DOOM Eternal

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Kaiser_will and Friends

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Kaiserwill

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About this mod

A handcrafted and extensive overhaul of the entire base campaign for DOOM Eternal

Slaughter new enemies, face new challenges and conquer 18 custom Master Levels in the most ambitious mod of it's kind.

Requirements
Permissions and credits
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This mod - What is it? Where am i?

KaiserCampaign is a "Total Conversion" of the main campaign for DOOM Eternal, featuring:

  • 13 custom master levels
  • 5 secret levels. 
  • 12+ AI Variants, 6+ Custom bossfights, and countless special oneoff enemies
  • Extensively polished combat designed for high-skill Eternal players
  • DLC Content seamlessly merged with base campaign levels
  • comedy stylings

This mod rebalances multiple aspects of the slayers kit (The Hammer, Secret upgrades, Extra upgrades, Support runes, Specific demon resistances) for a completely fresh experience and custom combat loop. The goal being to further elevate the skill celling and creative expression of players without changing too much about the base game and making it unrecognizable.

New codex pages, loading screens, and a playable tutorial are all available for players who want to see the new features. My Youtube channel also features various sneak-peaks and developer playthroughs of what you can expect from the campaign.

INSTALLATION - PLEASE READ OR WATCH BEFORE INSTALLING
As of update 2.3, KaiserCampaign has reached the limit of what custom DOOM Eternal mods can handle. As a result of this, 2 main files are now necessary.

KaiserCampaign_v2.3.zip is the main mod file. Install this as normal. (Put it in your mods folder and run the mod injector batch file)

KCsillystring.zip is the add-on update/hotfix file which includes custom enemy assets and bugfixes which are required to keep your game from crashing, as well as new features of Act 3. (Extract this file in your DOOMEternal folder, putting it in your mods folder will not work)

  • Extract/Unpack KCsillystring.zip with something like winrar, winzip or any other program of your choice. You should see a folder called "overrides"
  • Requires M3atH00k (XINPUT1_3.dll) to be installed in the same folder, or else the mod will not work properly
  • If everything is installed correctly, you should see the Icon Of Sin on your main menu.
  • Because this specific file does not use mod injector to work, it does not require mod injector to be run every time you install a new version of it

Both DLC's for DOOM Eternal are required for this mod to function.
Cracked versions of the game are not and will not be supported
.


COMPATABILITY AND BUGS
KaiserCampaign is NOT compatible or at risk of serious bugs with any of the following mods - 

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1. Anything altering the file structure of the games files. If a mod adds new content and uses a .json to add them to existing file structures, it may interfere with KaiserCampaign, and may result in widespread and random issues. To air on the side of caution, please disable all other mods before reporting anything. 

2. Other campaign or level altering mods. This includes "Slaughter maps", Horde mode, other custom campaigns, etc. Do not report any bugs if you have one of these installed.

3. AI altering mods. This mod edits multiple AI/bosses and contains multiple new files for custom AI. Expect strange or inconsistent behaviors with enemies if you use one of these.

3. "Essentials" or "Slayer Overhaul" modpacks which contain multiple repackaged mods from different authors. Because these are often not properly maintained, or "dirty" from dumping in so many random files, expect the possibility of bugs as a result. 

Because Kaisercampaign is such a large and comprehensive mod, it gets broken by alot of other stuff. So before reporting a bug, be sure to disable all of your other mods first. This mod is also not designed to be installed/uninstalled mid playthrough. Kaisercampaign can and will alter your save files and what weapons/abilities you have.

This mod uses DLC1, DLC2 and Horde mode maps as a loading tool for new assets. It is recommended you do not play dlc2/HM with this mod installed, as you may notice strange things that may not make sense such as gameplay changes, enemy changes, or text changes.

Please understand that while i dedicate many hours to fixing bugs and making the most seamless experience possible. Because of the amount of custom files, and because of the limit i push the engine to in order to create this, that there will be random crashes, possible softlocks, etc.


Credits

Check the Permissions and credits tab to see the full credits for everyone involved, i couldn't do this without the support of my community.

If you want to speak with me directly, keep up to date with the newest and cutting edge DOOM Eternal mods, or learn how to make mods like this for yourself, be sure to join The DOOM Eternal Modding Hub


Ok, all of that is cool. But can you tell me more?

Yeah, yeah. sure. Fine. But you're the one who's getting spoiled here.

Custom Demons


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Kaisercampaign has a multitude of new enemies, all organically introduced during a vanilla playthrough. Custom demons are previewed early via Escalation encounters and Secret levels, but all have proper introductions normally. The enemies all have new lore in the codex but i can explain their new features here.

Blood spirit (Ambient) - An invulnerable spirit which applies a buff similar to that of the buff totem. They cannot be killed. The blood spirit acts more of something you have to manage and plan around, instead of targeting and killing.

