused

atomic bay
#

Does your Windows username contain any non-ASCII characters (such as accented letters like Ñ or Ö)?
If so, in the game's launcher, click on the gear icon at the top-right, click "Mods" on the left, click "Select folder", and choose a simpler folder path like "C:\DOOM Eternal Mods\".

Also, for any mods that replace a weapon or Slayer skin/costume, you'll need to (unlock and) equip the original skin in-game to see the mod. For the "80s Degrees Slayer" mod, the launcher version's description doesn't say anything, but the Nexus Mods version's description says that it replaces the "Astro" skin.

craggy perch
#

oh crap thank you zwip

#

god bless you

molten token
#

Bro, I loved the "Hightower" map. I like that if they're going to make long arenas, they put checkpoints between rounds. The demons created by the community help a lot to renew the game's playability a bit, and the map is fun and looks good, haha

whole cedar
fickle glade
#

Saxton Hale on Baron animations just worked somehow

fickle glade
whole cedar
plush thicket
#

This Crusher is no joke, made it deal so much damage

ancient shard
#

and i love it!

molten token
dapper quail
#

can a mod undelete my post kekw

swift lintel
alpine pike
#

Undeleting isn't a thing on Discord

dapper quail
dapper quail
alpine pike
#

Message contents don't come up in the Audit Log, but yes you're technically right I could go find the message the bot logged and copy/paste it, but it's still going to have the same issue.

#

You'll need to figure out how to shorten it to not trigger the bot. I don't have control of the bot to that degree to really do anything to allow your message to bypass its filters.

dapper quail
#

bots usually don't delete mods posts for spam

final python
#

It got removed because it thought you were posting a massive wall of text

#

Trim it down

dapper quail
#

But I could just make the post in another server, take a screenshot of it, and post that here. Why even have a bot to remove giant walls of text? Had I had the forsight I would've done that. It's bad enough I've been poking these files with a stick for like a week and getting nowhere, came here to ask for help as a last resort, and then had to ask for help to undelete the post of me asking for help, and now I have to ask for help in such a way that doesn't provoke the bot to delete it. It's kind of absurd.

final python
#

or don't try trimming it, whatever

dapper quail
#

The world keeps turning

oblique dirge
#

I finally baked and optimize everything in the first part of the lvl while I’m working on here are a few images. If you would wish to keep it a secret to yourself for a surprise then don’t look at them, but for people that wanna know what I’m working on here you go a sneak peek.

#

Also, one more thing here’s a little cut scene for the level with the help of o_dey
Sorry if it’s really low quality

halcyon stratus
#

Holy shit that looks excellent.

#

King shit. Keep cooking.

swift lintel
#

@halcyon stratus sorry for the ping but nobody else is awake and you may know what to do. Having some trouble in the Eternal channel

#

He just got the game, says it crashes after finishing Hell on Earth-screen freezes. He verified his game files. Idk what to do and Saleem is sleeping lol

halcyon stratus
swift lintel
atomic bay
#

My only advice is to verify the game files (which you already suggested), to update the graphics drivers (which @ Papaya is currently suggesting), and to double check that Doom Eternal is definitely using the dedicated/discrete NVIDIA GPU instead of an integrated Intel iGPU (but I think that it defaults to the NVIDIA GPU? I would update the graphics drivers before worrying about this).

It's especially weird to me that the first map works, but the second map doesn't. 🤷

swift lintel
#

Thank you🙏

#

Will keep you posted

small gate
molten token
oblique dirge
#

Yas!

#

Yas

#

It is not out yet

#

It’s a three-year project I’m working on i’m not releasing just one level. I’m releasing a DLC type thing they’re going to be three levels.

#

I’m pushing the software limits

#

Thank you so much it’ll be a long time till I do another preview but a lot of people will enjoy this. There’s something for everybody in this level or this campaign it’s just gonna be hard cause I have school and exams

#

I will not say the story yet because this is nothing like the
Doom at all I can give you a hint. The first level is just strike people in the second level is something completely different along with the third one

#

To be honest, I think a ultra nightmare run would be interesting. The way the level is set up. It is very closed in and cramped in some parts so it forces the player to think before they go in.

#

Sadly, there’s no support for that yet and what do you mean by the first person to do this to make a level or what do you mean if I may ask?

#

I’m definitely not the first there are a lot of people that are working on theirs at the moment that I know there’s some people that make them already. I used to make only arenas but one day I got tired of that and I want to move on now I’m here.

