Well, there's no specific idStudio <> WWISE related tutorials out there, at least I haven't seen any, so you don't really have a choice. Lots of the stuff that involves other game engines will not apply, as we're limited here to specific modding capabilities for idStudio/Eternal, but it's still a good learning resource in order to get familiar with WWISE in general.
#eternal-modding
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you guys think there’ll be any more total conversion mods for Eternal?
kinda stuck on step 5, theres three "vorbis" conversion settings and the "sfx" wording makes me think its not any of these
thank you, and do you also know how to make it impossible to chainsaw heavy demon and make it impossible to freeze the demon? i tried to figure out which files are responsible for these two functions in the armored maykr drone files, but i couldn't
There should actually be no need to change any settings. The default SFX conversion settings are already set to PCM, and the music conversion settings are already set to Vorbis. Just make sure that the new sounds you add use one of these defaults accordingly, normally they inherit the default settings from the parent mixers/switches, meaning if you add a sound to fodder, mod_ambience, mod_generic, or weapons_mods, they will by default use Default Conversion Settings (PCM), and when you add sounds to music_ghost_switch, they will by default use the ghost_music settings. (Vorbis).
For chainsaw, remove the appropriate sync groups/animations in the entitydef, for freeze it's in the alertcycle aifsmmanager, there's a node or link related to freeze that cannot be accessed by Monster Type Marauder, Bloodangel and Giant Tentacle, add another condition with memory key and give that memory key to the armored maykr in its entitydef in Temp Memory Data I think
Dont have the condition be Monster Type Maykr Drone cause that will affect the vanilla ones too
by "anymore" I assume you already know about this one? I was thinking about making a guide on how I made it work in the future but I'm not sure how many actually care to make more mods like this https://mods.bethesda.net/en/doometernal/details/b1568213-a969-401f-bb28-49a9703cf630/Goku__Playtest_
please do 🙏 it would not only be useful for creating mods like these but also for learning to modify other slayer abilities and stuff
man, can you send me the link to this page? please
thanks man!!
Something I noticed replaying 2016 recently (or attempting to) is how a lot of the enemies actually have death animations that play semi-consistently, that you don't really get to see in Eternal because every monster just blows up into chunks, particularly with the chaingun and both shotguns.
Like, they're still in the game, but you rarely get the chance to see them unless you finish off the monsters with the HC specifically because it's the only weapon in the game that doesn't tear enemies apart.
It's such a minor detail that I love. I wish there was a way to disable the gore system (at least partially) to enforce them.
don't come to my house
I would definetly be intresst in that tbh! 👀
Btw, i lost alot! How you guys have been?
There's like very, very, very little room, but if you can fit, you can sit.
Just remember kids, always double check in which chat you're posting satellite images of your home, ideally you shouldn't do that at all 😬
Going full gore mode for this section lmao
Reminds me of Doom 2016 alot
yeah the map is very doom 2016 inspired
Looks awesome.
Also, just a recommendation when I used to make my maps pretty dark I would always put a thing called a light volume. Basically, if you put it on two, it’ll allow the demons to have a glow or make some a little bit more brighter so the player can see them just saying if you would need it
The lighting in here is still unbaked
will be a lot brighter once baked with the GI
Ok well any questions about lighting or anything Man just ask this is a really good looking project you’re making here
ty! I will
I'd say we need more maps with atmospheric/minimal lighting if anything.
That way you can have brighter lit areas stand out more.
yeah contrast is very important
finally got all the essential mechanics set up 
gorgeous man
Love it!!!!
Man, it would be awesome if the platforms on the ground made some kind of sound when they activated, like rocks being lifted up or something, haha, great job!
That level of quick switching must definitely be causing some level of arthritis
This is really nice! Ultrakill right? :).
yep
Heck yeah! I need to learn how to play like that.
I guess I could put comments on all these logic nodes that explain what every single one of them does but that'd be so tedious, I'd really want someone to look into these and see if they can understand everything as is already (there's also way more that VEGA won't let me post) so that way I can spend way less time on a hypothetical guide, I think I made the code very readable but obviously I'm the one who made the mod so I can't actually say
does the arena layout actually change and the nav is able to adapt to it?
each time a wave ends (or if the first trigger is activated) the logic script rolls a number between 1 and 4 and decides which arena the player gets teleported to, initially i was planning to make a single transforming arena, and while it was functional, the overlapping nav was not so basically its a "fake" arena transformation that teleports the player far away and shows, hides, moves stuff
ah so it's 4 arenas right?
yes
yeah makes sense, I actually thought you managed to make dynamic nav and I was like woah
yeah dynamic nav would be so useful
one can dream I suppose
I had ideas of making moving chunks in an arena, but yeah static nav doesn't allow that
at max you can bind idAI2 to a mover and disable them dying from nav checks, they will kinda work, but they will be stuck to a position and can't rotate
still really cool to see that regardless
Pretty good!
Now, that would be a really cool idea!
Maybe its possible to create an movable nav brush?
i dont think thats possible
Chainsaw glory kill animations for the Hellrazer are done, only crucible ones left!
Awesome! Man, since you can do this, could you create a custom one too? For example, I don't know, one where the slayer gouges out the demon's eyes and then smashes its skull, or something like that?
I mean, is it possible to achieve?
i have a question, when you retarget and tweak the animations in blender do you have a camera POV preview? or do you just kinda eyeball everything?
o_dey made a .blender template where I could add .cast animations for the slayer, hellrazer, and sync11
and yes, it has a camera POV
can't wait for the nightmare that will be trying to add gore to this abomination 🗣️
How do I fix this error?
-I used to have the dark ages brainrot mod that increased the full-auto shotgun ammo pool to like 60 or something while keeping sticky shot and ssg at 24
and now after i removed the mod,
full auto is perma stuck at 0
and every time I go from SSG to shotgun, all shell ammo gets set to 0 making both weapons un-usable
What would this group be without o_dey haha
yeah he is a genius when it comes to Blender and animations, without him I probably wouldn't have been able to finish my Glory Kills
Revenant is a terrible 2016 asset exporter btw
Well, I guess I’ll probably say it what I’m doing for a while. I haven’t really been working on the level lately, but I haven’t been working on making custom assets for my level mod lately. I’ve been learning how to make custom models the anatomy and everything I know it doesn’t look like much now, but it will be crazier in the future. I can see it.
O_dey is the GOAT tbh!
ZA HANDO!
za hando za warudo
Is this a good place to request mod ports? I'd like to see Commander Skittles' Eager Beaver chainsaw reskin on the mod browser. https://www.nexusmods.com/doometernal/mods/1386
Which folder should i put mods in? I’m not using the default drive so i have to change the download path for mods
Do you mean old, "unofficial" EternalModInjector mods, or new, "official" idStudio/launcher mods?
For the former, in a "Mods" folder in the game installation. Right-click Doom Eternal in your Steam library, choose "Manage" > "Browse local files" to open -/steamapps/common/DOOMEternal/ in File Explorer, make or enter a "Mods" folder, place mod zips in there, and run EternalModInjector.
For the latter, any path works, as long as it's less than ~200 characters long and only includes ASCII characters. The default is "C:\Users\[Username]\Documents\id Software\activemods\"; if your Windows username contains any non-ASCII characters (e.g. Ñ or Ö), then you must use a simpler path like "C:\DOOM Eternal Mods\". (The default path is fine even if you install the game on a different drive.)
I thought the default would be fine but when I went into the game they werent working, (I was using a mod that replaces classic slayer with the dark ages one)
how is the mod called
Dark ages praetor something along those lines
but i thought that mod replaced the default model instead of classic?
sorry i meant default slayer
Mods not working is usually caused by one of three things:
- You've installed a mod, but you forgot to click on it to activate it in the launcher's "Mods" > "Play" tab (followed by clicking "Launch with active mods" in the same tab; idStudio/launcher mods don't work with the main "Play DOOM Eternal" button).
- You're using a mod that replaces a specific weapon/Slayer skin, and you don't have that skin equipped. Double-check that you definitely have the appropriate skin equipped in-game.
- For new, "official" idStudio/launcher mods, you're using a mods path with non-ASCII characters. Please copy your exact active mods path from the launcher's settings, and paste it here (or in a private message to me) for me to see.
