My biggest issue with how mods work right now is that the content are "replacements" and not "in addition to". Things like skins shouldn't have to replace an existing skin and should be a brand new entry in the menu, and the same for new master levels and so on.
@@SR-388 I'm not talking about classic Doom, I'm talking about Eternal, and there's no reason they couldn't have set this up to allow expanding lists of costumes and levels. In fact, they can still do that. "That's just how it is" is kind of silly when the game can literally be designed to work any way they want, and plenty of games allow exactly that sort of thing. Bethesda games. Skyrim for example. You can add costumes to that game that don't overwrite existing inventory items but just add to a growing list of stuff in the game.
@@Dark_Jaguar The tool its in beta right now and people are just figuring out how it works(and its also kinda jank). What i'm saying is, its too soon to make conclusions
worst part is having to make a bethesda account. so many things want you to make an account now that i actively look for ways to hack past the login wall. for example i learned that if you replace the "x" with "xcancel" on a twitter url you can get past the login wall
Not even 20 seconds in and I already laughed that someone made Stacked Super Shotgun from Too Many Super Shotguns, lol. Man, I love the Doom modding community, and nice job in sliding in these clips.
I feel it better to wait a whole year if anything. Mod scenes have to build momentum - modders have to learn how to wrangle the game and mod tools, and then the process of iteration needs time to chain together improvements and expansions.
Yea it needs time, especially when it is more complex and the tools are still in their beta preview. I imagine the full thing will be even more robust. Imagine in Starfield as well with the creation tools in time, what the modders will do there.
I was there when the first ever Eternal mod came out. It was a single Taras Nabad arena and it was absolutely insane with no sense of balance whatsoever, but it set a standard, both for the difficulty mods would have and for the fact alone that mods like that were even possible for the game. A few months before official mod support was announced, there was a mapper that figured out how tu actually use game geometry to change the layout of a level to the point that it felt like a completely new experience. I can only dream what absolutely insane shit the modders will pull out once they learn and master the tools id gave them.
The custom levels are surprisingly good. My favorite is still Umbral Excavation, one of the first to be uploaded. Great encounters, great arenas. You start off with just the shotgun and collect the rest of the weapons as you go. I'm also having a ton of fun with the Battlemode Slaughter Tour, which takes every multiplayer map and turns it into an arena with a unique gimmick. Poison gas, walls that block off parts of the arenas, a deadly laser from the sky that chases you, etc.
ok the "too many SSGs" super shotgun, is that just a skin, cuz it looks like it does the regular SSG amount of damage. 14+ barrels needs to be shredding the MArauder in like one shot. still looks absolutely incredible XD
thanks for playing my mods, a thing to also note is I have a suspicion that the downloaded mods don't automatically update. So if the ultrakill slayer mod still looks like he's looking for a fist bump whenever you pull up the heavy cannon you still have version 1.0.0 and you need to go to the mod page itself and click on the arrow next to the install button.
A lot of people in the comments only know the top of the top Classic Doom mods, the pinnacle of 30 years of modding, and never heard about Terrywads and such.
Hey man - I'm from the modding community - thanks for the feedback - it's very helpful to hear how people are getting on with the mod portal and the mods uploaded.
Love your take on this, and it's refreshing to see another average player in action! Some of the new maps are cool, some of them are nuts, some weird, and I actually love Eternal for the platforming because it totally rules and I want to see modders go hard at that! Go ahead and throw in a bunch of cacos and stuff too! I think the mod browser should get big improvements because we are the testers. Overall, this IdStudio thing is gonna be RAD! I wish I had time to contribute!
I completely agree with how well paced maps are more interesting. Hopefully we get stuff like Doom Snapmap where there's a bunch of interesting concepts and story maps, etc.
This is awesome, more reasons to play Doom Eternal the better! It seems to have the same problem that a lot of classic Doom WADS have which is levels with a stupid amount of hard enemies just dropped on your head like "lol it's hard because lol". I'd rather have cool and interesting level design over maps which are made just to kill you.
Amen, it's great to see modding is now a thing but what I'm really hoping to see in the future is some good new levels, preferably not designed by uber-masochists
i see the Eternal version of Too Many Super Shotguns has begun. can't wait to see when people start doing custom items and monster models and stuff... hay, HDoomguy, get over here...
apart from the browser, this stuff looks pretty promising, looking forward to seeing entire 'megawads' made for doom eternal with the level of polish you might find in some modern classic doom mods
I love that we got the mod support for doom eternal but i also hope they fix the problems with the browser and we see some more mods from nexus make an appearance.
