Doom Train


Doom Train

DOOM Train & DOOM Train Prepare To Die Edition.
A gameplay overhaul for Doom Eternal.

The only difference,for now, between DOOM Train and DOOM Train Prepare To Die Edition is that in the latter there are no extra lives.

Make sure that you play this mod on it’s own, since it changes many files that may be overwritten by other mods.
Plus with the state that modding is right now, if you were to use another mod along with it, it would probably crash the game.
Or it just wouldn’t load properly.
You ‘ll probably also have to verify your files, or even maybe delete all the resource.backup files in your game folder before re-applying EternalModInjector.bat.
Hopefully you won’t have to do so.

Installation instructions : Follow the instructions in the “eternal-faq” section of the “DOOM 2016+ Modding” discord channel to enable mods for Doom Eternal and then just drop the zip file into your Mods folder.

Remember to back up your files!
If possible back up your entire game.

Otherwise definitely backup your :
DOOMEternalx64vk.exe found in C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal
gameresources.resources found in C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal\base
gameresources_patch1.resources found in C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal\base
meta.resources found in C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal\base
warehouse.resources found in C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal\base
id Software folder found in C:\Users\Your Username\Saved Games

Version 0.53.
Compatible with the current version (version 1.2) of Doom Eternal.

Why version 0.53 and not 1.0?
Mainly Because of the state modding for Doom Eternal is at right now.
There were more things i wanted to add/change, but due to the current volatile state of modding, i simply can’t.
Plus i’m always adding new stuff(what i can)and balancing things out.
Hopefully, as more updates become live some of them will address this issue,or someone might finally figure out what’s wrong with the game and “fix” modding.
Then i will be adding all the extra things i wanted to add in the first place.

What is DOOM Train?
In short: It’s a gameplay overhaul mod that intends on making the game harder,faster,deadlier and hopefully more fun to play.

In much more detail :
1.It integrates into one (and improves upon), all of my mods that are currently released on Nexus, and then some.

a)My Three Runes To Rule Them All mod.
Allows you to equip all 9 runes into the 3 available rune slots by equipping the “Blood Fueled”,”Chrono Strike” and “Equipment Fiend” runes.
The “Blood Fueled” rune now also upgrades chainsaw kill speed along with glorykill speed.

b)My Expanded Locomotive mod which changes the following :
Base movement speed is increased by 50%.
Primary and secondary weapon modes no longer decrease the player’s movement speed.
The movement penalties that are purchasable as upgrades still apply,some to a lesser effect.
After they are purchased the player’s movement speed is returned to 150%.
The “Increased movement speed after glorykill” rune has it’s duration increased from 4 seconds to 8.
Enemy Stagger duration is decreased throughout the board.
The “Increased stagger duration” rune is nerfed.
Dash travel distance is doubled and using dash underwater no longer reduces dash travel distance/speed.
Dash’s base cooldown is reduced from 2 seconds to 750 MS.
Dash’s upgraded cooldown is reduced from 1 second to 300 MS.
Base weapon and weapon mod switching speed is increased by 50%.
Upgraded weapon and weapon mod switching speed is further increased by 25%.
Ledge grab speed is increased from it’s original speed to the vanilla upgraded speed.
Upgraded ledge grab speed is further increased by 60%.
All power-ups have their duration increased by 15 seconds.
Reduces the base cooldown of the frag grenade to 12 seconds.
Reduces the base cooldown of the ice bomb to 15 seconds.
Reduces the base cooldown of the flame belch to 12 seconds.
Reduces the upgraded cooldown of the frag grenade to 6 seconds.
Reduces the upgraded cooldown of the ice bomb to 10 seconds.
Reduces the upgraded cooldown of the flame belch to 8 seconds.
Increases the max starting armor value from 50 to 100.
Increases the starting armor, the armor value you have at the start of the 1st level, to 50.
Double jump’s height is increased by 300%.
Double barrel shotgun’s hook “pull speed” is increased by 13%.

c)My Expanded Rocket Jumping mod which enables rocket jumping,duh.
In addition it also enables “rocket jumping” when using :
The frag grenade.
The shotgun’s “sticky bombs” mod.
The heavy rifle’s “micro-missiles” mod, but the knock/Up-knock Back are rather small.
The BFG.
All of these weapons also cause self damage, so be careful.

d)My Melee damage restored and increased compared to DOOM 2016 mod.
Obviously,it restores and increases the players melee,namely the punch,damage.

e)My Expanded Chainsaw Upgraded mod which changes the following :
Fuel cannisters now give you 2 units of chainsaw ammo instead of 1.
Chainsaw fuel now regenerates all 3 units instead of just one, but has it’s cooldown increased from 20 seconds to 50.

