#eternal-modding
1 messages · Page 20 of 1
😎
Those colors are perfect
Hello everybody, we released a mod in the meantime while we’re working on our giant project this map was made in about two weeks and there was four people on it I hope you enjoy this journey of a map we made and have any complaints about it. Just let me know. I’m probably not gonna fix it to be honest with you. Good night.
@ocean hinge @amber crown @glad marsh Got Launcher and Knife Left, then will start putting on the Demonic Runes and such
As you can see I am very bored lmao (Just playing around with the mesh
Hahaha, nice! I've never played Roblox, but let's try this right now
Finished it, really cool.
No idea why you'd ever want to play this on night mode though. I like being able to see what I'm killing.
I just finished the Roblox mod and I thought it was incredible! I loved that you can choose between day and night, the custom secrets with the designed figures (I liked that for an encounter mod it also has secrets, so you can enjoy it twice as much), the music is perfect! A touch of jazz respecting Mick Gordon's music, capturing his style, and the fact that it changes between day and night is an extra bonus. The battles seemed very well designed to me, and the mod looks great in terms of level design! It has an aura
@glad marsh @amber crown @strong tapir
All that is left is to add the demonic Runes and sigils from 2016 same as to how I did for the weapons
But that is for tomorrow
Still work to be done on the skybox but the arena is finished 🙂
Eternal Audio Extractor https://github.com/dcealopez/EternalAudioExtractor/releases
Amazing
Holy fuck man, well done
Means a lot coming from you man your stuff is awesome ❤️
Oh its so damn beautifu;
Finished it finally
Yay!
Now to figure out this custom mesh importing bullshit
Does anyone know if iW1CKED is in this group? I think his mods are really good and I wanted to know if there will be more or if he'll finish the Subzero mod
cold blood punch?
He is in the group, but he’s just a play tester. If you are wondering about the project we are working on.
Weapon Pack Requested by @dense bone
https://mods.bethesda.net/en/doometernal/details/d0d2cfef-176f-479b-8d69-6442e8451653
@amber crown @glad marsh @strong tapir
Is there anything left to mod in this game?
Wdym?!
I’m just looking through the library and don’t know what else could be done mechanics wise. Can we use inputs to build a new mechanic?
You can, but it would be very hard. You gotta remember Doom Eternal is kind of new to mods. So there’s not really much out right now, but just give people time and I promise there’ll be more out.
Who can help me? I set up a console and its target was the name of my door (it works fine with Maykr doors, but not this laser one). I set the initial state to unlock to open, but nothing happens when I activate the console. What should I do? This is the door
Bro what are you using to do this
Substance Painter
I don't think that we have any full-length custom campaigns modelled from scratch, hand-animated new boss encounters, total conversions, nor "give the Stone Imp sparkly glitter-coated pastel fingernails" mods yet. (We do have other enemy reskins, though, so if you mean types of mods, then we have the latter.)
@tidal current
OH SHIT
bro idk HOW people do such good work in substance
It's relatively simple to learn, took me a couple of days to learn substance and then once you get going you can make some really good stuff, you also learn how to save time for the future and such
The program itself is easy to understand
Yeah. I use it alot. I still don't understand it. I want to make textures that clean for my doom avis on vrchat. any tips?
Youtube is your best bet
For nearly all of my skins I pretty much recolor the masks I got for weapons so it saves time
Play the map boys... it just received some bug fixes and stuff. https://www.youtube.com/watch?v=etL7VLEaotM
The theme song for the "Super Oof Nest" map mod for DOOM Eternal (mods.bethesda.net/en/doometernal/details/831e106e-b3b2-4988-b0b3-a4d1ec69b872/Super_Oof_Nest).
A mashup/remix of a totally not very popular Nintendo game song from the 2010s, a new melody on top, and of course the widely beloved "The Only Thing They Fear Is You" (based on the fan...
@whole cedar I loved the Cyber Grind mod! It's one of the best games I've played in terms of gameplay, and it's really fun that the arena changes between rounds. However, in round 11, when the arena regenerated, the ground where I was standing didn't recreate at the right moment, and I fell and died :V. If the Slayer fell from the sky every time a round reset, this could be avoided, haha. And I'm surprised you couldn't integrate the custom music? We were able to integrate it perfectly in the Roblox mod, Perhaps they could help with that
the thing is unlike super oof nest i am the one who packaged cybergrind and has the audio problem, if someone else packaged cyber grind i bet it could've worked
@whole cedar
I was playing Cyber Grind and for some reason this specific setup TANKED my framerate
is it only that arena?
Do you think it might be something to do with jump pad fx?
ive seen arenas with more fx that run well
Is there brush optimization in idStudio? Like deleting unseen faces?
pretty sure the engine does that by itself
Well if it doesn’t that could lead to poor performance faces that need to be removed by the mapper.
You like the weapon pack?
Yeah it's pretty nice
Glad to hear that
@glad marsh @amber crown @strong tapir lil teaser for my next pack
😁
Blue Lux
I like it
that would be actually extremely fun tbh
Navy Lux but yuh, close enough
Going for style of Lux SSG as I adore it so I also reskinned Lux Ballista to match
Hi, I just wanted to suggest something for the final version of the "mod portal." Just like you added tags to help you find mods faster, you could do the same for launching mods in the final version. It could have an option to add mods to favorites, or the ability to customize and organize everything into categories like "Cosmetics - Custom Maps - Legacy Maps - Weapon Packs - Classic Maps," etc. Or maybe we could create our own lists. This way, we could organize everything and play more easily. If I can't remember the name of a mod with so many installed, it takes me ages to find them. I imagine it'll be terrible in two years! Haha
which will add it to the "start mods" search option
i love how badly cropped your pfp is
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fym k
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@glad marsh @amber crown @strong tapir
Sweet
That's bloody radical dude (I need it)
Adding weapon textures as we speak
Hell yeah 🤘
@glad marsh @strong tapir @amber crown I forgot first person textures fuckkkkkkkk
Now I know this isn’t doom related but how do you turn off melon loader on windows 10😭😭😭
I can’t get it off😭
Steam game btw
I hate when that happens
???
Usually this is not an issue. However, because I replaced knife and launcher with ones from cultist I do gotta make the 1p textures as they may look the same but are totally diff textures
At least I now know for next time like with Violet Rune-Scarred Slayer
@glad marsh @strong tapir @amber crown Just got done with arms for 1st person :3
Looks great man.
Thanks man, I'm gonna go ahead and start working on legs
I'm using the Eternal slayer kit by Vanquish and it helps me save a ton of time
You can find it on Nexus Mods, just search Kit in Eternal mods sections on Nexus
It does somewhat bully my pc but it's worth it since it saves me an insane amount of time
When I redownload eternal once I get more room on my computer I'm definitely getting one of your mods they always look nice.
Of course I don't know how to put anything from Nexus mods onto a game I only know the built-in mod stuff from the game itself
Well more like the steam page
What I meant is
He made a kit for Substance painter that lets you save huge amounts of time in making slayer textures
Took me from 70 hours for making my last 3rd person textures to 20
Yes it is that useful
He just uploaded the zip containing everything to nexus, mb for not clarifying XD
@amber crown https://www.nexusmods.com/doometernal/mods/1653
If you wanna talk with him and such he's in both modding discords (Eternal and 2016+ Modding servers respectively)
OH thank you!!
i think u r in a wrong game
Are there any mods for replacing the music in the master levels with remakes of og DOOM Halshalt remixes? Or how can I make it myself?
@glad marsh @strong tapir @amber crown It is done
https://mods.bethesda.net/en/doometernal/details/4206f457-9105-41f2-b572-f403c07e7a6c
@polar night
Anything interesting here? It's been awhile since I last checked.
nothing much right now, just trying to finish my hellrazer port and I'm kinda stuck, other than that only some small updates on my level
Hey I rember you. You're making a custom level?
Hi Converse. Why are you so shoes?
green
How do I have a "trigger once" trigger reset on player checkpoint? <<solved using Enable Targets>>
yeah, I've been posting some pics
I saw them after scrolling up. Cool.
Waiter, waiter, my lobster is blue.
How to do music relpace mods?
Back to techbase aesthetics I go 🙂
Anyone ever thought of giving items a trickling wave shimmer effect? Like in TDA and 2016?
Always annoyed me how items in this game are just fullbright LIGHT MODE ON all the time. It's very garish.
Bro that looks amazing man
peak
looks really cool!!
you mean like these?
That looks amazing dude, happy to see more level modders :))
No, those just get rid of the item glow altogether. In 2016 and TDA health, armor and ammo pickups have this trickling wave highlight effect for visibility, in Eternal they're just static full bright.