#

But definitely stay tuned. A lot of mods will come out before mine and I’m really excited to see the community makes but for me this is gonna take a long time. I wanna make this experience that people have never seen before modding that change the way people see mods in the first place for eternal.

molten token
oblique dirge
polar nexus
polar nexus
oblique dirge
next cliff
#

Can anyone help? My mods aren't downloading. As in, they won't go past 0%

And my internet is in perfect condition

dapper quail
#

Is it possible to invoke a sync kill with the crucible by editing the animwebs/md6def without requiring an input? I figure there's gotta be actual logic tied to it and I'm poking at the wrong files. Trying to make the crucible like the chainsaw in that you press a button and it swings it.

tight hinge
#

I'd have to look at the chainsaw files for weapon, animweb and md6def

#

here's a little test I did when I was trying to make a hammer replacement, you could repurpose the same swinging animation for it

dapper quail
#

I've been using a text editor to edit them lol, I can get it to equip/unequip in one press, melee seems to only impact, sync kills never happen.

tight hinge
#

There might be some ae_event needed for the animation perhaps

dapper quail
#

chainsaw spams a bunch of ae_FireWeaponRight but it doesn't seem to work for the crucible

molten token
tight hinge
next cliff
oblique dirge
swift lintel
#

Shout out to @plush thicket today, Hugo played his upcoming Remnant level in stream! Keep up the good work man, it looks amazing 🔥

oblique dirge
#

But that does not work then try to change the file path of your mods

dapper quail
dapper quail
#

holy crap idk which one of these made it work but it works now, after editing the crap out of the weapon/player/crucible.decl and this md6.decl

tight hinge
dapper quail
#

this is what's working: ae_testGloryKill but it sometimes uses the chainsaw instead doomcry

tight hinge
# dapper quail

good stuff, it should also be possible to remove the bring up animation too

tight hinge
# dapper quail

in the animweb, you might want to change the nodes of bring up and bring down to have the passthrough flag

#

although, the respective ae_events for those animations might also need to be migrated

molten token
#

I personally have that disabled, maybe by enabling it you created some problems?

#

I understand that D:/mods doom eternal must have a short path, you should only have one folder and not several folders to get to the "mods doom eternal" folder as seen in my photo, you go from the disk directly to the mods path

atomic bay
next cliff
molten token
next cliff
#

What now?

molten token
#

You must activate "see hidden files or folders" I really don't know exactly what they are called in English.

next cliff
#

still nothing is there

molten token
#

If you still CANNOT see the folders, you probably have a non-existent path written in the active mods search engine and that's why you can't play. If you can already see the folders, it's logical to think that the problem isn't there. If someone else could help, that would be great, but I would continue trying to shorten the paths more, for example, make it D:/ MODS doom eterna... and so on

next cliff
molten token
# next cliff So, what do you suggest that I do? Just make new folders in a new folder destin...

Exactly (in any case, we already have photos here of what your routes were called before, as you won't delete anything to go back to how they are, it would simply be a matter of putting that route back and that's it) for now I recommend creating a new direct route in D:/ or C:/ or whatever your drive is called and go directly to doom eterna mods or MODS doom eterna, after creating it rewrite the route and try to install something (that's what I would do)

#

If that doesn't work, just delete that new folder, and rewrite your path to your previous failed path and we'd be back to square one haha

next cliff
molten token
molten token
#

Were you able to play it? Remember that the "Extras" menu appears to launch mods.

#

Well, it seems that he's already playing, I guess it worked haha

azure anvil
#

Hey guys I cant get to run doom eternal

#

So before uninstalling it will it be possible to run this on my zenbook? specs are 8gb ram and ryzen 5 7530u

halcyon stratus
#

Man I'd kill for a mod that replaces the Baron model with a naked Gladiator's.

#

True classic Baron.

dapper quail
polar night
#

Classic lost souls dark ages model in doom eternal

haughty mica
fickle glade
haughty mica
fickle glade
# haughty mica I can't recall what you're talking about but it might already be here, just drow...

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#

This

haughty mica
#

it's here already

fickle glade
#

oh

#

I didn't hear it tho

haughty mica
#

the one I got from SZ uses a lower pitch, and when using IT from the weapon wheel some slowdown still carries over, you can probably hear it better by binding IT to a key and using it like that

fickle glade
#

Ah

#

Yeah the music and sfx was definitely drowning it

haughty mica
#

With 2.0 having been released I made a full instructions page on Nexus since the Mod Portal didn't fit in everything about the mod anymore https://www.nexusmods.com/doometernal/mods/1650

Nexus Mods :: DOOM Eternal

Turns you into Goku and drastically changes the game, this page is just for the instructions and patch notes as they eventually won't fit in the Mod Portal anymore, if you want to actually play the mo

#

Goku is now strong enough that most of the main levels are fully playable, would anyone be willing to playtest and try to break the mod as much as possible? I don't think I can spot every bug by myself anymore, too many systems

whole cedar
haughty mica
#

I gave myself the skin via the globalinitialwarehouse and then used a shell logic entity to place the console command in there and activate it

whole cedar
#

is it the podium trick?

#

oh ok so its this, kind of a stupid question but does this work on menu backgrounds that arent the default?

haughty mica
whole cedar
#

does idtarget_command even exist in idstudio? im searching for it everywhere but i cant find it, ive heard it was pretty common in legacy mods

haughty mica
whole cedar
#

awesome, thank you!

leaden mantle
#

hey guys, is there any way to preserve my downloaded mods if I delete Doom eternal and want to reinstall it without losing them?

atomic bay
#

If you uninstall Doom Eternal through Steam, the mods will remain on your computer (both any "new" mods downloaded through the game launcher, and any "old" mods in EternalModInjector's "Mods" folder).
Also, any mods downloaded through the game launcher are added to your Bethesda.net account's "library", for you to easily find and re-download them in the future/on another computer.

brazen jacinth
#

is there a way to export demon models in idstudio for blender that includes textures?

