Lila Feuer Posted July 10, 2020 Any mods that make D3 more like a survival horror instead of half-and-halfing it? RoE feels notably more tense than the base game due to less resources on offer (plus Sluggard's Subtle Improvements ammo rebalancing). I actually really appreciate getting those locker codes now! Plus the Vulgar is exactly what the Imp should've been IMO, faster and tougher. I always wished monsters "de-spawned" quicker as well so they aren't immobile for so long while also vulnerable. Or just make them invincible during the spawn sequence. I think I could also "cheat" for more player damage without the health depletion gimmick of the Soul Cube on Nightmare by adjusting those variables in the Config? Or is there an easier way? 0 Share this post Link to post
Tetzlaff Posted July 10, 2020 (edited) Overthinked Doom 3 https://www.moddb.com/mods/overthinked-doom3 The mod's goal is to make the game harder and to emphasize on the survival aspect. Haven't tried it myself yet. 5 hours ago, Lila Feuer said: I think I could also "cheat" for more player damage without the health depletion gimmick of the Soul Cube on Nightmare by adjusting those variables in the Config? Or is there an easier way? Not in the config, but you could create your own mod by adjusting values in the player.def and the various monster's .def files. Edited July 10, 2020 by Tetzlaff 0 Share this post Link to post
Lila Feuer Posted July 24, 2020 (edited) I just found out today I can open def files with just notepad and now I can't stop changing things. Might release a mini-mod at some point in the unspecified future! E: Anybody know what controls damage percentage for difficulties? If I alter damage to be higher for monster attacks Veteran will grossly exaggerate the damage further, that and I would like to make it 100% instead of 170% (or Marine's 90%). Edited July 24, 2020 by Lila Feuer 1 Share this post Link to post
snapshot Posted July 25, 2020 (edited) On 7/24/2020 at 4:19 PM, Lila Feuer said: E: Anybody know what controls damage percentage for difficulties? If I alter damage to be higher for monster attacks Veteran will grossly exaggerate the damage further, that and I would like to make it 100% instead of 170% (or Marine's 90%). In my subtle improvements mod I managed to make veteran difficulty use different damage scaling and armor protection scaling by adding this to ai_player.script eachFrame { if ( sys.getcvar( "si_gameType" ) == "singleplayer" ) //only affect singleplayer { if ( sys.getcvar ( "g_skill" ) == "2") { //Make armor deplete faster sys.setcvar( "g_armorProtection", "0.8" ); sys.setcvar( "g_damageScale", "3" ); } } Default values seem hardcoded but this works well enough if you just add it to void player::Torso_Idle() 2 Share this post Link to post
Lila Feuer Posted July 31, 2020 I just made the armor protection higher to compensate for the increased damage. But I am curious about something, do Z-Sec not have headshot damage? I see it in the pistol and shield guy code, but the shotgun guy and machine gunner lack any such thing. 0 Share this post Link to post
Tetzlaff Posted August 1, 2020 Maybe they use the headshot damage of another Zsec monster. There is the "inherit" function in the .def files that lets you use code of another monster. 0 Share this post Link to post
Lila Feuer Posted August 2, 2020 That's possible, didn't think they used inheritance. Heh, I'm starting to possibly see where ZDoom's DECORATE got its methods from. 0 Share this post Link to post
Lila Feuer Posted August 3, 2020 I think the game is ignoring the pinky demon's HP raise, I bumped it up from 220 to 520 and it's just as weak as ever. Even tried setting headshot damage scaling to zero, but nothing changed. Every other monster has worked so far. 0 Share this post Link to post
AverageDoomguy Posted August 3, 2020 If you don't mind the amount of gameplay changes you can give Perfected Doom 3 a try: https://www.moddb.com/mods/perfected-doom-3-version-500 It brings back the some of the classic monsters such as the Pain Elemental and the Baron of Hell, along with some new features. The difficulty was re-balanced too. 0 Share this post Link to post
Hellektronic Posted August 4, 2020 I've had my eye on this mod, Doom 3 Fixed Edition. https://www.moddb.com/mods/doom-3-fixed-edition-d3fe It makes a few changed to gameplay, but most of its aesthetic or simply to make some of the easier enemies harder. For example, the cyberdemon is buffed and archviles use their stronger attacks earlier in the game. I've been meaning to try it out, but never got around to it. 0 Share this post Link to post
