Note: the mod loader has now been updated, resolving the previous issues stemming from the April 11th 2024 game update. There's no longer any need to downpatch the game and/or use DOOMLauncher to bypass dev mode restrictions.
Any way to permanently equip runes with a console command or such? I'd like to still be able to equip all runes but only after completing the corresponding rune trial. Also, do the permanently equipped runes track rune upgrade completion and status? For example, if the vacuum rune is permanently equipped, will the "absorb 300 items" condition update while it's not equipped normally?
To my knowledge there's no console command for permanently equipping them; it's achieved here by manually setting inventory flags in a way that wasn't originally intended. There is however a command that grants a predefined "dev loadout" which could, in theory, be adjusted to match your desired loadout at that point in the game (incl. permanently equipping the newly unlocked rune). If you're technically inclined, you could locate and manually edit the associated .decl file. You could then override your current inventory via the command, repeating the whole edit / load / command process after each rune trial completion. That said, all that's beyond the scope of this project - this tool was built to adjust starting inventories only.
For what it's worth, I wouldn't really recommend equipping all the runes simultaneously anyway, for balance reasons - I personally only use that feature to keep Vacuum and In-Flight Mobility permanently equipped as they feel like they should have been suit upgrades to begin with. That said, obviously you can play the game however you like, and customization is the point of the tool.
Permanently equipped runes do track upgrade completion and status, assuming you didn't check "upgraded" as well as "permanently equipped" in the tool for that rune - in which case they won't track anything as they're already upgraded when you start a new game.
I downgraded my Doom version and I always get this error running ModLoader:
DOOMModLoader 0.2 by infogram - https://github.com/emoose/DOOMExtractExtracting/copying mods into C:\Users\[myname]\AppData\Local\Temp\tmpE664.tmpExtracting Custom New Game Plus.zipUnhandled Exception: System.ArgumentException: 1 is not a supported code page.Parameter name: codepage at System.Text.Encoding.GetEncoding(Int32 codepage) at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries() at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(FileStream file) at DOOMModLoader.Program.ExtractZipFile(String archiveFilenameIn, String password, String outFolder) at DOOMModLoader.Program.Main(String[] args)
I believe this is a localization error with the SharpZipLib library, a dependency the ModLoader uses. If your preferred language in Windows isn't set to US English, try (temporarily) setting it as such under the Language section in the Settings App (Start Menu -> Settings -> Time & Language -> Language) and try running the mod loader again.
doomlauncher doesnt work for me :/ it says this app cant run on your pc, and the graphics are on vulkan. oh well. no achivements lmao but this mod looks great
Another issue: Seems like this mod gives all of my weapons infinite ammo... i only selected unlock weapons and mods, everything else like the suit and the runes i didnt unlock and left alone.
There was a game update on April 11th 2024 that broke DoomLauncher, unfortunately - hopefully it gets updated! However, mods still work just fine. My understanding is anything that doesn't rely on the legacy mod (which this mod does not) will still function - just run DoomModLoader to load the mod(s), and start the game through Steam directly instead of with DoomLauncher. This will mean dev-mode restrictions (until DoomLauncher gets updated, at least). I'll update the mod description momentarily to note this.
As far as this mod in particular - I just did some testing and everything appears to be in working order, as intended. However, the only way this mod could give you infinite ammo is if you unlocked/equipped the Rich Get Richer rune, which grants you infinite ammo whenever you have at least 100 armor (75 when upgraded) and you meet the armor threshold... so I'm not sure what to tell you there. If you're basing this off the starting pistol - be aware it always has infinite ammo (meaning, in the vanilla game).
Thanks for the reply ! and every weapon, like the assault rifle, chaingun etc after that starting room... they have infinite ammo with the infinite ammo icon. didnt equip any runes or armor upgrades so idk, i was even able to spam shoot the bfg 9000 with no restrictions lol. edit: the only mods i have installed were this, simply faster movement, glory kill overhaul and legacy which unlocks console commands, but i never used any console commands during my playthrough so i dont think that affected this mod.
Neat tool. I was looking for something that would allow me to avoid certain annoying weapon masteries and rune upgrades and this mod seems perfect.
Are you aware of the DoomLegacyMod, which enables the console, along with all console commands?
Which is very useful because it tells you what the game is doing. There also exists the command "GiveMaxedOutLoadout". It gives you most weapons and certain weapon upgrades, some preator suit upgrades and the first 3 runes permanently equipped.
However if this mod works anything like that command there are some important caveats:
Unlocking certain runes prevents challenges related to rune trials. More specifically Level 4 (Argent tower) - Interact with 1 rune (Vacuum or Dazed and Confused), and Level 8 (Advanced Research Complex) - Interact with 2 runes (Blood fueled and Intimacy is best). I recommend not unlocking those if you want to complete the related level challenges. There is also some weirdness with weapon codex entries, some unlock when picking up a weapon you already have, some don't.
Aside from those, there are no other unintended consequences.
