#eternal-modding

1 messages · Page 19 of 1

oak geyser
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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.

stoic pine
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you guys think there’ll be any more total conversion mods for Eternal?

whole cedar
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kinda stuck on step 5, theres three "vorbis" conversion settings and the "sfx" wording makes me think its not any of these

slender quest
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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

oak geyser
# whole cedar kinda stuck on step 5, theres three "vorbis" conversion settings and the "sfx" w...

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).

haughty mica
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Dont have the condition be Monster Type Maykr Drone cause that will affect the vanilla ones too

haughty mica
# stoic pine you guys think there’ll be any more total conversion mods for Eternal?

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_

whole cedar
molten token
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man, can you send me the link to this page? please

halcyon stratus
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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.

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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.

oak geyser
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don't come to my house

halcyon stratus
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I will live under the sink.

ancient shard
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Btw, i lost alot! How you guys have been?

oak geyser
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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 😬

vernal dagger
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Going full gore mode for this section lmao

vapid parcel
vernal dagger
#

yeah the map is very doom 2016 inspired

halcyon stratus
oblique dirge
# vernal dagger Going full gore mode for this section lmao

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

vernal dagger
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will be a lot brighter once baked with the GI

oblique dirge
halcyon stratus
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That way you can have brighter lit areas stand out more.

vernal dagger
whole cedar
tight hinge
molten token
next cliff
ancient shard
whole cedar
#

yep

pastel trail
haughty mica
# whole cedar please do 🙏 it would not only be useful for creating mods like these but also ...

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

tight hinge
whole cedar
# tight hinge 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

tight hinge
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ah so it's 4 arenas right?

whole cedar
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yes

tight hinge
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yeah makes sense, I actually thought you managed to make dynamic nav and I was like woah

whole cedar
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yeah dynamic nav would be so useful

tight hinge
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one can dream I suppose

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I had ideas of making moving chunks in an arena, but yeah static nav doesn't allow that

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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

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still really cool to see that regardless

ancient shard
ancient shard
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Maybe its possible to create an movable nav brush?

whole cedar
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i dont think thats possible

tight hinge
molten token
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I mean, is it possible to achieve?

tight hinge
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It's possible, if you have a good animator lol

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I suck at Blender lmao

whole cedar
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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?

tight hinge
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and yes, it has a camera POV

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can't wait for the nightmare that will be trying to add gore to this abomination 🗣️

brisk jungle
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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

molten token
tight hinge
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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

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Revenant is a terrible 2016 asset exporter btw

oblique dirge
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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.

ancient shard
oblique dirge
fickle glade
tight hinge
timber lantern
lavish knoll
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Which folder should i put mods in? I’m not using the default drive so i have to change the download path for mods

atomic bay
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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.)

lavish knoll
lavish knoll
whole cedar
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but i thought that mod replaced the default model instead of classic?

lavish knoll
atomic bay
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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.

haughty mica
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@indigo badge in the description of Hugo's next livestream, he's actually gonna play Unreclaimed Earth 💀💀💀

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that's incredible, I really hope he does unbalanced

swift lintel
haughty mica
indigo badge
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lmao no fucking shot

haughty mica
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but he's also gonna play Sentinel Axe, maybe that'll help

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never played with it myself tho so Idk

tight hinge
indigo badge
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thats funny hes gonna get mauled

haughty mica
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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 ...

▶ Play video
indigo badge
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and the axe is just gonna make it worse xd

tight hinge
swift lintel
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@plush thicket I can't wait for this

haughty mica
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this is the most hype livestream of the century oh my god

swift lintel
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I need a laugh today tbh

tight hinge
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I can't wait

plush thicket
swift lintel
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How long from now?

tight hinge
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1 hour 15 min

swift lintel
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bet

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ahhh poor guy. He has no idea

halcyon stratus
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Unbalanced UE is one of the worst things I've had the displeasure of playing in this game.

whole cedar
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hugo's gonna beat the level blindfolded trust

halcyon stratus
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He's gonna eat shit 100%.

indigo badge
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probably gonna play the balanced but hes still cooked lol

swift lintel
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Poor guy hurts his leg then comes back to this immediately ded

indigo badge
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CBT is a form of therapy

swift lintel
#

Hugo's boutta go through the five stages of grief on stream

tight hinge
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this stream will go down in history 🗣️

haughty mica
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W stream

stoic pine
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Does Hugo look at this chat on Discord?