@indigo badge in the description of Hugo's next livestream, he's actually gonna play Unreclaimed Earth 💀💀💀
that's incredible, I really hope he does unbalanced
Lollllllll
he is so cooked lmao
bro won't get through the first barrier 😭
lmao no fucking shot
but he's also gonna play Sentinel Axe, maybe that'll help
never played with it myself tho so Idk
bruh even the axe won't save him 💀
thats funny hes gonna get mauled
DOOM: The Dark Ages | Hugo Martin's Game Director Playthrough - Ch. 17 Featuring a Ripatorium 2.0 Preview!!!
Join us as DOOM: The Dark Ages' Game Director Hugo Martin plays a preview build of Ripatorium 2.0 while providing his unique insights into the game’s design.
Our weekly DOOM Eternal Mods Spotlight features the following:
Sentinel Axe ...
and the axe is just gonna make it worse xd
go sentinel axe 🪓
@plush thicket I can't wait for this
this is the most hype livestream of the century oh my god
I need a laugh today tbh
I can't wait
Me too
How long from now?
1 hour 15 min
Unbalanced UE is one of the worst things I've had the displeasure of playing in this game.
hugo's gonna beat the level blindfolded trust
He's gonna eat shit 100%.
probably gonna play the balanced but hes still cooked lol
CBT is a form of therapy
Hugo's boutta go through the five stages of grief on stream
this stream will go down in history 🗣️
W stream
Does Hugo look at this chat on Discord?
Hi Hugo make more master kevels.
RAGE 2 BFG 9000 replace bfg 9000 eternal version i like to see.
Ugh, I'm so nervous! I couldn't watch Hugo's livestream yesterday. I'm sure he'll shut everyone up by not only getting past the first level, but by completing at least half of it. Let's see how it goes! Go Hugo! 
Hellrazer chainsaw animation, now with mesh being split into chunks!
Looks like the Hellrazer isn't t-posing anymore unless only the chainsaw makes it like that.
seems like it's not triggering ragdoll right now, but that will be eventually fixed
also some assets that will be used in the future (if I ever finish my level lol)
bro really hit me with the king novik 💀
Sorry about that i put king novic as for watching.
I know I was joking
Wait, you managed to get a ragdoll working?
not yet
o
🤔
Unless?
Is that the carcass from the concept art?
no i made that
Oh damn
It’s for a mod. I’m working on with my friend. I haven’t been in charge of the creature design. This is my fourth day learning. Zbush and this is my fourth day modeling in general.
im really surprised this is only your fourth day modeling it looks really good
Well, I’ve been learning the anatomy and everything really aggressively. I’ve been forcing my mind like it’s a job more than a hobby. I shouldn’t be doing that to myself, but I really wanna get good at it not because they go in their gaming industry. I just want to put my ideas out there for people to see.
Damn impressive for just your 4th day!
How did you record that video? What program did you use? I record things on my PC, but the quality is terrible
I'm referring to the video you incorporated into the game
I used RAD TOOLS to convert it to .bk2
But the video you included, did you record it with RAD Tools?
no I used Nvidia Shadowplay
What do you have selected in "resolution"?👀
honestly it doesn't really matter to me, I usually just use a video editor and render it at 720p 30fps after recording
thanks man!!
Yo
no problem, you can do stuff like this with it (ignore the missing strings)
Man, that looks awesome! I do have a question, though. Since my level is a modded level, I've noticed that while the menu of all the mods loads, the screen goes black. In that case, when people are loading my mod, I don't think the screen will be visible. I haven't seen anyone here who's managed to display their image as the reclaimed land while their custom map loads
you need a mapInfo decl
Is that an external decl? Like the "decl command"?
you'll have to create a decl in the mapInfo folder in the assets browser with the exact same folder path as your map
example: your level is maps/asdasd.map, you would create a mapInfo decl called asdasd in the root folder
good name for the map

Man, I think I ruined it
seems good
inside of there now you add the strings you want to name the map and a custom material2 decl which references a .tga screenshot with your map
Mapsinfo has many folders, but when I created this new one, it didn't seem to appear inside any of them; I don't know exactly where it was created
remove the filter and scroll down
there you go
I'm not exactly sure where to put the .tga image. In Material2, do I need to create a new folder or declaration called "finalascent"? Or how?
look at how other mapInfo decls are structured
Well, I'm not very good at this mod stuff, I'm seriously having trouble understanding it haha. I double-clicked my Final Ascent declaration and I see properties, but about what you said, I double-clicked others and I don't see any added images anywhere.
loading image and menu image are material2 decls
create a material2 with similar folder path
once you create that material2 you select your. tga file
Did I do it right or what?
would have been easier to just duplicate an existing one but ok
I just noticed that it won't let me duplicate any of them.
because it needs a different name lol
if the decl already exists you can't duplicate it with the same name
I mean, I don't even see an option to "duplicate" the declarations here, so I can't duplicate them and rename them before finishing the "duplication"

you are trying to duplicate a folder lol

Well, the folder I had created didn't have anything in it, it looked different, I don't know, I went into one of the ones there and then I understood more or less.
that the fuck is this? 😮
there was a level planned before cultist base that would be inside of a cultist ship
which I might actually take inspiration from if I'm mentally sane to do more levels
That would be great! Although I wonder if they'll have that level available, like they did with Graveyard. Maybe they plan to release it in the final update of the mod portal?
no, it's a scrapped level
I imagine all the assets they were going to use to do it are already in the game, probably a lot of "Doomhunter base" stuff.
Is there any way to view that image in full HD?
probably not, doesn't seem like the image is in the game files
👀 👀 👀
I didn't think I would actually be able to make this upgrade for the Sentinel Axe holy (doesn't reflect actual damage values btw)
Does being further away cause more damage?
that's correct, after a certain distance it deals increased damage
me neither lol
Thats so fuckin cool.
I might have a slot for one more upgrade to the axe, currently I have: increased damage on direct hit after traveling 20m, and another that on sentinel axe heavy kill it drops half a charge and on axe superheavy kill it drops a full charge
this is the other upgrade that I'm talking about
Could you create something like the "gold axe" that, when picked up, deals a larger area-of-effect damage, killing all demons? But it should be a temporary buff within levels, like the berserk buff, for example
👀
not sure how feasible that would be
even better news, I managed to make it increase damage linearly depending on distance
so it starts dealing more damage after 20m and it keeps increasing damage until the max cap which is 50m, and the max extra damage that it deals is +500 dmg
The photo trick worked for me!!! Thank you so much, man!!! I'm wondering what resolution the native Doom screenshots are in? Is there any way to take a screenshot like that in-game? I mean, in that resolution, so it looks similar
has anyone run into this error while importing a new animation for doomslayer_cine? my animation only has a keyframe on frame 1 and nothing else
I've seen it before, but I don't remember what it was about... if you can share the FBX, I can have a look.
oh yeah i forgot i just fixed it (for now??
) by disabling these in the export settings, if i run into this again i'll tell you
Right right, that's something that's "wrong" in the docs, can cause a bunch of other problems too 🥲 I also have simplification disabled for quite some time now because I was getting weird, jaggy movement with it in the past.
Does anyone know if it's possible to activate photo mode from the console? Or how did id Studio take ultra HD screenshots for level thumbnails?
Last time I tried it was broken, it always crashed idStudio. Either that is a bug that only exists in the modding version of idStudio, or they took the screenshots in the world camera view, or in-game, or in their 3D application where they possibly design their levels.
What's complicating things for me is that I can't put the game in full screen mode in the editor, and I can't take a screenshot at my screen's maximum resolution. To do that, I'd have to do a full map build and package my entire level to the mod portal to receive it and then take a screenshot at the highest possible resolution. Is there any way to put it in full screen from within id Studio without having to render or package anything?
I never found a way to go into true fullscreen in idStudio, closest was dragging out the world camera / engine tab into a separate window, maximizing it and hiding its toolbars.
seems like a good solution
Well, I discovered a way to "hack" so the slayer's weapon isn't visible in the picture, but the poor guy had to be sacrificed, haha (for now I'm happy that the slayer's weapon isn't visible on screen) 
hands_show would have been easier but if it works it works 
Does anyone know a console command to hide the HUD?
try g_showhud 0
it worked!!!
I found this cute for whatever stupid nonsensical reason.
Genuine joy.
We need a Bethesda account to play with mods still right?
Eyup.
Amazing!
Ahh alright, good thing i got it all set up already🙏
Nice
niiiiiiiiice
Would it be possible for the impact SFX to be different too?
Do you think the new "axe" update will be available before Christmas?
probably even before that, I just need to do a couple more things
I'll package it and update the mod description that you can give yourself optional upgrades, either that or release separate versions with upgrades
after all the upgrades are done, I think the mod is pretty much finished and ready to be put on my level/campaign
according to distance? doesn't seem like I can do that
Can mods be done on a console such as a switch?