2.Ammo pick-ups, max weapon ammo capacity and weapon ammo upgrades are increased.

The exact numbers are :

a)Shotgun/SSG : 30 starting ammo, +5 with each ammo upgrade.50 max. ammo.

Pickup ammo :
I’m Too Young To Die = 15
Hurt Me Plenlty = 9
Ultra Violence = 8
Nightmare/Ultra Nightmare = 8

b)Heavy Cannon/Chaingun : 200 starting ammo, +50 with each ammo upgrade.400 max. ammo.

Pickup ammo :
I’m Too Young To Die = 45
Hurt Me Plenlty = 35
Ultra Violence = 35
Nightmare/Ultra Nightmare = 30

c)Plasma Rifle/ Ballista : 250 starting ammo, +50 with each ammo upgrade.450 max. ammo.

Pickup ammo :
I’m Too Young To Die = 50
Hurt Me Plenlty = 45
Ultra Violence = 45
Nightmare/Ultra Nightmare = 40

d)Rocket Launcher : 20 starting ammo, +5 with each ammo upgrade.40 max. ammo.

Pickup ammo :
I’m Too Young To Die = 2
Hurt Me Plenlty = 2
Ultra Violence = 2
Nightmare/Ultra Nightmare = 2

e)BFG/Unmaykr : 300 starting/max ammo.

Pickup ammo :
I’m Too Young To Die = 150
Hurt Me Plenlty = 150
Ultra Violence = 150
Nightmare/Ultra Nightmare = 150

3.Decreases, but doesn’t completely disable, ammo lootdrops to compensate for the overall increased ammo numbers.
Around 25% of a decrease, not entirely sure what the exact numbers are.
Still it should decrease the need for resource managment by a large margin.
That’s intended since this mod also tries to take away the focus from resource managment and turn it towards weapon managment.
This means that different weapons will do more/less damage depending on which enemy you ‘re facing.

4.Only glory kills drop health now. The blood-punch and icebomb upgrades however still work as intended.
Low GK health : 25 HP and below,gives you 20 HP with each glorykill.
Med/High GK health : 26-200 hp,gives you 10 HP with each glorykill.

5.Health pick-ups are,mostly,increased in value.

More specifically :

Health vial :
I’m Too Young To Die = 25
Hurt Me Plenlty = 20
Ultra Violence = 15
Nightmare/Ultra Nightmare = 10

Health Medium :
I’m Too Young To Die = 45
Hurt Me Plenlty = 40
Ultra Violence = 35
Nightmare/Ultra Nightmare = 30

Health Large :
I’m Too Young To Die = 70
Hurt Me Plenlty = 65
Ultra Violence = 60
Nightmare/Ultra Nightmare = 50

6.Armor pick ups are,monstly,increased in value.

More specifically :

Armor Helmet :
I’m Too Young To Die = 60
Hurt Me Plenlty = 55
Ultra Violence = 50
Nightmare/Ultra Nightmare = 50

Green Armor :
I’m Too Young To Die = 150
Hurt Me Plenlty = 120
Ultra Violence = 100
Nightmare/Ultra Nightmare = 100

.The armor shard pick-up remains unchanged.
.The “blue” armor extra life replacer (ultra nightmare difficulty only) remains unchanged.

7.No more Damage mitigation and damage immunity when the player is at low health.

Doom Eternal has the player by default receive less damage when they are low on health.
It also give the player a small time window of damage immunity.
These values,normally,change depending on which difficulty level you’re playing.