halcyon stratus
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Hi Hugo make more master kevels.

polar night
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RAGE 2 BFG 9000 replace bfg 9000 eternal version i like to see.

molten token
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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! bad_boy

tight hinge
echo root
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Looks like the Hellrazer isn't t-posing anymore unless only the chainsaw makes it like that.

tight hinge
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bro really hit me with the king novik 💀

polar night
tight hinge
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I know I was joking

fickle glade
tight hinge
fickle glade
fickle glade
oblique dirge
charred nova
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Is that the carcass from the concept art?

oblique dirge
charred nova
#

Oh damn

oblique dirge
# charred nova 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.

whole cedar
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im really surprised this is only your fourth day modeling it looks really good

oblique dirge
fickle glade
molten token
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I'm referring to the video you incorporated into the game

tight hinge
molten token
tight hinge
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no I used Nvidia Shadowplay

molten token
tight hinge
molten token
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thanks man!!

tardy lotus
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Yo

tight hinge
molten token
# tight hinge 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

molten token
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Is that an external decl? Like the "decl command"?

tight hinge
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you'll have to create a decl in the mapInfo folder in the assets browser with the exact same folder path as your map

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example: your level is maps/asdasd.map, you would create a mapInfo decl called asdasd in the root folder

molten token
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Man, I think I ruined it

tight hinge
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seems good

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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

molten token
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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

tight hinge
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remove the filter and scroll down

tight hinge
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there you go

molten token
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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?

tight hinge
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look at how other mapInfo decls are structured

molten token
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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.

tight hinge
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loading image and menu image are material2 decls

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create a material2 with similar folder path

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once you create that material2 you select your. tga file

molten token
tight hinge
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would have been easier to just duplicate an existing one but ok

molten token
#

I just noticed that it won't let me duplicate any of them.

tight hinge
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because it needs a different name lol

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if the decl already exists you can't duplicate it with the same name

molten token
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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"

tight hinge
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you are trying to duplicate a folder lol

molten token
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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.

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that the fuck is this? 😮

tight hinge
molten token
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OMG

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It's a shame they cancelled it, it looks great

tight hinge
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which I might actually take inspiration from if I'm mentally sane to do more levels

molten token
tight hinge
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no, it's a scrapped level

molten token
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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.

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Is there any way to view that image in full HD?

tight hinge
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probably not, doesn't seem like the image is in the game files

tight hinge
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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)

molten token
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Does being further away cause more damage?

tight hinge
molten token
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bro thats crazy!!

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I didn't even know that was possible haha

tight hinge
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me neither lol

halcyon stratus
tight hinge
# halcyon stratus 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

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this is the other upgrade that I'm talking about

molten token
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👀

tight hinge
tight hinge
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even better news, I managed to make it increase damage linearly depending on distance

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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

molten token
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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

whole cedar
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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

oak geyser
whole cedar
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oh yeah i forgot i just fixed it (for now?? doomguy_thonk ) by disabling these in the export settings, if i run into this again i'll tell you

oak geyser
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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.

molten token
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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?

oak geyser
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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.

molten token
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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?

oak geyser
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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.

molten token
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seems like a good solution

molten token
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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) megalel

whole cedar
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hands_show would have been easier but if it works it works Cacoawkward

molten token
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Does anyone know a console command to hide the HUD?

whole cedar
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try g_showhud 0

molten token
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it worked!!!

halcyon stratus
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Genuine joy.

hazy glen
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We need a Bethesda account to play with mods still right?

hazy glen
halcyon stratus
molten token
tight hinge
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I'll package it and update the mod description that you can give yourself optional upgrades, either that or release separate versions with upgrades

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after all the upgrades are done, I think the mod is pretty much finished and ready to be put on my level/campaign

tight hinge
dense goblet
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Can mods be done on a console such as a switch?

atomic bay
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No. We only have modding tools for the Steam and Microsoft Store(/Xbox Game Pass) PC versions of the game.

dense goblet
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Oh thanks

molten token
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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

tight hinge
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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)

wide shoal
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Has anyone made a mod that adds the harvester or summoner demons yet?

