Description

this addon makes CEDs asset pack compatible with sikkmod but removes his custom changes and brings back the original gameplay, basically I have ONLY included his weapon animations and none of his less ammo capacity and other changes.

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Sikkmod with CEDS animations
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iwastenotime
iwastenotime - - 35 comments

nice job on the animations. you did well its cool and new change to sikkmod for sure.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

I didn't do the animations...

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Guest
Guest - - 689,175 comments

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iwastenotime
iwastenotime - - 35 comments

I know you did not but you got them to work with sikkmod so great job for that.

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punk0x29a
punk0x29a - - 618 comments

Hmmm... AFAIK they work with SikkMod out of the box, so this seems to be kind of redundant... Dunno... Maybe someone will find it helpful after all.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

It does work with sikkmod, but for people who can't mod, they can't put the whole CEDS asset pack into sikkmod coz it causes a crash. So I just carefully extracted the contents instead. So it makes it easier for people to just download this mod and then drop it in the sikkmod folder and it works. Also I removed CEDS changes to gameplay for those that just wanted his animations. and sped up his animations for faster gameplay. The machinegun alone took 3 seconds to reload which I hated, so I halved it. I created this addon because I saw some complaints on CEDS mod not working with sikkmod unless you had to do A lot of work just to get it compatible.

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punk0x29a
punk0x29a - - 618 comments

Guest Jan 15 2014

One question: Is this asset pack by any chance compatible with the Sikkmod?


Author CED2011 Jan 16 2014

I haven't tested this with Sikkmod, but assuming it uses no custom code whatsoever (Everything is performed through scripts and gui work) there is no logical reason for ir not to work unless there are specifical changes in sikkmod that may override my pack's.

From: https://www.moddb.com/downloads/ceds-assets-pack

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

But sikkmod does use custom code and has md5 animations that overwrite ced, have you even tested CEDS asset pack with sikkmod? Tell me what crash you get, mine always says like everyone else : md5 crash, this isn't just CEDS mod chucked in here, look inside the pack, had to change a lot of things to get working with sikkmod Smoothly. Sikkmod has many script changes as well for the headlamp and medkit system. It's not an easy drop inside the mod folder and it'll work. Try it for yourself on the CEDS asset pack. I WANT TO PROOF IT WORKS FINE, if you show it, I'll delete this addon. Otherwise don't come here and annoy me, I know exactly what I'm doing. Don't take assumptions from people who haven't actually tested the theory. I got a comment on the sikkmod page that had tried CEDS asset pack wth sikkmod and many others and they all said it crashes. So don't get me mad. This addon specifically is designed to just drop this mod inside sikkmod and it works. (Removed all CEDS custom gameplay changes as well)

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Arl.
Arl. - - 152 comments

Actually, you CAN put CED's pack into sikkmod and run it just fine, the crash most people get is usually because they are launching Sikkmod through Doom 3's mod list instead of making a shortcut or a .bat file with the 'fs_game' command, that's why many mods recommend using said command (or already have shortcut or .bat files included) instead of launching the mod within Doom 3.

Because of naming conventions, Sikkmod will not overwrite CED's pk4 files. The only problem that will arise is that CED's mainmenu.gui overwrites Sikkmod mainmenu.gui, so I guess both files need to be combined in order to have both Sikkmod and CED's mainmenu stuff.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

But even IF you make CED overwrite sikkmod, you'll still get errors, sikkmod uses many animation changes, CEDS only modified a few of the animations, just one animation that clashes into a different one will cause a crash. You can't have CEDS reload for machinegun and then use sikkmods machinegun idle animation. It'll say the md5 is different and crash. CEDS made many many changes to md5 animations just like sikkmod. It needs to be carefully extracted, you guys are overlooking the point of the mod as well, it's improved CEDS reload speed for most weapons which seem redundant to have more than 2 seconds just to reload. People might prefer absolute hd over sikkmod but there are some people who prefer sikkmod with CEDS animations instead, It's technically the same mod with the same things. Personally I prefer absolute hd, but this mod wasn't created for myself, it created for the public due to a request from someone on the sikkmod page.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

I'm not trying to attack you guys, I know you guys see this mod as redundant because you guys are a very talented moderators who wouldn't have a problem making sikkmod compatible with CEDS pack, HOWEVER like I said before, for people who don't mod, it takes a lot of work for them to get mods combined especially if they both use custom content

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Arl.
Arl. - - 152 comments

I'm not making any judgement on the value of your add-on, I'm just informing that Sikkmod and CED's pack do seems to work together without crashing, with the main menu issue I already exposed and some decal glitches.

This can be easily verificable by having a clean instalation of Doom 3, CED's pack and its patches inside Sikkmon folder, and a proper shortcut with the command '+set fs_game siikmod' at the end of the destiny line, that's all.

I thought this information could be at least useful to your endeavor, I did not pretend to discourage you.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Arl, you are wrong. They don't work together by simply combining them or just dropping CEDS asset pack into sikkmod. The reason why: ced only added a FEW custom animations to the NPC. Sikkmod already has modified the ENTIRE NPC animations. Therefor, even if CEDS overwrite sikkmod, that's 2 different animations for one NPC. Which causes a crash. Now IF CED made enough animations to complete a NPC, then yes, overwriting would work because the ALL the animations were overwritten, none of you have tested this have you? Every single person that'd ever download CEDS asset pack and puts it into sikkmod gets an error: "MD5 uses different animation" - CRASH. you see? It only takes 1 animation to not get overwritten to cause a crash... like i said. CED only made a few animations and since sikkmod uses custom code with those animations it causes a crashes how did I fix this? I deleted all of CEDS animations that overwrite sikkmods coding, and BOOM it works! it's easier said than done, I had to do a lot of other work as well. If what you said was true arl and punk. Tell me why people are getting crashes? It has nothing to do with loading it up correctly. The md5 IS the reason for the crash, there are ways to fix this. I will repeat again, delete all the ced animations that aren't fully overwritten. or just overwrite all the sikkmod animations that ARE fully completed by ced. Ask anyone like CED and vgames who actually know about MD5s, they will agree with me and tell you straight. You can't have 2 different animations colliding. You either chose between custom animations or the normal ones, you can however base your custom animations to work with normal animations. However ced didn't do that, he completely made new animations. So NOW do you understand?????