The custom levels will only get more difficult and more complex. They are not created for the "1000 hour Ultra-Violence" player. They are created for 2000 hour Ultra-Nightmare enjoyer. As usual, there are balanced and unbalanced versions to customize your CBT experience. Sometimes, all you have to do to make a level playable is lower your difficulty to "I am too young to die." In DOOM Eternal, Combat is the only thing that matters.
@@manni8688 I don't think the platforming sections were bad, just basic. Id should've gone full send if they were gonna add platforming because it's more than just functional, but maybe that's just me.
@@MrTheMasterX Yeah for sure. I don’t neccessarily think they are bad on their own. It’s just that compared to the flashiness of the combat, the platforming sections were like you said ”basic”. They should have tried making it more cinematic than just a means of getting around, you know those cool platforming sections in games that require you to hurry up before the map collapses or smth chases you? smth like that. They could’ve made the platforming more intresting
Takes out his shield; "Yo, f*ck off bro!" Kill his dog; "Who killed this!? Who killed this!?" Kills you; *Maniacal laugh from jumping down the elevator*
I absolutely agree with having comments in the mod browser. Constructive criticism helps a great deal what adding the final tweaks to a level. Asking Bethesda to fix something might be a bit a stretch though.
back in 2016 one of Snapmap's biggest advertisements was a Mirror's Edge map someone put together really quickly to show there's way more to it than meets the eye
:) sorry I have a hard time balancing I just like hard levels. I want to make something a bit more chill sometime soon but right now im cooking something aweful, lmao. Also, Working on a movement map like csgo bhop/surf :)
Old doom weapons should be included too such as the rail gun. We need more weapons like those. Mods are always welcome for level design and fresh ideas. Modding provides lots of longevity to games and possibilities for next installments.
I'll be interested in what balance changes modders dabble in. I remember my bugbear with the second dlc being a number of restrictive new enemy types. A more flexible approach to dealing with enemies could be cool.
I've thought about doing a traditional deathmatch mode with some neat little touches...maybe have low level enemies in the map acting as kind of roving health pickups and points to grapple on with the ssg...part of me wants to port my old Q3 mod (D2F) but to be honest I think a simple deathmatch mod would be more realistic
What I got from this is 95% of mods right now are either meme trash or a hot mess of ultra sweaty arenas trying to dump every enemy on to your head. And the other 5% is at least somewhat thought out
If you need a gameplay mod to check out, then try Classic DOOM Eternal Overhaul. It changes a number of things to make Doomguy feel more like his classic incarnation, such as faster movement speed, a much bigger ammo capacity, and various weapon changes, while keeping the bells and whistles that Eternal brings. It's the kind of mod for players who think Eternal's balance is too overtuned for them.
Well I really love mods and mod accessibility. Valve has always been the #1 example when it comes to official mod support, but there are some others that stuck with me as well. In the late 2000s, Super Mario 64 machinimas were popular on TH-cam, and often used mods to reskin the game. In addition to this, I used to watch a lot of Yoteslaya & Meatwagon22 play custom moded maps on the Zombies mode of Call of Duty: World at War for PC. When I finally got my own gaming PC in 2015, I was able to play these modded maps, along with the Black Ops 3 custom maps which were even easier. Lastly, Halo Combat Evolved had an abandoned multiplayer-only PC port that modders took & brought back to life, making Halo Custom Edition. I used to play a ton of Custom Edition as a kid too, and even had my friends over with their computers to pay it. It was a ton of fun, and I loved the crazy maps like Coldsnap, Extinction, Hugeass, Hyrule Field, etc. I *love* seeing mods in games, and the more accessible they are: the better. Be they simple gameplay tweaks, lighting/texture tweaks, model replacements for comedic value, or even entire campaign overhauls with custom weapons/animations/voiceover/etc, I'm always down to see what the fans have made. Additionally, mods keep games alive.
Id Software invented all of this. Half Life is a glorified Quake TC. I'm sick of seeing Valve get credit for what Id software did. People were making incredible Doom TCs in 1995.
Once there's a mod that makes marauders less stupidly obnoxious, that will be a huge improvement. Don't @ me with ways to kill them, I already know. The fact that you have to use a short list of specific techniques or they won't take any damage at all is the thing I take issue with in the first place. Once you can just BFG them or use the crucible, the game will be made 100x better.
