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Sep 3rd, 2011
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Sikkmod is a general enhancement mod for id Software's 2004 FPS: Doom 3. Its main purposes are to update visuals of Doom 3 to a more modern level and to allow the user to customize various aspects of the game to suit their preferred styles all while maintaining the core mechanics and aesthetics originally put in by id Software. The mod also includes a number of fixes to and better organization of stock files in order to create a clean and more stable base for future mods.

// Change Log:


- Gameplay:
- Added a cvar to select between normal, Doom, and custom max armor values. The values used are set through their respective def files.

- Added a cvar to select between normal, Doom, and custom ammo capacity values. The values used are set through their respective def files.

- Added a cvar to select between normal, Doom, and custom ammo clip size values. The values used are set through their respective def files.

- Added a cvar to toggle weapon awareness. Having weapon awareness on also reduces spread/recoil while zoomed in.

- Added a cvar to select weapon handling type meaning what kind of spread/recoil to use. Fixed means the the values are fixed and variable means that the values increase as you continue firing. The mechanic is very basic but it works well enough for Doom 3 gameplay.

- Added a cvar to toggle the origin point where the player's weapon projectile is launched from. Default means it uses what's defined in the weapon's def and "From Barrel", of course, means all projectiles are launched from the weapon's barrel. The Precise crosshair works with both methods.

- Added a cvar to toggle player fall damage on/off.

- Added a cvar to set the player's movement speed. 0(Doom 3) and 1(Doom 1&2) are hard coded. 2(Custom) means it uses the values that are set in "pm_crouchspeed", "pm_walkspeed", and "pm_runspeed" cvars.

- Added a cvar to select between normal, Doom, and custom damage values. The values used are set through their respective def files. The Doom 1 & 2 values use the same math as use in the original Doom games.

- Added a cvar to select between normal, Doom, and custom locational damage scale values. The values used are set through their respective def files. Doom 1 & 2 mode means there's no locational damage.

- Added a cvar to select between normal, Doom, and custom enemy health values. The values used are set through their respective def files.

- Added a cvar to select between normal, Doom, and custom weapon damage values. The values used are set through their respective def files. The cvar also changes enemy damage values.

- Added a new monster: Spectre. Basically just a pink demon with a custom skin. It randomly replaces the normal pinky based on value of "g_enemySpectreFactor".

- Added two monsters from revility's Demon Expansion Pack: The Baron of Hell and Pain Elemental. The Baron randomly replaces the Hellknight and the Pain Elemental randomly replaces the Cacodemon. Their appearance factor is controlled by the cvars: "g_enemyBaronFactor" and "g_enemyPainElementalFactor", respectively.

- Cyberdemon no longer takes splash damage when "Cyberdemon Damage Type" is set to "All Weapons", like in the original Doom games.

- Fixed "Precise" crosshair. It's completely accurate now for all weapons.

- Added Chainsaw Stickage™. This is to mimic the behavior of the Doom chainsaw where the view follows the monsters being chainsawed. Should make chainsawing lost souls and other monsters easier.

- Monsters now have a "pain chance" while hacking them up with the chainsaw. The pain animation overrides their melee attack similar to how it is in Doom 1 & 2. This is to make the chainsaw a more viable weapon and, not to mention, much more fun to use.

- Removed the chainsaw's need for plasma fuel.

- Graphics:
- Fixed sun shafts shader.

- Fixed/improved a number of ao shaders. HBAO (low, medium, and high), ray marching, and vo have all been touched to either work better or to actually work correctly.

- Improved the look of the explosion radial blur shader.

- Some minor tweaks to the interaction shaders that will hopefully improve performance some.

- Went through every shader and fixed/tweaked various things where needed.

- Added a number of replacement interaction shaders that use various parallax methods. These are to maintain mod compatibility for those who are using high-res texture packs with heightmap support. It is recommended to use one of these shaders as opposed to the ones that come with any of the texture packs.

- Reverted all of the glass materials to their default states, so no more glass specular.

