Updated XV117's EWM to work with the latest version 21 of Brutal Doom. Also added the slugrounds upgrade to all of the shotguns instead of just the pump-action only and modified the weapon/item spawners a little bit.
Load Order (launcher required):
-IWAD (Doom, Doom2, etc)
-brutalv21.pk3
-bd21mut_ewm_1.0.pk3
If used with Monster Expansion:
-IWAD
-brutalv21.pk3
-bd21_xvme1.3.0.pk3
-bd21_xvme1.3.0_respawner.pk3
-db21mut_ewm_1.0.pk3
// Original Enhanced Weapons Mutator developed by XV117
//
// Modification authored by BLOODWOLF
//
// bdv21mut_ewm_1.0 07/11/2019
//
// +FootSteps.txt: Added "QuadShotgunAmmo",4 and "BDCMGAmmo", 35 to starting classes
// +AssaultShotgun.txt: Added slugrounds upgrade states
// CompactMG.txt: Modified AltFire and ZoomedFire states to imitate the Rifle's
// Added HoldAim state and set to spawn EmptyPistolClipSpawn on Reload
// +DualMP40.txt: Set to spawn EmptyPistolClipSpawn on Reload and removes 3rd EmptyClipSpawn line
// +DualPistol.txt: Set to spawn EmptyPistolClipSpawn on Reload
// +DualSMG.txt: Set to spawn EmptyPistolClipSpawn on Reload
// +MP40.txt: Set to spawn EmptyPistolClipSpawn on Reload
// +Pistol.txt: Set to spawn EmptyPistolClipSpawn on Reload
// QuadShotgun.txt: Added slugrounds upgrade states
// Shotgun.txt: Updated to bd21.0.2Patch
// Spawners.txt: Added a Stay state to spawners to prevent sprite flickering
// +SSG.txt: Added slugrounds upgrade states
// +SubMachinegun.txt: Set to spawn EmptyPistolClipSpawn on Reload
// EWMCasing.txt: Renamed file and updated Decorate.txt
// KEYCONF.txt: Created a new EWM weaponsection with the RiotShield, CompactMG, and Quad_Shotgun added to the list of weapons
// +SBARINFO: Added feature to display green shells with SlugMode enabled
// Added feature to display the silencer with the CMGSilencer equipped
// SNDINFO.txt: Added sluground sounds for super, assault, and quadshotgun 3 & 4 barrel attacks
//
// bdv21mut_ewm_rc10 05/09/2019
//
// Shotgun.txt: Updated to RC10.
// QuadShotgun.txt: Reduced recoil to match BD (none for single barrel, 5 recoil for 2, 7.5 for 3, and 10 recoil for four barrels fired)
//
// bdv21mut_ewm_rc9 05/05/2019
//
// -Axe.txt: Throwable axe now comes standard in RC9 with new sprites
// Shotgun.txt: Updated Pump1, Pump3, and NoAmmo states to RC9
// Added PumpNoReload, TurboReload2, TurboBullets2, FinishTurboReload2, and NoAmmo3 states from RC9.
// Spawners.txt: Changed spawners to check for BDDisableNewGuns
// Created FakeSilencerSprite, FakeClip1Sprite, and SilencerSpawner for BD_EWM_ClipSpawner
// Changed all fake sprites to inherit from CustomInventory (issues with blinking between different sprites)
//
// bdv21mut_ewm_rc8 04/16/2019
//
// AA12.txt Removed, fixed in RC8
// Axe.txt: Inserted throwable code into RC8's Axe.txt
// DualPistol.txt: Removed, fixed in RC8
// MachineGun.txt: Removed, fixed in RC8
// Pistol.txt: Removed, fixed in RC8
// Shotgun.txt: Inserted slug code into RC8's Shotgun.txt
// SSG.txt: Removed, fixed in RC8
// CompactMG.txt: Added A_AlertMonsters to zoomed fire, and A_AlertMonsters(256) to silenced fire modes.
// RiotShield.txt: Removed pistol burstfire actor (now comes with RC8)
// Spawners.txt: Added the CompactMGSilencer to the BD_EWM_ClipSpawner
// Created a BD_EWM_AmmoShellBoxSpawner for SlugRounds to spawn in place of ShellBox
// Removed BD_EWM_ShotgunSpawnerReplacer
// Created a BD_EWM_ChaingunSpawnerReplacer for the CMG to spawn in place of the Chaingun
// Created a BD_EWM_LightArmorSpawnerReplacer for the RiotShield to spawn in place of the LightArmor
// Adjusted probabilities
I'm really enjoying these expansion from PB to BD. Thank you for these. Just have one question; I can't seem to find or i'm not sure how to use the slug rounds for the shotgun(s). Is there something i'm missing like a upgradespawner like PB or is it a control? I ask because when I hit the special action button with the shotguns nothing happens.
The slugrounds have a 4/256% chance of replacing the vanilla shell ammobox pickup (will be a green box of shells). And from then on will be able to press the dualwield key (reload in the case of the Quadshotgun) to load and fire the slug rounds. In the console can just type summon slugrounds to test them out.
I was able to get the quad one to work. Like you said the quad has to use the reload function to switch. The dual action still seems to do nothing to the other shotguns however.