oak geyser
tight hinge
#

slayer gate stuff

molten token
whole cedar
#

its a target entity that upon activation executes a console command

#

(or thats what i think it does)

molten token
molten token
whole cedar
#

as far as i know its just ingame console stuff, for example a switch that activates a target will execute the command that its told to, for example "god" "give ammo" or stuff like that

tight hinge
molten token
tight hinge
#

I had to modify shell.entities and make package a compiled file of it to be able to execute that

whole cedar
tight hinge
#

Aka legacy modding

#

There is no idTarget_Command entity inside of the studio

#

You could also try executing console commands through logic entities, but I'm not certain if those work for Sandbox either

molten token
#

In Velser's "Hordamex" mod, is it possible to type console commands to go from slayer to demon? Is this command necessary? Or did they use something else instead? I intend to do that in my last encounter (I'll settle for just becoming a demon). What I don't understand is, did they have to use their map as if it were a multiplayer map? I mean, can that be done in a normal campaign level or should they have used things that Eternal multiplayer maps come with by default? Isn't the "idTarget_Command" command used for this or some other command?

#

I have the impression that in hordamex commands in sandbox as such.

#

Google Translate lets me write anything but what I'm trying to say hahaha gg

whole cedar
tight hinge
#

Yeah thought so, shame

molten token
#

Is Velser here? Or do you sometimes reply in the mod community?

molten token
whole cedar
molten token
haughty mica
#

@whole cedar @tight hinge You can do console commands through logic in the Sandbox, that is the entire reason Goku is even allowed to work without changing any of the .entities or the demons or their aifsms

#

Instead of doing Execute Console Command, you do Spawn Entity on an idTarget_Command, and link it to an Entity Activate node, you can download the mod and extract the pk5 in the Studio if you want to learn more about it since I'm using logic to its full capabilities, the code should be readable enough

haughty mica
molten token
halcyon stratus
#

God how I'd kill for a mod that recreates this.

#

The key artist and modeller said they were considering giving the zombies two handed weapons like this, but ended up reusing 2016's rigs instead to save time and so they were all given arm cannons again.

#

Also just me or is the hair different in this render?

haughty mica
tight hinge
oblique dirge
tight hinge
polar nexus
tight hinge
#

bruh

#

I've been posting pics quite often of my level

polar night
#

Tron slayer

ancient shard
ancient shard
dapper quail
#

does anyone know what is responsible for the fake lighting on enemies? the corpses appear darker and I wish for the enemies to also not be so lit up

dapper quail
#

Hell yeah

molten token
# haughty mica You can either have that trigger target the idTarget_Command, or use the On Trig...

Man, I have a question, in a mod they made the dreadknight playable, if you had to make the dreadknight yourself, would you do it from scratch simulating the PVP dreadknight? (Something like what you did with Goku) or is there a way for id studio to already use the dreadknight? For example, use data, entities, and scripts that they officially used to make it playable in PVP? Since those files or data must exist somewhere, I would like to know how they really did it in hordamex

polar night
#

Culutst Marauder?

dapper quail
haughty mica
plush thicket
molten token
haughty mica
molten token
haughty mica
#

I believe actormodifier is how the player turns into the Revenant in Cultist Base so it should work

molten token
#

I'm a noob, sorry

#

I have no doubt that o_dey already knows how to do this and can surely make even the sin icon playable lol

molten token
# haughty mica Yes

Do you think you could try making the dreadknight playable? And then tell me how you did it? I can wait if you're late, no problem, but I don't think I can do it myself. I have the final boss and arena created, but I need the dreadknight and to call for help with some missiles that fall from the sky, very similar to what ofwine did in his mods

#

please

haughty mica
#

and also a Give Demon Card Deck node, choose the dreadknight one there too, for example this activates the Dreadknight 5 seconds after the logic has been spawned

molten token
#

OMG

#

man you are a genius

molten token
haughty mica
molten token
haughty mica
#

no

molten token
#

It's a shame this mod isn't on the mod portal 🙁

#

Where do I open Logic Designer? In Tools? Or do I activate it in Views? Is there a tutorial on that somewhere?

haughty mica
#

Windows > Editors > Logic Designer

#

top left

molten token
#

Well I opened it but I don't understand how to add the node hahaha I clicked on "search all nodes" but nothing happens

#

I'm sure this information will help many mods

haughty mica
#

File > Select Entity and choose the one you put in the map

molten token
haughty mica
#

Right Click > Create Node

molten token
haughty mica
#

depending on when you want the Dreadknight to appear you don't need a Timer, there's many event nodes

#

the Begin node activates everything linked to it as soon as the logic is activated, or you can use Receive Trigger or On Activated and call for an entity in the map that you would activate for that node to trigger

molten token
# haughty mica depending on when you want the Dreadknight to appear you don't need a Timer, the...