The mods I most want to see are recreations of the classic games developers refuse to revisit. Like Quake or Unreal Tournament. The Doom Eternal engine would be perfect for Unreal
Definitely the best is yet to come with modding scene here, but there is still much for id to improve in regards of how the mods are implemented in the base game. They need to let modding community flourish outside Bethesda's ecosystem. Though, unfortunately, I doubt it, because this UI they've introduced will be a basis for paid mods, they won't let such an opportunity go to waste
My biggest issue with how mods work right now is that the content are "replacements" and not "in addition to". Things like skins shouldn't have to replace an existing skin and should be a brand new entry in the menu, and the same for new master levels and so on.
That's just sort of how it works though and I don't think there's a way around it, even classic doom mapping replaces the vanilla maps
@@SR-388 I'm not talking about classic Doom, I'm talking about Eternal, and there's no reason they couldn't have set this up to allow expanding lists of costumes and levels. In fact, they can still do that. "That's just how it is" is kind of silly when the game can literally be designed to work any way they want, and plenty of games allow exactly that sort of thing. Bethesda games. Skyrim for example. You can add costumes to that game that don't overwrite existing inventory items but just add to a growing list of stuff in the game.
@@SR-388 plenty of modding tools like this allow for both.
@@Dark_Jaguar Bethesda games sucks in general.
@@Dark_Jaguar The tool its in beta right now and people are just figuring out how it works(and its also kinda jank).
What i'm saying is, its too soon to make conclusions
Letting a mod community be managed by Bethesda is the worst idea ever, we need external sources.
I agree.
Maybe some will fix up some .
@@darkzeroprojects4245 I heard about this obscure website called "doomworld". It was created just recently, in 1998.
Nowhere is that more apparent than being Window$-only.
worst part is having to make a bethesda account. so many things want you to make an account now that i actively look for ways to hack past the login wall. for example i learned that if you replace the "x" with "xcancel" on a twitter url you can get past the login wall
(you must log in to browse this free community)
Not even 20 seconds in and I already laughed that someone made Stacked Super Shotgun from Too Many Super Shotguns, lol.
Man, I love the Doom modding community, and nice job in sliding in these clips.
Shoshoshoshoshoshotgun
I'm calling it now - 18 months tops until we get H-Doom Eternal.
@SerathDarklands: -months- *weeks
Iftfy.
Why do you speak such things?
I'm game, why not?
I knew someone was gonna say that and I'll be waiting for if ha ha ha
@@magiccustoms5205 My Doom mod of choice is La Tailor Girl, which is less lewd than H-Doom, but way more fun.
We can now officially say it- "Welcome to Doom Eternal Mod Madness".
I feel it better to wait a whole year if anything. Mod scenes have to build momentum - modders have to learn how to wrangle the game and mod tools, and then the process of iteration needs time to chain together improvements and expansions.
Yea it needs time, especially when it is more complex and the tools are still in their beta preview. I imagine the full thing will be even more robust.
Imagine in Starfield as well with the creation tools in time, what the modders will do there.
also tools are in beta
Didn't take long for someone to make "Too Many Super Shotguns" in Doom Eternal. That giant SSG is right out of that mod.
For real. Also need that shell with the hammer too.
@@cassiusgaio9524 And Gabe Newell's head shooting Steam discounts. And the Force lightning. And ESPECIALLY the chain SSG.
I just wish it had the silly animation of reloading every chamber too
Can you really be a DOOM game without the mod for too many SSG
wasnt shotgunmania the name? aw 😔
Nuts: Doom Eternal edition.
0% completion: Everyone's pc crashed.
Nut
Okuplok doom eternal edition....
I was there when the first ever Eternal mod came out. It was a single Taras Nabad arena and it was absolutely insane with no sense of balance whatsoever, but it set a standard, both for the difficulty mods would have and for the fact alone that mods like that were even possible for the game. A few months before official mod support was announced, there was a mapper that figured out how tu actually use game geometry to change the layout of a level to the point that it felt like a completely new experience. I can only dream what absolutely insane shit the modders will pull out once they learn and master the tools id gave them.
Hell Abyss is the goat
Were you really there…
W
O
W
The custom levels are surprisingly good. My favorite is still Umbral Excavation, one of the first to be uploaded. Great encounters, great arenas. You start off with just the shotgun and collect the rest of the weapons as you go.