Some items do use the effect I'm talking about, like Argent Crystal pods and Gore Keys. I wish there was a mod that added the effect to every pickup.
Not sure If it works the same but items in doom 2016 snapmap with snaphak we add renderparms to achieve the glowing wave effect on items. Maybe items in eternal can have the same effect this way. No idea can you mod items (idProp2)?
Within the decl inspector should be a renderParms section for items I would think.
do you edit the pickups themselves or their material?
hello
In 2016 yes we can add renderParms to any entity with a model. It’s a property of renderModelInfo. We do not edit the material itself.
But idk how it works in Eternal. I’m just not involved in idStudio yet.
i mean im in idstudio now and i don't even know how to place an item.
If someone can help me that will be cool . Im trying to install mod for DOOM eternal but when I launch the game with steam the mod launcher load after the game . When I try to load the mod with my DOOM eternal open , it opens a second one which can't seem to load further than the ID software logo . Can someone help pls ?
And also is there a mod to get all multiplayer achievement ?
there is nobody anymore bruh
ping me if you know anything to help me
You can't have two instances open at the same time, if you're saying that you have eternal and the launcher open you need to close the game before you open the modded game through the launcher
But if I close the game the launcher closes too
whoa, big idStudio update:
SteamDB info for the patch shows a looot of changed/updated files
This today?
Seems to be alot of wads
i've reached a problem. Wondering if someone can help me. Trying to apply materials to a brush just applies white solid material in world camera? Any ideas?
its like this when playing too. All the textures are missing. What do I do?
same thing used to happen to me, thats probably in an asset pack
Hmm. Well all textures are white I’ll try uninstalling the asset packs for beginner tutorial maps but that shouldn’t make a difference. The materials don’t exist in world editor or map tests preventing me from building maps.
i dont think that specific material is in the beginner asset pack, its probably from a campaign mission
@whole cedar I don’t have any of the campaign mission asset packs installed.
that material is in art/tile/uac so try downloading some like mars core or arc complex
You mean the asset browser doesn’t include any materials outside of asset packs?
it does include some like blockout grids and some models
theyre located in something like art/tile/common
Why the heck would they be listed. I’m just trying to follow the simple tutorials they said nothing about downloading the map assets from campaign.
yeah these tutorials are really basic anyways
So try tile common area?
yes theres some materials in there if im not mistaken
these are the only tutorials available
I was on idStudio.idsoftware.com doing those tutorials.
well obviously apart from the text tutorials
Sure. I’m surprised there’s not more basic info to the windows and keyboard shortcuts or how to add items to the map. Do you know how to add items?
this is how its done in Doom 2016 the highlights at least in snapmap we enter a string for the renderParms property itemlist. I've tried doing this with an armor pickup with the model changed and it doesn't appear to work so i must be doing something wrong.
pic:
maybe deprecated not sure
this is on a weapon model in 2016 it does the wave effect
like a waved highlight
is the above what you mean?
I wish I could figure out this stuff.
@plush thicket are you the one and only saleemzir? Sorry to tag but thought you might know if I have to download all assets to get the materials that are displayed in the asset browser to correctly show up in world camera.
Yeah, you should see all the map assets materials in material2 folder you will find them material2/art
But I have to download every single campaign level asset to use them or is my idStudio bonked?
I’m surprised we can’t import the materials only. Shouldn’t we be able to make custom materials?
OMg
You can dude, just read the docs
mmm yo
Alright, Thanks.
That’s not what I was referring to as I thought that included more than just materials. If the materials are in the campaign assets then I now understand that is the only way to get them.
Someone told me to download the asset packs for the campaign but there is this and I assume this is the base
Kinda hard to tell from a static image. :P
This is the VFX I mean. Subdued outline, upwards shimmer.
Yeah that’s the highlightparms doing that. Sorry my static image was a dark red and not a video. I’m not sure how to get them working in eternal idstudio.
@halcyon stratus the above attachment is where they would be added. #eternal-modding message
Maybe look at the Argent Crystals and Gore Keys? Like I said those two have the shimmer effect applied.
Not sure if Mod Bots do.
You could try adding it to the health or ammo. I figured it would work on any render model. But maybe not.
Can I ask you a question. How did you get doom classic pose in the dark ages? Console command?
No idea why that option was pulled from settings.
Probably couldn't account for the shield being missing. Deemed it too important to disappear from the player's POV.
Oh so the shield disappears? Yeah that would explain it.
It's not missing from the game, just not visible on screen with centered weapons on.
I'm not sure how materials work in ID studio, but this shader is just a fresnel effect with a scrolling texture
not sure how hard that is to create in ID studio though
That outer glow is the "Surface Sheen Color", and the moving highlight is a tiling mask in the "Tiling Mask 1" property. There are related render parms for surface emissive tiling masks, namely for tiling and speed, but they seem to have no effect, not sure why 🤷
Hell yeah that looks great.
If only the highlight moved a little slower for parity with the other two games, but yeah you're pretty much right on the money. Good to know it can be done.
Honestly no idea why the FX is turned off for Eternal to boot. Maybe they thought it would be too distracting or something but I don't see the point, aren't pickups meant to be easy to spot under every condition?
Is this on any entity with a rendermodel or is this a special entity? I noticed the name world pickup wasn’t sure if we could select the pickup and do this on the right click context menu in world edit/canera.
Unfortunately it seems that the speed is hardcoded. I took a look at the shader code, and it simply doesn't incorporate any outside parameters for it. Modifying the shader might work, but every time I've touched any of them it just crashed the sandbox 🙃
These are properties of the material that the model is using. The "World Pickup" is the material template.
Right so is that a global change or done per entity/per map? Sorry for asking I’m still very new to idStudio.
Modifying a material is global, all meshes that are using that material will inherit the change. If you wanted a changed material to apply only to certain instances of an entity in a map, then you could for example duplicate the material, modify it, and use the remap material property on the entity instances in the map to swap out the materials that the mesh is using with your custom modified one.
Wait, pickup_panning_strong.tga?
Isn't this implying a light version exists?
Yes, I made the strong version myself, the default mask is pickup_panning.tga, but it's super faint, almost invisible on especially the ammo pickups.
What the hell man, I reinstalled the game and the launcher didn't remember my loadlist.
Now I get to manually redownload my mods and rebuild it. Not too happy about that.
The game launcher's "Mods" > "Library" page should still list mods that you've previously downloaded (I think?), so at least finding them again shouldn't(?) be an issue.
Do you use Windows or Linux? On Windows, uninstalling the game won't touch your "C:\Users\[Username]\Documents\id Software\activemods\" folder... but on Linux, Proton/Steam has a virtual C: drive folder for each game, and that gets deleted without warning when uninstalling games. :scared:
I didn't actually uninstall the game, I went into the root DE folder and deleted everything and reverified files.
I must've deleted a folder that kept track of my mods or something. Not quite sure.
That won't touch your user documents folder either - but it will delete the game folder's text file that says where mods (and idStudio projects/asset packs) should be installed.
In the game's launcher, click on the gear icon at the top-right, click "Mods" on the left, click "Select folder", and choose your previous mods path - if you remember where it was. (If you never changed it, then it should already default to the same folder as before, though. 🤷)
I did all this just for the mod injector to still complain about an outdated version of the .exe.
Oh I'm stupid the injector got updated again. Nevermind.
Now it works.
I have an question tho, its about the newer V2 Resources packs. I saw they are smaller in size compared to the older ones. But do i still need to have de V1 Packs? Or i can delete them and use the V2 without a any problem?
In theory the V1 ones shouldn't be needed anymore, except for two for which no V2 ones exist, Basic Level Design Tutorial Maps and Graveyard - Combat Arena Example.
Allright then! Thanks man. I was worried about still needing them for maybe missing files and etc. 🙂
@glad marsh @amber crown @strong tapir Nearly done with the weps
is there a multiplayer mod
Yes: https://gamebanana.com/mods/428523 ("Co-operative Mode" - intended for people already familiar with the game; not the full vanilla campaign experiences)
https://gamebanana.com/mods/428520 ("Slayer vs Slayer")
https://gamebanana.com/mods/428528 ("Invasion Mode")
ty
Does anyone know how to trigger the impact compensation animation? Like in the start of protehs horde mode
It can be done via logic, using the Toggle Body Reaction node to enable a certain reaction, and then using the Play Body Reaction node to play the enabled reaction.
you're welcome
how do i enable the console commands like god and noclip in the modded version of eternal?
press this ~ on your keybord and then just put noclip
It depends... in the official mod support sandbox, noclip is enabled by default. Meathook is needed when using the vanilla Eternal version with Eternal Mod Injector.