I'll explain my idea, in the final arena there will be 3 phases, Vega has turned me into a demon and I must survive 2 phases, when the boss demon is "blinking" it will disappear (actually I will kill it haha) and deadly missiles will fall from the sky, if one touches the player they will die instantly, that's why I need the dreadknight to reach the 3 random "Capsules" to protect myself, in the third phase I will add an environment with damage so that the slayer appears in the center and cannot get out and the "damaged" boss will appear as the last phase and when it is blinking I will finish the encounter as if it "died"

molten token
haughty mica
#

make it so pressing the console activates a target/relay entity called "transform_dread" and when you wanna return back activate "return_slayer" into actormodifier/pvp/slayer/default. The names don't need to be those, it's just an example

molten token
molten token
haughty mica
#

show the console entity

molten token
#

or this console?

haughty mica
#

the entity, looks like you did put it correctly, show me the target relay transform dread entity

#

you might need to put it at Count = 0, or Repeatable = True or some changes

haughty mica
#

try getting in the map and input the console command "trigger target_relay_transform_dread" and see if that works first

#

if it doesn't, the problem might be somewhere else

haughty mica
#

entity not found means that relay is not even spawned in, maybe you have it in a non-active layer of the map?

#

I've done barely anything with maps in idStudio, can't help you much from here on how to have that relay spawn

#

unless the name of the spawned entity isn't actually target_relay_transform_dread, sometimes there's a number right after that, try "trigger target_relay_tr" (without pressing enter) and press tab to see if that entity is in there

molten token
#

i dont understand

molten token
haughty mica
molten token
haughty mica
#

tab gives you a list of what you can input in the console, if "trigger target_relay" tab and target_relay_transform_dread_xx isn't there at all it means the entity just isn't spawned in

molten token
haughty mica
#

maybe it's something stupid like you need to reset idStudio for the relay to be spawned in properly but again I haven't worked with maps so I can't tell what the problem is

molten token
molten token
#

I just added my logic which is called dreadknight, the target relay which has the name dreadknight, but I haven't really selected the dreadknight as an entity or I haven't called it I think I don't know how or where it's done

molten token
#

man it worked!!!!!!!!

#

hahahaha nice

#

@haughty mica Thanks for helping me man, I was able to make the dreadknight playable, now I'll try the console thing again haha

#

It also worked when pressing the console, thanks man!!!

polar night
#

Sholder flashlight in doom eternal?

dapper quail
#

doomslayer 2016 head

halcyon stratus
ancient shard
# molten token

Looking at this, reminds me that i have to practice more of the Logic Designer.

molten token
# ancient shard Btw Great map! :D.

Thanks man, I didn't know anything about Logic Designer but I had seen it. When I looked at the options it has, I was impressed by the amount of things it offers, haha

ancient shard
tight hinge
polar night
#

Replace model on meda zombie

haughty mica
#

I just saw Hugo play the unreleased master level for Hell on Earth made by the devs and they thought I was the one who made the level 💀 💀

#

reading mod descriptions is too hard

#

someone tell me if they figure it out later in the stream cause I ain't watching further

molten token
#

that stream*

haughty mica
molten token
#

Hahaha I already saw it, of course, they only saw the name of the person who uploaded the mod. I imagine they were in a bit of a hurry during the transmission. I will put in the comments who made the mod and that Nayrham only uploaded it and that they take a look at the Goku mod that Nayrham did make

plush thicket
halcyon stratus
#

Could these be repurposed for the other soldiers?

tight hinge
ancient shard
#

Also i loved the sound sync tho!

ancient shard
halcyon stratus
ancient shard
halcyon stratus
#

Custom ragdolls aren't a thing yet.

ancient shard
#

We would need an external tool or even automatic generation of physics on Id Studio itself.

ancient shard
halcyon stratus
#

I remember 2016s ragdolls being funny a lot of spinning ankles and heads.

ancient shard
#

But i think its good that its all fixed! Because even i still struggle to understand how bones and importing 3D models works on Id Studio! XD.

ancient shard
#

Satisfying xD.

polar night
#

If theres this hud in doom eternal

molten token
#

Out of curiosity, I watched stream number 14 and saw the Remnant level. Is that a Saleem level? Dude, that looks fucking incredible!

#

Since I don't speak English, I don't know who they thanked, but it sounded like Saleem to me, haha

molten token
# halcyon stratus Can you link to it?

DOOM: The Dark Ages | Hugo Martin's Game Director Playthrough - Ch. 14 - Resurrection

Join us as DOOM: The Dark Ages' Game Director Hugo Martin plays through a different level per week while providing his unique insights into the game’s design.

Our weekly DOOM Eternal Mods Spotlight featured:
A work in progress mod called "Remnant" by Saleem...

▶ Play video
halcyon stratus
#

Thank u.

molten token
# halcyon stratus Thank u.

What they explain there is that only they have the mod, it has not yet been released publicly on the portal

#

I'm sooo happy to know that incredible things are coming in the mods! The mods that have come out so far have made me very happy haha ​​it's great to know that great levels are coming from saleem, o_dey, glapagos, and well my level that I really like and I want it to be perfect to add it to the list hahaha

ancient shard
#

Same here man!

#

The modding future is pretty bright! :D.

molten token
ancient shard
#

Yep! I mean, lots of them i didn't play, since am busy making my map tho, but am glad that people are getting into it!