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Or hell razers, hell guards?

tight hinge
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no but I might try it after I finish the hellrazer

tight hinge
wide shoal
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Yeah the mods system doesn’t seem to be as creatively open as other games

tight hinge
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I had to manually add over 600 animations

wide shoal
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Damn, you could probably make the next Quake game in DOOM Eternal mod maker before Bethesda gets around to it

tight hinge
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I have some videos showcasing some of my progress in this channel if you want to see it

molten token
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Hugo Martin will play again at the same master level of unreclaimed earth¡?

halcyon stratus
molten token
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From what I saw, Hugo didn't play Unrecovered Land, but the live announcement said he did lol

whole cedar
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yeah even the thumbnail changed

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hugo got too carried away with the ripatorium

halcyon stratus
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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.

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Besides he was already exhausted by the time he was done. The switch up would've destroyed him.

molten token
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I understand, I think Hugo should try other custom map mods or custom arenas, he'd have a lot of fun

slender quest
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hugo should try tormented earth unbalanced

tight hinge
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arc complex unbalanced randomizer

whole cedar
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cbt atlantica

whole cedar
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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??? doomguy_thonk)

molten token
molten token
whole cedar
#

epic ping fail

molten token
tight hinge
molten token
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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.)

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Or at least I haven't seen an option to view the description from active mods or select an active mod

molten token
# tight hinge 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

tight hinge
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Nice, let me know if they work and how the upgrades feel

molten token
tight hinge
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Not sure how I would implement that

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I don't know if I can store multiple axe charges

molten token
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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!

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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

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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

tight hinge
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oof, I don't know how multiple button behavior could even work

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think I'm going to stick with simpler upgrades lol (simple in theory but still hard to implement)

tight hinge
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work in progress UI for the Sentinel Axe, hopefully this way it's easier to get the upgrades

halcyon stratus
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'Perform 2 headshot kills or destroy 2 weakpoints for a full charge'.

tight hinge
tight hinge
whole cedar
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is haste activated when killing from a distance?

tight hinge
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no I was trying to do implement it on a direct hit kill

molten token
tight hinge
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haste

molten token
# tight hinge haste

awesome! I think you're making the axe what it was always meant to be when it came out bad_boy

tight hinge
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I released a new update, sadly UI is still not working properly tho

tight hinge
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Welp, the Sentinel Axe mod is pretty much done now, I fixed the UI bug I had

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Just published a new update (again lol)

tight hinge
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also here is where you get the upgrades for it, they are optional and cost nothing

whole cedar
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does the quakecon hud patch still work? cant check rn

molten token
tight hinge
tight hinge
molten token
haughty mica
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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

swift lintel
haughty comet
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is there a way to change the game files to increase your max hp? i cant find a mod that does it for me

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like i wanna go beyond 200 hp and 150 armor

pale beacon
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Wdym yo can't you beat the game? Does the game beat u or what

haughty comet
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if i set console command scale all damage to ai to 4 would that essentially give me permanent onslaught?

haughty comet
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so there's ways to increase or decrease dmg but nothing in the console with increasing max hp?

swift lintel
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are you just wanting to play in god mode or smthn?

muted bobcat
haughty comet
pliant stump
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Do you have mod, that gives you infinity berserker?

tight hinge
whole cedar
molten token
molten token
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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

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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

haughty comet
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peak doom for me is hud off with the music blasting as loud as humanly possible with no fear of death

haughty mica
molten token
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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

plush thicket
plush thicket
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It a loop

molten token
molten token
# plush thicket It a loop

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

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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.

plush thicket
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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

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Or just change to "Recieve Trigger" node, and each time you trigger you transform

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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

molten token
# plush thicket

In that trigger there, the one for the world entity, do you have anything selected within its target?

plush thicket
molten token
#

Well, I did that, and I didn't even transform, haha

molten token
#

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

plush thicket
#

is trigger/trigger volume ??

molten token
plush thicket
#

did you build the trigger+ volumes ??

molten token
#

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

plush thicket
#

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

molten token
#

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

plush thicket
#

It how it work, if you added, modify a volumes you need to rebuild it

molten token
plush thicket
#

Go to build wizard, click in "Build Trigger + Volumes", it only take few sec's

molten token
#

I will do it now

plush thicket
#

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

plush thicket
molten token
# plush thicket 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

molten token
#

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'...