That’s what I was thinking
I thought it was supposed to but for some reason it didn't
I think the only single command that worked was killai💀
Not sure about the very early sandbox versions, but by now, all the debug commands/cvars are enabled out of the box.
I guess dude can try it out ~ and see if it works now. It was maybe three months ago or smthn when I did it
Could anybody please confirm if Knee Deep In The Dead Remix is broken or not?
No enemies are spawning on my end. The maps are completely empty.
What file would i need to find and replace for custom Main menu music?
Also, does the game need to be running in the background? I know game deving does it, but it seems impractical if you only have 1 monitor
https://idstudio.idsoftware.com/audio/index this docs explain everything check all the tabs
That is too much info for a replacer mod and no terminology knowledge. I guess ill either wait for someone who knows what to do or Ill have to live without it.
Thank you, anyways
Tbh, I never did it, but all I know it been explained in docs I haven't try it by myself
I mean if it work for you, like again I never tried to mod the audio before
Again for the second time, I have no knowledge about audio modding
did you not check that, from what I saw it have what you want https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise
I only want to replace the main menu icon of sin music with When the Shadows First Lengthen.
It wouldve taken me less time to do that modding og doom and i didnt need to read anything to do that. (I know there is a huge game and engine difference but a file could still be an easy thing to point out and replace without the excessive technical jargon)
No problem.
Wouldn’t sounds from battlemode be in a separate resources file?
Did you check the pvp_ resource files for battlemode?
I’m not at my pc to check.
I have a question: to simply replace the main menu theme music, is it really necessary to use Wisse for that? Or is it enough to replace a file or declaration?
Currently you'll have to use WWISE for conversion if you want to override existing music, as idStudio's built-in WAV to WEM converter doesn't produce the correct format that is required specifically for music.
https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise#modding-music-with-wwise Does this link contain absolutely everything I need to know? Or are there some things not listed here that you used for the Super Off Nest integration?
All I need to do is add the music, the objectives, your functional Khan Maykr entity, and the tutorial screens for new gameplay, and then my mod is finished! Hehe
The music for the Super Oof Nest map was a different beast, that's completely custom, new music switches etc, not just overriding existing music files with a converted WAV file.
I understand, I have a main theme, and I also made ambient music for the main ambient, main light, and main heavy tracks. I think that, like with Off Nest, I'll need to use Wisse in real time while I have id Studio open? To interact with the music? I mean, to keep a certain part of the main light playing until certain conditions are met? God, this seems more complicated than I thought, but I already have all the music done, haha
It would have been great if you had uploaded a public tutorial to your channel about how you integrated the music from Off Nest (very good music by the way).
No, there is no interaction between idStudio and WWISE. You just use WWISE independently to author the music, create playlists, transitions, etc for the different switches and states, export it, and copy the files over into your mod. It is worth mentioning that custom music and custom sounds will currently cause vanilla music and sounds to break (that is if you include the modded .PCK files).
Well, it's a matter of time, I don't have enough of it.
I don't intend to use custom sounds, just music. Has this also caused errors for other modders? Is this something that has always happened? Or is it only happening now because of a recent update?
That's a problem for a while now. Maybe you remember reading here about peoples TAG music and voicelines breaking with certain mods. That's the same problem, they accidentally included the modded PCK files in their mod.
I do remember what was happening with TAG, although I really thought it was copyright issues because the music wasn't made by Mick Gordon haha
In Super Off Nest, did you theoretically do the correct way to integrate the music? Or did you also encounter those errors and have to resort to other techniques to fix them? Since the music is perfectly integrated
I mean, did you integrate the music normally and functionally, or did it have integration errors and you had to work harder to get it integrated?
Music integration itself works fine, no problems with it, no workarounds needed, works just as intended. The vanilla music breaking is just a side effect, and it cannot be circumvented, it needs to be fixed in the game.
Hmm, in that case, I'll study wisely and experiment. I think I'll leave this for last then. Regarding adding goals, how do you do that? For example, pressing "alt" and having it show the next goal?
Custom sounds are a little bit more annoying, it will break menu as well as ingame sounds, but not all of them. For the off nest map I have to convert some of the vanilla sounds that were used in cinematics and placed with speakers into new custom sounds.
next target , no goal haha fuck translate
I have one more question about the music. Can these errors be detected or cause an error immediately upon adding the audio files to the game? For example, can they be noticed in slow motion or previews? Or do they only occur after packaging everything and uploading it to the mod portal?
in slow map ( no slow motion WTF) haha
Can these integration errors be seen from within id studio, or can I only find out after I've packaged everything and uploaded it to the portal?
I don't remember exactly, I'd have to check, I think it already breaks in idStudio in the engine (at least the music). I can check later.
Thanks, that would be a great help to me, to start the integration myself, or should I just give up and ask someone to help me integrate the music because I'm having problems with the final packaging for that type of testing (my PC takes about 3 days to package) haha
I couldn't be packaging it every 3 days to test whether it works or not and keep making changes.
That's done using objectives, you can find them in target > objective. Trigger a target/objective/give entity to activate an objective, trigger a target/objective/complete entity to, well, complete an objective. Objective entities have related objective decls in which the strings and stuff will be defined.
Packaging shouldn't take more than 15-30 minutes.... remember that you do NOT have to bake your map everytime you wanna package.
But before packaging everything, I need to do a full map build and collision and navigation check, right? If I already did a full map build once on my mod, will doing another full map build on top of it take longer because I did it a second time? Since it rewrites existing files, that's what will take me at least almost 3 days
I'm not sure if this actually works, but it happened to me once. I tried a full map build and it took about 45 minutes. Then I did another full map build and it got stuck for 30 minutes without progressing on a part that was 20% of what it should have been doing in the estimated time.
You'll have to do a full build at least once, yes. But on subsequent modifications, you don't have to do a full bake again unless you make changes that would actually affect the lightmap.
Hmm, it's just that I'm already working on the same map I did a full map build on last time in 2024. I made more than three times as many visual changes, etc., so I'll be forced to do the full map build on top of it
Probably, yes, but you just do that at the very end, before packaging your final mod. If you just want to test stuff, package with the old lightmap and it will be fine, no need to rebake unless you want/need to see the lighting changes.
That's true, if I just want to test things I can make a smaller map that I can package 100 times.

i have a moment to try and search for these sounds you want.
Pain Elemental sounds correct?
Are they the same sounds in the sfx.snd bank? The opus files when using eternalaudioextractor? Because there are tons of pain elemental pain sounds.
use eternal audio extractor, extract sfx.snd, and organize by title you'll see lots of sounds that start with pain_elemental. There's also generic pain sounds for demons it might be those.
@hollow gyro Your audio file kinda sounds like the generic small pains when the pain elemental is getting shot. Might be these although im not certain:
are you sure they aren't the exertion sounds?
i hear the audio in your clip but its hard to pinpoint.
next step would be to extract battlemode/pvp resources maybe
@hollow gyro could be a vo_ which is another sound bank.
timed, you can hear high-pitched screams there
The answer is yes, it already breaks in idStudio, main menu music breaks, and can't play any vanilla music in the map, only the custom one.
I should take some of these sounds and load them on my circuit tracks.
I can make that sound effects music
Is there anybody that can and willing to do a main menu theme replacer with When the Shadows First Lengthened?
There is a version on nexus but it doesnt really work....
I understand, I know what it is. Some time ago I noticed that if I open the mod in id Studio and after everything loads I click "play game from here" or use "devmap," the music doesn't play. Whenever I go into the "engine" menu before clicking "play game from here" or using "devmap," the music plays, and then it plays completely. This didn't happen before, and it started happening around December 2025. Is this the error you're referring to?
I used to think it was just my mistake
Well, I don't know what I did wrong with the objectives, but I remember something similar happening to me a while back. I created a trigger, and in the target of that trigger, I added my "target-objective-give". Further along, where I wanted to get to, I created another trigger. In the target of that trigger, I added "target-objective-complete". When I went back and went through the first trigger, nothing happened, so I thought maybe I should put the trigger in the target of my "target-objective-give", but it didn't work. Then I tried putting "complete" in the target of my "target-give", and still nothing happened
if i have mods from the built in doom eternal mod thing, can i still put on nexus mods
im tempted to move over to nexus mods
idk if it will be more optimized or not but it has more
@glad marsh This goes hella hard holy
God damn it do
Hi. Does anybody know how to bypass the 32 spawn limit? I can only spawn at max 32 demons on screen, the other spawns gets ignored.
that's a hard engine limit in idtech 7, best to use encounter cycles instead
Thanks, I figured I could come up to here to ask as I tried a lot of things to make it work.
