Hello, I found out that Berserk Fists only kill enemies without gk animation (and when I jump up and attack with my fist, I instantly fall to the ground and swing my fist). Is this because I have a misunderstanding? My English is not very good and the translation tool is not very good, I interpret your description of the Berserk Fists file as a pair of fists capable of triggering the gk instantly.I was able to switch my weapon to fist when using Berserk Fists, but I found it impossible to switch out of fist when using regular fist, whether it's the mouse wheel or the button to switch weapons. Is this my question please?I know my questions are naïve and low-level, and probably won't bother anyone who knows more about the game (or has a good grasp of English). I also know that everyone has their own things to do, so I can't count on your reply. But I would appreciate it if you could answer my childish questions in the midst of your busy life。
Hello! Berserk Fists indeed should trigger Berserk Glory Kills instantly on LMB (for Mod or LMB/RMB for Preset), but take into account that Berserk Fists have small distance of effect, so further you from target higher chances they will trigger gibbing kills. RMB for Berserk Fists mod always performs gibbing. Fists and Berserk Fists should switch as any other weapon as usual. What mods/presets do you use and do you use any other mods? And no worries about English. While I don't understand some of the stuff you wrote I understood some other stuff. Also I'm not good with English either. I recommend to use Google Translate when possible.
Thank you very much for your reply! The mods I used are:Viewmodel FOV Mod - 2016 Edition (https://www.nexusmods.com/doom/mods/35) Glory Kill Overhaul - More Glory Kills for Doom, 2016 (https://www.nexusmods.com/doom/mods/23) Super which Gib This mod Behaviour Tweaks (https://www.nexusmods.com/doom/mods/25) and your mod. To test where the problem was, I deleted your Fists Berserk from the mods folder after using it, reloaded the game with the modloader and checked to see if it was back to normal, and then used your Fists Regular, which I couldn't switch fists. But after I deleted the Fists Regular file and loaded Fists Berserk, I was able to switch fists again.If there's anything in the above mods that will affect how your mod produces gk, it maybe lory Kill Overhaul - More Glory Kills for Doom 2016。By the way, I thought of a question, is the Berserk Glory Kills that you say are the ones that will be triggered after picking up the Berserk energy ball and instantly gk the enemy? I'm new to doom2016 and I'm not sure if there are any other kinds of gk in the game. I'm sure that when I use Fists Berserk, nothing happens like the "execution animation" that happens when I pick up berserk balls and attack enemy or shoot an enemy until they weak then push f; they just die and fall or crumbleThank you for your concern. It was already midnight when I posted that comment “last night”, so I didn't see your reply in time, please forgive me
Yeah, I recommend to try my mod without other mods, since I don't remember, which mods it's compatible, incompatible with. You can add them one by one to see, which one will break Fists. Glory Kills are indeed the one from Glory Kill Power Up (energy ball). Other GKs are the one you perform regularly without Berserk. Again, no worries. Edited: also I checked GK Overhaul and it seems it doesn't overlap with my mod, so not sure, why it's not working properly. I may speculate that Viewmodel FOV Mod may cause issues, but not 100% sure/didn't check.
emm... I must apologize for disturbing you with my indiscretion. Your mod is actually compatible with the mods I've already loaded, it's my own problem. I haven't tried regular fist yet, but looking at the distance you mentioned in one of your sentences, after a few attempts I did come up with a bit of a thought and triggered gk!Whether or not the gk is activated depends a lot on distance, but one time an enemy was passing me and I triggered the gk,sometimes the enemy is still some distance away but I just rush forward and throw my fist at them. So I think maybe it's also influenced by aiming, and in some cases if it's not aimed at the enemy, it becomes a normal punch? (It is definitely not too far away, because if it is too far, there will be no forward movement.)In addition, if I pick up a Berserk Energy ball while switching to fists, the Berserk state will not end (even if the timer has gone to zero), and I cannot switch back to weapons. From this point on, maybe when you decide to go back to this outdated game and make a new mod, design the gk fist to look like "go into Berserk mode when you switch out, cancel when you switch back into guns"? This idea is simply my experience making mods for rts games, I don't know anything about doom2016 mods, just mention it, dare not ask you to think about it. But all those are small details, and I am very happy with the results. I've always thought that after years of fighting, doom slayer should be able to kill demons at will, and doom only uses weapons because he doesn't have the ability to long-range attack , and because of his habits from his time in the Marine Corps. Your mod greatly achieves this, thank you a million times over!