▶ Play video
molten token
#

Will that level be available before Christmas? That would be a great gift

molten token
#

That level was incredible!! I really liked the surroundings, Hugo's photo, and the two Marauders

haughty comet
#

because there is clearly some way to increase max hp beyond base values i just dont know where to look

haughty comet
#

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

tight hinge
#

some new pics from mars core at home

whole cedar
#

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

▶ Play video
plush thicket
whole cedar
#

alright

plush thicket
#

@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

whole cedar
plush thicket
# whole cedar

yah the heavy landing should be enabled before you hit the trigger, after you hit the trigger you should disable it

whole cedar
#

took me a while but i got it working, thank you!

radiant sierra
whole cedar
#

i mean sure

tight hinge
#

Slightly better version of the other room

whole cedar
#

has anyone run into this error while packaging a .map file? just the .map file, no refmaps, decls or prefabs included 😕

plush thicket
whole cedar
plush thicket
#

You need to package all the custom stuff you added, you can ignore material2 decls, but everything else need to be packaged

whole cedar
#

so i need to package the generated images? not the raw files

haughty comet
#

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."

plush thicket
#

You can Ignore the material2 decls

whole cedar
#

yeah that didnt do anything sadly :/ ill verify file integrity

plush thicket
whole cedar
#

ok ill try removing it its not used anyways

atomic bay
# haughty comet btw is meathook console command broken rn? i keep getting this error message > ...

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.)

next cliff
#

anyone know that one map that recreates the ultrakill cybergrind?

whole cedar
#

yeah thats exactly the mod im trying to upload but i cant

next cliff
whole cedar
pseudo igloo
#

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

▶ Play video
#

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

tight hinge
tight hinge
#

lazy imp is taking a quick nap 😴

austere badge
halcyon stratus
haughty comet
atomic bay
#

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.)

tight hinge
#

here is a more detailed version

swift lintel
tight hinge
#

I sure hope the slayer won't wake him up and shoot him in the face

swift lintel
frosty steeple
#

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.

▶ Play video
left zenith
#

Just got a steam deck and doom eternal. I wanted to download the infinite arena mod. Will this be possible with stean deck?

atomic bay
#

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? 🤷

left zenith
#

Goat thank you

#

I’ll try it out later

quaint lotus
#

im gonna try desktop again rq

#

screen is black on desktop

molten token
#

I see that everyone is very quiet, working intently on their mods; I think big things are coming at Christmas

vapid parcel
#

Wdym?

polar night
vapid parcel
#

Nono its ok

#

I just realised this is modding anyway lol I thought you ment in the base game 😭

quaint lotus
#

does anyone know exactly where to get started with idstudio? basics

molten token
molten token
quaint lotus
#

thanks man

molten token
oblique dirge
# quaint lotus does anyone know exactly *where* to get started with idstudio? basics

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...

▶ Play video
quaint lotus
#

im making something in gmod so im gonna watch these in a moment thank you

molten token
whole cedar
#

oh a video is up cool justright

molten token
#

They're doing a great job with this!

vernal dagger
ancient shard
#

I did a new tutorial tho.

tight hinge
whole cedar
#

is that metal monkey bar new? i dont remember seeing those in the campaign

tight hinge
frank eagle
#

My mods aren't downloading anymore, help?

stoic pine
#

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

tight hinge
#

started decoration of the arena

golden tusk
#

What do you think you all think of the doomslayer halo armor mod? I can't find any pictures.

fickle glade
#

How'd ya do it?

tight hinge
# fickle glade 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

halcyon stratus
#

Good news at least :).

tight hinge
fickle glade
fickle glade
fickle glade
tight hinge
tight hinge
tight hinge
molten token
#

This group is back

echo root
#

Bonk

halcyon stratus
#

Why is he flying? Does he think he is a bird? He must be stupid.

halcyon stratus
#

The chainsaw kill looks decent at least, the ragdolling is very believable.

tight hinge
tight hinge
whole cedar
#

nice, the bfg death looks a little weird tho, i think vanilla soldiers stay alive for like a second after getting hit with tendrils

tight hinge
fickle glade
tight hinge
#

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

polar nexus
#

yo gang, it’s been a minute since I chatted. what’s cooking?

glass verge
polar nexus
glass verge
glass verge
polar nexus
#

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

glass verge
# tight hinge 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

tight hinge
glass verge
# tight hinge 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

tight hinge
#

don't worry, you will get there eventually, it just takes a lot of time and experience

glass verge
tight hinge
glass verge
tight hinge
#

currently decorating an arena

glass verge
#

Ahhh nice!

glass verge
tight hinge
#

This is how it currently looks

glass verge
#

Eyyyyy looking good

tight hinge
tight hinge
glass verge
#

Cuz gawd damn that’s a LOT, I know how much time just a single blockout takes

tight hinge
#

huge chunk of my free time after work, it's a big passion of mine so I don't care

tight hinge
glass verge
#

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.

glass verge
tight hinge
tight hinge
glass verge
#

I would be more than happy to give feedback or playtest whatever you need :))

glass verge
#

Just to end up not satisfied with what I made….