Im actually creating a demon battle arena. AI infighting stuff
sick, use faction overrides so they actually target each other
yeah exactly Im making that, some are complicated though. AI vs AI on some demons are very simplified
for example, Mancubus doesnt use that shockwave attack against AI
and Gladiator is a fucking mess
try tweaking the attack frequency in the ai templates, which ones feel off
boss ai is a nightmare for infighting, gladiator is basically all hardcoded scripts
some are just disabled, I brought their attacks back, some I fixed using prioritization system like the Tyrant, not using his mortar attacks against AI or the laser attack
It's gonna take a while for sure I have to create custom AI states and wire his dumb dumb AI
he prefers to not switch targets after killing one
I couldn't figure out how to make Dark Lord work though, he attacks fine but no AI can damage him correctly
dark lord's shield usually blocks everything, try checking his damage flags
I couldn't find a shield variable for him, I thought it was gonna be similar to Blood Maykr, I made her shield take 50% damage instead of 0, so it worked
gonna try that again
nice, hope that fixes it, the arena sounds sick
I hope so Im excited for what I can do, I already created some crazy battle setups like a group holds the high ground, basically a castle, and attackers relentlessly try to infiltrate
it's a crazy shitshow to watch them fight, it's too much fun
Could be worse. It's twice as many as 2016 (12). In TDA it's 60 apparently.
Really sucks they couldn't unlock the engine for PC. We could 100% do more than 32 at a time, maybe more with simpler AI.
yeah 60 in tda is gonna feel like legit slaughter maps, hope the hardware holds up
If I dont make AI target each other, they don't aggro after a certain distance. Does anybody know why is that? The issue comes when I try to make them infight when spawned from an encounter manager, they have no way of targeting each other in their entity inspectors.
it's usually the perception range, try a target_set_enemy trigger when the encounter starts
hmm I don't seem to have a target_set_enemy object
not in triggers or targets
No, that's a different problem. The modded music_mods.pck file (generated by WWISE) that you need for custom music is what breaks the vanilla music.
ah my bad, check for idTarget_SetEnemy in the entity list instead
there's no setEnemy in the game, where do you get it?
ah my bad, good catch, try using idTarget_Command for the commit event instead
are you a bot?
wth no lol, just spent way too much time in the editor
😂 It felt like I was talking to a bot because those entities don't exist
anyways thanks for the help, gotta find some other way
haha no worries
Man, the target triggers didn't work for me. I put a trigger linked to the "give" target, then later I created another trigger, and inside its target I put the full target, but nothing happened. I tried putting the trigger of the full target into the target of my "give" target and nothing happened, and I also tried putting the full target into the target of the "give" target instead, and nothing happened. What am I doing wrong?
check if the objective name matches your deck exactly, that usually breaks it
my deck? what that is this
my bad, i mean the .deck file where you define the objectives and rewards
Do you speak English or is your native language something else?
nah i speak english fine, deck files are just part of the modding tools
I'm a native Spanish speaker, so we understood each other better, haha
So I think I'm missing something, because I simply created a trigger and the target objectives, but I don't know how to create the declarations. Are they created automatically? Or do I have to give the same name to the objective, give, and complete?
haha fair, my spanish is basically zero though
names gotta match exactly, and you need to add them to objective.deck yourself
I didn't know that. In which folder are the declarations of objectives located?
Is it a deck or a decl?
its a decl file, basically shorthand for declaration
I know what a decl is, but I don't know in which folder the decls for the objectives are located. Are these decls created automatically after adding objectives to the world entity?
not automatic, you gotta make them in base/declTree/objective/ and then link them in the entity properties
I'm trying to build tome+pvs on my map (added extra geo), but I just get a message saying the umbra license is expired. what should i do from here? Also, pvs doesnt even start computation it just freezes the software immediately and I need to end task. It runs fine on other maps and I cant think of a way to check what the problem is - if anyone has an idea lmk please.
That will be fixed next update, might be hotfix
I see that the folder doesn't exist; should I create it? Or is there an error if it says the "objective" folder doesn't exist?
First thing you should do is toy realm with everything explore don’t limit yourself
Second if you get frustrated, take a break the software has a lot of stuff with it like an animation cut scenes decoration block out. You learned a lot of stuff about games in general just from using that software itself.
Third try to get reference for your ideas don’t just jump in and make things in your head. Get reference. Look at other video game layouts and try to take inspiration from them to make the best gameplay experience you can.
And fourth try to play the official levels to get used to the game again so you can get a feel on how combat works and how the loop of the levels are. Some levels have backtracking in them. Some don’t it is completely up to you though.
And one more thing, the fifth thing constructive criticism if your idea is good to you that’s great, but if you notice something is wrong and so pointed out as long as they’re not rude about it, take us conservative criticism
Go have fun I believe in you🫡
Thank you! I'm real excited to finally get to use this.
its gonna be mostly cosmetic but i might try lv stuff. nothing too serious
i just opened the thing what am i looking at????
I can help you. I really am doing nothing right now.🤣
If you want to send screenshots, I’ll be glad to help
Ok
Im download something from the asset page first. maybe thats where i should start
I reall wish this server still had vc
maybe it was abused too many times idk. Never saw anything bad when i was in there
Yeah, me either they should add it back. You’ll add more life to the server.
My bad I’m on my phone typing I might type some stuff wrong
I'm trying to open it again because i close it
its not opening
let me try again
it broke
Wdym?
ITS WORKING! there noise
nvm
im doing this tonight its almost 3 am and i feel like a frail old woman trying to work a new computer messing with this
@glad marsh @strong tapir @amber crown Just slightly shorted horns and rotated them (Rune-scarred Slayer design)
Thx man, appreciate it, took me time to learn but only downside is because I put a lot of effort into my mods they tend to be quite mentally taxing
But overall I often times look at concepts for TDA and eternal and in the actual lore and I see if and how I can replicate them using a combination of skins and even models from other games (Like how I used tda gloves and left shoulder)
Usually most difficult part is understanding the overall direction and the theme but after that it get's easier most times
Like in my Blue lux weps, once I got the first 3 weapons/ mod attachments designed I noticed other weps taking less time as I already figured out the theme and direction of the pack, you got this, I believe in you
Yeah I feel that
Hey man, sorry I fell asleep last night if you need help with anything, let me know. I’ll be more than happy to help you. I like seeing new people.
Hi. I'm trying to change damage of let's say Baron, its melee attack. I change the min and max damage numbers in the damage directory but they dont have any effect at all.
Does anybody know why and how?
https://www.youtube.com/watch?v=2RzIZ2e-ozc I familiarize myself with everything by exactly copying what that guy does in the video haha (that's how I started) and don't be afraid to ask anything you don't know here
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.
in "objective" in decl, how did you create that decl? I clicked to select the declarations and this is what I get. I don't know where to click a second time to create the new declaration or what.
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...
here you go to help you
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
yippie! thanks for the vids
This video will be going over how to make a bounce pad for your arenas or for anything you want
have a good day:)
#doom #idstudio #mods
Well, that’s everything you need to know all the basics
When you learn these basics, then you can actually start making more complex stuff. Take it slow don’t go fast.
I encountered an error during the compilation process and I couldn't resolve it:
“Your Umbra 3 license has expired. Please contactsales@umbra3d.com to obtain a valid license or toextend your evaluation period. In case of techical problemsplease contact support@umbra3d.com.
If you have a valid license key, copy umbra_license.txtto application's working directory.”
I wonder if it's my problem or that of idstudio. This is really confusing.
Has any of you encountered this problem?
thats something happening to everyone apparently
Thank you for your reply, it puts my mind at ease. I'll patiently wait for IDstudio to be fixed.
That is a glitch right now. It’ll be fixed soon.
My question is: I'm trying to write code in LogicDesigner to fade the light after the interaction is turned on or off, but I can't seem to find the interaction listener for this event.

are you using light_controller ??
There should be a interaction listener node
I'm not at my computer right now, but I'll check it again when I get back to my desk. ^ ^
By the way, I've already released my map mod, but I haven't been able to find how to add patches to it. I'm not sure if I need to find the latest packaged folder, click "new release" in "my creations," and select the latest packaged folder. If you know how to add patches to a released map, please let me know. Thank you.
My current approach is to remove the existing mods and re-release them whenever I have a new patch, but I feel this isn't the best solution.
😥
how does bimage to tga conversion work? I want to load a custom ai but it doesnt have tga files it only has bimage texture files.