#

I will make more tutorials too!

molten token
#

I'll be looking forward to those tutorials! The tutorials you've made here have been very helpful. For example, I didn't know I could duplicate a spawn group cylinder for my encounters, and I saw it in a Galapagos tutorial

ancient shard
#

Btw, i think Galapagos did all of those encounters tutorials but yep! You can duplicate any spawn group. (It is actully better, since you will need it for be more organized on encounters tho!)

halcyon stratus
#

Hugo gave some pretty valid pointers, I personally didn't feel the demo needed any fine tuning. I steamrolled through it lol.

plush thicket
ancient shard
polar night
#

Model mancubus 2016 for eternal mancubus

halcyon stratus
#

@frosty steeple Sorry to bother, any way to have the chainsaw be equippable on its own as a separate mod/mutator without all the other stuff in the mod you uploaded?

#

I've been longing for something like that since the early modding days and I'd appreciate it a lot.

frosty steeple
halcyon stratus
#

Also I don't know if this was intended but I play with the classic overhaul mod and the shotgun (which typically shoots slower with it on) was back to vanilla firerate.

#

You do anything to the weapon .decls other than shifting the FOV?

frosty steeple
#

If I recall, a couple of the same .decls that determine weapon behavior are the ones that determine FOV as well

#

It's why the old Viewmodel FOV mod by COGS was incompatible with plenty of mods

molten token
frosty steeple
#

There you are, lmk if this works!

halcyon stratus
frosty steeple
#

Awesome :D

polar night
#

Instant button chainsaw to pull out.

#

Like 2016

molten token
#

@haughty mica is there a way to make, for example, the turrets very difficult to damage for the slayer, but the marauder's axe eliminates them in one hit? or that the boss's blue shield is immortal for the marauder and can only be damaged with the plasma rifle and when removing the shield, it is immortal for the marauder and can only be damaged by the slayer? This would force the player to switch characters between games, I also wonder if there is a way to increase a demon's damage? for example, if a doom hunter missile hits me, does it lower half of my life or almost all of it? I mean, are these things possible with the logic designer? in the video for some reason that I did not understand by moving knobs the "shotgun" damage kills almost everything with one attack that's why it looks like that, what you see in the video is a gameplay idea, but I don't know how to control it, is it done within the properties of the demons? Or with the logical designer? it is very important for my final encounter

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At least it worked well for me to change into a demon for just a few seconds hahaha my idea is that the exchange "capsule" is blocked for a few seconds after using it to force me to be as a slayer for some time

halcyon stratus
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Dumb question but, is there a mod that swaps out the SSG model for the Marauder's?

whole cedar
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isnt it just the ssg with the unused mastery hammers and no meathook? sounds easy but seeing doomguy just hover over a demon would look weird kekw

haughty mica
molten token
haughty mica
molten token
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nice! I didn't know you could do that haha

molten token
molten token
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In the spawn target of the BuffPod spawn, should I select the name of the "spawn" that generates the daemon? Or should I put the name of my daemon's AI there? (it was the name of the spawn not the daemon haha, id studio crashed 4 times when I put the name of the daemon thinking that something inside it was wrong, but it was fixed by putting the name of the spawn inside the buffpod spawn target)

plush thicket
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this 3x6

polar night
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Doom nightmare before christmas

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For silly skin

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I saw that

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Jack skin

oblique dirge
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Hello guys, I wanted to ask you guys a question what type of videos would you like to see tutorial wise that aren’t mean going over in the wiki I will list a few things
Triggers that nobody uses yet?
Logic detector the basics?
Proper level design or decoration tips?
If you have more suggestions, let me know

whole cedar
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decoration tips 100%

molten token
oblique dirge
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It’s not just studio you have to do it and you have to do it in multiple software’s and there are so many bugs that we don’t know about

molten token
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Ok, we'll be waiting for that tutorial to come out! Although I'm planning on making at least some simple entrance animation in my level, maybe I'll ask for help from o_dey or saleem who also made one in ascended 4.0, from what I've read before I think things like FX and video are made in blender and other programs and then you try to import them into id studio, I'm not sure

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A good tutorial would also be the optimization, since I saw many comments complaining about "mods in eternal doom" about how everything was running at 30 fps and many people didn't play them for that reason.

frosty steeple
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Anyone know where I would need to look to make Flame Belch stun enemies? I wanna make it work like it did in the QuakeCon 2018 demo, where it stunned a couple groups of Soldiers. I've tried setting it to stun and burn with the different damage .decls I found, but it didn't seem to work.

haughty mica
haughty mica
frosty steeple
whole cedar
molten token
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👀

molten token
frosty steeple
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I've never done anything with aiDamageStateGraphs

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I'm not sure if I'm supposed to be creating a new node (or nodes?) here, or if I'm supposed to edit one of these existing ones. If I'm to create new nodes, how would I go about connecting them to one another?

haughty mica
haughty mica
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creating new links is ALT+Hold Left Click

frosty steeple
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Alright. I'll experiment a bit then

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The kind of stun I want is something like this:
https://youtu.be/CGq8Ee2gOe4?si=1om2_ctvX6T0DeBR&t=1386

Watch the exclusive reveal of DOOM Eternal, featuring over 15 minutes of gameplay.

The DOOM Slayer returns in DOOM Eternal, the much-anticipated sequel to DOOM, coming to PC, PlayStation 4, Xbox One, and Nintendo Switch!

