Mod is available on theOfficial Mod Portal and Also Here on Nexus for Mod Injector.
Config files for the Mod Portal Version are in the "Optional Files" section.
Mod Injector Versions contain everything you need in one 7zip download. (Read description page for install instructions!)
Main File (Mod Injector) Versions: "KTDE - v6.66Rev3F - Mod Injector" - Default version of the mod! "KTDE - v6.66Rev3F - No Baron Fire Blades - Mod Injector" - Same as default BUT the Baron of Hell has fire blades disabled *cosmetic only* "KTDE - v6.66Rev3F - Optimized - Mod Injector" - Default corpse de-spawn timers , shorter gib timers, default Mancubus Glory Kills
Optimized files attempt to cater to the ace slayers out there that clear entire rooms in half a second rendering the default timers I have on the corpses on the other versions too long before more enemies can spawn in. File attempts to still give such aces a more visceral experience without getting in the way of their skills. No; its not as visceral as the other version(s) but its still better than the default game.
I keep having issues where some arena waves won't end unless I type killai in the console. I can't think of any mod that might have anything to do with that than this. Is this a known issue or is it not this mod?
Straight up wont work. Tried multiple versions from nexus and bethesda, installed cfq files and ktd file. Tried uninstalling all mods and verifying. Also nexus version makes soldier hair disappear. Not sure why.
Not to sound mean but you're not doing something correctly if it straight up "doesn't work"
Obviously a mod doesn't get over 700 endorsements if it "doesn't work" plus the comment section here would be flooded with the same sentiment you have if it really didn't work.
I know. Obviously Im here asking what Im doing wrong after trying all this. Unless a recent update broke it or something. I havent had issues with any other mods.
Hmm.. well can you explain in a bit of detail precisely the process you do when installing the injector version of the mod?
If you are using the injector version of the mod, don't use the "mod preview" version of doom eternal. That's one thing I know messed me up before though ill admit I'm not so sure if that bit is still relevant.
oh ya I was using the mod preview version. But im using that because I want to use mods both from nexusmods and bethesda.net. Other mods from the injector are working fine. Also that wouldnt explain why the Bethesda.net version isnt working. I forgot a detail, so the tiny gore and gibs do actually stay, but corpses still dissapear after a few seconds. Maybe I didnt install the right file inside the zip file...
Ok turns out Im retarded. I placed the main zip file in the mods folder, not the zip folder inside of it in the mods folder. Its working now, even in the mod preview version. Still doesn't explain why the bethesda one did the same thing though...unless the same thing is going on with that, but I think that can only be fixed on your end, unless I can edit files installed in the official mod launcher. Just sucks that I played all the way to Nekraval pt2 without it.
The bethesda . net version requires the config files in the "optional files" section here for corpses to stay. They aren't included on the mod portal version because they aren't "allowed" to be in the pack.
Ya I thought I installed those, but maybe I fucked that up too somehow. Its my first time modding doom eternal, and I was installing a f*#@ ton of mods. I'm just using the one from nexus so idk. It works great now though. The ending when it zooms out from doom guy walking away from the icon was awesome with all the chopped in half barons laying all over the place. I shoulda screenshotted it.
just quick question, wasn't there a mod that lets this one work in tandem with the "no stun/stagger effects" mod? i'd love to be able to fight marauders and the dark lord without having the looney tunes stars appear above their heads
Hey, anyone else noticing laggy input response around corpses with this mod? FPS stays stable and high so doesn't seem like a performance issue. Wondering if this is somewhat inherent of the mod or is there room around to tweaks some engine settings etc.
EDIT: Found the issue and a fix, problem not related to this mod.
Been using this mod for years now between DOOM 2016 and Eternal and really appreciate you stepping up where the devs didn't. It will always boggle my mind how they didn't bother to make the aftermath of combat messy even in the slightest in a modern DOOM game, like wtf. Thanks for your work man!
Thank You! Lets hope The Dark Ages doesn't have to be modded and if it does; ill do my best with it as well provided ofc the tools are available! So ; go thank the tool makers, without those folks; none of this is even possible!
