Perfected Doom 3 was started as a simple tweak mod years ago. After realizing that I was still not happy with Doom 3 after making some alterations to weapons and enemy stats I continued to add more to the game. Now Perfected Doom 3 is more then just a tweak mod. It attempts to completely overhaul the entire game with new monsters, rebalanced weapons, rebalanced monster stats, better graphics, new gameplay features and much more. It has been met with great appreciation and acclaim by it's users. This mod will bring many improvements to standard Doom 3.

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21 comments by VGames on Aug 6th, 2014


fixed the Mars City Underground scripted events that didn't work correctly
made the marks left on walls and objects by the chainsaw glow for a short time
added orange glowing symbols to the branded Hellknights' bodies
added more screen resolutions to the options menu
all weapons make blood splatter on the screen when attacking monsters at close range
doubled the size of the shoulder lamp light
blood spraying on screen from close range gunfire and monsters hitting you now looks the same
added the ability to dual wield the double barrel shotgun
added the sikkmod menu for better optimizing of individual hardware setups and more game options
fixed a crash in 3rd map - Return to Mars City
added particle effects to the nightmare imp fireball projectiles so they can now be seen
removed chainsaw cutting feature where you were pulled into your enemy
spawned sentry bots via console commands now move around as they should

Under Development:

adding glowing eyes to the Dead Souls

reducing bump mapping on some of the lesser seen textures to remove distortion

adding slow motion effects to all of the monsters' deadly attacks to help the player react to them before they strike

add a melee system for all weapons to let the player bash an enemy at close range
- all weapons are done except for the Chaingun, Rocket Launcher, BFG, and Soul Cube

add Last Man Standing Coop compatibility to let players play PD3 with that awesome mod

Ideas Being Looked Into:

I was also thinking about making the adrenaline pickups allow you to slow down time like Max Payne to get you out of a tight jam. Since I removed the stamina feature from the game the adrenaline pickups have been obsolete. So I thought this would be a nice feature that they could be given to add to the gameplay. That or I could just replace them with berserker pickups.

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Increased Monster count + some extras

Increased Monster count + some extras

Jul 17, 2014 Prefabs 14 comments

While Doom 3 nailed the atmosphere it slacked quite a bit on the combat. Doom 3 had a good amount of enemies, but for some reason Imps were mostly what...

Perfected Doom 3 v6 NextGen SoundPack

Perfected Doom 3 v6 NextGen SoundPack

Feb 4, 2014 Weapons Audio 7 comments

Standalone Sound FX redesign for perfected Doom 3. The mods assets were of somewhat better quality than vanilla Doom's, still most sounds weren't normalized...

NextGen Sound FX pack: Weapons/Pickups

NextGen Sound FX pack: Weapons/Pickups

Feb 1, 2014 Weapons Audio 2 comments

The pack's aim is to improve the quality of sound effects. Compared to vanilla, these sounds have doubled sampling rate, which makes for about twice the...

Perfected Doom 3 version 6.2.3 Patch

Perfected Doom 3 version 6.2.3 Patch

Jan 7, 2013 Patch 43 comments

This is yet another patch to further fix some more problems found in my mod. This patch will take care of problems with the plasma rifle, an option in...

Perfected Doom 3 Texture Pack v2.0

Perfected Doom 3 Texture Pack v2.0

Jan 7, 2013 Textures 13 comments

This is version 2 of my Perfected Doom 3 Texture Pack which now includes HD textures from the great Wulfen and awesome Monoxead texture packs as many...

Perfected Doom 3 version 6.2.0 Patch

Perfected Doom 3 version 6.2.0 Patch

Dec 27, 2011 Patch 32 comments

This patch was created to add new maps and gameplay features to Doom 3. It was also made to refine some previous mod features and bugs. You do not need...

Post comment Comments  (780 - 790 of 1,078)
LazyBlueGuy Jul 25 2011, 10:32pm says:

well i remove 5.0 like it says in the 5.4 patch readme but after i remove it and start up ther mod it does the console thing from before

+1 vote     reply to comment
VGames Creator
VGames Jul 26 2011, 8:46am replied:

Did you not notice that the 5.4 patch is only around 15MB and the 5.0 pak file is around 230MB? Did you not also notice that I never said to remove the previous 5.0 pak file when you install the 5.4 patch? I said to remove the previous PATCH pak files if you have any installed. You need 5.0.

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LazyBlueGuy Jul 27 2011, 3:01am replied:

oops my bad srry

+1 vote     reply to comment
VGames Creator
VGames Jul 25 2011, 9:19am says:

@ LazyBlueGuy
You shouldn't have any issues with 5.4 if you're using 5.0. Very strange. What's it doing?

@ ghostgamer
trust me it's not redundant. You'll love it. The whole triple fire thing has been overdone. Hitting a zombie with 30 rounds from the machinegun at one time is always entertaining when they fly away. And making them do a back flip with a charged pistol shot to the head is the same.

Glad you got it fixed.

Don't think it'll ever look as good as Crysis 2 but it's definitely almost there.

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ghostgamer69 Jul 24 2011, 8:04pm says:

Okay so I just finished a playthrough using this mod, and I must say very impressive. This is easily the best overall update mod for Doom 3 I've ever seen(and I've been playing around with D3 mods since early 2005). I love the overall "new" feel of the game due to the script and definition tweaks you've implemented. However I did notice a few things that could benefit from some improvement IMHO.

Firstly starting with the plasma rifle; I noticed that although it now has a glow from the exhaust vent of the weapon, the projectiles themselves don't seem to have a light radius as they pass through the air. Mildly disappointing. Also the sound of the gun sounds like a standard machine gun, until you let off the trigger and you get that iconic note from the classic plasma rifle.