No. We only have modding tools for the Steam and Microsoft Store(/Xbox Game Pass) PC versions of the game.
Oh thanks
It would be great if the mod portal somehow "notified" users when someone adds an update to their mod, for example, by having it reappear as an uploaded mod with a notification that it has a "new update" or something like that. I don't even know which mods I have installed have added new updates. Perhaps they could add something that's visible from the installed mods section, I don't know
Just updated the Sentinel Axe with 2 new custom upgrades if anyone wants to try, feedback on the upgrades would be greatly appreciated (commands in mod description)
Has anyone made a mod that adds the harvester or summoner demons yet?
Or hell razers, hell guards?
no but I might try it after I finish the hellrazer
I'm working on the hellrazer, it's so much harder than you might think
Yeah the mods system doesn’t seem to be as creatively open as other games
I had to manually add over 600 animations
Damn, you could probably make the next Quake game in DOOM Eternal mod maker before Bethesda gets around to it
I have some videos showcasing some of my progress in this channel if you want to see it
Hugo Martin will play again at the same master level of unreclaimed earth¡?
Insanity.
From what I saw, Hugo didn't play Unrecovered Land, but the live announcement said he did lol
Probably realized the carryover from high level TDA gameplay to Eternal would ensue in a giant car crash that would've overextended the stream runtime farther than they originally had planned with little progress made. Today's stream was enough of him running in circles as is.
Besides he was already exhausted by the time he was done. The switch up would've destroyed him.
I understand, I think Hugo should try other custom map mods or custom arenas, he'd have a lot of fun
hugo should try tormented earth unbalanced
arc complex unbalanced randomizer
cbt atlantica
found a cut jukebox feature while looking through the hud files, definitely got reused for the ripatorium music select (or somehow slipped through the dev's hands when publishing the dev tools???
)
In the latest Axe update, did you add that it appears yellow near impact?I just tried the mod, but I didn't see it turn yellow when moving further away
I made a mistake, this comment was meant for the Toyota haha *
epic ping fail
In the latest Axe update, did you add that it appears yellow near impact?I just tried the mod, but I didn't see it turn yellow when moving further away *
this
Read mod description
I think they should improve that in the mod portal. When you add a mod or have your mod installed, you can only see the summary. It would be great if you could read the mod description too, something like holding down the "E" key on the mod to activate the summary in a secondary tab or something like that. (Those who play Destiny 2 will know that this mechanic provides additional information about weapons or equipment.)
Or at least I haven't seen an option to view the description from active mods or select an active mod

did you find the commands?
Yes, I don't speak English, and Google Translate doesn't accept that many characters, so I had to go to the mod in the library and paste the description piece by piece into Google Translate until I got to the commands section, haha
Nice, let me know if they work and how the upgrades feel
Could it be possible that the yellow axa upgrade is activated by breaking a critical point a third time?
Not sure how I would implement that
I don't know if I can store multiple axe charges
I think that by adapting that mechanic somehow within the game, in my opinion, that mod would be perfect and finished. It seems crazy to me!
I can think of a few ways to activate the axe upgrade, but they seem really difficult to implement, haha. One of them is that the upgrade activates when it detects that the slayer's health is in the red (or some specific minimum health percentage). 2- By holding down the axe button before throwing the charge, so to speak (this seems ridiculously difficult to program, but who's going to do it?). The idea of having axes of different colors scattered around could work, but of course, the mod won't add those axes to the levels, haha, so that would be out
Another option could be that pressing the axe throw button along with another button at the same time could activate that upgrade, for example, V + F or V + left click. I don't know, these are just ideas, I don't even know if they would be possible to achieve, but this mechanic would only be useful for very experienced combat players, I think

oof, I don't know how multiple button behavior could even work
think I'm going to stick with simpler upgrades lol (simple in theory but still hard to implement)
work in progress UI for the Sentinel Axe, hopefully this way it's easier to get the upgrades
This looks amazing!!!
yummers
Great job on this! Though I think you could afford to reformat/rewrite the protips section to sound more natural.
'Perform 2 headshot kills or destroy 2 weakpoints for a full charge'.
yeah I can change that
Here's the third upgrade in the action (couldn't really implement anything else lol)
is haste activated when killing from a distance?
no I was trying to do implement it on a direct hit kill
What is that green thing on the screen that activates? A shield?
haste
awesome! I think you're making the axe what it was always meant to be when it came out 
I released a new update, sadly UI is still not working properly tho
Welp, the Sentinel Axe mod is pretty much done now, I fixed the UI bug I had
Just published a new update (again lol)
also here is where you get the upgrades for it, they are optional and cost nothing
does the quakecon hud patch still work? cant check rn
Man, this looks awesome!
Are the upgrades available to select and use from the start? Or do I need to do something to unlock them? Like, a mission such as "kill 10 imps to unlock" or something like that?
works like a charm
no they have no cost, you just need to have the axe on your arsenal and you can get the upgrades for free
That sounds great to me! And it's a very clever way to introduce the improvements, congratulations!
does anyone here play the game in 4k? I've added a new UI element in my mod and there were setting options for 720p, 1080p and 4k but I can't test the 4k one, if someone wants to download the mod and send me a screenshot of what it looks like it'd help
copied it into the Eternal channel
is there a way to change the game files to increase your max hp? i cant find a mod that does it for me
like i wanna go beyond 200 hp and 150 armor
Wdym yo can't you beat the game? Does the game beat u or what
if i set console command scale all damage to ai to 4 would that essentially give me permanent onslaught?
yes
so there's ways to increase or decrease dmg but nothing in the console with increasing max hp?
are you just wanting to play in god mode or smthn?
might be something to increase max hp, but it's not something i've ever heard of
i still wanna take dmg its just that having 350 total max health doesnt seem like all that much
Do you have mod, that gives you infinity berserker?
I'm pretty sure there is a cheat code for it
https://mods.bethesda.net/es/doometernal/details/b5762445-4061-4be5-abbc-0e8499c469de/berserk_cheat_unlocked
this maybe?
Man, with all the power and terror that the Doom Slayer already has, you want more? Poor demons, what awaits them
I have a question, it seems a bit difficult. I have a timer that activates immediately at the start of the game, transforming me into a Marauder. I want this to only happen before the first encounter, but if I die during the game and then respawn, I always reappear as a Marauder, haha. Is there any way, for example, to make it so that after the first encounter with the target changelayer, it activates a target remove or something that deactivates that timer? My problem is that the timer itself doesn't call any game entity (no target relay or remove), so I don't know how I could deactivate it permanently after the first encounter. Is there something else in the logic entity that I could put before or after the timer that says, "When this is activated, the timer will be removed or deactivated, and the timer tick will cause the player to become a demon," or something like that? I simply want to eliminate the timer that always activates by default at the start of the game after my first encounter

When I start my game, I want to begin as a Marauder and respawn as a Marauder every time I die. But after my first encounter, I want the timer to reset so I never respawn as a Marauder again (logically, given my level's story, I can't respawn as a Slayer before my first encounter). But it will ruin everything if I keep respawning as a Marauder after the first encounter
marauder getting sliced by a crucible through their shield. maybe i want the demons to be terrified not just fear me
peak doom for me is hud off with the music blasting as loud as humanly possible with no fear of death
Put the timer behind a On Activated condition and activate the entity in PlayerStart so it only works for that checkpoint
Is this how it's supposed to look? I respawn as the marauder from the start, but when starting from another checkpoint, I respawn as the marauder again, even though it uses return_slayer before taking the new checkpoint. Do I need to link the opn enable to a target_relay that activates the marauder and somehow link that target_relay to player start 1? Or am I missing something?
In the entity of my on activated, instead of selecting a target relay, I selected my player start 1. I don't know if that's correct in that picture
If you want to change back in player become demon node, change the actor modifer to pvp/player/player
what the timer used for ??
It a loop
Yes, I've already done that. The problem is that I need to be able to respawn as a marauder every time I die before the end of my first encounter. Using a timer with autostart 1 is perfect for that, but I need that autostart timer to stop activating after the first encounter
When you use the timer without anything else, the game detects it immediately and transforms you (which is very convenient for me so that every time I die in the first encounter, when I select "load checkpoint" or "restart mission," I always respawn as a prowler). The problem is that it does it at all the other checkpoints, not just the beginning, haha
My other idea to make this work is to use a trigger that calls the target Relay Transform Marauder. My problem is that I don't know how to make the trigger activate only ONCE and become unusable after that, but then reactivate upon death, when a load checkpoint is set, or when the mission is reset, for a one-time use.