- Interface:
- Updated main menu with the new cvars

- Added a cvar to select between the use of Doom 3's default hud gui and the custom Alpha hud. One thing to note is that "g_useDynamicHud" only effects the Alpha hud.

- Misc:

- Added a cvar to select between the use of Doom 3's default player head model and the marine helmet as the player's head.

- Moveable items now have collision sound effects.

- Fixed a bug in Delta1 where the outer ring of the reactor would move into place due to colliding with a medkit.

*Note: Again, this list is probably not 100% complete. Since it's just me working on this, I tend not to document every little change I make.

Preview Image
Sikkmod v1.2
Post comment Comments  (0 - 50 of 84)
lol3r_86 Sep 4 2011, 12:37am says:

Sikkpin this mod of yours is friggin sikk... In a positive way. Sikkmod 1 and 1.1 was causing major lag on my rig. But now with v1.2 its whole other story... well i still wasn't able to max everything out. But Doom 3 with almost everything (with exception of SSAO and soft shadows) looks and feels whole lot better.

+3 votes     reply to comment
medve Sep 4 2011, 6:29am says:

holy cow

+2 votes     reply to comment
SinKing Sep 4 2011, 6:41am says:

Lol, since when is Doom 3 a bright game? Have to try this out though.

0 votes     reply to comment
jjawinte Sep 4 2011, 6:47pm replied:

Same here. Looks pretty cool !

+2 votes     reply to comment
Opinionator Sep 5 2011, 3:54am replied:


0 votes     reply to comment
Sikkpin Author
Sikkpin Sep 4 2011, 8:15pm says:

It seems there's a slight problem with this the update. All of the "test.vfp" shaders (the various parallax shaders) in the "glprogs" folder are bugged. So if anyone was using one of these shaders and getting a black screen when HDR was enabled, that's why.

You can get a tiny 28kb patch containing the fully working shaders here:

Sorry about the inconvenience.

+4 votes   reply to comment
TacoWrath Dec 27 2011, 9:23pm replied:

I installed this version on my copy of Doom 3, but the settings in the menu never show or save. The minor changes can still be seen, but none of the other things (motion blur, DoF, ecx...) work. Can you help?

+3 votes     reply to comment
Killf4ce May 8 2012, 4:37am replied:

Hey man this looks pretty aweseome but the link to the patch keeps timing out, any chance of a reup? thanks!

+3 votes     reply to comment
pvt.Johnson Sep 4 2011, 9:23pm says:

None of the effects work properly on my HD Radeon 6800, i've dealt with this before on other d3 graphical mods though.

+2 votes     reply to comment
Bennyc500911 Oct 25 2012, 4:34pm replied:

you need to disable the catalyst AI!!

+2 votes     reply to comment
angry_bot Sep 4 2011, 11:35pm says:

Might just be me, but soft shadows seem to have taken a huge performance hit since the last version. Also, thanks for adding in a toggle for projectile mode! Also, in case anyone else has this issue: if some of the effects (mainly DoF and color grading, though I still have problems detecting if the latter is working at all) are broken, delete your DooMConfig.cfg and start a fresh one.

+2 votes     reply to comment
hemebond Sep 7 2011, 3:54am says:

Does this mod only work on Microsoft Windows?

+2 votes     reply to comment
Sikkpin Author
Sikkpin Sep 7 2011, 11:10am replied:

Yes. Only a dll comes with the mod. The source is there, though, so you can build a .so file (or .dylib if you're on a Mac) if you have the means.

And if you do have the means (or anyone else, for that matter), I'd appreciate a copy of the file so I can include it in the package.

+4 votes   reply to comment
hemebond Sep 7 2011, 11:17pm replied:

I didn't realise the source was included. That's brilliant. If I compile anything I send you a copy.

Have you considered installing VirtualBox or VMWare to compile for Linux?

+3 votes     reply to comment
Railarian Feb 9 2012, 1:13pm replied:

May I ask about the state of compiling? And also if you managed to do it for Doom3 sikkmod could you also compile this .dll for sikkmod lite 1.2 for Prey? ^^ I'd really like to play great looking Prey natively.

