Sikkmod is a general enhancement mod for Doom 3: Resurrection of Evil designed to update the game to a more modern level visually, allow some customizations gameplay wise, as well as including fixes and better organization to stock files to be used as a base for future mods.
Change log taken from the readme:
//=============================================================================
// Change Log:
//=============================================================================
v1.1:
- Gameplay:
-------------
- Added a "Use" function. This is used to pick up moveable objects(g_grabMode = 1),
pick up items(g_itemPickupType = 1), and to search corpses for items(g_itemSearchFactor > 0),
- Adrenaline power up is now carriable with "_impulse26" to use it. It now has the effect of
cutting damage in half as well as infinite stamina.
- Added the ablility to carry health packs (g_healthManagementType = 1). "_impulse25" to use
health pack. The "g_healthPack*" cvars are used to customize the mechanic.
- Using "g_itemRemovalFactor", items can be randomly removed upon map load, just to add
some randomization
- Using "g_itemHelmetFactor", security armor will be randomly replaced with a new armor item:
"Marine Helmet". This has an armor value of 25.
- Using "g_itemValueFactor, each item's value will be randomly set. Like the variables above,
this is just to add some randomization and re-playability.
- All items now have physics. There may be some items here and there that are "sinking" into
ground but they should still be obtainable, this mostly happens with items on the bottom
shelf of storage cabinets.
- Made further tweaks to max ammo capacities
- Added a cvar to toggle between normal ammo capacity values (max and clip size) and custom values
- Changed max armor capacity to 50
- Some minor tweaks to weapon damages for better balancing
- Increased chaingun's rate of fire
- Accuracy is increased when zoomed in and Weapon Handling Type is set to "Realistic"
- Splash damage is now added on top of direct damage.
- Increased the locational damage scale for "chest" do to some difficulty complaints (the
previous scale kind of bothered me, as well)
- Decreased the locational damage scale for "head" for the pinky demon and cacodemon as they
were a little to easy to kill with the previous scale
- Added a toggle for whether the Cyberdemon can be damaged by normal weapons.
- Added a toggle for whether enemies of the same rank will fight each other.
- Added a toggle for whether certain enemies can be grabbed with the grabber (cherubs, trites, forgottens, etc.).
- Adjusted the volume and distance variable of the pinky demon's combat chatter sounds
- Removed the crude random zombie script and implemented a better random spawning system
via code. It's still in its infancy but it works good enough for now and its not limited
to just zombies.
- Graphics:
-------------
- All effects that were absent from v1.0 are now included (soft shadows, lens flare, etc.)
- Updated and improved HDR implementation
- Added HDR dynamic lens flare effect
- Added color grading through the use of a lut. Much faster and more versatile than using math
- Added Bokeh! ;)
- Added an accumulation buffer style motion blur
- Improved the look of the soft shadows with using Box or Poisson blur methods
- Added localized radial blur effect from explosions
- Added a frost build up effect on the screen when in outdoor areas
- All new interaction shader using linear-space lighting, normalized Blinn-Phong
specular model
- miscellaneous tweaks and improvements to most shaders
- Interface:
-------------
- updated, of course, to include all new cvars
- made the sikkmod options menu more pretty.
- setting "g_useDynamicHud" allows the hud to fade when stats are static for a period of time.
Pressing "reload" will manually show the hud.
*Note: This list was made right before the release so it probably doesn't contain everything
that's new or been changed. I'm too lazy to keep a change log as I go.
v1.0:
- Initial Release
I tried this and it said wrong version. I have a retail cd/rom version of doom, patched up to 1.31, and retail dvd/rom of ROE.
Uninstalled doom3 & ROE, deleted what was left in Doom 3 folder in hard drive also, reinstalled and tried both ways to install Silkmod ROE. ( DOOM3 silkmod v1.1 works fine, pathced up to just 1.3 now not 1.31
Run SilkmodROEv1.1 it states wrong game DLL API version?
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt
glprogs/arbFP_glasswarp.txt
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
found DLL in pak file: C:\Program Files\Doom 3\sikkmodd3xp\game99.pk4/gamex86.dll
copy gamex86.dll to C:\Program Files\Doom 3\sikkmodd3xp\gamex86.dll
3 22 800 600
Regenerated world, staticAllocCount = 0.