I'm nowhere near ready for this, but just curious if anyone has achieved the tilted camera effect on custom geo?
wdym?
So like while playing eternal some of the areas in the game are tilted in the camera view (first person) when in certain areas (like hell on earth)? I was wondering how that’s achieved.
Are there any graphic mods for doom eternal? Like realistic graphics?
There's DoomFX, Nikkman's delighter mod and Dark Demons on the official launcher, as well as a couple reshade presets you can find on Nexusmods.
If I get lost in world camera in empty world space is there a way to move the camera in world edit?
Also, every skydome i drag in is just a huge black thing t heres no sky?
its as if the asset browser is the most misleading thing ever.
this software is too overwhelming. I give up. Stick with snapmap.
Don’t give up because you had a one bad experience I was like you I gave up on the software as well, but the best thing you can do is learn from your mistakes and keep going
I promise you will get it just be patient with yourself for instance I’m trying to get rid of modeling and it is really frustrating at the moment because I want to make cool things, but I don’t know how to make it but I didn’t give up because I knew I had to be patient with myself and understand that you don’t become a great artist in one night you become a great artist from your mistakes, asking for opinions and also getting ideas that are out of your comfort zone. If you can do that I promise you you will get what you need. Have a good night. And you got this I promise.
I'm sorry to disturb you. I have already released my map mod, but I have been unable to figure out how to add patches to it. I'm not sure if I need to find the latest packaging folder. Click "My Creations" and then "New Release", select the latest packaging folder. If you know how to add patches to the released map, please let me know. thank you.
My current approach is to remove the existing mods and re-release them when there are new patches available, but I think this is not the best solution.
Well, if you wanna add a new release like a patch did I recommend just making a new mod and just putting the new one on there so people can see it because when you upload a patch, no one really notices unless they play it again
^
Hey everyone,
Sharing videos of progress on 2 map blockouts. Been a while since I worked on them and trying to find time to get them finished.
This is a playthrough of a blockout for level 1 of a Doom Eternal Mod called Primeval. The blockout is around 80% complete, there are some bugs to iron out and combat to tune but the overall flow is there and it's almost ready to start the art pass.
The video was recorded through IdStudio so there is some stutters at time as the Engine is quite...
This is a playthrough of a blockout for level 3 of a Doom Eternal Mod called Primeval. The blockout is around 60% complete, a lot of the areas are still very first pass where the basic flow and structure is there but it's not been tuned.
The video was recorded through IdStudio so there is some stutters at time as the Engine is quite demanding.
...
really nice
@glad marsh @amber crown Making lux maykr slayer
Time to sleep
Hell yes
wow, Looks good, very cool spaces
These look incredible dude.
Awesome both are awesome. Great job.
yo how are you?
What do you mean? I’m alright.
What an amazing job! I hope all of this comes out this year too 
It is more convenient to push patches on the original basis for summarizing all versions. In this way, you can also play the previous versions in the future. To put it another way, do you know the specific location of the folder that has been packaged in the idstudio?
@glad marsh I found you on yt lol
Ehhh that's Big Fe, His OST Covers are great, also has an awesome video on how to recreate the Same tone
Today I opened the editor, but the issue still hasn't been fixed. Does anyone know the schedule for the next patch?
Finished left arm
I’m sorry I’m just as clueless as you, but what I did is that I copied my whole map into a new map file
Right click —> select—> all entities, hold shift and select everything else in the list
Then copy —> open new map file —> paste
Thank you for your reply. Considering the number of levels in my game, I might have to wait for a while, hoping that ID will release a new patch to fix this issue. Once again, thank you for your suggestion!
yea ID really needs to fix this, may i ask what youre working on?
I am currently working on a level that is approximately 20 minutes long. Therefore, compilation is very important to me. I need to enter the game to verify.
Yea I understand that, glad to see more level modders tho. There aren’t that many of us :))
Both arms done
cool!
@glad marsh @amber crown @strong tapir
👍
@glad marsh @amber crown
Time to watch some yt and head to bead in like 30 mins, happy with today's progress
Hello everybody I haven’t uploaded a picture of anything. I’ve been working on in a long time last map I worked on was super oof nest and I’m also working on a giant project that you may have seen in the past but I am also helping @topaz fulcrum with his project sorry for the long waits on a lot of these projects but good things take time and I promise when they come out, it’ll be worth your while. Have a good night and stay safe.
Navy Gold Lux :3
I learned to actually use diffuse and not just leave it black which adds depth XD
Lovely!
I used to change only specular to get colors but a fellow texture modder told me to try playing around with diffuse to help make the skins less flat and I see what they meant
Got it! I'll keep that in mine for my future stuff
Also keep in mind glossiness slider, to get a fully mat color make it closer to 0, to get a really shiny and often metallic look slide it more to one
If you want to make for example, Venta Black, you put diffuse and specular to pure black and glossiness to 0
Lemme show you actually, 1 sec
Glossiness at 0
default/no glossiness which is set at 0.7
I for example used a lower glossiness to get the matt charcoal black you can see on the suit alongside playing with specular and diffuse
Diffuse at 1 btw
See the contrast? play with it and it should help you get better and more detailed results
ah i see
Btw, also take a look at occlusion masks
They can help you add dirt, weathering, wear and such
Also take a look at generators, I recently learned about these (mainly generators and a lot of occlusion masks) and it helps adds depth, detail and make the textures look better. Good luck
got it
Are there any mods like the randomizer that let you change what demons do spawn (so for example if I for whatever reason wanted every demon in the game to spawn as just the Baron of Hell) is that possible? Or is there a way I can create it myself using the modder?
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...
Look at this and then you can make that
Thank you!
Np man good luck!!!! You got this
It looks incredible!! God, I really want to play everything they're posting, haha

And ask me if you need anything
Does anybody know how the melee damage decls are mapped to the AI? I cant seem to find the connection in the entitydefs or behaviours or attack graphs
hello i would like to know how to mod on xbox i know i can i just need help please.
🤔
By "on Xbox", do you mean Xbox Game Pass (Microsoft Store) on a Windows PC? If so, see here: #eternal-modding message
If you mean on an Xbox One or Xbox Series X|S console, then as @ HeavyMetalGamer🎸 said, we don't have any tools for that.
xbox one, i saw on betheasda and Microsofts sites that if you have the insider app, a game pass subscription, and the game itself you could access mods.
Which platforms will DOOM Eternal Mods be available on?
The DOOM Eternal Launcher and mods is available on Steam (PC) and Microsoft Store (PC).
We don't know whether consoles will eventually get official mod support too, but for now, mods (both official and unofficial) are only available for PC.
im about to just jail break the xbox that i am currently using to talk to you.
Looks phenomenal by the way, but I was wondering does the rain go through your objects?
yes
can i fix that?
Sorry to tell you, but for right now that skybox is glitched
We don’t have access to UAC Atlanta so there’s no way for us to know how they actually made the rain like that but there is workarounds
If you go in the particle section, you will find a thing called rain and there’s one specific particle that interacts with objects when it hits the ground if you are careful and place it in spots that makes sense where the rain would land it would give quite an effect just add some rain noises and then it’ll be like you have your own custom sky box and you’re probably wondering wouldn’t that cost performance well it didn’t for me so I think you’ll be fine as long as you don’t put 10,000 of them in one spot🤣
And one more thing if you need any help on your map, I would love to give some input has a lot of potential
mhmm sure
aight will do, im actually gonna change that right now. one more final thing before going to bed.. hahah
Well if you weren’t your master to be good, you’re gonna have to make some sacrifices, but your map is already looking really good so you just have to do little things and then you should be good
I meant to say map sorry
i will probaby upload a beta version of the map tomorrow, you can give some feedback then
Also word of advice from experience I wouldn’t advise you to upload your map of a beta people do not like betas and demos of maps because it’s just not that fun from what I hear in my opinion, you should finish the full map and only give it to people that you trust to give you feedback
thats actually exactly what i was planning to do hahahaha, i already had a little playtest earlier this month when it was wayyyy earlier in development
like 2 ppl played it... but they gave me a lot of insight of things i had to change
i also do not like beta versions of maps, i almost never come back to check the full release hahah
fr
aaaaahhh i found it
Tell me how you like it
look in the md6 of the demons, look for the tags under the attack animations
Has the bug in the compilation been fixed?