#

But I gained a lot of experience and that’s the important part

tight hinge
#

That blockout time was just for the arena

glass verge
glass verge
tight hinge
glass verge
tight hinge
# glass verge 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

glass verge
halcyon stratus
#

Is there a reason why Doomguy gets flung off slopes in this game? Same for TDA.

#

2016 didn't do that.

glass verge
#

getting somewhere 🙂

glass verge
halcyon stratus
glass verge
plush thicket
glass verge
stiff rivet
#

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

oblique dirge
# stiff rivet Hey I’m new to eternal modding, I want to make a custom level using the id softw...

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...

▶ Play video
oblique dirge
# stiff rivet Hey I’m new to eternal modding, I want to make a custom level using the id softw...

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

▶ Play video
stiff rivet
oblique dirge
molten token
drowsy ether
#

I think I came up with an idea for a mod.
Too bad I have a potato PC.

proper wolf
#

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.

glass verge
molten token
glass verge
#

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.

glass verge
tight hinge
#

Sounds like a lot of work tho

glass verge
glass verge
tight hinge
#

some arena decoration pics (still WIP)

molten token
#

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?

glass verge
glass verge
tight hinge
molten token
#

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

daring mural
tight hinge
plush thicket
#

Blockout version

arctic wolf
#

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"

arctic wolf
#

Can be that your settings

molten token
#

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! bad_boy

whole cedar
#

merry christmas yall CozyDSCrimson_Godot

tight hinge
oblique dirge
#

Merry Christmas!!!

arctic wolf
#

Sound settings, also this is the modding chat

halcyon stratus
#

Is there a way to uh, make weapons light up the environments when you shoot them?

boreal pasture
tight hinge
jagged trout
#

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

tight hinge
jagged trout
#

Ah nuts

plush thicket
#

Weird question is anyone color blind here, I really need help with something ?

lusty harness
#

🌒 👄 🌘

brazen jacinth
#

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?

atomic bay
# brazen jacinth I'm getting my friend into eternal with the co-op mod, and planning on using the...

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.

terse grail
#

Trying modding for the first time

#

Any suggestions?

atomic bay
molten token
#

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

tight hinge
#

Happy new year everyone, to another great year of DE modding and hopefully we see some great mods coming

whole cedar
#

happy new year!!!

molten token
#

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!

halcyon stratus
#

Happy new year goobers.

brisk jungle
#

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

brisk jungle
#

this is the error when i try to pick up shotgun ammo

tidal current
#

@muted bobcat Since ik you play with mods, you might enjoy this

tidal current
muted bobcat
tidal current
#

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

muted bobcat
#

i'll try the mod though

tidal current
tidal current
#

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

tidal current
#

Figured out how to fully remove fx, I'll post that release once home

oak geyser
#

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!

🎉 💀 🔫
.

tidal current
#

@muted bobcat Nvm, I cannot upload the no fx file, hope it won't mess with your recolors

tidal current
#

I'm curious as to what you think of the mod tho

muted bobcat
tidal current
#

I'll actually use that idea for my next packs, adding a non FX release, thanks for the idea

tidal current
#

Love your vids btw, you're genuinely insane gameplay wise

muted bobcat
#

thanks a lot!🩷

tidal current
tidal current
tidal current
#

Heavy Cannon's also done

tidal current
tidal current
#

@oblique dirge Blades are not semi see through but I honestly like it

oblique dirge
tidal current
#

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

tidal current
#

@oblique dirge Only Unmaykr left

oblique dirge
#

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.

tidal current
tidal current
#

@oblique dirge

tidal current
#

@oblique dirge

tidal current
#

Got Fallen Angel Images, ready to recolor accurately now

#

@oblique dirge

halcyon stratus
glad marsh
tidal current
#

@glad marsh @halcyon stratus

tidal current
tidal current
#

@glad marsh Progress for slayer so far, adding my own touches to make skin better in my opinion

glad marsh
tidal current
tidal current
#

Added Decals for those weps

tidal current
#

@glad marsh @halcyon stratus Baking just means that I am putting the actual textures on the model

rugged prism
#

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?