Shutting down sound hardware
idRenderSystem::Shutdown()
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
"wrong game DLL API version" means the version of the dll and the exe don't match. The game needs to be patched to 1.31. To check the version, run the game without the mod and open the console. The version number is on the right. Also, when you get the error window, scroll up to the top, it'll tell you what version you're running. It should read: 1.3.1.1304
Ok thanks for help.
A soon as I set-up the shortcut it worked fine. So just me being a bit of a div and not looking at the read-me proper. :(
i uninstalled the game and installed again and when i run the mode even if i dont use it ( every option turned off) i have tons of glitches like wrong shadows , polygons ,...
i have 6870 and steam version of the game
when i turn on HDR effect the screen goes completely white
yes i did , i deleted everything
and about the problem all i can say is that everything looks terrible !!
models for example characters in the mars city or shadows
shadows are not in the right place they have to be or models have wrong polygons
Hey man I was just wondering how I could disable the dynamic hud in Sikk RoE, even though I set it to off, it's just stuck on (as opposed to ur sikkmod for doom 3 where no matter what I do it stays off). I checked the config and it's set to 0 there as well. And related to an option not working, I think there might be one or two similar things goin' on, not sure, but it doesn't bother me in any case. For example I can't notice any difference with or without ambient light. Nothing at all. Thanks, I do hope you can find the time to reply.
Damn sorry for double post, I just don't know who else to ask; How do you turn the blur off your weapon in the depth of field settings ?
I'm wondering do you know why the monsters seem really tough to kill? I dont know how to sort this out on base Doom 3 the monsters have the same health as vanilla Doom 3 but on roe sikkmod they seem stupidly tough, do you know a way to fix this?
Download link is not working
issue i tried to load the ROE version and the game stops responding and crashes any time i try to activate Sikkmod ROE i run through steam so the game is automatically kept up to date. any help would be appreciated
oh on a side note the crash happens immediately when the screen gets to initializing user interface
Please, add the improvements that have "Doom 3 SIKK 1.2" to "RoE"
"RoE SIKK 1.1" does not look as good as "1.2" and runs slower :(
Is there a possibility to alter the changes to the strength of the enemies?
I don`t like fighting the helltime hunter 10 minutes. And imps should die after one straight shot in the head. The same to the zombie-marines.
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I tried running sikkmod and the following appears:
Runtime Error r6025
Realistic ammo management doesn't work properly. I had one bullet in inventory but after reloading the amount remained the same, plus one bullet in the clip. Also, when when I've fired 3 shots out of 50, I got a decrease in 97 from the clip E.g. 2*50-3.
How can I change the Hud to Doom 3 style I have it on Doom Alpha and I hate it.
I have recently revisited Doom 3 and found the "Sikkmod". It's terrific!
Thank you, Sikkpin for your dedication and effort. Cheers, Philip DownUnder in Australia.
How to change the DooM 3 Alpha HUD to default HUD? Also, how to change the movement speed to DooM 1 and 2 type?
No v1.2 for RoE?
If you are running this on your Doom 3 ROE you probably noticed that enemies take a significant amount of damage to kill. No one seems to have posted the answer here so I'll explain it here.
Doom 3 uses damage scaling to give extra damage upon scoring headshots but Sikkmod expands this to scale damage on every part of the body. Headshots will do the most damage while leg shots will do the least. Here is code from the fat zombie for example.
// sikk---> Locational Damage Scales
"damage_scale head" "3.0"//"2.0"
"damage_scale chest" "0.01"
"damage_scale left_arm" "0.01"
"damage_scale right_arm" "0.01"
"damage_scale legs" "0.01"
// <---sikk
Here is what it looks like in Sikkmod 1.2 for Doom 3
// sikk---> Locational Damage Scales
"damage_scale_custom head" "3.0"
"damage_scale_custom chest" "0.5"
"damage_scale_custom left_arm" "0.25"
"damage_scale_custom right_arm" "0.25"
"damage_scale_custom legs" "0.1"
// <---sikk
What it looks like in Doom 3 vanilla.
"damage_scale head" "2"
This is pretty much the story across the board for the monsters causing ROE with Sikkmod to feel a lot more harder than it usually is.
You can find the files in pak_modfiles.pk4\def
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