I don’t know, this is just all my stuff copied over to a new map file. I haven’t run into the bug yet tho
But my old map file is still bugged
I will adopt this approach as the final solution to my problem. Thank you. At least it seems that this problem can be resolved in the end.
thank you that was of great help
Can someone please show me a tutorial on how to edit textures for demons and test it? I can’t find much
Art looks great
thank you so much ❤️
man, wish i could use mods 😔 (i use xbox)
I would like to know if I can create materials of different colors (the colors in the folder are not sufficient for me), and how to do it. Are there any relevant tutorials available in the community?
Who knows hey George
You want like new colors
yes just change color is enoungh
Ok I got you give me a few and I well send you something
Thank you very much for your time. I am extremely grateful.
Np! I’m making some videos to help you guys
All right, anybody can use these we use these to work on our levels, but it was only for us to use for a while because we were still using them at the time but here you go there is red pink and other colors for blackout shout out to @o_dey for making them By the way, just drag this in your mod folder like the base folder you probably get what I mean
would this be the proper channel to ask for help with the mod launcher?
yas what do you need?
Awesome! My initial issues was that the launcher wasn't downloading any of the mods; all downloads are stuck at 0%. My new issue is that after I changed my mods folder, and every download errors because the folder reads only as Mods, instead of the full path, C:/.../.../DOOM Eternal/Mods. I've verified my game files, but that didn't seem to fix anything. Any help would be much appreciated! 🙏
I've played with plenty of Nexus mods before, but I verified my files with no luck, so I don't think thats the issue
The path picker seems to be broken. For now, right-click Doom Eternal in your Steam library, choose "Manage" > "Browse local files" to open -/steamapps/common/DOOMEternal/ in File Explorer, open "doom-launcher-settings.json" in a raw text editor, and manually change the "activemods_base" line. For example:json "activemods_base": "C:\\Users\\[Username]\\Documents\\id Software\\activemods",(Quotes are needed, backslashes must be doubled, and there must be a comma after the last quote if there's another line before the }.)
OH THATS NICE
OH did you put those horns on blender
@modest obsidian - BUG - The launcher settings' folder picker is broken
If you click on the launcher's gear/settings icon at the top-right, switch to the "Active mods", "idStudio", or "Asset packs" pages on the left, click "Select folder...", and choose a folder, then the chosen path gets set to the name of the last folder only (e.g. "DOOM Eternal Mods"), when it should be the full, absolute path instead (e.g. "C:\Gaming\Modding\DOOM Eternal Mods"). This breaks mods and idStudio.
Note: I tested this on Linux with Proton. If you can't reproduce on Windows, then this might be a Proton issue.
I really recommend, Move to v2 assets in idstudio, take a while to download but it worth it, it really increase the studio performance by alot, also decrease the assets size
also huge improvement of idstudio startup
has anything broke in your maps after moving to v2 assets? thats my main concern
not really
Took cultist horns and shortened them but yes
nice
Since cultist slayer helm is fused to the head I made the horns shorter at the base so you won't see thsm sticking from the actual head and I slightly rotated them outwards to make them fit
Nice idea
Took the helm of the sentinel knights from immora cutscene
oo nice
@amber crown Just got done adding the new blue (the one with diffuse actually used) to rest of the weapons
Btw here's the knife, I masked the maykr blade glow so it only covers some parts of the knife (The lux knife decoration is not a part of it hence the diff in colors)
@amber crown I'll also be fully redoing the rune-scarred slayer as now that I got more experience and knowledge with colors I can tell I did a bad job in terms of color matching and such
Esp on the leather, I chose a shade and color that do not match at all and now I can see that clearly
Ooooo looks great
tuff
The Red is a surprising nice touch, Completely different but JUST Fits!
Yup, the friend who taught me how to make mods suggested it for the lights since it contrasts both the blud and gold very well
I'm sorry to disturb everyone, but does anyone know when the "umbra 3 issue" will be fixed? There hasn't been any patch released for a whole week, which has a significant impact on the map creation.
If it takes a long time to fix, perhaps we should have more close communication with the community. Currently, there is no information at all and we don't know if they are aware of this bug.
@amber crown I think I'm gonna go with thise for the Purple I'll be using for Dark-Violet Rune-scarred pack (I'm fully redesigning slayer and changing the shades on weps to match)
What Substance version do you got btw?
idk
It should say so on the buttom row of the screen
Yo same
Most of my friends got 9.1 so I can't share my spp and smart materials with them as older version don't support newer version files
Want the gold material I made for the super weps and chainsaw?
It's based off the gold weapons look
I'm good bro. Thank you for the offer tho
MY MOD IS UP THERE RAHHHHHH
They are aware of it, but no timeframe is known yet as to when they will/can push a fix.
Thank you for your information. I hope they can release the patch as soon as possible. T T
Used the dirt and scratches of Steel Dark Aged and Steel Scratched while recoloring them to a somewhat muted purple and I like it. Here is how Weathering Folder looks
@amber crown
Those are my fav smart masks to use in order to get good weathering, ofc you can use more and I sometimes do but those usually serve as my base and the main part for the weathering
Hope you find thise useful :)
@dense bone I remember you trying this map on 1 of your streams, the beta at least
Oh yea! I remember you too :))
I updated and changed a lot of shit it’s way better now
I can tell, also looks better
This was kinda the project I used to learn the beast that is IDstudio
I learned a lot from it and I hope to make more stuff in the future
Plus there is a surprise gladiator boss fight in the end 🙂
Very nice, studio can be somewhat tedious to learn at the start but then it's smooth sailing (This of course is not counting the insane crashes lmfao)
As a skin modder I can tell you that importing the textures into studio is not hard but tedious AS FUCK
Nahhh I feel you hahah
I tried to import a weapon model into idstufio… nahh imma stick to level modding
Fuck ALLL of that and some chips
Custom weapon models require 2 meshes, slayer models are the real fuckers since they require 3 custom ones, making alot of decls and some other shit
But it gives so many options lmao
I personally do skin modding as that is what I enjoy most, I respect all kinds of modding as they're great in their own regard
Hello guys, I thought I would share my progress in here a little bit cause I don’t really talk in here half of the time it’s gonna be in the level we’re making not gonna say what it is for yet but you can let your imagination go wild it’s not really done. Here’s some inspiration I took from.
Hell yeah man, check dms btw :)
oh my bad one sec
Bug Man!
Where can I find guides on how to make mods for Eternal?
add me so i can send you some vid i cant send them all in here sadly
OH THATS NICE
Holy shit.
@amber crown Rune-Scarred Torso progress :3
Ngl it alr looks miles better, contrast is great, colors are better, looks less flat and has alot of wear which adds to the aesthetic of being rune-scarred and has worn down by battles
And yes I added The Mark and colored in the sentinel writing while making both Glow
Just Emissive + Masking
@amber crown @glass verge Torso's done and also added some lineart for some more detail
look great dude :))
CLEAN
@amber crown @glass verge That's enough for today, finished up Torso + added some nice touches, did entire left suit and most of left shoulder, I'm happy with today's progress
Will add Lineart and finishing touches tomorrow
@amber crown
Now THATS good
YESSIR
And yes that's the Dark Ages Shoulder, Also using both arms from Dark Ages
I actually think Sentinel training is the best for a rune-scarred slayer considering how much wear it has built in, fits the aesthetic really well
Yes very much!!!
It also looks quite medieval and hence the Dark Ages pieces work stupid well with it considering the medieval theme of Dark Ages
Good combo!
hi! im gonna be releasing a little beta for my upcoming map, would anyone be willing to give feedback?
@tidal current
Sure
Tho I am quite rusty XD
ey dont worry you got it hahaha
they might i add its still pretty unpolished, the encounters i mean. its not finished all the way. im still missing the boss battle and like half the map
and umbra is also broken.........
they still havent put that patch out to fix the license thing, of course something like this happens right when i want to release my map T_T
I forgot most of my demon combos so I gotta relearn them too XD
And pb ballista + Pb Sticky to Rocket/ssg/ sticky
`wait a damn minute
the umbra isnt broken? i got the license error but in game it works fine
Bethesda moment
so youre telling me it worked fine all this time....?
wtf????? that cant be right
im packaging my mod in a sec and uploading it... i guess we will see
@glass verge @amber crown Making some slight changes to shoulder spikes (Will also make the spikes of both arm look same as this for consistency
EYYYYY looks goodd
Balancing out the gold to not make it too much like the previous design
i like the silver on the tip way better
Agreed, better contrast
Tell me once map is uploaded
i will 🙂
I'm fixing up some messed up textures with violet chrome rn
i cant publish it for whatever reason.... im just gonna go to bed man
✋
You should join the 2 modding discords, people can help you there
@amber crown Not sure which shade of purple I prefer
The pants part or boot?