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Arl.
Arl. - - 152 comments

All of what you are saying could be true, but I wish to know how can I reproduce that crash. I played with Sikkmod and CED's pack just now and maps were loaded correctly, maybe the problem is with some specific maps, could you tell me which map you loaded that gabe you the crash?

Also, as far as I know, animations can be overwritten, problems with MD5 appears when .md5mesh and corresponding .md5anim do not match in name and number of bones. I looked inside Sikkmod files and I was unable to find any .MD5anim files. So your problem can not be overwritting animations, maybe that error belong to a problem with the definitions files (.def).

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Mars city tells me and NPC md5 error. How are you loading it up???? You are most definitely looking at an old version of sikkmod, perfect doom uses sikkmod as a base and uses the SAME md5 files for the NPC. So I don't know what you're in about, I can't even tell if you're trolling.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

What do you mean u couldn't find any md5 files??? What version are you using of sikkmod, what the heck.

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Arl.
Arl. - - 152 comments

I'm using Sikkmod 1.2: Moddb.com

The reason Sikkmod have .MD5mesh files is because an extra mesh is needed within the file in order of self shadows to work, this extra mesh is a duplicate of the main mesh but with a specific shadow material.

Now, .md5anim is a skeletal animation file, Sikkmod don't come with new animations, neither have duplicated animations because there's no point in that, obviously.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

And that's the reason why it crashes

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general_207
general_207 - - 4 comments

Any chance of getting this to work with the ROE version?

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Yes, it's very possible. but not all weapons will have th animations like the grabber and artifice.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

I'll try and make a version for sikkmod ROE :) may take a while as I'm busy with other things

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ᑎᗩYᔕTEᖇ13
ᑎᗩYᔕTEᖇ13 - - 228 comments

Hi recezy :) i have a problem with starting the game as when i do i get error's pop up on the console and it closes the map on the starting map its saying there's an error with the plasma gun but it seems on each map its a different error i don't whether it could be something to do with the other mods i'm using with sikkmod but i don't know what to do..

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Make sure there are no mods in your base folder, try a fresh install of sikkmod latest version and this mod,

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ᑎᗩYᔕTEᖇ13
ᑎᗩYᔕTEᖇ13 - - 228 comments

okay i'll try that. do you know if it works with niuk's pack that has wulfen textures in it with sikkmod? or wouldn't that work because i would like to have both as it does make make the game look good but if i can't i will try what you said :) thank you for replying

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Yes this should work with any texture packs you install. let me know if the gameplay changes are working without changing sikkmod :)

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ᑎᗩYᔕTEᖇ13
ᑎᗩYᔕTEᖇ13 - - 228 comments

i think it might be a problem with this mod because i had a mod called highdef thought that might've been the issue so i didn't put that one on to the and i still get the same error as before

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Forgot to note, this mod doesn't run with BFG edition, so if your using that with this mod, it won't work. This mod package is to be put inside your sikkmod folder (including the auto.ex)

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ᑎᗩYᔕTEᖇ13
ᑎᗩYᔕTEᖇ13 - - 228 comments

i'm using the original doom 3 and i did put it inthe sikkmod folder :)

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Then I cannot help you lol. it is definetly on your end, if it's an error and no crashes don't worry about it, also don't use cheat codes. and yes I acknowledge there is something wrong with the plasma gun because it just looks weird when you fire it. something is wrong with its animation. But it's not noticeable and causes no crashes

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mastermaniac
mastermaniac - - 599 comments

This add-on is great for people who don't want to use the bigger combination mods.

However, I like most of CED's gameplay changes (only thing I don't like is the huge fireball radii, which I think I was able to manually fix). What I'd really like to do is make them play nice like you've figured out how to do, only without losing the gameplay adjustments.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

I could add in more of CED S gameplay changes but the main point of this mod was to only use his animations and improved weapon particles, so you can enjoy playing this mod with basically any mod including sikkmod.

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Guest
Guest - - 689,175 comments

Yeah, as Nayster said there seems to be some sort of a conflict with CED's pack and Sikkmod. Sikkmod's got a bunch of .defs for the weapons, and I have no idea why. These seem to clash with CED's changes, which throw up .md5 errors in the console whenever a map starts.

Of course, this is my experience with trying to force CED and Sikkmod to run together, without removing CED's gameplay adjustments. At this point, I'm going to just have to dump Sikkmod until I can figure it out.

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R_E_C_E_S_I_V_E Author
R_E_C_E_S_I_V_E - - 448 comments

Forget the errors, it's impossible for me to fix all of them. As long as the mod works with no glitches that's all that matters, and it's been tested and works. Before people couldn't even load up the 2 mods coz of the different md5 and caused crashes. it took me a while to pull It off. But as far as I know, you can use this mod to play on sikkmod with Ceds animations with no problems. forget those console errors. They don't affect gameplay.

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naryanrobinson
naryanrobinson - - 634 comments

How do you change animation speeds in Doom 3?
The game would be a lot more fun if everything was faster.

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Vaderous
Vaderous - - 71 comments

Shotgun alpha e3 error :(

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