Oh you have the count=1 didn't see that, what you should do replace the entity in "On Activated" to a relay triggered by trigger/trigger volume, if you have checkpoint trigger same with player transforming, you should put the relay in player/start entity targets, so that everytime you die you spawn as demon
Or just change to "Recieve Trigger" node, and each time you trigger you transform
every time you touch that trigger will transform you to a demon, you need to use "Touch" so it only trigger once, if you use Start Touch, will keep triggering
and ofcourse in end encounter I have relay to return the player to normal, But I trigger it in the encounter manager and load checkpoint to save the state of the player
In that trigger there, the one for the world entity, do you have anything selected within its target?
Just a remove enitty for the POI that it
Well, I did that, and I didn't even transform, haha
I think I got it working using "start touch," but I'm not really sure. I need to finish the activation level layers to be able to check, because the first time I start it, it transforms me into the Marauder. Then, if I restart from other checkpoints, it doesn't. But if I reset the mission, for some reason it starts at a different checkpoint, not that one. So I need to finish the activation levels before I can check it, haha
what the entity inside the "Receive Trigger" node ??
is trigger/trigger volume ??
a trigger-trigger, I named it "transformmarauderinicio"
did you build the trigger+ volumes ??
That's why it works when I use Star Touch, but it seems strange that it doesn't when I switch only to "touch".
I haven't created the build triggers yet, but in general, whenever I add new triggers, they work well even without creating build triggers
I meant did you do slowmap build ??
You need to build the map when if you added any volume or will not work at all, in sometimes will work but not all the time
I didn't know about that. Whenever I add triggers, they all work even without a build-trigger. For example, in this case I didn't do it, and yet it still worked when using start touch. I suppose that changing it to touch doesn't work because I didn't do the build-trigger (since I have such a big map, I'm afraid to do those builds without knowing if it will take 15 minutes or two whole days). Haha
It how it work, if you added, modify a volumes you need to rebuild it
How long does it take you to do build triggers on your largest or longest map? Approximately
Go to build wizard, click in "Build Trigger + Volumes", it only take few sec's
I will do it now
I understand you don't do it because it took forever based in your PC, but it important to build your map when add voulmes
did it work ??
I don't know how long the build triggers volume will take. I'm finishing creating two encounters and some traversal points, and before going to sleep I'll start the build triggers. I'll wait about 10 minutes, haha. If it takes longer, I'll leave it baking until tomorrow

ok
Hugo, will you continue playing your level today on the broadcast, as I just noticed!
DOOM: The Dark Ages | Hugo Martin's Game Director Playthrough - Ch. 19 Horde Mode Gaming's Ripatorium 2.0 setup Arachnophobia + Saleem's WIP blockout for a DOOM Eternal Mod: Codename Corrosive!
Join us as DOOM: The Dark Ages' Game Director Hugo Martin does his first playthrough of Horde Mode Gaming's Combat Encounter setup and playtests Saleem'...
Yep, it awesome
Will that level be available before Christmas? That would be a great gift
That level was incredible!! I really liked the surroundings, Hugo's photo, and the two Marauders

so im assuming there isnt a mod for it and if i want to do that id need to do a deep dive into the game files to look for it
because there is clearly some way to increase max hp beyond base values i just dont know where to look
ive been looking but i dont see any way to change the files. oh well
if anyone has any suggestions please let me know thx
some new pics from mars core at home
hey @plush thicket sorry for the ping, i want to ask how you activated the heavy landing in your map, currently i have a logic setup that activates a body reaction when it receives a trigger, but it only works with certain reactions like player death.
https://youtu.be/jtB_vmyIYfU?t=99
video been recorded form the idstudio engine, nothing you see in video is final, alot stuff will change in the final version
It fine you can ping, if you any question, would send a me picture of you logic setup
alright
Is that trigger that you have, activate the heavy landing ???
@whole cedar I used a trigger before slayer fall down in logic entity picture the blue marked area it enable the heavy landing, the wide trigger in second picture it disable it so it only happen once logic marked red
ill check that
yah the heavy landing should be enabled before you hit the trigger, after you hit the trigger you should disable it
took me a while but i got it working, thank you!
hi, sorry to bother you, but could you send me your profile picture? its very good
i mean sure
Slightly better version of the other room
has anyone run into this error while packaging a .map file? just the .map file, no refmaps, decls or prefabs included 😕
Can you send the packaging log ??
Are you using custom assets like materials...etc ??
You need to package all the custom stuff you added, you can ignore material2 decls, but everything else need to be packaged
so i need to package the generated images? not the raw files
btw is meathook console command broken rn? i keep getting this error message
"Blockscan entry locate_resourcelist_add_entry failed to locate its required patterns. The DLL may still function normally, but some features may not work. If the game does not start up, go into your doom eternal install directory and delete XINPUT1_3.dll. Check the Doom 2016+ Mods discord for an updated version of MH for this version of Eternal."
Yes
You can Ignore the material2 decls
yeah that didnt do anything sadly :/ ill verify file integrity
based in the picture i sent, it a swf file is the issue
ok ill try removing it its not used anyways
Update 6.66 Rev 3 changed something that meath00k tries to scan for, so meath00k shows a pop-up about the scan failing. You probably don't use anything in meath00k that actually relies on that scan, though, so you can just ignore the pop-up and click "OK" to launch the game.
(Also, if you click "Mods" > "Play" > "Launch with active mods" in the game's launcher to use idStudio mods, then you can access noclip, notarget, spawn (the same as meath00k's chrispy), et cetera by default, so meath00k isn't really needed any more.)
anyone know that one map that recreates the ultrakill cybergrind?
yeah thats exactly the mod im trying to upload but i cant
oh damn, why you can't upload it?
this. its happening with other map files too, shame i cant upload it because its already finished
Damn
that's beyond me
been extremely absent from here for a long while. figured i'd share something i've been working on recently. this is the starting area for a Cultist Base-type level i'm currently building. obviously lighting is placeholder, at the moment i'm just focused on blocking out the layout and getting in the first pass on actual level geo. i think i've gotten a pretty good workflow down with id Studio
https://www.youtube.com/watch?v=GlNhRzq27p4
Short intro to a map for Doom Eternal I'm currently working on
the vertex painting feature in id Studio is pretty versatile, honestly. i've used it to frost up some of the rock terrain models here. i'm also surprised by how much flexibility and mileage you can get out of the different stock terrain models
looking really solid man, keep working
lazy imp is taking a quick nap 😴
lmao
Looks like the classic imp corpse sprite.
oh thats another thing does Bethesda mods work with nexus mods or do they have to be played separately
You can use both types of mods at the same time. Install the old, "unofficial" EternalModInjector mods that you want, and then they'll be active regardless of whether you click "Play DOOM Eternal" or you click "Mods" > "Play" > "Launch with active mods" in the game's launcher. (New, "official" idStudio mods are only active with the latter button.)
lmao true
here is a more detailed version
menacing mufuka
he just taking a nap, lazy af imp
I sure hope the slayer won't wake him up and shoot him in the face

A user on the 2016+ modding server pointed out that the SSG had its alternate reload animation from 2016; anyone have any pointers to how I could go about this?
Here is the animation in question:
https://youtu.be/mNh_rnos1yE?t=895
Race between KingDime, ZELLLOOO, BloodThunder, and ByteMe
Race begins at 6:36
Uploading this for posterity in case Bethesda decide not to upload it themselves (if they do, I will happily take this down).
Note: The livestream had audio equipment problems. These are not issues with the VOD, so please don't ask for a fixed one.
Just got a steam deck and doom eternal. I wanted to download the infinite arena mod. Will this be possible with stean deck?
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 1(If the above doesn't work, then use this instead:) env -u SteamDeck -- %command% +com_skipIntroVideo 1This will un-skip the game's launcher on Deck.
Afterwards, you can switch to the "Mods" tab at the top of the launcher, click "Browse" on the left to download mods, click on mods in the "Installed mods" area to activate them, and click "Launch with active mods" to play with them.
