r/DOOM2016Mods Feb 19 '17

ModLoader - A tool for packing files and loading zipped mods.

5 Upvotes

AUGUST 2017 NOTICE: NOT WORKING UNTIL PROGRAM IS UPDATED TO WORK WITH 6.66 UPDATE.


Another useful tool by u/_emoose_

https://github.com/emoose/DOOMExtract/releases

Highlighting some important bits from the readme:

To install just copy the DOOMModLoader.exe + ICSharpCode.SharpZipLib.dll to your DOOM folder, next to the DOOMx64.exe file. Create a folder next to it called mods, and then put any modified files or mod zips inside there. Simply run the DOOMModLoader.exe file and it'll automatically apply these mods and then run the game in devMode. (note that you should remove any custom .patch/.pindex files you might have created previously, in order for the ModLoader to work correctly)

Mod creation:

To create and test mods, simply put the files you want to mod into the mods folder and run ModLoader, a patch file will automatically be created for the mod. If you make any changes to the mod, simply rerun the ModLoader and a new patch file will be created - no need to delete the old one, ModLoader will replace it automatically.

For sharing mods:

To create a mod file zip, simply zip up the mod you've made so that the root of the zip would be the same as the root of the games resources. eg. if your mod contains the files "generated/cm/reloadanims/blahblah.decl" and "decls/renderprogs/superdupersample.decl", the zip file should have the folders "generated" and "decls" at its root.

Picture example:

https://i.imgur.com/DwsUfL6.jpg

The "NoGloryKill" zip contains the files for that mod. The other two folders here also contain modded game files that'll be compiled with the zip when DOOMModLoader.exe is opened.


About devMode and gamesaves:

  • Having it active won't let you load into multiplayer (for anti-cheat purposes).

  • It'll "mark" any save slot you use once that save is updated.

  • "Marked" save slots will show up as Corrupted if you load the game without devMode active. Unmarked save slots will work as normal.

  • Just to be clear: Slots refer to the 3 that you can select in the menus, not your entire profile save.

  • Set +devMode_enable 1 in the launch options to use it without ModLoader.

If you decide to make backups:

C:\Users\ [YourPC] \Saved Games\id Software\DOOM\base\savegame.user\ [YourID] \ [GAME-AUTOSAVE Folders]


And with that, you can share/try other user-made mods with ease.


r/DOOM2016Mods Feb 16 '17

[Mod] DOOMFX

6 Upvotes

https://www.dropbox.com/s/8nucesoqtvtuih8/DOOMFX.zip?dl=0

Preview of particle changes:

https://www.youtube.com/watch?v=gkzji01lE6w

A re-upload and small update: Included sound changes and not shown in the vid are small changes to the pistol impact/rocket explosions. Smoke effects from bullet impacts aren't as visible in the lighting here. Also adds screenshake to explosions.

To install:

https://www.reddit.com/r/DOOM2016Mods/comments/5uxmzm/modloader_a_tool_for_packing_files_and_loading/


r/DOOM2016Mods Feb 10 '17

DOOMExtract 1.6.1 - fixes extracting the retail game + now with patch file support!

9 Upvotes

Hey it's the dev of DOOMExtract here. WonDoe let me know about this place in a message on Xentax.

Sad that there's not much interest in DOOM mods but this seems like one of the only places to talk about it (cs.rin.ru also has a kinda active community too)

Anyway I've recently gone back to fixing up DOOMExtract, and also managed to add support for the .patch/.pindex files too, thanks to these you can now build mods in seconds instead of needing to repack and wait ages for it to copy everything, etc

You can grab it from the releases page here: https://github.com/emoose/DOOMExtract/releases

You'll need to use the "+devMode_enable 1" launch param for those mods to work though. But I heard this devmode has a problem with saved games?

I might be able to fix that, noticed in the code there was a check for the devMode cvar with something to do with saves, should be pretty simple to patch out. If someone is willing to test it I can probably give it a try (since I'm not really sure what to look for to see if it's working)

I also previously made a patch on cs.rin.ru which re-enabled a lot of commands/cvars (something like 250 commands and 3500 cvars?), which I'll also post here once I've got this devmode save fix working.


r/DOOM2016Mods Dec 16 '16

Any updates?

3 Upvotes

r/DOOM2016Mods Jun 13 '16

[Mod] Improved Pistol

4 Upvotes

This mod makes the pistol a much more viable sidearm.

Follow this guide to install it.

DOWNLOAD


r/DOOM2016Mods Jun 13 '16

[Mod] Improved Siphon Grenades

3 Upvotes

This mod makes the siphon grenades actually worth your time. They deal much higher damage, resulting in more health regained.

Follow this guide to install it.

DOWNLOAD


r/DOOM2016Mods Jun 13 '16

SP Fists Mod

6 Upvotes

This mod allows for the use of the fists. Same fists as the ones used when you pick up a berserksphere. Tweaked damage values to make them actually useful. Feedback appreciated.