amber crown
amber crown
#

How do i make mod

tidal current
#

@amber crown @glad marsh @halcyon stratus Finished first arm, will do 2nd after school

tidal current
tidal current
#

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

amber crown
#

The blur is beautiful

muted bobcat
#

@tidal current the mod was really nice, the fx looks swagger too!

tidal current
tidal current
tidal current
#

For anyone using Substance and wondering, I used Metal Polish with Diffuse layer being the default black and Specular being 00001C

tidal current
#

@amber crown @glad marsh @halcyon stratus

glad marsh
tidal current
amber crown
tidal current
#

@glad marsh @amber crown

amber crown
#

Ooo nice

tidal current
#

@glad marsh @amber crown

amber crown
#

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

tidal current
tidal current
#

Like the Wire like Exoskeleton you see, I also colored in the Maykr runes

tidal current
glad marsh
tidal current
#

1 billion Tyrants

#

Each teeth

tidal current
#

@glad marsh @amber crown

tidal current
#

@glad marsh @amber crown

glass verge
#

finally getting to do the art for my map 🙂

plush thicket
amber crown
molten token
molten token
oblique dirge
#

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

tidal current
# amber crown LETS GOOO!!! FIRE!!!

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

molten token
#

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

tidal current
#

@amber crown @glad marsh Ingame look

#

Now time for the 1st person view which also should be easy enough

wraith wren
#

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

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\".

tidal current
#

@amber crown @glad marsh

wraith wren
#

I have checked again, one mod worked but not this one:

atomic bay
#

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. 🤷)

wraith wren
#

I think mods are now working. Thanks! I appreciate it

lavish apex
#

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

native leaf
#

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!

amber crown
#

I really want to do this

strong tapir
tidal current
#

@strong tapir @amber crown @glad marsh

glad marsh
tidal current
strong tapir
#

Can’t wait

tight hinge
#

can relate to the devs so much lmao

amber crown
tidal current
#

This should work

tidal current
#

@amber crown @glad marsh @strong tapir I prefer this color as it's much more visible that way and looks fucking sick

amber crown
#

YES

tidal current
fickle glade
plush thicket
#

Well kinda porting the textures let say

fickle glade
#

Neat! Love the GZDoom/Quake engine look they have!

tidal current
#

@glad marsh @strong tapir @amber crown

#

Added Ember Fire

tidal current
#

@amber crown @strong tapir @glad marsh

YOOOO I FOUND A WAY TO GET SILVER FLAMES THAT'S SICKKKK

hazy geode
#

i really want to get mods but my mods keep crashig,why

strong tapir
#

Yaaaaaaay

amber crown
#

LETS GO THATS AWESOME

tidal current
strong tapir
#

Good job

tidal current
strong tapir
#

Alright

amber crown
#

Bro you doing some
Good shit

tidal current
amber crown
tidal current
tidal current
#

@glad marsh @amber crown New skin I am working on (Will come with all weapons including every super ofc)

tight hinge
#

Managed to make custom gorewounds for the Hellrazer, soon I'll show it

tidal current
tight hinge
tidal current
tight hinge
#

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...

tidal current
#

Wait is your pfp just the rev as Skeletor? That's so peak

tidal current
#

Fuck I can't find the Rev doot emote

tight hinge
tidal current
#

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

tidal current
# glad marsh HELL YEAH DUDE

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

tidal current
tidal current
#

Lil teaser for my next pack btw @amber crown @strong tapir

tidal current
glad marsh
tidal current
tidal current
glad marsh
tidal current
#

@amber crown @strong tapir Not finished yet but I love how Demonic Slayer Glow looks on it

amber crown
#

Ooo

tidal current
strong tapir
#

Sleepy…

tidal current
#

@amber crown @glad marsh

tidal current
#

@strong tapir

strong tapir
#

Have you ever thought of making a helmetless skin?