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? 🤷
#screenshots message so i tried to get it on both gaming and desktop mode, and resolution is wack
im gonna try desktop again rq
screen is black on desktop
I see that everyone is very quiet, working intently on their mods; I think big things are coming at Christmas

Wdym?
sorry
Nono its ok
I just realised this is modding anyway lol I thought you ment in the base game 😭
does anyone know exactly where to get started with idstudio? basics
https://www.youtube.com/watch?v=2RzIZ2e-ozc
For some reason, this video was very helpful to me; I did the same thing he did and understood everything quickly
In this tutorial a professional idTech developer who worked on idTech 5 and 6 will walk you through how to make a simple city in idStudio for Doom Eternal.
https://idstudio.idsoftware.com/
And here are the basic tutorials for id Studio
DOOM Eternal Mods is available now on Steam (PC) and Microsoft Store (PC). The idStudio (Beta) is available on Steam (PC)!
thanks man

I want to make this video because there’s not a lot of videos out there explaining these topics and it made me quite frustrated sorry for the long video, but this video will be going over how to make encounters how to make them loop and also how to make them easier and explain them a more simpler way for everybody to understand. I’m a visual...
im making something in gmod so im gonna watch these in a moment thank you
https://www.youtube.com/watch?v=MDBXK4rtDP8
This looks amazing!
I'll keep you up-to-date about this project made from an entire modding group (listed below):
O_dey = cinematic and cutscenes
Saleem = fixing and adding gameplay
Galapagos = decoration, story and blockout
AlvaroMDK = encounters and gameplay
Drac666 Ricky = fixes and gameplay
Vanquish and crusader_jack are involved in this project at a later ...
oh a video is up cool 
I was wondering how long it would take for a larger collaborative project like this to surface, looks awesome
Long time huh? in this video, you will learn how to import your models to Doom Eternal Id Studio. Using Blender...Thats it! Here the link of the Unity FBX add-on that i used on the video: https://github.com/EdyJ/blender-to-unity-fbx-exporter
Music Used:
Half-Life: Escape Array by Kelly Bailey
Half-Life: Drums and Riffs by Kelly Bailey
Coming...
I did a new tutorial tho.
is that metal monkey bar new? i dont remember seeing those in the campaign
it's a placeholder monkey bar that is the default rendermodel for vault_pipe entityDef, I might use a different monkey bar for the actual decoration
My mods aren't downloading anymore, help?
if you guys are looking for good quality version of pure Doom Eternal QC2018 Gameplay Reveal, Playstation has it. So if you make a campaign or any mods that replicates QC2018, there you have it
started decoration of the arena
What do you think you all think of the doomslayer halo armor mod? I can't find any pictures.
Ooooooo
How'd ya do it?
Basically in the articulatedFigure decls there are these .hkt files that are declared, turns out those aren't actually needed, and what is inside of it is a bunch of code that is pretty much the exact same code as 2016's articulatedFigure
That means that Havok licensing isn't directly needed for custom ragrolls and articulatedFigure decls can be done manually, although you would likely have to base it off of existing ones and map the skeleton bones and constrains to yours
I love the way they go aksiwndjplf when they ragdoll.
Good news at least :).
This will probably take a while to tweak it properly
A resounding breakthrough!
All woogity woogity
Tutorial on how to set it up?
Maybe once I fully figure it out
I think it's much better now, still not perfect but decent
weeeeee
Amazing work!
Bonk
Get down from there.
Why is he flying? Does he think he is a bird? He must be stupid.
You kill them so hard rigor mortis sets in immediately.
The chainsaw kill looks decent at least, the ragdolling is very believable.
it will do the trick for now
oh boy, here we go with custom gore, still no wounds because those are probably the hardest to set up
nice, the bfg death looks a little weird tho, i think vanilla soldiers stay alive for like a second after getting hit with tendrils
they do, for some reason in this bfg shot he instantly died, usually doesn't happen, they usually die with the tendrils
Honestly I'm fine if there's no wounds that sounds like Waaaay too much work
don't care, will do it
I don't mind doing the dirty work so that I can teach to other people, even if I highly doubt people are as mentally insane as me to try fully custom AI from scratch with custom glory kills, gore, ragdoll, etc... lol
@vital jolt
yo gang, it’s been a minute since I chatted. what’s cooking?
Hi! I’m making a song for my custom arena mod rn but overall everybody is just kinda still cooking rn
aight. I was speed running trying to beat the ancient gods part 1 ultra nightmare and then I recently got killed by an empowered mancubus 🫤
i exported real quick so you can hear, its loud put ur speakers down
oh that sucks.. yea i gave up on ultra nightmare a long time ago. i just dont have the commitment to keep trying after stuff like that
Doom eternal is already turning 6 years old in more than 3 months and it's still one of the best fps to this day
any geo built yet?
Yes I was building that today just now actually, I have a the blockout for the arena map finished but rn I’m just building some proof of concept thingies. I didn’t know what I wanted it to look like so I’m making a lil basic scene to get my bearings 😁
Taken from my phone so sorry for shit quality, it’s not finished by a long shot hahah
solid start, what will be the theme of the map? looks like a coral reef
It will be kinda cosmic realm X Blood swamps in aesthetic and I blocked out a fully fleshed map but I wasn’t proud of it. That’s why I’m only doing an arena map for now. I do plan on making more fully fledged maps but it will probably be a while off since I wanna make something I wanna show the world. I’m just not at that skill level yet
understandable, don't be like me and instantly start with a full length map lmao
don't worry, you will get there eventually, it just takes a lot of time and experience
Yea exactly, I’m confident though. it wasn’t like my blockout was ‘bad’ just not up to standard I definitely will get there in time :))
good to know, always nice to see more people trying making maps
Yea! How’s your map going?
it's going albeit slowly, since I've been doing a lot of modding multi tasking
currently decorating an arena
Ahhh nice!
Yea you have been working on the hellrazer right?
This is how it currently looks
Eyyyyy looking good
yep, these past 2 months there was a lot of stuff being done, from the map, to Hellrazer and then the Sentinel Axe which I recently managed to finish
still missing a lot of decoration, this was after finishing the blockout and starting with models
Yea but still
How much time do you dedicate to modding?
Cuz gawd damn that’s a LOT, I know how much time just a single blockout takes
a lot lmao
huge chunk of my free time after work, it's a big passion of mine so I don't care
yep, most painful experience so far
I have seen what you have been doing, it seems so fucking grueling
I would love to see a bigger scale project from a group of modders eventually. It seems like everyone is just doing their own thing rn but I think that if we all create something together, we could really make something that people would remember.
And how long did the blockout take?
Blockout didn't actually take me that long, took me like 3-4 days to get satisfied
I was planning on a multi level project, but that will depend on how the first level will turn out
I was actually planning the same! But I wasn’t that satisfied with the first level hahaha
I would be more than happy to give feedback or playtest whatever you need :))
It took me a couple months because I went back to a lot of sections and redid them plus… I had school 😭
Just to end up not satisfied with what I made….
But I gained a lot of experience and that’s the important part
Arena or level?
That blockout time was just for the arena
A level, the arena map Im making right now was part of that original level I scrapped
Ohhhhh that makes sense
Bruh that's my map in a nutshell
Oh yea tell me about it….
legit had parts of the map that I redid like 3-4 times (which there are still a couple of them that I will redo again) because I didn't feel it looked official enough lmao
I was in the same exact predicament, at a certain point I just scrapped it entirely cuz I would just rather start from scratch then fix a bunch of bullshit
Is there a reason why Doomguy gets flung off slopes in this game? Same for TDA.
2016 didn't do that.
getting somewhere 🙂
you should ask one of the speedrunner guys, they know all about movement in this game
Holy hell that looks cool.
thank u so much man!!
Looks awesome dude great job
Thank you so much 💓
Hey I’m new to eternal modding, I want to make a custom level using the id software. Is there a video or tutorial to follow. Thanks
I want to make this video because there’s not a lot of videos out there explaining these topics and it made me quite frustrated sorry for the long video, but this video will be going over how to make encounters how to make them loop and also how to make them easier and explain them a more simpler way for everybody to understand. I’m a visual...
This video will be going over how to make a traversal you do not know what that stands for. It is basically a destination the enemy can jump to, or it can jump back to.
More videos coming soon on more topics if you have any suggestions, let me know
my Discord: galapagos02
#doom #idstudio #mods
Appreciate it
👍
This looks amazing, man! Will it be just one arena or a whole level?
I think I came up with an idea for a mod.
Too bad I have a potato PC.
im trying to get into texture modding but cant seem to find anything online to help me get started, help from anyone would be appreciated even if its not much.
For now it will just be a arena mod, I have tried making a couple fully fleshed levels. My level design isn’t where I want it to be yet
I understand, it seems like a very interesting destination; it would be great to see a complete map of that area
I actually had a whole game design document written out for a dlc sized mod actually.