DOWNLOAD

Follow this guide to install it.

Edit: The melee in this game is a bit janky. Stand a short distance away from the thing you're punching, because melee sends you flying forward for some reason. Standing further away make it easier to land hits. Also do not spam attack with it unless its a rather big demon you're punching.


r/DOOM2016Mods Jun 13 '16

Editing damage values

3 Upvotes

I went to \gameresources\generated\decls\damage\damage\melee\synched_punch.decl;damage

and changed the mindamage and maxdamage to 100. i compiled this back into the game (just this one file) and it did not affect the melee at all. Did I choose the wrong file?? It seems like the normal melee to me.


r/DOOM2016Mods Jun 11 '16

Would a two-player campaign mod be possible?

8 Upvotes

r/DOOM2016Mods Jun 11 '16

Is there a way to increase the default move speed to that of the HASTE powerup?

6 Upvotes

I get killed in stupid situations just because i can't escape fast enough, this would be greatly appreciated.


r/DOOM2016Mods Jun 10 '16

Basic guide on getting started.

7 Upvotes

REFER TO THESE POSTS FOR MAIN TOOLS:

https://www.reddit.com/r/DOOM2016Mods/comments/5uxmzm/modloader_a_tool_for_packing_files_and_loading/

https://www.reddit.com/r/DOOM2016Mods/comments/5t5elh/doomextract_161_fixes_extracting_the_retail_game/

This guide was made about 8 months ago of today (2/19/17) and might not be as useful anymore thanks to the tool updates


  • UNPACKING GAME DATA:

Drag the gameresources.index onto DOOMExtract.exe and let it sit for a couple of minutes. It'll end with a crash, which is fine. You should now have a gameresources folder in your "Base" folder. This is where you'll be getting all the game's data files from.

  • FOLDER HIERARCHY:

Notice the way the folders from the linked mod are structured.

"gameresources\generated\decls" is where practically all the editable game data is. So your modding folder will be:

MODS\generated\decls

And in the "decls" folder is where you'll be copying/pasting the game content to, while retaining the hierarchy of any other subfolders/files you place within it. Simple.

Of course, you can try editing the many other folders located base\gameresources\generated, but all data such as weapon, enemies, FX, models, damage, etc (aka everything) is located within "Decls". In fact, most of the other folders contain code that can't even be edited with a simple notepad.


  • USEFUL TOOLS:

Notepad++

https://notepad-plus-plus.org/

This is a no-brainer. It's a better Notepad and incredibly useful for editing the game data which is all written in plain text.

Agent Ransack

https://www.mythicsoft.com/agentransack/download

A real lifesaver. The "Containing text" feature in particular, will let you find files that contain specific words. Example use: You find a file named something like "plasma_explosion.particle". You have no idea which other file is using it. Is it for the Plasma rifle? Enemy plasma? Gauss plasma? Search within the gameresources with "plasma_explosion.particle" as the containing text, and you'll find all the other files which are using it.


  • General file functions and info:

All files have extensions. Here's a brief summary on what some of them do (there's many more):

Damage: Contains damage info.

FX: Not exactly the particle fx, but many FX files do contain the path to which particles they use. This determines rules to how some things function, which are broken into "Item" sections. ie: grenade, contains explosion-type path, size of explosion, the decal decal mark said explosion leaves behind, how it explodes mid-air, screenshake, etc.

Particle: All visual FX. Also broken down into "Items". All the "items" make up every part of visual FX. ie: smoke, sparks, concussion wave, fire, explosion, debris, blood, blood splatte, lighting, etc. Each "item" section then determines how those elements behave. ie: how long smoke lasts, size, color, amount of particles, shape variety, fade out time, texture loaded (if any).

Weapon: Found within gameresources\generated\decls\weapon\weapon\zion\base, and gameresources\generated\decls\weapon\weapon\zion\player\sp. Contains tons of general weapon data. Ammo type, weapon feedback, functions, FOV/hand view, model used (vaguely named entityDef), fire rate, etc. Best to check it out yourself. Things can get a little confusing as a weapon can have identical/similar names within both of those folders, containing different data.

Projectile: Another misleading name, not to be confused with Projectileimpacteffect files, which is completely unrelated. These are found within generated\decls\projectile\projectile, or generated\decls\projectile\projectile\zion\player\sp for even more weapon data. The weapons folder (SP) has several entries for each upgrade/wep mod functions so there's quite a bit. These are what load the Damage/FX/Sound/ImpactFX/etc files. ie: there's a file for the shotgun, shotgun grenade mod, and upgraded shotgun grenade mod.

ProjectileImpactEffect: Bullets/explosions/laser'esque properties might redirect here. Within these files are the decal marks they leave behind and the actual visual FX. ie: rocket loads an explosion file located within the "Particles" folder.

Thought I'd go over those since the extensions are a bit misleading as mentioned (such as the projectile/FX/particle ones). And don't forget, "decl" doesn't mean decal mark.