I understand where you're coming from, but they really prioritize optimization which I can absolutely respect. I appreciate it a lot, though it'd be great to see as a toggle setting!
I might do it one of these days.... Its kinda like the moon landing I uhh "lost the technology to go back"
Nah..seriously though; Its just a TON of work to now make a version the old way, its a metric ton of files that have to be edited and included in the mod injector package, and in all honesty, I just have had 0 motivation to do it.
but one of these days ; ill probably make at least 1 version for the mod injector.
Setting this to high will break spawns of new enemies spawning in. This literally took me months to get a value that was somewhat balanced with doom 2016. 1 minute Id say is really the max. If youre a high flying doom slayer where you can clear a room of the hardest enemies with relative ease, even this will be too long for you.
Which is why the optimized files exist. alternatively you could just play without the config files and still have persistent gibs and maybe some chainsawed and crucibled enemies.
There's really no way to make corpses permanent without breaking spawns. At least, none that has been found since Doom 2016.
570 comments
Config files for the Mod Portal Version are in the "Optional Files" section.
Mod Injector Versions contain everything you need in one 7zip download. (Read description page for install instructions!)
Main File (Mod Injector) Versions:
"KTDE - v6.66Rev3F - Mod Injector" - Default version of the mod!
"KTDE - v6.66Rev3F - No Baron Fire Blades - Mod Injector" - Same as default BUT the Baron of Hell has fire blades disabled *cosmetic only*
"KTDE - v6.66Rev3F - Optimized - Mod Injector" - Default corpse de-spawn timers , shorter gib timers, default Mancubus Glory Kills
Optimized files attempt to cater to the ace slayers out there that clear entire rooms in half a second rendering the default timers I have on the corpses on the other versions too long before more enemies can spawn in. File attempts to still give such aces a more visceral experience without getting in the way of their skills. No; its not as visceral as the other version(s) but its still better than the default game.
Obviously a mod doesn't get over 700 endorsements if it "doesn't work" plus the comment section here would be flooded with the same sentiment you have if it really didn't work.
If you are using the injector version of the mod, don't use the "mod preview" version of doom eternal. That's one thing I know messed me up before though ill admit I'm not so sure if that bit is still relevant.
just quick question, wasn't there a mod that lets this one work in tandem with the "no stun/stagger effects" mod? i'd love to be able to fight marauders and the dark lord without having the looney tunes stars appear above their heads
i made a "patch" for it in the past to get it working with KTD but haven't kept up with it lately.
thanks again, your mod adds so much visual flare to eternal
That uses spawned entities for which there are apparently hard coded timers for their removal which up to this point, still, can not be changed.
Wondering if this is somewhat inherent of the mod or is there room around to tweaks some engine settings etc.
EDIT: Found the issue and a fix, problem not related to this mod.
Is there anyway to use this mod without the increased movement speed, bloody weapons and 2016 preator suit?
The current versions on the official mod portal do not have a "ultimate edition" therefor the answer to your question is:
Yes!
Download another version of the mod via the mod portal
https://www.nexusmods.com/doom/mods/47?tab=posts
I can't remember the name of it atm.
Thanks
So ; go thank the tool makers, without those folks; none of this is even possible!
Nah..seriously though; Its just a TON of work to now make a version the old way, its a metric ton of files that have to be edited and included in the mod injector package, and in all honesty, I just have had 0 motivation to do it.
but one of these days ; ill probably make at least 1 version for the mod injector.
Setting this to high will break spawns of new enemies spawning in. This literally took me months to get a value that was somewhat balanced with doom 2016. 1 minute Id say is really the max. If youre a high flying doom slayer where you can clear a room of the hardest enemies with relative ease, even this will be too long for you.
Which is why the optimized files exist. alternatively you could just play without the config files and still have persistent gibs and maybe some chainsawed and crucibled enemies.
There's really no way to make corpses permanent without breaking spawns. At least, none that has been found since Doom 2016.