Sikkmod is a general enhancement mod for id Software's 2004 FPS: Doom 3 and its expansion pack: Resurrection of Evil. 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

Filename
sikkmod_v1.2-D3.1.rar
Type
Full Version
Uploader
Sikkpin
Date
Sep 3rd, 2011
Size
73.12mb (76,674,840 bytes)
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82,811 (25 today)
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Description

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:
//=============================================================================

v1.2:

- 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  (50 - 84 of 84)
shelledfade
shelledfade Oct 23 2012, 2:15am says:

aight i fixed it, just renamed doom3.exe to doom 3.exe problems solved didn't even need to disable catalyst a.i

+1 vote     reply to comment
zoozoo44
zoozoo44 Oct 26 2012, 10:06pm says:

Ah... if only i could Merge The Functions of this mod with Perfected Doom.... Then i could have a Mounted Flashlight and IR Goggles.

Blargh.

Other then the fact that when i set this mods Resolution. exit out. and go back in... it never applies the settings.....

I love the mod.

+1 vote     reply to comment
Guest
Guest Nov 17 2012, 4:03pm says:

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Vynzent
Vynzent Dec 2 2012, 6:36pm says:

Please help Sikk, I've got parallax maps going. However, the monsters are completely warped and look strange, their textures stretch and literally "warp" all over the place as they move, like they parallax effect simply doesn't work with them. Is there a way I can fix this?

+1 vote     reply to comment
jimmyglace
jimmyglace Jan 5 2013, 4:42pm says:

I have no idea how to get this going.
Made a folder placing the content and selected your sikkmod but got a error window.
Tried after that to install again and try it on a unpatched doom3.
I saw the mouse pointer make some clones of it self when I moved it around, it did not work this time either to start your mod.

I have a NVIDIA GeForce GTX 560 Ti Graphic card if it helps identify the problem.

Say, what version is this suppose to work on anyway and what other requirements is needed?
Did not see anything in the "readme" nor your description here or I can have missed it but please fill me in if that is the case.
I would love to try this out.
Went back to Original Doom 3 since the BFG edition was a dissapointment

+1 vote     reply to comment
jimmyglace
jimmyglace Jan 10 2013, 8:59am says:

I read your descreption more firmly now and tried to take out one file at the time in the sikkmod folder.
I came up with that the "game00.pk4" file was the reason it couldent start.
But it seems it was necessery to use the features, I still have the sikkmod mod menu though weird enough.
With the "game00.pk4" file I only get "Wrong DLL" error at the start up.
Please help
I have the Doom 3 & Resurecction of evil originals and when both installed It makes them 1.3 I believe.
Is this not for 1.3? Isn't that the one yp to date?

+1 vote     reply to comment
hidef
hidef Feb 10 2013, 6:42pm says:

sorry posted on the wrong mod

+1 vote     reply to comment
スイッチ君
スイッチ君 May 2 2013, 4:28pm says:

"Soft shadows" kills my FPS. Disabling it is highly recommended. Soft shadows were never meant for ID4 technology. It's not native. Soft shadows are only native for ID5.

Unfortunately, there is no option to disable "soft shadows" and turn on only "hard shadows."

Can someone help me here? I'm also trying to add in "Enhanced Doom 3 models 1.1" by placing the .pk4 file into the "sikkmod" folder. However, it doesn't load into the mod. Any help here?

+1 vote     reply to comment
joshua121
joshua121 Jun 9 2013, 12:09pm says:

Hi I'm on a fresh install of win 7 that has been updated to sp 1, I have a radeon HD 6670 and an MSI board with an AMD quad core athlon. I only mention that to be thouroug...

Anyway I just installed the mod and everything looks great but something is way off with my cross hair. When I walk forward I'm walking way to the right of the center of the screen and I can't seem to figure out why.

The only change I've made is I set my resolution to 1440 x 900 in the doom config and I'm also running no other mods.

I'v tried adjusting the depth of field settings to no effect.

Any suggestions? I'd love to use the mod.

+2 votes     reply to comment
nickardasis
nickardasis Aug 5 2013, 6:53am says:

Sup, guys? I've got a crosshair problem. I don't know if anyone fixed it but here it is: The "static" crosshair is inaccurate (thought it was a widescreen resolution problem, turned out it wasn't). As Sikkpin said, the weapons fire thru their barrel (which is nice and realistic) but the "static" crosshair is a bit off (center of the screen). Strangely, when I choose "precise" crosshair everything is fine, but I don't like the "precise" curson movement at all (tried smoothing out the movement but still...). I even tried fixing the weapons to not fire from the barrel but for some reason nothing changed.In vanilla D3, there is no problem at all (and the crosshair is "static").If anyone can help, I'd be very grateful.

+1 vote     reply to comment
Artas1984
Artas1984 Aug 23 2013, 2:04pm says:

Disappointing thins:

1) game values changed - this is supposed to be a GRAPHICS mod, no? So it turns out to be graphics + gameplay mod. Not what i was looking for! Why did you have to pull your fingers to gameplay?...

2) No automatic quick graphics option? Sorta like fail. Everyone expects something like quick "high" and "ultra" settings, but instead everything is manual only.

3) Too many settings to customize - a casual gamer does not understand over half of those tweaks. It is as if you made this mod for yourself rather than for the common gamers. For instance Quake Darplaces mod also has many settings to customize, but at least it has quick settings like "high lightning", "ultra lightning", "flares"...

