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Doom Eternal CommunityUploaded by
NayrhamVirus scan
About this mod
A modding template also acting as a catalogue of every Custom AI that's ever been made, with idStudio assets you'll need to package into your mod to have everything work. Please don't hesitate to report any issues, they're likely not your fault
- Requirements
- Permissions and credits
- Changelogs
There are 3 main zips containing every asset for every AI:
Raw Assets
This zip contains the assets needed for idStudio to be able to read them, extract the contents of this zip in your newly created mod's folder, which should be idStudio/YourMod/base. Extract the zip within the "base" folder, if you did it correctly, the "base" folder should now have the following folders: art, declTree, effect, models and textures. There's also a TXT GUIDES DO NOT PACKAGE folder, these are just guides I made on how to use demons in a map and how they were originally created, they're not translated for idStudio (they were made with Notepad++ in mind) but you should still be able to replicate everything in the "How to use in a map" folder into the idStudio world editor.
Cooked Assets
This zip contains the assets you'll need to actually package when your mod is finished. Extract these files into the "base" folder of your mod as well, if you did it correctly, the base/generated folder should now have binarygorecontainer, decls, image and model. Outside of the generated folder there should also be strings and sound folders, make sure to only package whatever was in this zip so as to not bloat the packaged file. You don't have to package any Cooked Asset if you've made no changes to the raw assets when working on your mod, you can just package everything made by you and have players download the Asset Pack version of the Collection in the Mod Portal.
EternalMod Assetsinfo
This zip is structured like an old modding zip, it contains assetsinfos for every main level (you can delete the level folders you don't need) with the following .resources files:
- e2m4_boss and e2m4_boss_patch1: Allows the Gladiator Unleashed to spawn in the level the assetsinfo is targeting;
- e5m4_boss and e5m4_boss_patch1: Allows the Dark Lord and the Demonic Trooper to spawn in the level the assetsinfo is targeting;
- e6m2_earth_horde: Allows every other DLC demon to spawn in the level the assetsinfo is targeting.
You're gonna have to use the Import Community Mod option from idStudio, and in the Mod Injector option put this zip in, it's gonna create a packagemapspec.json file in the "base" folder of your mod. Package it when you're done with your mod.
In the Optional Files section, there's individual AI assets, and in the Main Files section there's a Universal Assets zip containing assets ranging from decls used by every AI, decls I couldn't be bothered to separate (FX, particles and some material2s), strings and sounds, some Spirit and Dark Lord decls etc.
You only need to download Universal Assets if you're not gonna use the 3 main zips and you're just gonna use some of the AI from Optional Files.
From here you can kinda go on as you please, but one last very important thing is to please be aware of the actorpopulation and aipoolnumbers decls, you'll need them to have demons actually spawn in your level. In the idGameChallenge_CampaignSinglePlayer entity, change whatever the current aipoolnumbers decl is into the one present in this mod's zips ("everyone"). Then in any encounter you wanna make, have the actorpopulation also target the one present in this mod's zips ("actorpopulation/default/everyone").
I will leave the original zip files intact if you want to mod something idStudio is not required for, like using EntitySlayer to change .entities files.
Original AI appearances:
SGN Slaughter Arena
KaiserCampaign
Demons 2016
Immora ML
Delta's TAG2
Custom AI Resources
Lean Manc
Infected
Armored Maykr Drone
Custom Buff Totem Resources
Maykr Baron
Gladiator Unleashed
Sledless Doom Hunter (it was someone else's idea and I helped them out)
Pistol
Every zip here about the Pistol is completely useless now that it's on the Mod Portal but I'm leaving them in if someone was curious as to how I brought the Pistol back without idStudio