Oh, GK with Regular Fists/Vanilla one can only be performed, when enemy glow orange colour.
if I pick up a Berserk Energy ball while switching to fists, the Berserk state will not end
I try to check it, when I have time, but that's not what I experienced, when I played/tested it, so don't know what can cause that. In my tests it switched fine and Berserk power up stopped working, when timer ran out.
Also I didn't abandon this game. I'm currently working on my final overhaul. And I'm glad that you enjoying this mod and liked it!
Edited: You are right! For some reason, when Berserk Fists equiped, when Berserk Power Up is working it causes player to get stuck with Berserk Fists after Power Up rans out! I don't know what I broke during changes or did I missed it somehow, but thank you very much for pointing out!
Edited 2: I don't know what causes this, unfortunately. Can only recommend not to pick up Berserk Power Up, when Berserk Fists equiped or reload from checkpoint. Thanks again for pointing out this issue.
It's not a big deal. You're a really good people.,and I am so lucky that you are still following this game,。it is very difficult to see doom 2016 on websites in my own country now, everyone is playing doom e.wish you all the best
So i have the same problem. I start a new game but it starts out with the pistol and shotgun. I did every step but idk how you get launch options in steam because it doesn't show up for me. It just starts the game on its own. Do you have any idea how to get the launch options to work?
Launch options: Right click on game icon in Steam -> Properties -> General/1st tab would have launch options.
But you don't need launch options with current version of ModLoader:
Installation of ModLoader - Download "Debug.zip" from https://github.com/ZwipZwapZapony/DOOMModLoader/releases/tag/v0.3 - Extract ModLoader.exe and SharpZipLib.dll to Doom 2016 Main Folder (one where DOOMx64.exe is) - Create in Same Folder New Folder named "mods" (without "")
thing is, vortex says they're deployed but its not in the game, i even checked that video of someone showcasing this mod, its not like in that video, there's no bind for the fists, nothing, idk what to do,
i installed it manually, the exact same steps and nothing is changed, there are no fists when i start, i pick up the pistol then shotgun, i press all the keys on my keyboard, nothing, and this dev mode issue idk, you haven't specified if i should or shouldn't enable it, ever since these smelly nerds patched their game its f*#@ing impossible to mod and have fun with this game, sad, thx for your time tho.
Berserk Fists are binded to Group 1 and to number 1 on keyboard by default. I didn't make them function similar to Fists no GK, since they are not required for GKs so you don't need execution file.
+devMode_enable 1 must be added to launch options as said on main page:
Due to 11.04.24 update for Doom 2016 you need now to launch ModLoader and then game. Also you need to use +devMode_enable 1 in launch options. LegacyMod or Doom Launcher can't be used for now.
As for modding - it's still possible to mod with current patch, but I downgraded using method mentioned on main page, since I need LegacyMod for modding (doesn't work with new patch).
Generally speaking installation process should be like this: - Download ModLoader 1.8 (Debug.zip) and install both files to main directory. - Create mods folder in main directory of a game. - Add +devMode_enable 1 to game launch options in Steam. - Launch Modloader - wait when it loads and closes - Launch game on Steam - Start a new game - you'll have Fists from the start
Hello! Thanks for feedback! Glad that you liked it. Yeah, I had this one in plans (mentioned in ReadMe), but for now I have issue with releasing it, since it would either turn Regular Glory Kills in 1 Hit Kills for all Weapons, either Regular Glory Kills should be completely excluded for other Weapons to prevent it. I plan to return to this Mod and release this version at some point, but still not sure which of these solutions is lesser evil. There is also cleaner/proper solution for this case, but this solution is too hard/requires too much work.
I care about feedback and glad that you provided such. Do you mean stagger with other Weapons? They would stagger Enemies, if I delete GK option from them - Enemies just won't glow and indicate about GK possibility (since there would be no GK possibility until Player equip Fists/Chainsaw/Berserk Ability). As for "in between" or "leaving as is" solutions - in these cases it's impossible to separate Fists GK from other Weapons, so all Weapons would 1 Hit with default "F"/"LMB" Inputs. Until I add manually all GK duplicates for Fists only to each enemy on each map or divide and leave some GK only for Fists, while other GK only for other Weapons all Input effects would be similar for all Weapons: 1st solution is too hard for me and 2nd is quite meh in quality.
35 comments
I've started a new game and I only have the pistol (I also tried launching without any other mods)
Fists and Berserk Fists should switch as any other weapon as usual.