0 votes     reply to comment
LegioN_20
LegioN_20 Aug 25 2013, 2:09pm says:

to get this working for ATI users what you need to do is this:
1: copy and paste doom3.exe inside the main folder(where the exe is)
2: rename this copied version of doom3.exe to 3.exe
3: open up steam and click the "add a non-steam game..." and direct yourself to the location of the copied version of doom3.exe; add it
4: right click on it and choose properties add this to the end of the "target" area: +set fs_game sikkmod
5: you can now run this copy of doom3 and it will work; YAY
the settings I use in game
-> bloom turned on (Bloom Tonemapper Filmic Complex)
-> DOF turned off
-> HDR turned on (HDR Tonemapping Filmic Complex)
-> Sun Shafts and Lens Flares turned on
-> Bloom Glare Style set to Star( Spectral )
the settings that didn't work are as follows
-> SSAA( same thing, screen all weird )
-> Soft Shadows( made the screen all weird )
Hope this helps
it worked for me and i have a 7970 AMD
All luck with this

+1 vote     reply to comment
Guest
Guest Sep 3 2013, 2:24am replied:

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LegioN_20
LegioN_20 Sep 19 2013, 1:43pm replied:

In your case I would suggest looking up 6thvenomHQmainmenu
you can find it here on moddb.com.
It will let you change your width and height to whatever values you want :D
It also comes with a new and more modern looking Main Menu and HD text ;D

+1 vote     reply to comment
Guest
Guest Sep 3 2013, 10:25am says:

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TBD_TheBlackDog
TBD_TheBlackDog Sep 4 2013, 3:48am says:

Same comment and person as above, but i made an account ;)

I get an error whenever I try to launch sikkmod. Hope someone can help me so I can play Doom3 with these awesome graphs :)
I have no other mods installed, and Im not sure what version it is, but apparently its up-to-date

It says I have the wrong game DLL API version

+1 vote     reply to comment
LegioN_20
LegioN_20 Sep 19 2013, 2:04pm replied:

I found this while searching on Google:
Es.dll-download-system.com
1. Just hit Descargar
2. Unpack it with Winrar and you will get this file called gamex86.dll
3. Put gamex86.dll in Doom 3\Base
4. The game should now read the game as updated and be fully functional.
Hope this works ;D

+2 votes     reply to comment
TBD_TheBlackDog
TBD_TheBlackDog Sep 20 2013, 5:12am replied:

Thanks, ill see if it works :)

+1 vote     reply to comment
TBD_TheBlackDog
TBD_TheBlackDog Sep 20 2013, 6:29am replied:

Still comes up with this:

wrong game DLL API version

+1 vote     reply to comment
LegioN_20
LegioN_20 Sep 20 2013, 6:52am replied:

hmm okay try this
The-emz.com
like the name says it will let you play 1.3 mods on 1.3.1

+1 vote     reply to comment
TBD_TheBlackDog
TBD_TheBlackDog Sep 20 2013, 9:09am replied:

Nup. Hmmm, Ill have to check whether its actually version 1.3 as it says I can update to 1.3.1, so it aint 1.3.1 yet.
Would the fact that im running it on a computer (Not Installed) using a no cd crack have anything to do with it?

+1 vote     reply to comment
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simoncrazycatgaudet
simoncrazycatgaudet Apr 22 2014, 10:47pm says:

Nice mod seriously I really like it and the options you give.

But I perhap play a little too much in them. I mean I have a problem now and I don't know what can solve this.

I have ammo problem, every time I found ammo I just have 1 bullets for everything I found. Of course, I can't really survive with 2-3 bullets in a gun. ^^;

Someone know what to do for come back with 'normal clip' ( still like the idea to found stuff on dead bodies by the way )? ^^;

+1 vote     reply to comment
simoncrazycatgaudet
simoncrazycatgaudet Apr 24 2014, 1:01am replied:

Finally I reinstall everything and it's alright.

But I take note of something, sometime in front of a mirror I don't see the main character. It's not like it's important, because we almost see a mirror one one time in the game ( and SPOILER we see the face of the guy change ). But, now I feel like a vampire because I see nobody. ^^;

+1 vote     reply to comment
simoncrazycatgaudet
simoncrazycatgaudet Apr 24 2014, 2:18pm replied:

Look like if I turn the shadow option on it's work ( don't know why ).

But now new prob' the effect in the blood like in this pic'

Media.moddb.com

don't appear and because that some part I just have like white shape like it's missed some texture.

But I reinstall the mod 2-3 times, try to play with the options and didn't found what is wrong. I try to check on STEAM if I missed some files look like everything is alright. :/

+1 vote     reply to comment
MrSleepingDuck
MrSleepingDuck Jun 25 2014, 11:17am replied:

I'm also having this no reflection problem, even though monsters and NPCs stil have reflections. Did you find a fix?

+1 vote     reply to comment
simoncrazycatgaudet
simoncrazycatgaudet Jun 25 2014, 5:14pm replied:

If I remember right I remove the option for see the legs of the hero and/or the helmet option. But if I remember right it's the first.

It's was nothing really a problem because I was used to found the legs in the field of vision when you crouch.

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LightningHunter
LightningHunter Sep 17 2014, 11:26pm says:

I've found two issues with version 1.2. The first is that the "Item Remove Factor" is broken. Even if you turn it up to 1.0, no items are removed from the game. This option works fine in sikkmod 1.1, so I'm not sure where or why it broke. The other issue is that npcs gib with ONE pistol shot. Not exactly realistic. :P

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Doom III Icon
Game
Doom III
Developed By
Sikkpin
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Official Page
Doom3world.org
Release Date
Released Jan 2011
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MD5 Hash
4f7f34285af9f930c8cd88a1184b0649
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