More so which shade of purple, also changed it on chest
Right is slightly more Violet then left but I am kinda conflicted ngl
Boots and Chest
Was thinking the same but wanted a 2nd opinion, thx
Also gives a better contrast overall ngl
Yes!
Re-did spikes on shoulder btw
The Silver tips and base look much better ngl
Just finished the legs leather btw, time for Gold Trims and Silver Accents
This is coming out great
Agreed
YO THAT LOOKS GOOOODDD
I've got the stupidest idea for a mod map. Walmart or waffle house
idk if i can do it. But if anyone wants to make something like that, I'll gladly help with ANYTHING
I just deleted the activemods folder from my documents because there was (or rather what I assumed was) a copy of it on the bespoke HDD I have for DE (G:/activemods), and I just tried to point the launcher to its dirpath but it didn't work, and my installed mods show up as empty and my modlist is gone.
😔
Could it have been because I deleted the first activemods folder before changing the dirpath and I should've done it the other way around?
The launcher's folder picker is currently broken. For now, right-click Doom Eternal in your Steam library, choose "Manage" > "Browse local files" to open -/steamapps/common/DOOMEternal/ in File Explorer, open "doom-launcher-settings.json" in a raw text editor, and manually change the "activemods_base" line. For example:json "activemods_base": "G:\\activemods",(Quotes are needed, backslashes must be doubled, and there must be a comma after the last quote if there's another line before the }.)
It worked! Thanks a ton!
I can't really tell a difference
Look at lowest skirt section
I say left. Without the full gold, it feels weird
True, however with full gold the gold might start overpowering and that could hurt the contrast
True true. Hard choice
I could also remove the gold here
That way it's also similar to torso and keeps the theme of a gold trim
@amber crown How about this
This also keeps the balance yet doesn't hurt contrast no?
I honestly might stick to full gold
Yeah that's the best idea
Skirt's finished
Nice
FINALLY I got the upload for my map to work @fickle glade @tidal current I will hopefully publish it soon so y’all can play test IM SO HAPPY
Fuck yeah, what's the name?
i have to rebuild the map but i will publish it in a second :)))
I'll prob play it today evening, it's the usual time I play eternal regardless
pulling my fucking hair out
Hehe studio moment
Welcome to studio lmao
@tidal current @fickle glade https://mods.bethesda.net/en/doometernal/details/829323 u can access the test from the extras menu
Does it overwrite a save file?
No
What console command to access the map?
Go to the extras menus on the bottom and it will be under the custom map tab
It's not there lmao
Are you kidding????????
No
I’m gonna publish a new version….. it literally worked on my machine
it works fine on my machine but now when i launch it via the mod loader
like i dont get it man... im just running into problems over and over, i literally dont know whats wrong. idk how to fix it
:/
Will try it now
It doesn’t work unfortunately, I’m so sorry
did you fully build the map before releasing it ??
if yes what the files you did package
I did, I think it has to do with the umbra thing. I copied my map into a different file because my original file is broken now. Everything worked fine even when I full build the map so I thought it was good…. But I’m seeing now that it’s still pulling the game resources from the original version of the map
The mod is 1.55gb how big your map ??
When you packages any map, you should only package the only .map file if you don't using any custom assets, for decls you should only packages the decls that you created
Umbra should fixed now
Ping me when it's working
i found a solution but i have to mess around a bit, and no custom demons
Better then nothing
im building the new version rn, jeez this took so much time hahahah. i had to copy my whole map into a new mod file...
my old mod file still gives me the umbra error, i dont understand man....
Studio moment
what?? youre kidding me..?
@tidal current @plush thicket @fickle glade https://mods.bethesda.net/en/doometernal/details/829657 this should work now, the encounters may be a bit broken esp the last encounter since it was supposed to include the gladiator. but i will fix it in due time. i just want some feedback for what i have so far. the map is like 80% done
does the marauder use a different model in the arc complex final cutscene?
I believe it might be just textures. They look much like crisper than they do in like the fight
wtf is wrong with my game
OOOOOOH thats why ya wanted to know
also was it a separate model?
nope
Got it
@amber crown
@amber crown @glad marsh
https://mods.bethesda.net/en/doometernal/details/aeb5da7d-4836-4564-8358-59dddcca2f39/Navy_Lux_Weapons_and_Maykr_
hey so i played the map, the geo decoration and atmosphere specially is really good! though i had a problem with a possessed caco off bounds that i had to kill with noclip and being able to jump off the map from the secret 1up area
this is more of a personal thing but i would lit up these pitch black areas
I really love the shade of blue :)) looks really good
Thank you for playing :))
chat did they change the menu screen? (image taken from a friend whos playing eternal for the first time)
yes
and im also asuming theyve gotten full on mod support at this point, judging by that create mod button. which now leads me to ask
Yas
that doesnt exist in eternal lmao
@worthy tundra please refrain from discussing these types of mods in the server, thank you
i fuck with the helmet, where is it from?
Is the helmet of the sentinel knights from Immora starting Cutscene, removed it's horns and replaced them with horns in Cultist Slayer Helmet
very creative and it looks good :))
What's the name for your level again
island of lomarith
@split thunder
Hey I tried downloading island of lomarith but I wasn't able to. A message came up saying the mod might be taken down by the uploader.
Oh did you use the link? I uploaded a new version so maybe that’s why 🙂
Nah I just tried downloading it yesterday from the mod portal when I saw it there.
On the subject of that, I just played it, and it was really fun but I think the iceberg encounter broke
after all the enemies were done nothing happened and there were just a few tentacles
yea i gotta fix that, im aware of it. i still gotta finish all the encounters 🙂 but thanks for playing
@muted bobcat
ahh i see ^-^
No prob, ya got a fun level in the making!
thank youuu!! and thanks all other people for playing, i really appreciate it
How are you uploading them or using them?
through steam
i tried to do it with modinjector but that was before i knew about the ones on steam
You can do both and then just manage the mod injector mods with the “EternalModManager”
Did you install the injector correctly @steel depot ?
Does your Windows username contain any non-ASCII characters (such as accented letters like Ñ or Ö)? If so, you have to change where mods are installed.
Normally, you'd change it in the launcher's settings, but the folder picker is currently broken.
For now, right-click Doom Eternal in your Steam library, choose "Manage" > "Browse local files" to open -/steamapps/common/DOOMEternal/ in File Explorer, open "doom-launcher-settings.json" in a raw text editor, and manually change the "activemods_base" line. For example:json "activemods_base": "C:\\DOOM Eternal Mods",(Quotes are needed, backslashes must be doubled, and there must be a comma after the last quote if there's another line before the }.)
@oblique dirge Mind checking dms?
i’m just actually stupid i feel
i need help
ima raw text editor?
Notepad ++ is an example
idk what that means
-# (On Windows, Notepad is a basic, "raw" text editor, while WordPad is fancy, "rich"/"formatted" text editor. (Notepad++ is a more powerful "raw" text editor, but the default Notepad is fine too.))
Simply open the file with Notepad, edit it, and save it.
Hey man, I saw all the thing you sent me. Looks absolutely amazing but sorry I haven’t been responding. I’ve been doing with life things lately and I’ve been trying to get some things done that are holding me back from what I really wanna do and I just want to say I’m not ignoring anybody or you. I just have a lot going on. Good luck on your mod and I can’t wait to see what you make next be safe bye
Ah I see man, fair enough. I wish you luck
@glad marsh https://mods.bethesda.net/en/doometernal/details/832812
Released FX in the same style I used for my Navy Lux pack but with the colors that m1 usually uses :3
Umbra license should be working again now
yes!
But my compilation got stuck at 37%.
There is no clue to solve this problem, and the compilation time is also very long (compared to the original version). I suspect there are some useless compiled files, but I'm not sure which files to delete.
you are using v2 assets right?
no~ v1
I recommend trying downloading the v2 assets, I had a lot of stuff sped up after it
especially map load times
Do you mean that I can directly download V2 without having to uninstall V1? (Pardon my excessive caution regarding any resource issues. I'm a little worried that some operations might damage my map files.)