snapshot Posted August 4, 2020 (edited) 52 minutes ago, Hellektronic said: Doom 3 Fixed Edition. Yeah, that's my subtle improvements mod, you can find a thread about it here. mostly small changes to make veteran difficulty tougher, encourage switching between weapons and discourage wasting ammo lol. Edited August 4, 2020 by sluggard 0 Share this post Link to post
Lila Feuer Posted August 4, 2020 @sluggard Of which your mod has inspired me as a base to further tinker the game to my liking ;) 0 Share this post Link to post
snapshot Posted August 4, 2020 (edited) Nice, I might do yet another playthrough with it one day if you ever decide to share it with us Haha. Edited August 4, 2020 by sluggard 1 Share this post Link to post
Hellektronic Posted August 5, 2020 4 hours ago, sluggard said: Yeah, that's my subtle improvements mod, you can find a thread about it here. mostly small changes to make veteran difficulty tougher, encourage switching between weapons and discourage wasting ammo lol. Its a great idea man, I like the mostly vanilla approach but with small improvements. I think I was trying to figure out how to make mod folders for D3 then got sidetracked, and never got it installed. 0 Share this post Link to post
snapshot Posted August 5, 2020 8 hours ago, Hellektronic said: I think I was trying to figure out how to make mod folders for D3 then got sidetracked, and never got it installed. Most of them usually just require you to extract them to your D3 folder then they'll appear in the in-game mods menu, though sometimes they come as simple .pk4 files, in that case you put them inside Doom 3/base and the game will auto-load them. 1 Share this post Link to post
Lila Feuer Posted August 7, 2020 On 8/3/2020 at 4:35 AM, Lila Feuer said: I think the game is ignoring the pinky demon's HP raise, I bumped it up from 220 to 520 and it's just as weak as ever. Even tried setting headshot damage scaling to zero, but nothing changed. Every other monster has worked so far. Aaand I'm still having this problem. I tried 666 as a high test value and fought the one that is scripted in Administration and it dies too quickly, the one after that is the same way. Every other monster has been buffed except for him (the new damage values work though). I wonder why the game is ignoring the health change? 0 Share this post Link to post
Tetzlaff Posted August 9, 2020 Strange... Have you created a proper mod pk4 file? Put all your modded files into a zip file (keep folder structure) and rename the .zip to .pk4, then give the pk4 file a name that is alphabetically higher than pak008.pk4, for example "specialmonsters.pk4". 0 Share this post Link to post
Xyz Posted August 9, 2020 Probably the monster was given set amount of HP in the map. You can open the map in the editor search for the pinky and change the HP 0 Share this post Link to post
Lila Feuer Posted August 9, 2020 @Tetzlaff Yes the files are using td_improvements_gameplay.pk4 as a base and is one of the last couple of things loaded besides Reznor sounds and alpha shotgun model. I can tell everything else is working, it's just ignoring the pinky health (its damage went up though).@PaulRazvan95 If that's the case that is a bizarre decision, I can take a look and see if that is the case or not. I could also maybe even give the pinky its own pk4 and have that loaded last as another remedy. 0 Share this post Link to post
Xyz Posted August 9, 2020 Oh. I just read more of this conversation. I tought you had only the Admin pinky have the HP problem. But if you have the same problem with every pinky that spawns then look in the .pk4s . Try the last pk4s you have, maybe one of them has another ``monster_demon_pinky.def`` that is replacing the one you edited. 0 Share this post Link to post
Lila Feuer Posted August 9, 2020 @PaulRazvan95 Thank you dude! It was the fucking Reznor sounds pk4 being the second to last loaded file, it includes defs for several monsters (namely, the ones the new/old sounds correspond to and the Pinky is an offender). That should fix my issue. 0 Share this post Link to post
Xyz Posted August 9, 2020 Always keep your modified files in the last pk4 to overwrite the other ones (or delete the other ones) If Trent Reznor also has new sounds defined in the def you would have to re-define them in your new def too 0 Share this post Link to post