This mod COMPLETELY removes the damage mitigation/immunity factor from all difficulty levels,meaning that if you take more damage than what your current health and armor values are,you’re dead.
This debuff only applies to the “low health damage mitigation” values.
You still receive less/more “normal” damage depending on which difficulty level you ‘re playing.

8.Removes the annoying “red” effect on your HUD, when you’re at low health.

9.Most of the enemies deal significantly more damage.

10.Many of the enemies’s projectiles travel at much higher speeds,are being shot at you at much higher frequencies (firing interval) and have their AOEs
(Area Of Effect) increased.

11.By default with the “immunity to barrel explosions” upgrade comes a secondary,hidden,upgrade that mitigates the damage you receive by 50%.

With this mod, the “decrease in damage percentage” is decreased from it’s 50% vanilla value to 20%.
I think this may only have to do with damage dealt by explosions, but i’m not sure.
The 50% “damage mitigation” you gain when under the influence of power-ups remains unchanged.

12.Most enemies have higher pain tolerance, meaning that they require more damage to be staggered.

Of course, all enemies can still be staggered in order to be glorykilled.
Most enemies,including some bosses,recover more health if they aren’t killed during their “glorykill staggered” phase.
Most enemies require more damage to be staggered for a glorykill.

13.Removes the shiny effect from most pick-ups,weapons and some other items.

I wasn’t able to completely remove the glow from all shiny objects due to the current modding limitations.
If this issue gets fixed in later updates i will revisit this part of my mod and make it better.

14.Many of your weapons deal more damage, fire more frequently, have some weapon mods cost more ammo, have their AOEs (Area Of Effect) increased,
deal less/more damage depending on which weapon you’re using on which enemy and few of them have their masteries slightly changed.

Damage scaling has been implememented.That means that some weapons are better suiter to face some of the enemies where others aren’t.

In more detail :

A)Shotgun :
Deals more damage and has it’s rate of fire increased.
Useful for fodder and medium enemies.
Progressively less useful when dealing with heavy and super heavy enemies.
Even less useful against bosses.

a)Sticky Bombs mod :

Deals more damage.
Has it’s cooldown increased.
Has it’s AOE significantly increased making it perfect for clearing out large numbers of fodder enemies.
Deals moderate self-damage.

b)Full Auto mod :

Starting moving speed is only reduced by 30% while zoomed in, after the upgrade is purchased movement speed goes back to 150%
No movement speed pemalty when firing,just the weapon’s kickback.
Deals more damage and has it’s rate of fire increased.
Useful for fodder and medium enemies.
Progressively less useful when dealing with heavy and super heavy enemies.
Even less useful against bosses.

B)Heavy Cannon :

Has it’s rate of fire significantly increased.
Deals more damage.
Useful for fodder and medium enemies.
Progressively less useful when dealing with heavy and super heavy enemies,but not as much as the shotgun.
Even less useful against bosses,but not as much as the shotgun.

a)Heavy Shot mod :

Deals significantly increased damage.
Has it’s cooldown increased.
Costs 20 units of ammo.
When mastered costs 24 units of ammo.
Useful for destroying weak spots and dealing heavy damage to any type of enemy.
Obviously heavier enemies have better damage tolerance (damage mitigation).This applies to most weapons.

b)Micro Missiles mod :

Deals increased splash damage.
Has increased rate of fire.
Destroys fodder enemies, deals high damage to medium enemies.
Useful against heavy enemies as well.
Deals moderate damage to super heavy enemies.
Deals moderate self-damage.

C)Plasma Rifle :

Has increased rate of fire.
Deals increased damage.
Utterly destroys fodder enemies.
Deals very low damage to fire based enemies. Namely : Baron, Mancubus, Pain Elemental, Archvile.
Deals 10% more damage to : Revenant, Whiplash, Cyber Mancubus.
Deals 20% more damage to : Carcass.
Deals 60% less damage to : Hellknight, Marauder, Doom Hunter and all the bosses.

a)Microwave mod :

Has increased rate of fire.
Deals increased damage.
Utterly destroys fodder enemies.
No movement speed penalty when using the mod anymore.
Very useful for stun locking-combo usage/dispatching with ease some medium enemies.
Also useful against a few heavies.
Usefull against the Khan Maykr.
Deals very low damage to fire based enemies.Namely : Baron, Mancubus, Pain Elemental, Archvile.
Deals low damage to the pinky/spectre.
Deals half damage to the Hellknight.
Runs out of ammo quickly.

b)AOE Blast mod :

Damage remains unchainged.
When master charges much faster.
When mastered the supercharged (red) plasma rounds last longer.