I'm also having a ton of fun with the Battlemode Slaughter Tour, which takes every multiplayer map and turns it into an arena with a unique gimmick. Poison gas, walls that block off parts of the arenas, a deadly laser from the sky that chases you, etc.
ok the "too many SSGs" super shotgun, is that just a skin, cuz it looks like it does the regular SSG amount of damage. 14+ barrels needs to be shredding the MArauder in like one shot. still looks absolutely incredible XD
I love seeing a big company embracing what made the original game timeless, modding and player content.
Yeah, that's surprising to see them respecting their customers, again.
And an open source engine and player hosted servers, oh wait
Is this sarcasm or ignorance 😂
With Bethesda? Nice try, fanboy.
@@pessimisticnihilist7338 No, not really.
that pissing at the end caught me off guard xD
thanks for playing my mods, a thing to also note is I have a suspicion that the downloaded mods don't automatically update. So if the ultrakill slayer mod still looks like he's looking for a fist bump whenever you pull up the heavy cannon you still have version 1.0.0 and you need to go to the mod page itself and click on the arrow next to the install button.
A lot of people in the comments only know the top of the top Classic Doom mods, the pinnacle of 30 years of modding, and never heard about Terrywads and such.
Or maybe they know of Terrywads but want to supress the memories...
I had no idea they were releasing mod tools. I'm glad you featured it and rekindled my desire to return to Doom Eternal.
I'm just gonna say this:
H-Doom Eternal will be in the future
2:18 Shrekyobussy....
icarus: NOOOOOOO!!!!!!
Hey man - I'm from the modding community - thanks for the feedback - it's very helpful to hear how people are getting on with the mod portal and the mods uploaded.
Doom modding will never change I see lol. Right off the bat we got the goofy stuff already (and I'm all for it)
Real gigachad move by Id software. And I don't normally throw that word around.
Nuts 3 Eternal when Icarus?!
I am excited to see this stuff
Love your take on this, and it's refreshing to see another average player in action! Some of the new maps are cool, some of them are nuts, some weird, and I actually love Eternal for the platforming because it totally rules and I want to see modders go hard at that! Go ahead and throw in a bunch of cacos and stuff too! I think the mod browser should get big improvements because we are the testers. Overall, this IdStudio thing is gonna be RAD! I wish I had time to contribute!
I completely agree with how well paced maps are more interesting. Hopefully we get stuff like Doom Snapmap where there's a bunch of interesting concepts and story maps, etc.
"patreon backers scrolling upstream" at the end was the perfect way to cap off the peepee joke
You just know Dario Casali is gonna have some REAL fun with these tools!
Isn't that hl1 level designer? i didn't know he's into doom eternal
@@ClassicFalloutToddHowardDario casali made the plutonia experiment Expansion for Doon 2 with his brother milo
He said something about it? Last time I checked he didn't had any interest in making new Doom content outside of some streams occasionally.
Personally looking forward to mods offering entirely new weapon and ability loadouts and new enemy varieties
This is awesome, more reasons to play Doom Eternal the better!
It seems to have the same problem that a lot of classic Doom WADS have which is levels with a stupid amount of hard enemies just dropped on your head like "lol it's hard because lol".
I'd rather have cool and interesting level design over maps which are made just to kill you.
Amen, it's great to see modding is now a thing but what I'm really hoping to see in the future is some good new levels, preferably not designed by uber-masochists
i see the Eternal version of Too Many Super Shotguns has begun.
can't wait to see when people start doing custom items and monster models and stuff...
hay, HDoomguy, get over here...
apart from the browser, this stuff looks pretty promising, looking forward to seeing entire 'megawads' made for doom eternal with the level of polish you might find in some modern classic doom mods
There's gonna be a lot of Shreks and Skibidis before we see something truly awesome.
Hope not the case.
It's why I also hope they keep working on these tools, or have someone in the community secretly doing so.
Wait until someone like Shades or Kaiser get their hands(or get used to it in the case of shades).
One of the most underrated games in the history of the urf.
Making Doom Eternal play like Doom 2016 was exactly what I was hoping for
I love that we got the mod support for doom eternal but i also hope they fix the problems with the browser and we see some more mods from nexus make an appearance.