With a redesigned set of armor, and an arsenal of new equipment, your fight against the onslaught of Hell continues. Take on...

▶ Play video
haughty mica
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that might be an unused animation, if you really want them to be stunned for multiple seconds you'll have to make new nodes and probably change the aiPainGraph too

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haven't gotten that far myself

polar night
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Unused demon in eternal clut level is one from dark ages where some at church

frosty steeple
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I'll keep it on the backburner, then

frosty steeple
molten token
molten token
molten token
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If I go to entitydef - ai- fodder - imp decl, no hell knight appears

spare saddle
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My doom eternal gameplay has never felt better without mods

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This infinite arena mode mod is a work of GOD

molten token
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I think so, mnop I'm sure

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Now I don't know how to apply it. Should I select it within the "entity inspector" of my turret? Or would the only way be to duplicate my "turret" and create the new entity called turretredeyes and leave it only with the decl? I'm not sure

haughty mica
polar night
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Ballista with bfg ammo

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With bfg orb

molten token
haughty mica
molten token
# haughty mica you can search for it below Inherit and Class

Mmm, should I go to inherit from my turret? And there put instead of what appears there (which appears to me as turret), should I write there the name of my created decl of red eye damage entity? Or should I add something to the "class" because I clicked on inherit but it doesn't change the class, the class appears locked to me or I can't edit it or name it in any case, I'm kind of dumb with these things

haughty mica
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no the search bar is literally right below Inherit and Class, search entitydamage there

molten token
molten token
whole cedar
tight hinge
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bonk

halcyon stratus
whole cedar
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outta mah way button sounds real nice

halcyon stratus
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I wanna throw hands.

whole cedar
tight hinge
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expanded the underground section of the facility a little bit and added a room for an optional gore nest (still needs some extra decoration)

molten token
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I have a question: Does anyone know if skins are in the game files and can be added to demons? For example, the Gold Cultist from the Marauder. Is that possible to replace a normal AI, but only its skin, with the Gold Cultist's? Is it impossible?

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To fight a demon and put the skin on it, not for me to have it as a demon (if there is the option to use it as a demon, I would also like to know)

atomic bay
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People have done that with EternalModInjector-based level mods in the past... but idStudio doesn't have a "warehouse" (customisation) asset pack, so I don't know whether the editor would be happy with referencing a non-existent/"game-exclusive" model while working on the map. 🤷

spare saddle
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Infinite Horde Mode ❤️

manic shuttle
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Does anyone know if theres a console command that unlocks everything, like not just weapons, but all maps and campaigns so you don't have to replay them when playing with mods?

manic shuttle
plush thicket
manic shuttle
boreal badger
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Hi, I’m an environment artist and I’d like to study the amazing level art done by id. I’d like to know if it’s possible to open and fly around the levels of the campaign using idStudio? Thanks!

muted bobcat
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just type noclip into the console

oblique dirge
boreal badger
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Thanks for the noclip tip, but I’d ideally like access to the levels in editor form in order to see the different modular assets and props being used, the lighting etc!

atomic bay
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All of the Campaign, BattleMode, Horde (including Reclaimed Earth and The Holt), and tutorial maps have asset packs that contain the full maps, ready to open, view, and edit in idStudio.
The The Ancient Gods maps also have asset packs, but only individual models/textures/objects, not the full, pre-assembled maps just yet.

(You'll need 500+ gigabytes of free space if you want to install all Campaign asset packs. The asset packs contain the original, raw textures instead of reusing the game installation's lossy-compressed versions, presumably due to idStudio's original "in-house" development-only(?) nature.)

molten token
atomic bay
boreal badger
oblique dirge
boreal badger
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That's right

oblique dirge
boreal badger
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Most recently I've created environments for Oblivion Remastered and Ninja Gaiden 4!

oblique dirge
boreal badger
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Yeah I work at a game studio!
Just out of curiosity I recently started playing Doom 2016 and Eternal and after learning about idStudio I figured it'd be a good way to see how the guys at id create the levels. Modding tools like DSMapStudio and idStudio are a handy way to reverse engineer how the level assets are textured, organized etc

oblique dirge
boreal badger
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Depends on the project but usually I make them and place them in the editor yeah

oblique dirge
boreal badger
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That's awesome, I'd say it's good to start with a rather small project and complete it you'll learn a lot this way.

oblique dirge
boreal badger
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It sounds like a lot of fun to try to create a level but damn I really suck at these games 😆 I reckon I probably need to familiarize myself more with the gameplay in order to understand what makes a good arena if you know what I mean
In the meantime I'd like to study how the team at id created the levels

oblique dirge
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If you don’t mind

boreal badger
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Yeah of course 👍

halcyon stratus
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If only I knew how to animate or reposition models I'd try hand at making a classic SSG reload.