What mods/presets do you use and do you use any other mods?
And no worries about English. While I don't understand some of the stuff you wrote I understood some other stuff. Also I'm not good with English either. I recommend to use Google Translate when possible.
Glory Kill Overhaul - More Glory Kills for Doom, 2016 (https://www.nexusmods.com/doom/mods/23)
Super which Gib This mod Behaviour Tweaks (https://www.nexusmods.com/doom/mods/25)
and your mod.
To test where the problem was, I deleted your Fists Berserk from the mods folder after using it, reloaded the game with the modloader and checked to see if it was back to normal, and then used your Fists Regular, which I couldn't switch fists. But after I deleted the Fists Regular file and loaded Fists Berserk, I was able to switch fists again.If there's anything in the above mods that will affect how your mod produces gk, it maybe lory Kill Overhaul - More Glory Kills for Doom 2016。By the way, I thought of a question, is the Berserk Glory Kills that you say are the ones that will be triggered after picking up the Berserk energy ball and instantly gk the enemy? I'm new to doom2016 and I'm not sure if there are any other kinds of gk in the game. I'm sure that when I use Fists Berserk, nothing happens like the "execution animation" that happens when I pick up berserk balls and attack enemy or shoot an enemy until they weak then push f; they just die and fall or crumbleThank you for your concern. It was already midnight when I posted that comment “last night”, so I didn't see your reply in time, please forgive me
Glory Kills are indeed the one from Glory Kill Power Up (energy ball). Other GKs are the one you perform regularly without Berserk.
Again, no worries.
Edited: also I checked GK Overhaul and it seems it doesn't overlap with my mod, so not sure, why it's not working properly. I may speculate that Viewmodel FOV Mod may cause issues, but not 100% sure/didn't check.
I try to check it, when I have time, but that's not what I experienced, when I played/tested it, so don't know what can cause that. In my tests it switched fine and Berserk power up stopped working, when timer ran out.Also I didn't abandon this game. I'm currently working on my final overhaul.
And I'm glad that you enjoying this mod and liked it!
Edited: You are right! For some reason, when Berserk Fists equiped, when Berserk Power Up is working it causes player to get stuck with Berserk Fists after Power Up rans out!
I don't know what I broke during changes or did I missed it somehow, but thank you very much for pointing out!
Edited 2:
I don't know what causes this, unfortunately. Can only recommend not to pick up Berserk Power Up, when Berserk Fists equiped or reload from checkpoint. Thanks again for pointing out this issue.
But you don't need launch options with current version of ModLoader:
+devMode_enable 1 must be added to launch options as said on main page:
As for modding - it's still possible to mod with current patch, but I downgraded using method mentioned on main page, since I need LegacyMod for modding (doesn't work with new patch).
Generally speaking installation process should be like this:
- Download ModLoader 1.8 (Debug.zip) and install both files to main directory.
- Create mods folder in main directory of a game.
- Add +devMode_enable 1 to game launch options in Steam.
- Launch Modloader - wait when it loads and closes
- Launch game on Steam
- Start a new game - you'll have Fists from the start
Forgot to add:
- Put Berserk.zip file into mods folder after creating this folder.
Great Mod
Thank you
Here a 4k gameplay with your mod
Great video! Thank you for making it!
Could I use it for mod showcase or could you upload it as User Videos?
Yeah, I had this one in plans (mentioned in ReadMe), but for now I have issue with releasing it, since it would either turn Regular Glory Kills in 1 Hit Kills for all Weapons, either Regular Glory Kills should be completely excluded for other Weapons to prevent it.
I plan to return to this Mod and release this version at some point, but still not sure which of these solutions is lesser evil.
There is also cleaner/proper solution for this case, but this solution is too hard/requires too much work.
Do you mean stagger with other Weapons? They would stagger Enemies, if I delete GK option from them - Enemies just won't glow and indicate about GK possibility (since there would be no GK possibility until Player equip Fists/Chainsaw/Berserk Ability).
As for "in between" or "leaving as is" solutions - in these cases it's impossible to separate Fists GK from other Weapons, so all Weapons would 1 Hit with default "F"/"LMB" Inputs.
Until I add manually all GK duplicates for Fists only to each enemy on each map or divide and leave some GK only for Fists, while other GK only for other Weapons all Input effects would be similar for all Weapons: 1st solution is too hard for me and 2nd is quite meh in quality.