This destination was part of three areas you would visit. One would have also been a snowy version of hell
The mod would take place right after TAG2 on a planet called Titan, the planet would be part of a realm where souls would go who haven’t found peace.
This was also a way to bring back Samuel Hayden since I wrote in that Samur and him are actually separate entities.
This is what I sound like I fear…
Sounds fun
Sounds like a lot of work tho
I was chronically unemployed so I had time…. But this shit is catching up to me now 😞
Plus I’m sure with some consistent work I could pump it out in a year and some change
Bro same
I have a question: is there a way to end an encounter with a trigger? For example, (when a certain trigger is triggered, the encounter ends) some condition that says "when the player passes through a certain trigger, the encounter ends." I mean, normally you use waitairemaining or waitkillcount for that; when you kill a certain demon, you move to the next phase. I want to do this but with a trigger or target relay. Is that possible? Instead of waitairemaining or waitkillcount, could it be something like "pass through this trigger, or activate this target relay," or something similar?
Seriously looking good Toyota, I can’t wait to play what you cooked up :))
Oh lord I’m so sorry but I wouldn’t know
maybe in 5 years when it is actually finished 💀
Is there a way to end an encounter with a timer? It would be ideal if the encounter ended after 2 minutes without needing to kill any demons. It would be great if it ended when passing through a trigger or target relay, but oh well, I'm happy with the timer
HE LIVES!!
You making a map set?
Working on a full length level yes
Can anyone make a mod that makes empowered marauders, and there is a chance to fail a glorykill and return the marauder recovers and regain health, and can have stacking buffs, and there be more custom buffs
I am trying to make "maurader superdeath"
Can be that your settings
Hey everyone, I want to wish you all a Merry Christmas!!! We didn't get a Christmas mod (I would have loved to play a new mod this Christmas haha) but I know you're all working on something and that makes me happy (I couldn't release my mod for Christmas either, not even close, hopefully it'll be out in the New Year or before February). Merry Christmas to all, you deserve it for contributing so much to the best game in the world! 
merry christmas yall 
Merry Christmas!!!
Sound settings, also this is the modding chat
Is there a way to uh, make weapons light up the environments when you shoot them?
COD Zombies be like:
is there a way to open a map from a different mod?
I'm trying to look at the e1m1 Hangar remake map so I can recreate it in Classic Doom
unless the mod author uploaded the assets to somewhere then no
Ah nuts
Weird question is anyone color blind here, I really need help with something ?
@lusty harness
🌒 👄 🌘
I'm getting my friend into eternal with the co-op mod, and planning on using the slayer v slayer mod as well eventually. is it possible to load maps that aren't listed in the battlemode lobby assuming I have their names to load them? If so, what would be the name for the world spear that I put in the loadDevMenuOption command?
I'm getting my friend into eternal with the co-op mod, [...]
Note that that mod is not a "direct port" of the story campaigns, and is intended for players that are already familiar with the game.
[...] is it possible to load maps that aren't listed in the battlemode lobby assuming I have their names to load them? [...] the world spear [...]
You can only load the maps listed in the mod's description (https://gamebanana.com/mods/428523) - which doesn't include The World Spear.
On how to install mods? See #eternal-modding message .
On which mods to install? Try looking for popular mods in the game's launcher, on GameBanana, or on Nexus Mods. If you're looking for remixed and/or new maps, https://wiki.eternalmods.com/books/0-idstudio/chapter/level-mods-list should help, too.
Does anyone know what kind of damage the slayer does to a buffpod? Melee, blood strike, glory kill, or what?
Has anyone here triggered something by deleting a Buffpod? For example, a trigger that activates a sound entity or something like that? Putting "death - trigger" in isn't working for me, or it doesn't count as killing the Buffpod. I don't know if it works for you guys
Happy new year everyone, to another great year of DE modding and hopefully we see some great mods coming
happy new year!!!
Happy New Year to everyone! Long live the mod community for many more years! This year will be full of amazing mods that we're all working on, so it's going to be a great year!
Happy new year goobers.
I apparently had a mod that increased how much ammo the full auto mod of the combat shotgun had while keeping the ssg and combat shotgun's explosive shot mod still at 24. And when I exhausted the ammo of the combat shotgun's full auto, i reached a game breaking issue where both shotguns are at 0 ammo, and if i use the chainsaw, I get some ammo to use, but the combat shotgun is stuck at 0 ammo, which then also sets the ssg ammo to 0 ammo if i swap to combat shotgun.
I removed the mod, and reinstalled the entire game too
stranger still,
the issue ONLY exists in TAG2's levels :(
anyone know how to fix this issue?
EDIT: seemingly resolved, seems all I needed to do was remove the combat shotgun and give it to myself again
Bruh
this is the error when i try to pick up shotgun ammo
Just made a mod for Eternal, my first ever one, HASENART helped me a lot
Covers all FX Besides Health, Armor and Ammo pick-ups
https://mods.bethesda.net/en/doometernal/details/d31909de-d407-48a8-a378-24a359a9545c/Violet_Chrome_Weapon_Pack
Bethesda.NET
Violet Chrome Weapon mod, huge credits and thanks to HASENART for teaching and helping me make the mod Used Color Library for Base FX and Hell Forged FX&: https://www.nexusmods.com/doometernal/mods/1539
@muted bobcat Since ik you play with mods, you might enjoy this
Including Hammer, Blood Punch and Belch FX by the way
can you download only one of the skins?
They replace the mastery skins for each weapon
So you can just use other skins for the weps you don't want to use with the pack
I also plan to make a Pack based off Fallen angle but Dark Gray as Dark Blue and Orange as Silver after I learn Substance Paint
ye, as long as the FX doesn't override my other colours
i'll try the mod though
Putting it the most down on the mod loader should solve that
I can make a Version without the FX after I get home from Leg Day if you want
Should be easy enough
Non-FX Version is uploading as of this moment @muted bobcat
Added it as a seperate Release
But good point, I'll add non FX Releases to my next mods, thanks
Nvm, I'll release a proper one with no FX once I get back home
Figured out how to fully remove fx, I'll post that release once home
@muted bobcat
HAPPY NEW YEAR to everyone, including the radical Doom haters and the fake demon-loving media who refuse to acknowledge my TREMENDOUS ACHIEVEMENTS!
I ripped and tore through Hell's armies, cleansed the entire Earth of the demonic invasion (nobody else could do it, believe me), personally executed the Moth-Pope (very overrated, by the way), and took down my unfunny evil twin, the so-called God-Satan (total loser, weak, low energy).
Demons are gone, Mars is saved, humanity is thriving like never before, and still the haters cry "he's too violent!" Sad! But I love you all, even the losers and the crybabies holed up in their Argent facilities. You're welcome for the peace. 2026 is going to be HUGE. More ripping, more tearing, more winning. HAPPY NEW YEAR, FOLKS!
🎉 💀 🔫
.
@muted bobcat Nvm, I cannot upload the no fx file, hope it won't mess with your recolors
I'm curious as to what you think of the mod tho
ye, i'll definitely try when i get home (in a couple days)
https://mods.bethesda.net/en/doometernal/details/756ac20e-22a2-4f2b-9572-9a5b51302cbb
New version of mod, had to reupload it
Now there's a version with full FX recolor besides Armor and health and one with no FX
I'll actually use that idea for my next packs, adding a non FX release, thanks for the idea
Sir, this is peak
Update me with your thoughts on it, take your time and enjoy the holiday of course
Love your vids btw, you're genuinely insane gameplay wise
thanks a lot!🩷
ye
Ofc
Lil Teaser for my next pack
Remaking all weps to look like this, originally making this for my friends since those are his fav colors and he helped me to an insane amount in Eternal
Heavy Cannon's also done
@oblique dirge Blades are not semi see through but I honestly like it
I like that a lot! Keep going man I love what you’re doing!
Not sure which one to go for ngl
But bfg model keeps fucking up for some odd reason
Will also come with 2 releases, one with and one without fx for anyone using their own colors, credits to @muted bobcat For the idea
@oblique dirge Only Unmaykr left
It will be fire if you made a ruby gem skin pack like it’s glass. Now that would be something I would want to see.
Should be relatively simple
Done
Bro I'm tryna make the Fallen Angel recolor and mf is only rendered on the front 😭
@oblique dirge
Hell yeah nice work.
That is CLEAN, love it
@glad marsh Progress for slayer so far, adding my own touches to make skin better in my opinion
The blue and silver are sooo good, looking great so far!