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It pains me that we didn't get a classic SSG reload animation in neither 2016 nor Eternal.

molten token
stiff rivet
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my fav doom eternal mod of all time

rough parrot
stiff rivet
muted bobcat
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the map was surprisingly fun though

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but the geo was the biggest enemy😭

charred nova
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That image has always unsettled me

plush thicket
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wtf is that ??

oblique dirge
plush thicket
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I know it cat, but didn''t think there something weird about ??

oblique dirge
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the cat is ok

plush thicket
oblique dirge
oblique dirge
oblique dirge
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<@&162901871168585728> this is a spam

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ty🙏

swift lintel
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yw

stoic pine
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Is there a way that the flame belch can get the demons stunned and try to put themselves out, as seen in QC2018 Reveal?

molten token
molten token
stoic pine
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pretty cool stuff

tight hinge
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reworking the intro for my level (again lol)

halcyon stratus
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Cant wait.

tight hinge
halcyon stratus
tight hinge
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this

halcyon stratus
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You're going to approach 2016 early level tiers of detailing at this rate.

tight hinge
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hey atleast I'm finally happy with the result of this part so that is a plus

halcyon stratus
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Before you know it you'll be making vents and crawlspaces.

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Take your time with it really it's no pressure.

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It's not a competition.

tight hinge
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oh I know, just really want to make this level really feel official with new shit and all that

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great progress in these couple of months

halcyon stratus
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It does show its very visually appealing and cohesive.

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In spite of all the gray in the textures themselves.

tight hinge
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think it fits the whole space level vibe

whole cedar
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is there any way to show an int variable in the logic designer as a text object in the map? tbf i have no idea what im doing so if someone could tell me if thats EVEN possible i'd appreciate it

oak geyser
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The problem with this option is that it requires the game to run in dev mode in order to be able to send arbitrary, dynamic values to the HUD/SWF, as it requires to run dynamically built console commands.

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If you have a fixed number of waves though, and the only dynamic value is the wave number, then an option could be to create a bunch of target entities of type idTarget_Command (IIRC they can execute commands with dev mode disabled) with commands to send fixed values, one for each wave, and then trigger the target entities from logic according to the current wave count.

In a similar fashion you could build a counter from actual in-game objects (like a scoreboard or whatever), showing/hiding/moving them according to the counter.

whole cedar
plush thicket
oak geyser
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It's actually a library with functions, not a class, but yes, I did.

haughty mica
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@oak geyser would you know of a way to make a custom HUD element that's just a combo counter? I tried making one but I didn't know where to begin so I kept working on what I knew

oak geyser
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What exactly would a combo counter be?

haughty mica
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something that says x1, x2, etc. up to x50

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could there be leftovers from 2016's arcade mode maybe?

oak geyser
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I mean, what would a combo be exactly? Damage combos, like idk, Puch+SSG+Ballsita?

haughty mica
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it's for the Goku mod

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it already has a functional combo system but there's still no visual way for the player to know how far the combo is in

oak geyser
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I see. Sure, if you have a value available in logic that represents the combo status, then it shouldn't be a problem. The same limitation applies as mentioned earlier, game either needs to be in dev mode to set values to a HUD element dynamically, or there would need to be a bunch of command entities (never tried the latter though, so I'm not sure about possible caveats).

oak geyser
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If you tell me how it should look like, visually (maybe you have some graphics cooked up already?), I could try creating a custom element for you, or modify one of the existing ones, whatever would fit best.

haughty mica
oak geyser
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I see, sounds like it's effectively the same as the kill counter that I was using in the example above, where you get a kill, then you have a few seconds to get in another kill to increment the counter, and if you fail to get one in time, the counter resets to 0.

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Should be easy enough, I'll give it a shot, but it will take a little bit, I have like 39 other things I need to take care of currently 🙃

haughty mica
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thanks, also unrelated but do you know if there's any difference between Property Variables and Variables in logic? I got no clue, they seem to function identically, I don't need this info for anything but curiosity

oak geyser
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Property variables are exposed externally, they will show up as configurable properties in the entity inspector for the relevant logic entity.

whole cedar
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is there a way to activate a trigger hurt that ignores brink of death? im trying to add an instant death pit with "damage/triggerhurt/kill_player" but it leaves the player on 5 health

oak geyser
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vega please, it's just some text bro

oak geyser
whole cedar
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is that a damage decl?

oak geyser
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yes

whole cedar
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nice, ill give it a shot tomorrow

slender quest
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@haughty mica can you tell me how to make weakpoints of revenant and mancubus unbreakable?

haughty mica
molten token
oak geyser
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I made it myself, I was testing the new custom music track support that was introduced with the last update.

molten token
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I mean, did you record the guitars yourself or did you use MIDI? I'm guessing you probably use a VST for both.

oak geyser
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Nah, I don't have any real guitars laying around, all I'm slapping is a MIDI keyboard. So yeah, it's a VSTi, Native Instruments Electric Storm Deluxe.

whole cedar
molten token
oak geyser
whole cedar
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i mean as the audio parts that actually loop, for example the only thing they fear is you has that synth (???) sound that plays when entering heavy state and doesnt play again during the entire thing

oak geyser
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Oh OK, yeah, absolutely possible, that is controlled by the sequence, the middle window there in the screenshot, you can freely define which music segments play in which order, how many times, etc.

oak geyser
molten token
oak geyser
molten token
oak geyser
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yes, it's brainworx... I think I got it with a Cubase upgrade, I don't remember

whole cedar
oak geyser
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Oh yeah, the version is actually very relevant. For the music mods you should use a 2019.2 version, otherwise you will run into compilation problems. Personally I've been sticking with the exact version the WWISE project was created with (open the .wproj file in a text editor, you'll find the version number at the top), that is 2019.2.5.