+2 votes     reply to comment
hemebond Aug 27 2012, 2:50am replied:

Yes, it compiled, though I had a strange problem with the optimiser causing the tops of peoples heads to float a metre away from their body.

I never figured out why.

+2 votes     reply to comment
EvgeniusDragon Nov 14 2011, 8:48am replied:

how to build for linux?

+2 votes     reply to comment
hemebond Aug 27 2012, 4:03am replied:

I'm having a go at compiling Sikkmod on iodoom3, so I am currently using

+2 votes     reply to comment
SpotEnemyBoats Sep 7 2011, 7:58pm says:

I'm getting a blurry screen and grainy looking visuals, and I'm using a nvidia card.

+2 votes     reply to comment
spartangrug Sep 11 2011, 3:42am says:

Dude, this is looking sweet. Nice work. :D

This is a perfect complement to D3 for my id fix before RAGE is out. :D

+2 votes     reply to comment
6xSnake6x Oct 8 2011, 6:06pm says:

Hey man this is some awesome stuff you're doing. I was just wondering if there was any way to get the gow blood splatter mod to work with your mod. I mean everything just looks so great (especially if you use some texture mods) and then you have that low res blood that appears when u get hit or shotgun someone to the face up close. And then there was a mod that made character models look better, like instead of having those blocky heads they were all round and that looked cool, I believe it was called better character models mod or something in that area. I think those features would make a great addition if you could incorporate them. Otherwise, this is da shiet ! :D Thanks !

+2 votes     reply to comment
Almashina Oct 9 2011, 8:03am says:

Please help. I've ben downloaded subj v.1.2 . And I can't show right picture. With enabling HDR I have a white screen. With enabling bloom effects I have an upside-down screen. And without any effects there is incorrect proportion in game picture. Shadows incorrect covers bodies and faces. I see mirror reflections on ordinary surfaces...
But many peoples playing it in teh internets, w/o so much troubles.
Hardware is: Radeon 6950 2048mB, Phenom II x4. WinXP SP3 х32 and Win7 SP1 x64 tried. Catalyst 11.8, 11.9 . Doom version is .
What am I doing wrong?
P.S.: Sorry for my english.

+2 votes     reply to comment
Almashina Oct 9 2011, 9:13am says:

All of issues were fixed by switching off Catalyst AI by registry editing.

+2 votes     reply to comment
6xSnake6x Oct 10 2011, 2:30pm says:

Oh, found another small issue, when switching player head model to marine helmet, the original head model is kept no matter of setting, strange part is, it actually changes the variable in the config file correctly (or so I believe).

+2 votes     reply to comment
TriPod Oct 14 2011, 7:33am says:

n1 :D
Very good mod
i love all the stuff that you added to the game
especially all that customization stuff

+2 votes     reply to comment
kaicooper Oct 15 2011, 7:51pm says:

**** man..its not working with me
i did copy the file to my game then load it from
the game and choosed Mode then i choosed ur Sikkmode
then Error game not working

what to do man?

im using Windows 7 64

+1 vote     reply to comment
J.D.* Nov 5 2011, 2:48am says:

You've literally made my night. Been years since I played D3. This combined with Wulfen's texture mod creates a whole new experience.. Love it man, thanks!

+2 votes     reply to comment
NoZart Nov 23 2011, 3:50pm says:

Just installed Doom 3 JUST to test this out, especially the SSAO effects are very nice!

However, when i enable soft shadowing, i get a weird graphical glitch, namely a very blurry overlay of whatever texture i am looking at directly in front of the camera - which makes for a distracting flickering effect :-(

Does this have to do with the fact that i am on NVidia instead of ATI?

+3 votes     reply to comment
Vynzent Nov 24 2011, 10:53pm says:

I love this mod, but the default settings are always overly-bright and overly shiny and everything looks wet. Still though, once the settings are adjusted this mod is beautiful! :D

+2 votes     reply to comment
Shockeddead Jan 2 2012, 11:25am says:

Dear Sikkpin your mod is the Best! Thank you so much! and now it is working with my amd 6970 as well (changed the doom3 exe name as suggested).Out of all the games/Mods I have played around with Sikkmod is the Best.