The custom levels will only get more difficult and more complex. They are not created for the "1000 hour Ultra-Violence" player. They are created for 2000 hour Ultra-Nightmare enjoyer. As usual, there are balanced and unbalanced versions to customize your CBT experience. Sometimes, all you have to do to make a level playable is lower your difficulty to "I am too young to die." In DOOM Eternal, Combat is the only thing that matters.
facts
facts
I want a platforming level so fucking bad. Platforming in Eternal is FUN and I won't pretend otherwise.
For sure, but the ingame platforming sections suck. I wish the platforming sections were more epic and had more moving stuff and timed stuff
B
L
E
A
C
H
@@manni8688 I don't think the platforming sections were bad, just basic. Id should've gone full send if they were gonna add platforming because it's more than just functional, but maybe that's just me.
@@MrTheMasterX Yeah for sure. I don’t neccessarily think they are bad on their own. It’s just that compared to the flashiness of the combat, the platforming sections were like you said ”basic”. They should have tried making it more cinematic than just a means of getting around, you know those cool platforming sections in games that require you to hurry up before the map collapses or smth chases you? smth like that. They could’ve made the platforming more intresting
I'm so proud of this community
I can smell it, people are cooking. The one community that never disappoints, is the modding community. Give it time, we're gonna see some cool shit.
I LOVE modding communities they are THE BEST!
Now I wanna see MyHouseIsEternal.wad.
THISSSS
Let's hope people are cooking and we get some new cool maps or even episodes!
Soon we'll have maps that are Hell Revealed and Sunlust, difficulty wise 🤪
I'm sorry, you REALLY want the Marauder to go "Sir, can I see your passport?" at every encounter?
Yes
Takes out his shield; "Yo, f*ck off bro!"
Kill his dog; "Who killed this!? Who killed this!?"
Kills you; *Maniacal laugh from jumping down the elevator*
You pull out the Ballista and he just says "looks a bit shit"
I absolutely agree with having comments in the mod browser. Constructive criticism helps a great deal what adding the final tweaks to a level.
Asking Bethesda to fix something might be a bit a stretch though.
Can't wait for H-Doom Eternal
Yee, as someone who enjoys Eternals platforming, would love to see platforming maps.
Doom Eternal Surf Maps
Don't give me ideas Ic, Mirror's Edge but in Eternal? That gives me ideas.
back in 2016 one of Snapmap's biggest advertisements was a Mirror's Edge map someone put together really quickly to show there's way more to it than meets the eye
I could see some pretty nice parkour maps but some big improvements definitely need to be made
Gonna be waiting for a Nuts Eternal mod
Can't wait for a skin randomizer to come out.
Can’t wait for Complex Doom Eternal 🤪
:) sorry I have a hard time balancing I just like hard levels. I want to make something a bit more chill sometime soon but right now im cooking something aweful, lmao. Also, Working on a movement map like csgo bhop/surf :)
I can't imagine what ribbiks will do with it.
I want doom slayer to be cj
I want B.J Blazkowicz, personally. :D
@@predabot__6778 Busta! Straight busta!
Icarus out here, really asking for Kaizo Eternal.
Eternal Mod Madness coming soon 🔥
They're ALREADY remaking "too many shotguns"? I love the Doom community.
I am so fucking proud of the modding community
Here in a year or two, I wanna see a House of Leaves type mod like Myhouse was. That would be so cool in Doom eternal!
....was that... TOO MANY SHOTGUN MODS???? question mark?????
I wonder if john romero will make some doom eternal map later down the line
Old doom weapons should be included too such as the rail gun. We need more weapons like those. Mods are always welcome for level design and fresh ideas. Modding provides lots of longevity to games and possibilities for next installments.
Icarus, if you're going to try and enjoy Doom Eternal custom maps, you're going to need to get used to using and abusing the meathook a lot.
“The scene needs time to cook.”
Still only a month in. Not just people getting better at the tools but also people then starting to experiment more. See ya in 6 months time XD
Is there any mod yet that has friendly ai monsters? Similar to Summonfriend in GZDoom? Would like to see that.
Rekker and Unloved would be cool, someone will do Duke 3D and Build Shadow Warrior too.
The plural of Chungus is Chungii, clearly.
Well is the root for Chungus Greek or Latin? It could be argued that Chungus follows the Greek tradition, making it Chunguses
this is very good, still not going to make me play anymore eternal cuz I really don't like eternal but it's good for those who do
I hope that we can get weapon packs eventually
Now we wait for Russian overkill and to many super shotguns to be made in doom eternal
Brutal Doom Eternal
I'll be interested in what balance changes modders dabble in. I remember my bugbear with the second dlc being a number of restrictive new enemy types. A more flexible approach to dealing with enemies could be cool.