D)Super Shotgun :

Is OP as fuck.
Has faster reloading speed.
Meat Hook pull speed is around 13% faster.
When upgraded it reloads even faster and the meathook has even further decreased cooldown, making it your best friend in the game.
Especially whan you master it so you can have armor whenever you want.
Is OP as fuck,did i say that?

E)Rocket Launcher :

Deals increased damage.
You can rocket jump with it.
Does moderate self damage.
Has increased damage radius.
Great for mediums and heavies.

a)Lock On mod :

Deals increased damage.
You can rocket jump with it, wouldn’t advise it though.
Good for getting rid of medium and heavy enemies fast.
Has increased damage radius.
When mastered can lock up to 3 enemies.
Deals REALLY heavy self-damage.

b)Remote Detonation mod :
Remains unchanged.

F)Ballista :
Damage remains unchainged.
Charges faster.

a)Concussive Shot mod :

Charges faster.

b)Destroyer Blade mod :

Charges faster.
No movement speed penalty when charging.
Deals very low damage to fire based enemies.Namely : Baron, Mancubus, Pain Elemental, Archvile.

G)Chaingun :

Deals increased damage.
Has increased rate of fire.

a)Turret mod :

Deals increased damage.
Has increased rate of fire.

b)Shield mod :

Has increased rate of fire.
Has a lower cooldown.

H)BFG :

Deals less damage.
Can fire up to 10 times.

The Unmaykr has 300 ammo.
The Crucible remains unchainged.

Known Bugs : The Chaingun causes you to move slower even after you purchase the “movement speed increase”upgrade.
That’s because some files aren’t loading properly due to the state modding is right now, meaning that i currently can’t co anything about it.

Many Thanks To, in no specific order :
@Zwip-Zwap Zwapony for creating the EternalModInjector.bat tool that is part of the set of tools needed to make modding Doom Eternal possible.
@proteh for constantly updating the IDRehash tool that is part of the set of tools needed to make modding Doom Eternal possible. @proteh for creating the EternalPatcher tool that is part of the set of tools needed to make modding Doom Eternal possible.
@emoose for creating the IDREhash tool that is part of the set of tools needed to make modding Doom Eternal possible.
@SutandoTsukai181 for creating the DEternal_loadmods.exe tool that is part of the set of tools needed to make modding Doom Eternal possible.
@SutandoTsukai181 for creating the DEternal_patchManifest.exe tool that is part of the set of tools needed to make modding Doom Eternal possible.
@VisualStudio for creating the predecessor of DEternal_patchManifest.exe that SutandoTsukai181 used as a base to make it.
@elizabethany for allowing me to integrate some of their mods into my own.
Namely : The “faster base weapon swap speed” mod,the “faster plasma rifle aoe attack charge up” mod and the “chainsaw savagery” mod.
@elizabethany for upgrading my chainsaw upgraded mod,making it recharge all 3 units of fuel isntead of 1.
@BEARSHARK1911 fot updating elizabethany’s “faster base weapon swap speed” mod in order to make it work with update 1.2 of the game.
@proteh for allowing me to integrate some of their mods into my own.
Namely : the “no extra lives” mod, which is integrated into the “prepare to die” edition” of the “doom train” mod.
@Knightmare for allowing me to integrate their keep the dead mod into my own.
Currently not integrated due to modding limitations.
@NikkMann for allowing me to learn from his mod “low health decrapifier” on how to remove that annoying low health red effect on the HUD.

If you notice that i forgot anyone please know that it was not intentional and also,please,do let me know so i can add them to my “Many Thanks” list.


Credits: Negate The strars
1 Star2 Stars3 Stars4 Stars5 Stars (3 votes, average: 5.00 out of 5)
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What is this mod use for:

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