tidal current
strong tapir
#

Ok

tidal current
#

And if so I'd like Hexes

strong tapir
#

Probably gold or silver

tidal current
strong tapir
#

Ok lemme find some

tight hinge
tidal current
strong tapir
#

Does metallic gold count? I’m stupid I don’t know anything about colors

tidal current
strong tapir
#

Oh ok

tidal current
#

Just search up Gold color templates or colors that complement gold

strong tapir
tidal current
strong tapir
#

Well blue actually works well with gold

tidal current
strong tapir
#

Well goldrenrod and navy blue seem like good colors to me

tidal current
# strong tapir

I'll use this for Accents
After I get done with my current pack and feel like making a mod that is XD

strong tapir
#

I’m gonna take a nap

tidal current
#

Imma go sleep

#

@amber crown @glad marsh
That's enough for today, Imma go sleep

amber crown
#

Ooo nice

halcyon stratus
tight hinge
whole cedar
tidal current
#

@glad marsh @strong tapir @amber crown @oblique dirge Added those Details for Slayer

tidal current
#

HC done

amber crown
#

This shit looks great

strong tapir
#

Guess what I downloaded

tidal current
tidal current
#

Cultist Launcher and Doomblade (I'll be putting them on Skullface instead of Default Launcher and Doomblade)

#

@glad marsh @amber crown @strong tapir

tidal current
strong tapir
#

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

tidal current
#

Imma go work out

strong tapir
#

Ok

#

Have fun dont hurt yourself please

tidal current
strong tapir
#

Ok good

tidal current
#

Because in mod laoder the mod that takes priority is the one at the top

strong tapir
#

I set it at the top and it did not fix I even removed the helmless mod

amber crown
tidal current
#

That might be the cause

strong tapir
#

I think the one with idk

tidal current
strong tapir
#

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

tidal current
tidal current
strong tapir
#

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

tidal current
prisma vector
#

Can you make maps?

glass verge
#

still working on the artpass but it should be done in the next two weeks hopefully

stoic pine
#

It’d be cool if Consoles evenntually get Mod Support maybe on current gen (Series X & PS5)

glass verge
oblique dirge
# stoic pine It’d be cool if Consoles evenntually get Mod Support maybe on current gen (Serie...

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.

jaunty verge
#

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.

slender quest
alpine tartan
#

Sorry no espanich espik inglish?

opaque thunder
#

Does anyone have any examples of how to use the decl inspector in Eternal’s idStudio?

plush thicket
calm talon
tidal current
#

@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

whole cedar
#

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

tidal current
tidal current
# glad marsh Thats rad asf, gotta see it!!!

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

atomic bay
# calm talon

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

whole cedar
#

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

molten token
#

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?

tight hinge
whole cedar
molten token
# whole cedar 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?

molten token
#

👀

whole cedar
#

its useful when using spawn single ai

molten token
tidal current
#

@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

tidal current
#

*fire

tidal current
#

Tho I still got my own pack to make so that might take some time

strong tapir
#

Ok

molten token
molten token
#

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 👀

whole cedar
#

This year? Maybe, maybe not

molten token
oblique dirge
#

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.

molten token
oblique dirge
#

Like a pic if it

molten token
tidal current
#

@glad marsh @amber crown My next pack. will be the one I'll be mainly using
Violet Rune-Scarred

tidal current
#

@glad marsh Rocket's Done

glad marsh
tidal current
tidal current
tidal current
#

@glad marsh

tidal current
#

Unmaykr Done

#

@glad marsh

tidal current
#

@glad marsh @strong tapir

tidal current
#

@glad marsh @amber crown

oblique dirge
#

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.

halcyon stratus
#

Think you could have this one with just the writing on the default model?

#

Very nice work.

ocean hinge
tidal current
tidal current
#

Maybe try getting in contact with Velser, they might be of help as well

tidal current
#

@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

tidal current
#

Pack should be fix now with proper release both with and without FX, update me if it works properly

tidal current
muted bobcat
#

did now xdd

#

looks rad as frick!

versed vale
#

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?

tidal current
tidal current
muted bobcat
#

is there another one?

muted bobcat
#

ye that looks nice

tidal current
# muted bobcat this is the one i saw

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

tidal current
# muted bobcat ye that looks nice

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)

opaque thunder
#

Just finished reinstalling idStudio and eternal again. Crash course time I guess.

amber crown
atomic bay
# versed vale Guys i have the Infinite arena mode activated in the launcher, yet it doesnt see...

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\".

molten token
#

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

tidal current
#

@ocean hinge @amber crown @halcyon stratus Sneak peak for the slayer skin for the Violet Rune-Scarred weps

ocean hinge
#

THEM ARE SO SICK

opaque thunder
#

Does anyone know how to get a mover to follow a spline curve?

tidal current