DOOM Eternal
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IDrinkLava

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IDrinkLava

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18 comments

  1. WAcrobat19
    WAcrobat19
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    We still getting an update for this mod to at least be compatible with the current Doom Eternal version we got?
    1. Eagleclaws17
      Eagleclaws17
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      From the looks of it unless somebody is picking up this project (which unfortunatly wont be me since I have zero experience in Doom Eternal modding, atleast yet) im afraid this mod arrived at a Dead End, given the circumstances that it even released to begin with.
  2. DarkApostleYuu
    DarkApostleYuu
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    Good news is, that Doom Eternal most likeley wont update anymore since v6.66 is out. Meaning, you could actually revive this project! :D
    And I would really appreciate it because this mod makes DOOM Eternal actually fun to play for me!
  3. NickNaktheTicTac
    NickNaktheTicTac
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    So is there seriously no way to play the mod with the current release of the game? I'd take even a few bugs and such so long as there would be no major crashes. I was seriously thinking about retrying the game just for this mod alone. ;_;
    1. IDrinkLava
      IDrinkLava
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      Every time ID Software updates the game, the entire file structure is changed. There are 3 to 4 root folders that are re-arranged in terms of priority and sometimes new lines of code are added. Even if it's a minor update like adding 3 new skins, it's enough to cause mods to have to be re-organized. Eventually, they'll reach an End of Service period for Eternal like 2016 did and hopefully mod support will be more stable from that point on.

      I did promise at least one more update for LavaMod, but it'll have to wait. I usually give it two weeks after the update to make sure there's no new mini-event or hotfix in the interim that would make hours of work wasted.
    2. NickNaktheTicTac
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      "the entire file structure is changed"
      But y tho? No really, what is the purpose of this?

      "I did promise at least one more update for LavaMod" 
      Looking forward to it
  4. darklydreamingdayln
    darklydreamingdayln
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    Excellent stuff. I already Loved vanilla but this puts it over the top, it's like a perfect mix of Eternal and 2016.
  5. DarkApostleYuu
    DarkApostleYuu
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    I'm gonna be honest. This is by far the best mod collection I've ever seen for Doom Eternal! Proper Secrets are back, the playstyle is still eternal, but mixed with 2016, which is the best possible combination. There also are some interesting added encounters and the guns feel really satisfying to use this time. The Plasma Gun is my most favourite gun again now like in the classics. Even the frickin' microwave beam is really satisfying to use now! Best of all,  you don't NEED to use the chainsaw anymore. Like what more could you ask for? I couldn't enjoy Doom Eternal before even when I tried, but with this mod collection I think it's now my second favourite doom game of all time. Classic Doom still being number one for me, since you can do what ever you want with those games, like creating your own custom maps for the start. But overall thank you for your amazing work! Your hundrets of hours were not in vain, that I can assure you! ^^
  6. DoomyCruise
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    really enjoying it so far, i appreciate your efforts
  7. IDrinkLava
    IDrinkLava
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    0.992-Beta Update:

    • Fixed softlock in Urdak that prevented enemy encounters from loading.
    • Removed some spectacle cameras I missed in Urdak.
    • Hopefully fixed Mars Core Sentinel Crystal that wasn't working.
    • Nerfed LavaMod Heavy Cannon so it does the same amount of damage against Khan Maykr, Icon of Sin, and Samur as the Chaingun.
    • Removed inventory refill from Final Sin.
    • Added "No Inventory Refill between Gladiator Phases" component for Famine Mode+.
    • Added "No Inventory Refill between Icon of Sin Phases" component for Famine Mode+.
  8. IDrinkLava
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    0.991-Beta Update:

    • Fixed Doom Hunter bosses not being killable in Doom Hunter Base.
    • Fixed missing Sentinel Crystal in Nekravol Pt. 2 (it just respawns in the same place)
    • Removed inventory refill from Nekravol Pt. 2 and Urdak.

    • Fixed Super Shotgun (both LavaMod and 2016) not having the proper modded stats.
  9. rubix1900
    rubix1900
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    PROBLEM: the doom hunter is not killable since glory kills are disabled. :/
    1. IDrinkLava
      IDrinkLava
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      Less than 24 hours after upload and I get my first "didn't read the readme file" post.

      It's a known issue with the "No Stagger States" component. Either disable it for that level or just play without it. Depending on how much support this mod gets post-launch, I might go back and finish up some loose ends.
    2. Eagleclaws17
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      Wouldn't it techincally work to remove the "No Stagger States" files for the Doomhunter exclusivly and have them beeing the only enemy that can be glory killed?
    3. IDrinkLava
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      In an older build, I did have it working correctly where it placed the files in each level's subfolder so that the Doom Hunter could get staggered in the Doom Hunter Base level, but it broke with updates. What you see now is something I hastily put together for distribution. I think I might go back and fix some of the worst bugs over the course of the next week.
  10. IDrinkLava
    IDrinkLava
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    Minor update:
    I forgot to add the re-balanced Hub with the key item skips as demonstrated on the video playlist. This has been corrected. It was never finished, obviously, so there's no new Ripatorium stages and you can unfortunately pick up the Ballista too early.

    I trust players to not pick up that spare Ballista until after Super Gore Nest.