Pureblood Maykr (Superheavy) - Un-Corrupted variant of the Blood Maykr. Has more health and stronger projectiles.

Thrash Knight (Superheavy) - Gibbed hell knight reborn of argent and metal. Slower but stronger Hell knights which greatly increase in speed upon half health. Resists most weapons but takes heavy damage from the Sentinel Hammer and Blood Punch.

Projector (Superheavy) - Supreme carcass with upgraded attacks, shielding, and is capable of summoning up to three Tyrant Projections out of shield material.

Cyber Cacodemon (Superheavy) - Cybernetic Augmented Cacodemons which fire large patterns of goo hazards. Takes extra damage from Blood Punch.

Infernal Mastermind (MiniBoss) - Generals of the demonic Horde. Capable of summoning clusters of small arachnotrons similar to the Dark Lord. Wields a deadly, indestructible cannon.

Corrupt Maykr (Heavy) - Corrupted mounds of flesh which were once Maykr Drones. They fire large, slow moving projectiles and drop hammer refills on headshot in place of ammo. Extremely low health.

Phantom Soldier (Heavy)  - Beefier, faster shield soldiers which cannot be faltered or targeted by lock-on weapons. They have larger shields meant to protect allies as they rush you down.

Super Zombies (Fodder) - Normal zombies which run exceptionally fast. If one manages to hit you, it will deal maximum damage. 

Goblin Imp (Fodder)  - Joke enemy and free armor pack. Dash into one to kill it instantly. Invulnerable to flame belch and uses whacky weapons.

Spectre Enemies (Misc.) - Any enemy is capable of having the same spectre aspects as the Pinky or Whiplash

Screecher Enemies (Misc.) - Any enemy is capable of causing a screech upon death and buffing other demons for a short period of time.


Escalation Encounters/Bosses


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In every level of the Campaign (sans Urdak and Final Sin), there are optional, high difficulty encounters which provide special upgrades or master tokens. In levels with a boss enemy, an Escalation encounter will be replaced with an Escalation boss. Escalation bosses are unique, exceptionally difficult challenges which are the only way of upgrading your hammer. They twist already existing bosses in new, unexpected ways.


New Secrets and Secret Levels


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Upgrades, Powerups, Pickups, and bonuses can all be revealed by numerous shootable, punchable, and activatable switches strewn across every level. Look in the environments for the specific patterns which may not always be glowing to find these secrets.

Near the end of 5 levels in the campaign, secret exits grant access to new levels with even greater rewards and challenge. These levels use Battlemode arenas.

These exits are marked by a shootable trigger. I don't want to tell you where they are, but if you really really want to know, here they are.

Hell on Earth, Cultist base, Super Gore nest, Sentinel Prime, and Nekravol Part 2.
If you're lame, you can play them by using a specific console command which unlocks all the levels via mission select. I'm not gonna tell you what the command is, that's your homework
I am not responsible for anything breaking with your save file as a result of playing secret levels via mission select


New Powerups
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Invincibility - Self explanatory

Invisibility - Self explanatory

The Powerball - A special, but random effect of either Damage Resistance on Blood punch, or Damage boost after chainsaw. The effects are temporary on activation but can be re-activated until you die and load checkpoint. If you don't die, you can take advantage of a powerball for the entire level.

Demonic Onslaught - You become a supercharged BATTLEMODE demon for a short period of time. Kill demons as fast as possible to take advantage of your highly buffed but temporary form.



Balance Changes

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KaiserCampaign alters the balance of a few specific but notable things from DOOM Eternal. Here is a list of the most important changes.

The Hammer now is charged with only Weakpoints and Blood Punch kills. 4 of either are required.

Stone imps take more damage from all weapons, with greatly increased damage taken from full auto. They will also drop shotgun ammo on death no matter what weapon was used to kill them, with extra shells dropped by full auto.

Carcasses will no longer be instagibbed by tier 1 destroyer blades

Cursed prowlers use the rework as stated in my Blursed Prowlers mod. Specifically, the Vulnerability rework - Beefy Crowlers one. Essentially, a cursed prowler gains damage resist until death after cursing you. The curse effect is now temporary, a 10 second long vulnerability debuff which makes you take 25% more damage from all sources. The Curse does not take away dash or actively drain your health at all, and cursed prowlers can still be frozen, stunned, glory killed and locked-onto after cursing you. You do not receive a blood punch upon being cursed.

Chaingunners have a greater resistance to explosion damage and will stun you when shield bashed. Their bullets fly through the air faster.

Blood angels (including Pureblood Maykrs) can have their shielding temporarialy disabled by headshot explosions via the support rune, or either of the ballista mods.


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The further the campaign goes on, the more reality begins to come apart. Demons and environments will distort around you, leading to new surprises around every corner. Unexpected and deadly corruptions will challenge you the further you press on into the horde.