Hello! Could you enable the "Mod Manger Download" button for this mod? I have created a new DOOM Eternal Vortex Extension that will properly install this mod.
This mod is generally good. But, personally, I would recommend that people do not use DLC demon tweaks and quality life foundations, cause those two packs may trigger major crashes while playing custom levels.
It seems like DLC Demon Tweaks and Better Marauders conflicts with level mods of the base campaign that adds in DLC enemies for some reason. They don't cause crashes or anything and the levels would mostly work fine, but none of the DLC enemies would spawn.
Edit 22/01/2024: Nope, it seems to affect every level mod from the base campaign that has DLC enemies, in addition it also affects level mods with base game bosses added to the DLC levels.
I've made a fork of Better Marauders and DLC Demon Tweaks that fixes this issue, though it came with the side effect of making the mod directories look super messy.
Download the mods from my Google Drive. Open the "Forked Mods" folder and download the "Modpack Collection" zip files.
It seems that using EternalMod\assetsinfo to grab resources from another level is somewhat of a bad idea since level mods usually also use them for spawning enemies on where they can't be spawned on the base game, so they ended up conflicting, but in the process it seems to have made putting the enemy data on every level to be necessary.
Hello there, I have a question. Recently I've been grinding Blood Swamp Master Level made by Konvaz. This is a really good mod, and I really love it. However, I have been encountering random crashes during the level progression. The crash will always occur on the way to the second Sentinel shield piece, this means before the final arena of the second shield piece, the game has already crashed. Is there a solution that might fix this problem? I have nowhere to ask, I hope you can share some ideas. Thank you!
Uh I'm not sure why you're asking me of all people since I'm in no way related to that mod's creation, or why you even asked here; but I can probably make a "Start the level from a new save file" add-on later.
I like how all these changes sound but each mod has something I wish I could disable. Heat Blast stunning Marauders and Chaingun Projectiles from Gameplay, Armored Baron and Blood Maykr being weak to the Unmakyr from DLC Demon Tweaks, and Heavy Canon being hitscan from Non-Meta Weapon Buffs. Speaking of the last one, I feel like the rate of fire on the Plasma Rifle should be raised and the Unmakyr should use plasma cells.
You can try getting into modding yourself by consulting the Eternal Modding Wiki, editing pre-existing mods or making a new mod based off of an already-existing one is pretty easy.
It took me around 20 mins to make this mod that's based off of DLC Demon Tweaks' Mancubi Explosion tweak.
Anyone know how to increase rate of fire of gauss rifle?(not ballista and not destroyer) I try to edit all firinginterval to all gauss rifle but no luck.
I like the changes related to stone imps. My question is would You consider adding similar mechanics to spirits and other DLC enemies? e.g. instead of restricting them to microwave beam in order to kill a spirit you have to use a plasma ammo weapon. And perhaps screamer zombies don't use their ability if killed while being stunned/freezed.
Another balance suggestion: ballista blade and plasma rifle's microwave beam don't reduce movement speed on weapon charge/attack (possibly bypassable with a mastery or smh)
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Tested with Beth's Arc Complex Master Level and MicrowavedBunny's Tormented Earth, maybe it will still work properly on other base game levels with DLC enemies but I haven't tried the others yet.
Edit 22/01/2024: Nope, it seems to affect every level mod from the base campaign that has DLC enemies, in addition it also affects level mods with base game bosses added to the DLC levels.
Download the mods from my Google Drive.
Open the "Forked Mods" folder and download the "Modpack Collection" zip files.
It seems that using EternalMod\assetsinfo to grab resources from another level is somewhat of a bad idea since level mods usually also use them for spawning enemies on where they can't be spawned on the base game, so they ended up conflicting, but in the process it seems to have made putting the enemy data on every level to be necessary.
EDIT: Continued on the mod page.
It took me around 20 mins to make this mod that's based off of DLC Demon Tweaks' Mancubi Explosion tweak.
I try to edit all firinginterval to all gauss rifle but no luck.
Another balance suggestion: ballista blade and plasma rifle's microwave beam don't reduce movement speed on weapon charge/attack (possibly bypassable with a mastery or smh)