One thing to note is that the DOOMLauncher doesn't work for me. Just hangs game on start. Same as if trying to launch game without going through modloader first. I wonder if there's a way to launch the game without devmode... and not because I care about achievements, but it does tend to corrupt saves.
Finally, one idea I had is: possibly find the definition of what GiveMaxedOutLoadout gives and replace that with whatever customized loadout you create with this program.
w/r/t DOOMLauncher - are you using the Vulkan graphics API, or OpenGL? I believe DOOMLauncher only has patches for the Vulkan game executable, if memory serves. Also, you needn't use the modloader to launch the game - it's a one-time run for install/uninstall of mods only.
About devmode (without DOOMLauncher) and save corruption - I do know modded saves are flagged for deletion on the next launch where devmode is no longer enabled, and that settings don't all save properly - for example, a save's difficulty mode may be overridden (I believe it pulls the setting from the last non-devmode difficulty loaded/played/saved). DOOMLauncher + devmode bypasses all of these restrictions and I've completed numerous modded playthroughs with zero issues.
Regarding console commands - the definition for "devloadout" (what I believe is referenced by that console command) could be modified - but to have the game load that modified .decl file (and thus grant you something besides what is already predefined), you'd need devmode enabled anyway.
re: console commands - yea, devmode is kind of the biggest issue. There is probably a convoluted way to allow interacting with rune trials while having the runes enable (possibly involving loading different mods between game launches), but ultimately it seems too much of a hassle just to keep the trials part of the game.
re:DoomLauncher - I'm on vulkan. I found the issue. When the game lauches, there comes up a hidden window named "Doom console" with helpful error messages, if a bit tricky to bring to foreground. From which I learned the DOOM dumps the console output to "C:\Users\martixy\Saved Games\id Software\DOOM\base". Which then contains the relevant error message.
FATAL ERROR: Loading unverified resource. Verify files with Steam or set 'devMode_enable' to allow unverified resources: index file D:\SteamLibrary\steamapps\common\DOOM\base\gameresources_002.pindex Set cvar 'devMode_enable' to enable Dev Mode.
See, DOOMModLoader quite helpfully automatically launches the game with devmode, so I didn't actually have the parameter set in steam. Might be worth explaining explicitly for idiots like me in the mod description. Maybe a sentence like "Although DOOMModLoader automatically launches the game in Dev mode, for DOOMLauncher, dev mode must be explicitly set in the steam launch options" in the DOOMLauncher paragraph.
Glad you got it sorted out. It's actually already listed as the third step in the installation instructions. I'll add a line to that instruction emphasizing how important it is.
One thing that might be cool to do is offer additional tweaks in a potential future version.
Based on some other mods floating about, we know you can change the number of equipment charges and the ammo capacities. Other possible ideas: Changing the speed boost given by Blood Fueled and the amount of time it is active. Changing how long powerups last. Changing the threshold of Rich get richer. Changing how much ammo Armored Offensive gives. Chance of BFG ammo drop from Ammo boost. ...etc.
Thanks for making this. But if I save game, the save will be marked as develop mode. And next time I enter the game iwth the mod luancher, the game will tell me it will be marked as cheat. Seems weird I am on steam, using win 10 of course
This is the case with all mods for this game, not just this one, which is why always launching the game (with mods already installed) via DOOMLauncher is recommended - not the ModLoader (just use that when either installing or uninstalling mods) or the Steam interface. Bypassing those restrictions is that tool's purpose, and when using it the game should behave identically to when it is unmodded.
I tried again. Made sure I have been launching with the DoomLauncher provided in the description, the save is still marked as dev mode. So, in short, here is the steps I took. Generate new game plus save mods folder. Also put four equipment charge mod in the mods folder. Add command line for enable dev mode Run the mod loader, it will auto start the game. Start the game until I finished first encounter and reach the check point outside. Quit and back in the game with DoomLuancher, now the save is marked as devmode save. Is that suppose to happen?
Loading up again with DoomLauncher won't unmark it; you'd need to delete that save and start a fresh one. Unfortunately this is just how the game works. Starting a new save file after launching the game with DoomLauncher and only loading that save when entering the game that way should keep it from ever being marked in the first place, but it can't unmark them.
All I get when I run your executable is a unable to load Python DLL error. And a parameter is incorrect. Does this not work with Windows 7 or something?
Sorry, but Microsoft's own Windows 7 support ended on January 14, 2020. As specified in PEP 11, a Python release only supports a Windows platform while Microsoft considers the platform under extended support.
If you'd like to compile the tool from source with an earlier version of Python (3.8 and earlier support Win 7), you are welcome to do so as I've made the source code available here.
26 comments
Also, do the permanently equipped runes track rune upgrade completion and status? For example, if the vacuum rune is permanently equipped, will the "absorb 300 items" condition update while it's not equipped normally?
For what it's worth, I wouldn't really recommend equipping all the runes simultaneously anyway, for balance reasons - I personally only use that feature to keep Vacuum and In-Flight Mobility permanently equipped as they feel like they should have been suit upgrades to begin with. That said, obviously you can play the game however you like, and customization is the point of the tool.