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There will be warnings about missing plugins when you load the project in any case, but they can be safely ignored, as they aren't relevant for the sounds in the project.

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Also, when you compile the PCK for the music mods project, you need to have the environment variables for the 2019 WWISE version installation set. If you only have one WWISE version installed, then you don't have to worry about it, but if you have multiple WWISE versions installed, then you have to make sure the 2019 vars are set before doing the building.

oak geyser
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Oh, and another caveat that I totally forgot about.. but I think this is actually the last one... at least for now 😄 You need to modify the ModWavs\test.wsources file, it has apparently been built with the dev's local filesystem in mind, so the root path configured for the external sound files is set to S:\ghost\game\base\sound\ghost, and that will result in a build failure, because that path doesn't exist on your system. You can either completely remove the Root attribute, or replace the value with a single dot, both will tell the compiler to use a base path relative to the .wsources file.

oak geyser
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Yes, it's free for personal use. The free version however is limited to I think a maximum of 200 sounds. It's possible to apply for a free full license, it's meant for indie devs, but it requires to register an actual product, it's not really suited for modders. I wanted to ask them if they would consider offering similar full licenses for modders, but I kinda forgot about it 🤷

molten token
molten token
# oak geyser Yes, it's free for personal use. The free version however is limited to I think ...

I'm looking at the page and I'm impressed with everything I see, haha. Plugins, compatibilities, I don't even know why it says "platforms" and PS5 is listed. Seriously, I didn't even know something so complete and focused on video game creation existed. Although I only saw versions for download from 2024 or 2025, is it possible to get the 2019 version you mentioned on the official website?

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I think you understand now, you just need to add the 2019 variables. I'm going to download it.

oak geyser
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I mean, in a very, very, veeeery abstract sense, maybe you could make a comparison here and there to certain common DAW features, but it's very, very different to a DAW. You can define sequences/playlists of audio segments (samples) for music tracks, you have signal chains and routing with buses/aux sends and what not, effects etc, so if you know how to use a DAW, you'll probably have a slightly easier time to get into it, but still... it's very different, it's completely focused on game integration 🙂

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You can download any version through their launcher app.

molten token
molten token
oak geyser
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Yes, the Audiokentic Launcher is what you need

tight hinge
molten token
oak geyser
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That's the "correct" selection, you want to author for Micrsooft Windoofus.... however, you have the wrong version selected!

halcyon stratus
molten token
tight hinge
halcyon stratus
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:3

tight hinge
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oh 💀

halcyon stratus
#

:3

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Berserk anims from 2016 would be cool.

tight hinge
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they are from 2016

halcyon stratus
tight hinge
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ah

halcyon stratus
#

Eternal only has one, two at most per enemy which is uh.
A bit lame.

tight hinge
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eh it can be done, if anyone is willing to lose their sanity 💀

halcyon stratus
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I guess they were trying to save time since it only shows up once in the entire game.

halcyon stratus
molten token
tight hinge
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it would be much easier if Revenant (2016 exporter) wasn't such a terrible program to export animations

halcyon stratus
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Would be a dream come true if ID decided to release 2016's assets for idstudio.

halcyon stratus
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I want the entire campaign ported over to Eternal.

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Pain.

plush thicket
oak geyser
plush thicket
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placeholder for now

molten token
oak geyser
#

Yeah... looking at my installs, I don't have any deployment stuff installed, only the Authoring package

molten token
oak geyser
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You're welcome... have fun loosing your sanity, idStudio and WWISE docs are your friends now. You may need to download the offline docs for WWISE btw, I've just noticed that the old 2019 ones seemingly aren't available online anymore, at least the links I still have in my browser history aren't working anymore 🤷

molten token
#

👀

oblique dirge
whole cedar
#

do gui_text entities glitch when they are too far away from the camera or have a big scale number? ive also tried messing with swf scale hoping it would eliminate the problem but it doesnt seem to affect anything?

oblique dirge
whole cedar
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LMAO ive spent like the last week trying to recreate a stupid idea i had

oblique dirge
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And also, was that software you’re using what does it used for if you don’t mind me asking

whole cedar
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wwise? its pretty much used for exporting custom audio in a format idstudio recognizes

oak geyser
whole cedar
whole cedar
molten token
#

Even if you don't create the music within it, you can paste your mp3 track there to work with

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I'm watching these tutorials now to learn everything (I hope I'm watching the right tutorials, but it seems very comprehensive). https://www.youtube.com/watch?v=i2gPkgqVHf4&list=PLzlEBXWjqM97U5rHMERc82sTXRBoSB_Fu&index=3

Second part of an introduction on how to integrate audio or music into Unity game development projects with Audiokinetic Wwise. This video series is designed to be useful for anybody interested in this topic, regardless of game design skill level.

Chapters:
0:00 Intro
2:20 Checking out the Wwise Adventure Game
26:43 The sounds we will use
28:27...

▶ Play video
#

This educational video contains supportive content to lesson 2 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/

Topics:
00:47 Copying Objects
01:35 Working with the Source Editor
02:20 Adding Fades

▶ Play video