@glad marsh @halcyon stratus Baking just means that I am putting the actual textures on the model
Hello, do we have a mod for eternal where the map is similar to the first level in 2016? Like the surface of Mars with orange sand everywhere?
Wonderfully
How do i make mod
@amber crown @glad marsh @halcyon stratus Finished first arm, will do 2nd after school
Yo that shit is fire!
🔥
I might do that purely because it sounds insanely interesting
Original plan was a 1:1 Fallen Angel Recolor, but I saw so many missed opportunities for things to recolor so I decided to add a lot of personal touches to it
I might even remake it once done with the recolor with the exact colors of Fallen Angel, I'll see
Most of those touches are me coloring the wiring and maykr runes in the accent color so it looks like an exoskeleton that wraps around the armor which I really like the idea of
The blur is beautiful
@tidal current the mod was really nice, the fx looks swagger too!
Glad you like it, you saw there's a non fx release as well right?
Agreed, I used a Metalic Material and applied 00001C on it
I remember pretty much every hex I used from how much I've input them LMAO
For anyone using Substance and wondering, I used Metal Polish with Diffuse layer being the default black and Specular being 00001C
PEAK
I pretty much just used the Hellforged FX from Decal Library and recolored them to a Bright Violet for natural Contrast incase you were wondering
Looking good!
Ooo nice
Hell yeah
I played the majority of my first playthrough of doom eternal with the maker skin until I got the 2016 skin unlocked so seeing it with my favorite color is really nice
If I had to chose a skin from base game to be my fav it easily is Fallen Angel, I just added a lot of personal touches in areas where I consider them to be better
Like the Wire like Exoskeleton you see, I also colored in the Maykr runes
@glad marsh
How much those cost?
finally getting to do the art for my map 🙂
LETS GOOO!!! FIRE!!!
This looks amazing!
This looks amazing too!
Find a lie, bro you’ve been saying the same thing either you figure how to do it yourself or we could teach you how to do it, but we ain’t gonna do it for you
And yes these are the glowing effects all Maykr slayers have, just gotta figure out how to add and customize the Doomblade fx but that is pretty much it
I think nobody knows how to do it, or it's too much work, and modders already have a lot to do with their levels. I think if you wanted, someone could teach you how to do it, but I really don't know if anyone here knows how, haha
@amber crown @glad marsh Ingame look
Now time for the 1st person view which also should be easy enough
Guys, can anyone help me to start any community mod in Doom Eternal?
No matter what mod I install it is not launching
For example I have installed this mod, and it should start when I begin new main campaign. But regular campaign is starting instead of chosen mod
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\".
I have deleted the game completely and reinstalled, changed all mod related folders to without non-ASCII characters named folder. But no results
I have checked again, one mod worked but not this one:
That mod's description says that it should work when starting a new Campaign save file. Do you see it in the in-game "Extras" > "Mod Maps" option, though? (It doesn't have to be there, even if the mod works - but it probably is. 🤷)
Yes it started in that extras option
I think mods are now working. Thanks! I appreciate it
hey thats my mod, I had tried to fix it forever ago but the mod portal had so many problems I just gave up on updating it
hello! can u guys help me?
i want to make a skin mod and i want to put a character model on the salayer!
erm.. I actually never did like this so can you guys help me how to doit?!
Oh and if u reply to me pls tag me or write ur response as a dc response thx!
Not bad at all I love it
The glow goes HARD
YESSIR
Can’t wait
can relate to the devs so much lmao
Oh that looks amazing
I honestly might make lightning even brighter so it can be properly seen
This should work
@amber crown @glad marsh @strong tapir I prefer this color as it's much more visible that way and looks fucking sick
YES
Imma give it blue ember flames instead cuz it looks cooler imo
Is this a classic doom map you're porting?
Not porting, new layout, but arted with OTEX classic textures pack
Well kinda porting the textures let say
Neat! Love the GZDoom/Quake engine look they have!
@amber crown @strong tapir @glad marsh
YOOOO I FOUND A WAY TO GET SILVER FLAMES THAT'S SICKKKK
i really want to get mods but my mods keep crashig,why
Yaaaaaaay
LETS GO THATS AWESOME
@glad marsh @strong tapir Fully figured out fire finally so now I can get pretty much any flame color I want which is peak
Good job
Rn Uploading releases and then I'll take pictures for the mod
Alright
Bro you doing some
Good shit
I am very proud to publish the first mod I made fully from Scratch
Comes with 2 releases, with or without FX
https://mods.bethesda.net/en/doometernal/details/68e1b580-6973-43a5-a4a6-8e0e0a1c5d51
@glad marsh @amber crown @strong tapir @muted bobcat
HELL YEAH DUDE
If I ever redownload eternal I'm definitely putting it on there
It took a bit overr 100 hours but then again I was also learning how to make slayer skins, more about substance and about fx
@glad marsh @amber crown New skin I am working on (Will come with all weapons including every super ofc)
Managed to make custom gorewounds for the Hellrazer, soon I'll show it
That sounds fucking sick
I'm basically going to use the submeshes from Eternal's soldier and adapt them for him
Honestly, makes sense
Still very Impressive
I'll have to write a tutorial for it probably, the documentation for it is very lacking
For making custom AI in general
Everything from custom animations, animevents, ragdolls, glory kills, destructables, weapons, etc...
Hell yeah, love seeing modders help each other out in any way shape or form
Wait is your pfp just the rev as Skeletor? That's so peak
I highly doubt anyone else is sane enough to try fully custom AI, but might aswell do the tutorials already for anyone who wants to try it, instead of having to bash their head trying stuff like I did
Fair, I for example am making a Skull-face reskin rn and using a kit by Vanquished which saves me a lot of time
My previous pack took me over 100 hours and over half of them was just the slayer, granted I was still learning Substance and Studio but still, it took me like a day and a half for Torso and Legs Each
Granted I did pretty much redesign Fallen Angel and added a lot of Accents in places I think they are missing from
Have you tried Forgive me Father 2? I saw by your profile that you like Boomer shooters and it is fucking sick
Music is also metal as fuck, gameplay's solid and the graphics are like a Love-craftian Doom which is hella cool
I'll take a Look!
I do think not having the Maykr Runes on the skin colored in is a big miss ngl
Did you play with my mod or not yet? just curious
Lil teaser for my next pack btw @amber crown @strong tapir
This is before I add Emissives for context, and ofc FX
I have not, I'm on console, but I enjoy seeing what others make! And you did Awesome!
Thank you, it took me roughly 110 hours XD
I learned Substance and proper use of ID Studio on the way which prob was what made it take so long
The Certified Dumbass part of your bio is insanely real lmao
Thank you lmao 😂
@amber crown @strong tapir Not finished yet but I love how Demonic Slayer Glow looks on it
Ooo
@strong tapir
Sleepy…
Have you ever thought of making a helmetless skin?
I might recolor Sentinal Training Armor since it's my 2nd fav after Fallen Angel
Ok
Probably gold or silver
Mind giving me some Hexes for Main, Secondary and Accent Colors so I can see what I am working with?
Custom Hellrazer destructibles + berserk gore chunks
I need Hexes for
Primary Color
Secondary Color
Accents
Does metallic gold count? I’m stupid I don’t know anything about colors
The problem with metallic colors (Which I learned from my last mod pack) is they limit you on colors since they reflect in a diff way and hence less appealing or pleasing to the eye
Oh ok
Just search up Gold color templates or colors that complement gold
I meant colors that go well with gold, mb on the wording
Well blue actually works well with gold
If you can send me Hexes for both the Gold and Blue that you want that'll be great
I'll use this for Accents
After I get done with my current pack and feel like making a mod that is XD
I’m gonna take a nap
Thats tuff
Ooo nice
Goddamn.
gorewounds are next, I know how to do them now
the video file isnt even transparent yet but the intention is there
@glad marsh @strong tapir @amber crown @oblique dirge Added those Details for Slayer
SSG done
HC done
This shit looks great
Hope you like it
Cultist Launcher and Doomblade (I'll be putting them on Skullface instead of Default Launcher and Doomblade)
@glad marsh @amber crown @strong tapir
Ok so I’m not gonna lie I do love the mod but theres 2 things wrong with it
One is the flames are orange on my end and two the blade fire is janky with its location when I hold the HC
idk if its the helmetless slayer mod being activated causing the color being orange or not but hopefully its not
Put it at the very top
If you using any mods that either change flame color or add flames and such put them below mine
Imma go work out
Appreciate the concern but I got a coach
Ok good
Is the flame color issue fixed?
Because in mod laoder the mod that takes priority is the one at the top
I set it at the top and it did not fix I even removed the helmless mod
Nice!