Permanently equipped runes do track upgrade completion and status, assuming you didn't check "upgraded" as well as "permanently equipped" in the tool for that rune - in which case they won't track anything as they're already upgraded when you start a new game.
DOOMModLoader 0.2 by infogram - https://github.com/emoose/DOOMExtractExtracting/copying mods into C:\Users\[myname]\AppData\Local\Temp\tmpE664.tmpExtracting Custom New Game Plus.zipUnhandled Exception: System.ArgumentException: 1 is not a supported code page.Parameter name: codepage at System.Text.Encoding.GetEncoding(Int32 codepage) at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries() at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(FileStream file) at DOOMModLoader.Program.ExtractZipFile(String archiveFilenameIn, String password, String outFolder) at DOOMModLoader.Program.Main(String[] args)
Any ideas? Thanks in advance.
Edit: You're a genius. Setting to US solved the problem. Thank you SO much!
As far as this mod in particular - I just did some testing and everything appears to be in working order, as intended. However, the only way this mod could give you infinite ammo is if you unlocked/equipped the Rich Get Richer rune, which grants you infinite ammo whenever you have at least 100 armor (75 when upgraded) and you meet the armor threshold... so I'm not sure what to tell you there. If you're basing this off the starting pistol - be aware it always has infinite ammo (meaning, in the vanilla game).
Are you aware of the DoomLegacyMod, which enables the console, along with all console commands?
Which is very useful because it tells you what the game is doing.
There also exists the command "GiveMaxedOutLoadout". It gives you most weapons and certain weapon upgrades, some preator suit upgrades and the first 3 runes permanently equipped.
However if this mod works anything like that command there are some important caveats:
Unlocking certain runes prevents challenges related to rune trials. More specifically Level 4 (Argent tower) - Interact with 1 rune (Vacuum or Dazed and Confused), and Level 8 (Advanced Research Complex) - Interact with 2 runes (Blood fueled and Intimacy is best).
I recommend not unlocking those if you want to complete the related level challenges. There is also some weirdness with weapon codex entries, some unlock when picking up a weapon you already have, some don't.
Aside from those, there are no other unintended consequences.
One thing to note is that the DOOMLauncher doesn't work for me. Just hangs game on start. Same as if trying to launch game without going through modloader first. I wonder if there's a way to launch the game without devmode... and not because I care about achievements, but it does tend to corrupt saves.
Finally, one idea I had is: possibly find the definition of what GiveMaxedOutLoadout gives and replace that with whatever customized loadout you create with this program.
w/r/t DOOMLauncher - are you using the Vulkan graphics API, or OpenGL? I believe DOOMLauncher only has patches for the Vulkan game executable, if memory serves. Also, you needn't use the modloader to launch the game - it's a one-time run for install/uninstall of mods only.
About devmode (without DOOMLauncher) and save corruption - I do know modded saves are flagged for deletion on the next launch where devmode is no longer enabled, and that settings don't all save properly - for example, a save's difficulty mode may be overridden (I believe it pulls the setting from the last non-devmode difficulty loaded/played/saved). DOOMLauncher + devmode bypasses all of these restrictions and I've completed numerous modded playthroughs with zero issues.
Regarding console commands - the definition for "devloadout" (what I believe is referenced by that console command) could be modified - but to have the game load that modified .decl file (and thus grant you something besides what is already predefined), you'd need devmode enabled anyway.
re:DoomLauncher - I'm on vulkan. I found the issue. When the game lauches, there comes up a hidden window named "Doom console" with helpful error messages, if a bit tricky to bring to foreground. From which I learned the DOOM dumps the console output to "C:\Users\martixy\Saved Games\id Software\DOOM\base". Which then contains the relevant error message.
See, DOOMModLoader quite helpfully automatically launches the game with devmode, so I didn't actually have the parameter set in steam. Might be worth explaining explicitly for idiots like me in the mod description. Maybe a sentence like "Although DOOMModLoader automatically launches the game in Dev mode, for DOOMLauncher, dev mode must be explicitly set in the steam launch options" in the DOOMLauncher paragraph.
Based on some other mods floating about, we know you can change the number of equipment charges and the ammo capacities.
Other possible ideas:
Changing the speed boost given by Blood Fueled and the amount of time it is active.
Changing how long powerups last.
Changing the threshold of Rich get richer.
Changing how much ammo Armored Offensive gives.
Chance of BFG ammo drop from Ammo boost.
...etc.
I am on steam, using win 10 of course
So, in short, here is the steps I took.
Generate new game plus save mods folder.
Also put four equipment charge mod in the mods folder.
Add command line for enable dev mode
Run the mod loader, it will auto start the game.
Start the game until I finished first encounter and reach the check point outside.
Quit and back in the game with DoomLuancher, now the save is marked as devmode save.
Is that suppose to happen?
If you'd like to compile the tool from source with an earlier version of Python (3.8 and earlier support Win 7), you are welcome to do so as I've made the source code available here.