Well, it shouldn't do nothing if you have dual wield binded to a key. If you dont have slugrounds a message will print to the screen stating that you need them for the alternate fire mode. Are you loading another mod with this that effects the shotguns? (also had to replace the KEYCONF file in this mod so, it may have cleared your keybinds and if so then I will need to fix that).
You were correct. I did a sort of vanilla run with very few mods. Essentially it got down to the ledge climb mod I was using seemed to be the culprit. Works fine now. Thank ya.
how do i have to load this if i want to have the monster expansion, this, and your patch?
1. IWAD
2. brutalv21.pk3
3. bd21.0.2patch.pk3
4. bd21_xvme1.3.0.pk3
5. bd21_xvme1.3.0_respawner.pk3
6. bdv21mut_ewm1.0.pk3
does your brutal doom patch work with this too?
Yep
what is the name of the slugrounds for the console command to summon it
slugrounds: summon slugrounds
compactMG: summon cmgspawner
compactMG Silencer upgrade: summon silencerspawner
quadshotgun: summon qssgspawner
riotshield: summon riotshieldspawner2
Is there a way i can find these new weapons on the normal doom campaign?
Yes, EWM uses random spawners that have a small chance of replacing the vanilla weapon/item drops with the new weapon/items from this mod. You won't see a difference right off the bat but, should encounter every new item or weapon at least once over like a 32 map megawad for example.
Is there a way to edit the damage for the quad shotgun it does not match the project brutality shotgun.
I dont play/like PB but, you would have to download slade and then open EWM and modify how much damage the QSG's projectiles do. Have ZDoom wiki pulled up while working on it to read what everything does. That's how I taught myself.
Thank you and great job on the mod I was curious that's all most of the time the quad shotty will one shot barons if it's a head shot
Yeah last night I went in and took a look and the QSG's A_FireBullets is different from Brutal Doom's shotguns (idk about PB) so, I have already changed it to fire 9 pellets with 13 damage each per barrel to make it match BD in the next patch. It was firing I think 7 pellets at 20 damage or something previously.
Oh wait it's been updated on here ? GREAT job thank you , as always great job with the mods love your work
Thanks, and the QSG's damage fix will be in the next installment of EWM I mean. Version 1.1 once I get the brutal doom 21.0.3 patch uploaded and then update ME as well.
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could u add the pb3.0 shotgun sprite pls
I plan to change the shotgun sprites back to what we currently have in Brutal Doom. I don't play PB. But, if a user wants that you simply need to extract those images from the PB.pk3 and save them in their own pk3 file and load it after all this and it will replace the previous shotgun sprites. Except for the slug round loading ones.
I compiled alternate shotgun sprites compatible with this
Very nice addon. What are your planning to add in the next update?
Probably by the end of August. Am pretty much done with the next bd21.0.3 patch, have to then update ME, and then update this EWM.
Amazing mod. Can I suggest a thing?, Maybe you can add The sniper like tomtefars extension.
I'll look into it. If there is one with sprites already made and I don't have to do any sprite work then I might.
This would be nice of you part. Thank you.
I enjoy this addon very much, but I found a minor issue within the addon, Maybe you could fix it. After I killed sergeant with the riot shield, I seem cannot pick up his riot shield for some reason, some of the other weapons appeared cannot be picked up either. I don't know if this is the problem of the modified spawner script or the incompatibility of different RCs of BD v21. I load the file with the monster expansion with the correct loading order, and I tried with the patch too, but these weapons just won't drop as they should. Could you inform me what's seem to be the problem? Many thanks.
Unless your playing purist mode you should be able to pickup the riot shield (slot 2 i changed it from slot 9 originally). This should be played with the latest brutal doom v21 gold. And you must have Brutal Doom Options>Level Options>New Weapons on Enabled.
Well, the problem is when I load with the files and GZDoom was executing them there was a message saying that not only trying to define "class:riotshieldrop" more than once when loading the files, GZDoom also tried to define "class:cmgspawner" and "class:qssgspawner" as well, and the result is the riot shield, compact SMG and quad shotgun are all not present in gameplay, unless using console commands. I did enable the new weapons so I'm confused about could the problem is with other issues I didn't notice. Sorry for the inconvenience and may you have a nice day.
Yeah ME has those weapon spawners defined for the monster drops if the player is not using the EWM mod. And if the player is using the EWM mod it gives those messages about it being defined twice. They are still in the game they are rare spawners so you won't see these new weapons right off the bat and if you can get them through cheats then that proves they are in the game. There's nothing wrong it's working as designed you just have to keep playing and eventually you will see a quadshotgun spawn in place of a supershotgun for example but, theyre rare spawns.
Thanks for informing me about this. Apologies for the misunderstandings about this. Thank you very much!
Just a bug report.
When you try to grab a barrel using space, the player will just do a strong punch and switch back to the pistol, the barrel disappears but you can't throw it, i believe it also happens with the grabable monsters.
Just a suggestion, maybe add an option to ignore a weapon? so instead of picking it up, you pick up the ammo it uses.
would it be possible to make a standalone addon of the Compact MG and the tactical suppressor attachment? it is by far my favourite weapon out of the bunch and I want to use it without having all the shotgun modifiers and stuff
oh and also, the ADS patch breaks this addon, it'd be nice if a fix was made, thanks in advance
Not compatible with the far superior Project Brutality. I'll pass.
not work to me, first i tried clicking and dragging this mod with brutal doom but it didn't work, then i tried it with just this mod, which also failed. what I do?