+2 votes     reply to comment
doomguy668 Jan 5 2012, 3:35pm says:

how can third person

+2 votes     reply to comment
Sikkpin Author
Sikkpin Jan 31 2012, 7:40pm replied:

Open console (~ or CTRL+~) and type: pm_thirdperson 1

Then hit ENTER.

+2 votes   reply to comment
BackSnip3 Jan 27 2012, 5:39pm says:

When do you make this for ETQW? :D

+2 votes     reply to comment
Sikkpin Author
Sikkpin Jan 31 2012, 7:45pm replied:

I do have some interaction shader replacements for ETQW but I've never done any of the post effects for it. It already has a pretty good bloom solution and even though the color balancing is nothing more than simple tinting, it does the job just fine. If you want to improve the post process visuals of ETQW, you can create custom atmosphere parameters for the maps. This probably won't work for online play but it'll work for solo/private matches.

+3 votes   reply to comment
Sheh0786 Feb 4 2012, 3:45pm says:

can you please reupload the tiny 28kb patch containing the fully working shaders

+3 votes     reply to comment
Oliver81 Mar 16 2012, 9:06am says:

Guys, Hi!

I need help, I would like the Sikk's feedback mostly due to the nature of my question but all feedback will be valued...ok
For DoF settings, for the most realistic experience what values do you use for Blur Scale, Blur Quality, Near Distance, Focus Distance and Far Distance respectively.

Been playing around with it for ages, got close to something nice but I want tried and tested values.

cheers amigos


+2 votes     reply to comment
Oliver81 Mar 25 2012, 8:32am says:

don't mean to a prick, but can someone reply? id like those settings so i can actually play Doom 3 again....anytime now would be good :)

+2 votes     reply to comment
knux360 Apr 26 2012, 11:45pm says:

Is it Just me that's is having this problem ? i'm trying to open this mod trought the doom 3 menu but every time i try to play this mod the game close and the mod doesen't open. if someone could help me i would be very greatful and sorry for my bad english

+3 votes     reply to comment
Killf4ce May 8 2012, 7:40am says:

looks sweet - the patch link doesnt work tho...

+2 votes     reply to comment
ad11221 May 30 2012, 6:02pm says:

guys cnt download from gamefront need help

+2 votes     reply to comment
Gnalvl Jul 9 2012, 4:36pm says:

Where would I find the value to adjust the max spread for the MG in variable spread mode? It seems none of the weapons actually have any spread using the variable spread except for the Chaingun and Shotgun. I'd like to make a mod in which the MG has a wider max spread but starts a tiny minimum spread and deals more damage.

+2 votes     reply to comment
InFiNiGhTe Aug 3 2012, 4:20pm says:

Not compatible with patch 1.3 of D3 :(

+2 votes     reply to comment
bloodymaggot06 Aug 10 2012, 3:19am says:

the motion blur doesn't work for me :(, can give me a solution?..

+2 votes     reply to comment
Crew900 Aug 18 2012, 6:50am says:

Where i can find some badass config files for sikkmod ? : /

+2 votes     reply to comment
Crew900 Aug 21 2012, 5:14pm says:

Version 1.2 is also for RoE ?

+3 votes     reply to comment
na1346684524 Sep 17 2012, 9:10pm says:

doesnt work it displays "wrong game DLL API version" then it gives me the option of copy, clear or quit

+2 votes     reply to comment
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millionfold Oct 22 2012, 3:20pm says:

Hello Im new here to the mod site and was wondering if you can make this work for Doom 3 BFG edition. I would appreciate, I love doom and a fan of it.

+4 votes     reply to comment
shelledfade Oct 23 2012, 1:25am says:

Hey guys I need help, I'm having a problem with transparent glass with this mod. For example the very first area where you are scanned into the base, that entire glass texture has warping problems and the whole thing actually moves when looking around at it. I disabled the mod and the problem goes away. I'm using wulfren+monoxead textures without a problem. When I turn this mod on, all glass has this warped movement problem. Playin in 1920x1080. What can I do to fix this?

+1 vote     reply to comment
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