Secondly is the pistol; it fires down and to the right of the reticule, very minor bug.(I in fact fixed it for myself, but thought it was worth noting)

Thirdly saving; for some reason I am unable to over-write saves, and am forced to create a new save designation every time. Probably a minor bug, and it's not game breaking by any means.

Lastly is Vsync; This may be a bug, or it may be poor ATI driver support IDK, but trying to enable Vsync in the menus causes and immediate CTD. I had to force Vsync through catalyst CC.

Well that's about it so far, and like I said I absolutely love this mod. I'm definitely looking forward to the next release with the Sikkmod enhancements and alternate fire modes, Keep up the good work man!!

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VGames Creator
VGames Jul 25 2011, 12:34pm replied:

I forgot to mention above that the plasma projectiles do emit light as they travel but it has a small radius. They have to be close to something to see it. If I made the light radius any bigger the game could lag when a lot is going on. I'll look into increasing their light radius a little bit more. But I'm not promising that it'll be a huge difference. FPS is important during combat.

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ghostgamer69 Jul 25 2011, 5:53pm replied:

Sorry if I comment a lot, I've just been playing this mod non stop for 2 days. I figured the sound was probably due to the fire rate, Se la vi, Also does the light radius of the projectiles really hit the FPS that hard? I use Sikkmod for ROE(only because there's no Perfected ROE :p) and on a play-through of that I never dipped below like, say 50 FPS, and that mod has quite a large lighting effect from the plasma rounds.(although I don't use soft shadows, it doesn't make that big a difference and it completely murdelizes the frame-rate) My system isn't all that powerful.

System specs: AMD 955BE, 4gb RAM(gonna add 4 more in a week), 2x Sapphire Vapor-X 5770's in crossfire.

Although, TBH I only run in 720p at 60Hz, because I'm displaying on a 4-year-old 52in plasma, and if I go 1080, the refresh rate dives 30hz.
I assume you test in 1920x1080, so eh.

Oh, and the pistol thing, yeah I read one of your posts saying you fixed it just after I had written mine, my bad.

As far as the Vsync goes, I'm at a loss, I've no clue why it causes a crash,(windows 7 won't give me an error report for it, just a total CTD) but it's not that big a deal, as I said, I can force Vsync through catalyst.

Anyway, keep up the good work man, and I truly look forward to the next release!

+1 vote     reply to comment
VGames Creator
VGames Jul 25 2011, 9:17am replied:

The plasma gun fires so fast I can't make it sound any different. I fixed the pistol accuracy problem already. I've removed this custom quicksave feature that I had implemented in version 5.0.0 which should fix all strange game save issues. I'll check the vsync issue. I don't think I've ever had this problem. Thanks for the heads up.

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LazyBlueGuy Jul 23 2011, 10:33pm says:

nevermind about before i got it to work... only problem now is i can't get the 5.4 patch to work only lets me play it with 5.0

+1 vote     reply to comment
ghostgamer69 Jul 23 2011, 5:29am says:

The machine gun secondary sounds a bit redundant(being the same as the pistol), perhaps maybe an enhanced zoom super accurate three round burst, I don't know, just throwin' it out there :P

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chjones Jul 22 2011, 9:50pm says:


I have just downloaded your mod plus the 5.40 patch and the texture pak. When I launch Doom3 and select the mod it gets to the "Initializing Menus" screen and I hear the sound start playing for a second and then it hangs.

After I get Task Manager to open I can see a message saying that Doom3.exe has crashed.

I am running 2 x ATI 5850's and have made the changes to the profile.xml to disable Catalyst AI. I've also downgraged the Catalyst Control Center to 10.10 in the hopes that his would help. Nothing has worked.

I'm not sure what else I can do.

When i first installed the Mod I got the error "wrong game DLL API version" with this log:

found DLL in pak file: D:\Program Files\DOOM 3\Perfected\game99.pk4/gamex86.dll
copy gamex86.dll to D:\Program Files\DOOM 3\Perfected\gamex86.dll
0 0 1920 1080
Regenerated world, staticAllocCount = 0.
Shutting down sound hardware
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
wrong game DLL API version

I found another post on a forum where someone had the same issue and a link to another gamex86.dll. I put that in the Perfected folder and it gets past this error but now crashes at "Initializing Menus".

Does anyone have any ideas?


+1 vote     reply to comment
chjones Jul 22 2011, 11:53pm replied:

Well, I seem to have fixed it. I read in a comment somewhere about renaming Doom3.exe to Doom 3.exe to get around the issue of Catalyst AI not disabling. I did this and I can now use the mod. GREAT!

However, the graphics are set to 1920x1080 and 16:9, but the image appears to be stretched vertically. It does fill the entire screen, but everything is very tall and narrow (hope this makes sense).

Don't even know where to begin on fixing this.

+1 vote     reply to comment
chjones Jul 23 2011, 1:25am replied:

Ok ... ignore me. I'm a complete and utter muppet!

Helps if I actually install the Doom 3 1.3.1 Update. DAMN! Sorry guys. All working now.

And I want to say ... THANK YOU! This is amazing. Totally different game. I love it! Congratulations, excellent work.

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Doom III
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Released Aug 12, 2010
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Highest Rated (4 agree) 10/10

This is the best complete overhaul I have seen by far. THanks! Makes playing it again like playing a new game. Love, love, love that you gave options for the DoF, bloom, film grain, etc. How did you do the depth of field, tracers, motion blur? Could you do the same with Quake 4?

Dec 6 2010, 3:05pm by RedRyder

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