A modding template also acting as a catalogue of every Custom AI that's ever been made, with pre-built zips and overrides including all of them in all maps so modders can easily access them. Please don't hesitate to report any issues, they're likely not your fault
Put this in the DOOMEternal folder (so where the base and Mods folders are)
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Doom Eternal Community
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 2.32
2.32: - Fixes the Archpriest's red shield aura appearing when he starts summoning. The red shield aura's intent is to signal to the player that the shield has regenerated, so it also appearing in other occasions could've been confusing, now that's fixed. The red lightning circle around him is still inconsistent
2.31: - Added a Doom Hunter variant that already starts without the sled, but he's a regular Doom Hunter besides that. He absolutely needs an idTarget_Spawn, otherwise he will break
2.3: - Fixed the Pistol's animations when facing a wall and when weapon is centered. From now, any other Pistol animation that doesn't work, either doesn't exist in the files straight up, or is so minor you won't even notice it's missing;
- The Thrash Knight's code has been simplified, you now don't need to worry about making extra encounters and only need one small extra step after spawning him (you still need some new stuff from the idAI2 entities zip)
2.2: - The Infernal Whiplash's code has been reworked and can now be spawned like any normal demon rather than it needing to have 50 layers of spaghetti-code for every instance. A new FX has also been added for its enraged state;
- The Infernal Whiplash's HP has been reduced, its damage was reverted back to a normal Whiplash, but is now insanely fast in both forms, and can launch 2 shockwaves at once while enraged;
- The e6m1_cult_horde_patch1 folder has been removed as it was unnecessary the entire time. It stored all the custom decls, but since their data can be obtained with overrides anyway, it was removed. Only the assetsinfo is needed for the game to recognize the decls' existence;
- Fixed the Infernal Whiplash and the Tesla Tyrant reverting to their vanilla skins when chainsawed/glory-killed
2.1: - The Archpriest's code has been reworked and can now be spawned like any normal demon rather than him needing to have 50 layers of spaghetti-code for every instance. The only notable FX difference is his red shield fading in and out when replenished rather than staying on him at all times, tho it also accidentally fades in and out when he summons, that doesn't mean his shield is actually replenished, it only replenishes 10 seconds after it's down;
- The Archpriest cannot be glory-killed anymore, instead he now has the same mechanic as the Behemoth and Infernal Mastermind where he needs to be killed in a short time once staggered;
- The Projector's shield can now block Destroyer Blade shots
2.0: - The code of almost all idAI2s has been rewritten and simplified thanks to the recent discovery of "expandInheritance = true". If you were already working with these zips, please replace all the idAI2s you had with the new ones in the idAI2 entities zip, besides Archpriest, Infernal Whiplash and Dark Vessel, whose code has not been changed at all. The Thrash Knight and Gladiator Unleashed still want to be written in a specific way and the Mutator Buffs' code hasn't been minimized either. Everyone else has been grouped together;
- The Projector has been reworked so he now functions completely standalone and doesn't require anything extra in the level in order to spawn Projections. The Projector, instead of shooting rings, shoots blue grenades that spawn Projections. Said Projections' laser combo attack is now the same as the Tesla Tyrant's;
- The code of the Infected-Mutators combo has been massively simplified and is now really easy to use;
- Fixed almost all custom AIs reverting to their vanilla skins when chainsawed/glory-killed;
- Fixed the Obsidian Mancubus and Thrash Knight's bodies not disappearing correctly on death;
- Steve cannot be glory-killed anymore;
- Removed Herobrine
This Custom AI collection is a modding template that aims to include everything from Delta's work to KaiserCampaign, and all in between. This will not include purely aesthetical modded demons, they need to be mechanically different in some way, unless they're iconic enough. If you know of any other AI that should be included, let me know. Some AIs are also more complex than normal to use, txt files are available as guides.
You also need Meath00k, install it if you don't have it
Currently brought in are all the following: Archpriest Armored Arachnotron Armored Maykr Drone Baron of Hell (2016) Behemoth Blood Prowler Blood Spirit Conjurer Corrupt Maykr Cursed Pinky Cyber Cacodemon Cyber Revenant Dark Lord Dark Vessel Eternal Buff Fake Totem Fallen Angel Gemstone Gargoyle Gladiator Unleashed Goblin Imp Gold Doom Hunter Infected Infernal Mastermind Infernal Whiplash Lean Manc Maykr Baron Mutator Buff Obsidian Mancubus Phantom Soldier Projector Pureblood Maykr Screecher Spirit Screecher Totem Sledless Doom Hunter Spectres Spirit Totem Steve Super Zombie Tesla Tyrant Thrash Knight Widow ?????
Planned additions: None at the moment
Known issues: - The Cyber Revenant, when chainsawed/glory-killed, either reverts to the vanilla Revenant or has malfunctioning gore. Due to being originally a multiplayer demon skin, with all the implications of that, this is impossible to fix; - The Corrupt Maykr Drone cannot be chainsawed, but even tho I can fix that easily, why would anyone even chainsaw him; - The Pistol Restored stuff completely breaks the final Dark Lord cutscene and most podium animations. This can't be helped, but since you're trading some irrelevant things for an entire weapon, it really doesn't matter
Pistol
The Pistol has been restored in this mod's zips with help from Zwip-Zwap Zapony, the main person behind the EternalModInjector (I think?). It has unlimited ammo. To access it, type "give weapon/player/pistol" in the console (without the ""), but in order to swap to it afterwards, you'll have to either swap to the Combat Shotgun and press Down on your keyboard, or to the Unmaykr and press Up (or whatever you have bound to those functions). Some animations don't work but all the essential functions are here.
If you don't care about modding and just wanna play with the Pistol, install its zip and its overrides from Optional Files as per instructions, and you also need Meath00k.