Can't wait for Reelism 3 in Doom Eternal.
I patiently await doom eternal: hideous destructor
Here’s hoping for hdoom eternal
"Shrekybussy" got me dead 💀
I've thought about doing a traditional deathmatch mode with some neat little touches...maybe have low level enemies in the map acting as kind of roving health pickups and points to grapple on with the ssg...part of me wants to port my old Q3 mod (D2F) but to be honest I think a simple deathmatch mod would be more realistic
What I got from this is 95% of mods right now are either meme trash or a hot mess of ultra sweaty arenas trying to dump every enemy on to your head. And the other 5% is at least somewhat thought out
Dinner. Blaster.
I would like to somepoint see custom playable and enemy characters, abilities, and more.
If could i might try.
'Shrekubussy' 🤣🤣🤣
If you need a gameplay mod to check out, then try Classic DOOM Eternal Overhaul. It changes a number of things to make Doomguy feel more like his classic incarnation, such as faster movement speed, a much bigger ammo capacity, and various weapon changes, while keeping the bells and whistles that Eternal brings. It's the kind of mod for players who think Eternal's balance is too overtuned for them.
Just go back to classic if you think its is too whatever that word is this game is not for you
Well I really love mods and mod accessibility. Valve has always been the #1 example when it comes to official mod support, but there are some others that stuck with me as well. In the late 2000s, Super Mario 64 machinimas were popular on TH-cam, and often used mods to reskin the game. In addition to this, I used to watch a lot of Yoteslaya & Meatwagon22 play custom moded maps on the Zombies mode of Call of Duty: World at War for PC. When I finally got my own gaming PC in 2015, I was able to play these modded maps, along with the Black Ops 3 custom maps which were even easier. Lastly, Halo Combat Evolved had an abandoned multiplayer-only PC port that modders took & brought back to life, making Halo Custom Edition. I used to play a ton of Custom Edition as a kid too, and even had my friends over with their computers to pay it. It was a ton of fun, and I loved the crazy maps like Coldsnap, Extinction, Hugeass, Hyrule Field, etc. I *love* seeing mods in games, and the more accessible they are: the better. Be they simple gameplay tweaks, lighting/texture tweaks, model replacements for comedic value, or even entire campaign overhauls with custom weapons/animations/voiceover/etc, I'm always down to see what the fans have made. Additionally, mods keep games alive.
Id Software invented all of this. Half Life is a glorified Quake TC. I'm sick of seeing Valve get credit for what Id software did. People were making incredible Doom TCs in 1995.
is there a mod that let the visuals more like doom 2016?
There's custom UI color adjustment mods, 2016 demons, and a WIP 2016 weapons mods.
Once there's a mod that makes marauders less stupidly obnoxious, that will be a huge improvement. Don't @ me with ways to kill them, I already know. The fact that you have to use a short list of specific techniques or they won't take any damage at all is the thing I take issue with in the first place. Once you can just BFG them or use the crucible, the game will be made 100x better.
100x easier*, not better. They're there for a reason, wether you agree with it or not.
ROFL! Pissing on toilets mod?! Slay!
We need Russian Overkill: Eternal Edition
Yeah, I'm just waiting for them to add new enemies.
I kid you not when I say there will be a team of mfs that would turn Eternal into a open world
Imagine DOOM 2016 campaign but with the DOOM Eternal weapons and demons.
I need to know if you can change the demon models to the classic doom 2 variants.
The mods I most want to see are recreations of the classic games developers refuse to revisit. Like Quake or Unreal Tournament.
The Doom Eternal engine would be perfect for Unreal
Definitely the best is yet to come with modding scene here, but there is still much for id to improve in regards of how the mods are implemented in the base game. They need to let modding community flourish outside Bethesda's ecosystem. Though, unfortunately, I doubt it, because this UI they've introduced will be a basis for paid mods, they won't let such an opportunity go to waste
Does anyone know how to get the expert levels? Game says they’re unavailable 🤷♂️
Is there any mod to make the Slayer fly like when you control the revenant? 🚀
As funny as the others are that remake of the og map in Eternal is sick as fuck
shrekubusi is a word now
So, H-DooM ETERNAL will be in a months for sure... i can`t wait. (pensamientos coitales)
doom(eternal) mod madness when?