Then I genuinely have no idea
Which release are you using? I made one with and one without wep fx
That might be the cause
I think the one with idk
Hmm
My friends did not report such issue so that's honestly really strange
Ok completely off topic I’m playing a Minecraft arachnophobia mod and got jump scared by a goddamn spider
I looked up to see this bitch
Tf does bro expect from a mod called Arachnophpbia 😭😭😭
What in the parasitic huntsman spider fuckery
I DIDNT HAVE ARACHNOPHOBIA NOW I DO
wheres my dads gun I’m not dealing with this
They fucking tank bolt action rifle rounds I am not leaving my home now
Now watch them parry a nuke V1 noises intensify
Can you make maps?
still working on the artpass but it should be done in the next two weeks hopefully
ok bet
It’d be cool if Consoles evenntually get Mod Support maybe on current gen (Series X & PS5)
It would totally be possible, but I don’t think ID are concerned with that rn.
There’s so many things that can go wrong with that optimization wise people would have to make their maps more different and they would have to make it for console. Only if they release a version for both console and PC they would have to make separate versions with different things and all that crazy stuff if they really want to put it on console the time it would take to do that would be astronomically bigger than Doom the dark ages and I don’t think the studio like that wants to waste their time with something like this
That is much bugs that are in the studio. I hardly doubt that we are going to see it on console or we might never or we might anytime soon.
I wonder if we could change missions in Horde Mode to any other maps from the campaign...
I know I kind of find it boring to keep cycling like Cultist Base -> Reclaimed Earth -> The Holt.
Sorry no espanich espik inglish?
BINK
Does anyone have any examples of how to use the decl inspector in Eternal’s idStudio?
assets browser/right click any decl file and click edit will open decl editor window
@glad marsh @amber crown @strong tapir teaser for my next pack that I'll continue working on after I get back from Budapest, will use the runes and writing from 2016 to make other Rune-scarred weps
@glad marsh also I'm getting a Mark Of The Doomslayer tattoo on my chest today, since Eternal has genuinely helped me through a rough period of my life
is there a way to make an entityDef/info/logic decl start automatically when a map loads? ive been thinking about adding an "ae_spawnEntityAtTag" action in a md6def decl but that would make it uncompatible with a lot of model change mods
Thats rad asf, gotta see it!!!
I'll share how it looks dw bro
Btw, already made Rune-Scarred bfg so that's another wep down, will prob also make a Violet Rune Scarred Maykr with same color scheme as weps once I am back and done with all weps
The goal is pretty much the pack I'll be mainly using to play, since Violet's my fav color
And yes Maykr slayer is my fav non modded slayer skin, specifically fallen angel XD
Ngl, Maykr has the best doomblade model imo, tho Cultist Slayer easily has the cleanest launcher ngl
After launching the game, press Alt+Tab to switch to the minimised launcher window. The launcher will open, allowing you to disable "Skip the Launcher and open DOOM Eternal (original)".
(The launcher auto-closes when you close an auto-launched game. This also happens once after disabling that check-box - but it should work as expected the next time that you open it through Steam.)
If you're on Steam Deck, see here: #eternal-modding message
ok i got the jumpscare mod working...... in the engine tab, packaging and testing the mod in doomsandbox apparently plays the bink video but doesnt actually show it
Can someone tell me why the "cursed prowler" in my encounter manager doesn't appear when I select it as a target in my spawn? If I don't have a target in a spawn, the cursed prowler can appear there, however, when I select it (correctly selected, no name errors or anything like that), the prowler simply doesn't appear. It's as if the error is coming from the spawn commands in the encounter manager (I used an AI spawn and AI keep counts) and in the "AI type definition" assignments. I've already tried both DLC2 and E3M4, as well as testing all, and nothing happens. How do you add a cursed prowler to a spawn specifically in encounters?
Hellrazer laser attack working now!
did you set the correct spawn parent in the target spawn?
I have the target spawns linked to my spawn group cylinder, the spawn parent is a spawn group parent, my cursed prowler daemon is properly linked to its spawn parent, and the spawns are properly linked to my spawn group cylinder. All the daemons work fine, but my cursed prowler doesn't. Does it work correctly for you? Or am I missing something else?
Are you saying that I should select my spawn group parent here? I didn't know that
👀
yeah you should try
its useful when using spawn single ai
Hahaha, man, that's why the single AI spawns weren't working for me, you've saved my encounters!

@strong tapir as per your request for a helmetless skin, I might use the hexes you gave me and recolor The Barbarian skin when I can get around to it
Nvm
I'll do Sentinal training, I got some fore concept
*fire
Tho I still got my own pack to make so that might take some time
Ok
Man, the single AI spawn thing worked perfectly for me, thanks!!
Do you have any updates on the "Resurrection" mod? I think that's what it's called. They haven't said anything about it, haha. I'd really like it to come out this year; it looks great 👀
This year? Maybe, maybe not
Well, I just wanted to say that my birthday is April 23rd, in case you're interested in sending me a demo that day. Hehe 
We are actively working on it we are uploading a mod. In the meantime while we work on the big one. It’s not really do maternal style or heavy metal. It’s something nostalgic. Some people might like it. Some people may not, but I thought it would be fun for the team to work on it. But trust me, give us a little longer way longer and I promise you this mod that we are working on will be revolutionary. Hopefully that’s all I want to say right now, but we are working on it on a day-to-day basis.
Something nostalgic that isn't eternal? What will it be, but it's a mod for the eternal Doom mod portal, right?
Yas I will put it in here when it’s adout to come out
Like a pic if it
nice! We're looking forward to that! 
@glad marsh @amber crown My next pack. will be the one I'll be mainly using
Violet Rune-Scarred
@glad marsh Rocket's Done
The runes are sick asf
YESSs
They are the DOOM 2016 Demonic Runes and Demonic writing
@glad marsh
Hello everybody, I haven’t talked to his chat in a while, but I thought I would ask because this is literally nowhere in documentation and not even some of the people I’m working with on the project even know how to do this. Does anybody know how to make a brand new weapon skin, but make it where the player has to play the level first and then after you beat it, it gives it to you. If you do not know, it’s fine. I just thought I would ask because there are some pretty talented people in here that do some crazy stuff so if you know, let me know shoot me a DM or just add me.
Man.
Think you could have this one with just the writing on the default model?
Very nice work.
SWEET!
As you can see I changed all the wes, I recolored all the writing and runes and reduced the amount of sigals to match Rune-Scarred Ballista more closely
@plush thicket might be able to help you as he has experience making maps
Maybe try getting in contact with Velser, they might be of help as well
I am already in
Ah oki
@muted bobcat I saw your 2 latest vids and saw you using the pack I made, I'm glad that you like it
Tho for some reason it's not able to be downloaded as of now so I gotta fix that
Pack should be fix now with proper release both with and without FX, update me if it works properly
ye looks really nice
Happy you like it, you saw my most recent pack?
Guys i have the Infinite arena mode activated in the launcher, yet it doesnt seem to work in game, any way i could fix that?
Not sure if you saw the latest one I am working on :)
@muted bobcat
ye that looks nice
This one is not published yet XD, I still gotta figure out custom meshes in Blender to make the slayer skin and I plan to make entirely custom FX for the slayer
I was genuinely so happy upon seeing you use my pack
Both FX and no FX versions should work properly now, had to reupload both releases (For Violet Chrome)
Just finished reinstalling idStudio and eternal again. Crash course time I guess.
I LOVE THE COLORS
The mod's description doesn't say whether you have to start a new save file in Campaign, The Ancient Gods, or Horde, or to start it from the "Extras" > "Mod Maps" menu in-game. Try all options.
If none of them work, go to "Mods" > "Play" in the launcher and double-check that you've clicked on the mod to activate it, not just installed it. Then, make sure that you click "Launch with active mods" on this page, and not "Play DOOM Eternal" on the launcher's front page.
If it still doesn't work, 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\".
I have a question. Does it happen to you that if you do a full map build on a map, and then do another full map build (even without adding any entities), it takes much longer than the first time? If this happens to you, does anyone know why and how to prevent it? For example, if I've already done a full map build once, let's say it takes 5 hours, but if I do it a second time it takes about 30. Has anyone else experienced something like this? Or something similar? If it doesn't happen to you, please let me know
@ocean hinge @amber crown @halcyon stratus Sneak peak for the slayer skin for the Violet Rune-Scarred weps
THEM ARE SO SICK
Does anyone know how to get a mover to follow a spline curve?