It seems that they haven't specified how the users who have already downloaded V1 and are currently using it should proceed with the transition.
from my experience there were no changes to my level after downloading v2 assets
they should be the exact same packs except optimized and occupy less space
to transition all you should need is to download the v2 base asset pack and then the rest of the v2 asset packs
Had you uninstall your v1 resource?
what does this mean?
no it does no
noti need hlep downloading modinjector
i dony know can u help me
its saying meta resourcesas wrong md5 mash
and to verify integrity and i did that and its still saying it
Add me back and I’ll send you a link to a YouTube tutorial, I can’t help you fully myself because I am pretty busy
Venus Core
Check gc when
ok i did
Wow, that's amazing! It's so well done!
think it still needs some tweaks but I think it's getting somewhere now
Love your work man.
ty, I try my best
@glad marsh @amber crown How Violet-Rune-scarred Redesign is looking so far, decided to add the accessories Marauder belt has because they are metal as fuck
PEAK
I got the Immoran Slayer Emissive open in another window as I am basing the decals of those, since this entire pack is based off Rune-Scarred Ballista and the decals on there also glow and are similar to Immoran Slayer Emissive
But I'm drawing them by hand, just using Immoran Emissive as a base
you poor soul.
your hand must cramp
Nah I draw them in substance, by decals I mean the glowing parts that you see that aren't the texts or runes
I could've done the same for my Navy Lux Pack but in that case using the web was just easier, but both ways are good as both give me experience
Immoran slayer Emissive for context, just basing it off them
looks good
Bro youtube is not youtubing for a couple of days in a row now and me sad cuz I like to watch yt in the background while working on mods
@amber crown I just remembered that demons got Immoran skins too, Ik that Archie, manc, rev, pain elemental and Dreadknight got emissives with the decals so that can help me
They indeed go metal asf, looking good so far!
whats the general console command to open maps? I installed and loaded maps in the launcher but even tho it says "start from a new campaign start" it just ends up loading hell on earth. does running the game on linux have an effect?
Map then hit Tab.
Should be the last one on the list.
thanks. works perfectly
hi~ everyone, my map"Gazing into the abyss" has published (2.0) , i'll appreciated if you can have a try! here are some screenshots,
,
two
three
four
1/23/2027
3/5/2034
@maiden mortar Are you the author of the Bro's demons mod that got uploaded recently?
what are the bindings to change values like “player damage scale”? left and right arrow doesn’t work.
Page Up/Down IIRC
@dense bone @muted bobcat New content dropped
Sorry to disturb everyone. I would like to inquire about how to give some experience rewards to players who have completed the levels, as well as how you usually set the experience values, such as 5000 xp?
Water + Salt go brrt
(Sodium is what mainly makes sweat so consuming sodium with water is good to replenish electrolytes lost via sweating)
I'd have to check
The "Island of Lomarith" map was amazing! I love how it looks with the new details; it has that Cosmic realm vibe.
It will be a new demon for my next project tho! I allways tought it would be cool if Doom had some kinda of canid demon.
It is using Hell Knight's animations because he is using the Hell Knight's rig for ragdoll physics.
But it will have new animations and attacks.
keep in mind that you can do fully custom ragdolls, it's just that it is a lot of effort needed
Indeed it is, and it is a little buggy tho! Using AF is a little hard, specially because its not visual. You have to predict and know alot to make it work properly.
what I did with my Hellrazer was use Eternal's soldier as a reference and change the bone names
and even so, I had to do some tweaks
my ragdoll is a bit stiff sometimes but it works, so whatever
I did try this with Aether Soldier, but it was all over the place. XD
So i just say "F#ck it" and use the same values from the Soldier and changed the AF Decl to use the soldier HKT.
It worked, it is a little bit "diferent" compared to the Soldier Blaster physics, but it worked better than a T-Pose Ragdoll who tries to use his legs to scratch its back.
is your soldier's skeleton different from Eternal's?
if it's the same then you shouldn't need any tweaks and you can just use Eternal's soldier AF
Nope, it will be using the same Skeleton.
I could do that, but i actully wanted to make new ones from scratch .
Also, if you have an skeleton with new bones added but also maintaining the old ones with their names, they work too!
Like here, the lycan have new bones in the ears for rigging and all. But the rest of its body still uses the same bones from Hk.
makes sense, although the new bones will be stiff and won't move during ragdoll, but shouldn't matter much if they are new bones for really small things
They mostly will be used just for animation anyway, so making physics for them are mostly unescesary.
If it was like a long tail, yeah! It would need polish and changes.
Awww thank you so much!
Are there any Eternal baron skins that use both green insides and green armblades? I can't seem to find any
🤫
I am pretty sure the actual arm blades are rendered via purely fx so you could copy just the decls related to arm blades from nexus release of 2016 barons and replace the ones present in the green insides baron
But then again, I make purely skins for the slayer and weapons so I really am not sure but that's the only idea that comes to my mind
I could try that, thank you
In fact, let me actually load up studio real quick, I'll check decl names for the blades of the baron to save you some time, that is hoping studio won't crash upon loading (we know it will lmao)
Thank you 🙏
Names are just self explainatory, pretty much just all decls that have blade in their name
So far I found them to just be
fire_blade
fire_blade_sch
But don't take just my word on that, play around with it and see as I might have missed some decls name wise
Take a look at decals under ribbon2 folder as well
Found 1 named "blade_swipe"
@astral flume Take a look at Frostborne Barons on nexus, you can prob use some of the decls there and recolor them via recolor helper
I’ll have a look!
sugested it since besides it changing the actual textures of the baron it also fully recolors all the fx, blades included
Hell yeah
Anyhow, back to my mod I go
Thanks for the help! I’ll try it out when I’m home
Just giving advice based on my personal experience with modding so I applied that same logic, update me
is there a mod for weapon skins that are either full black or the american flag like that one rpg skin?
i wanna use patriot skin but the skin is only for the rpg
There is one called Rev Void by doomfan32 on mod portal that makes weapons venta black with red fx, that's the closest you'll get without making the mod yourself as far as Ik
@astral flume How's it going btw?
I’m gonna do the skin stuff later today I think
@amber crown Learned how to make Scratch masks by playing around with Blending mod in Ps and Combining Specular and Glossmaps
Left is with, right is without
Oh it's beautiful
Agreed, it's a subtle detail but it honestly adds a lot
I am using textures from diff Marauder skins since it's same meshes as sentinel training
Really now?
Yes, besides Helmet being a mask on the Marauder, Marauder is just senting training armor with more things on it
Engraved Sentinel writing on left shoulder, skulls on a leather strap, shotgun shells and 2 leather pouchs are all additions from the marauder
Nice! I remember that
The Sentinel knights in Immora Cutscenes for much more pouches instead of the skulls and a diff helm (The one I modifed) but besides that they also got the exact same Uv maps so the textures work
This actually really helpful with what i have planned
Elaborate
I wanna make a bunch of marauder textures
Like skins for the marauder?
yes
about the same map this teleport failed for some reason and i had to noclip out of there
I have been away for a little while, I will fix these problems when I’m home
Interesting art atyle
Are those Quake 2 textures?
No, those OTEX Textures, same textures used in eviternity mega wad
That one area, the map I working on, every area It have it own art style
It hell outskirts mixed with techbase
Oh hell yeah I need to play that sometime.
God that looks great.
Expect alot interconnected areas, alot of backtracking mostly optional stuff, consistent pacing in every new area
Goves doom2 with some cosmic realm vibes ngl
I love the different vibe of this map!
That's actually dope, I love how it gives both retro and modern vibes at the same times, well done
Daaaang that's sick
Anyone just have english.json on hand by any chance?
Yknow like gameresources_patch1\EternalMod\strings\english.json?
@amber crown
While it's subtle that is kind of the point, it adds depth to the armor but isn't too much to where it's overwhelming
This shit looks better and better every time I see it
Because I am constantly learning how to improve and taking advice from a person who made a lot of slayer skins and has a lot of experience which provides me with great info to improve my skins
The Runes & Decals got no height nor are the proper color yet as I wanna finish making them for every armor piece before I figure that out
@amber crown Height is truly such a useful tool to add details and depth, it may look subtle at first glance but from experience I can tell you it can make such a difference and improve the look by a lot
I put on height stuff on my VR avatars before and it really does make a difference
Is there a way to open up .pk5 files to edit them without idStudio?
I'm using Brochacho's enemy recolors mod and I want to make a couple of changes.
Your best bet is to prob join the modding servers and ask Brochancho directly
Thing is I want to edit or delete certain monsters from the mod files because he refuses to make individual versions.
Guys, how can I see in Eternal in more detail what attacks the AI has, which ones it uses and which ones it doesn't use besides damage decl files?
either im rlly tired or the demons on the official mod supp are easier then default, im doing some nightmare runs to practice for my un run and the demos are hitting me far more often and have longer reach am i the only one that notices that or am i tripping ??
i also only had QOL mods and remodels for doom slayer and weapons btw no difficulty tweak mods
Try to remove each QOL mod one by one and see if it fixes it
Otherwise you might truly just be really tired XD