The only monster edits that are "essential" are the cyber/spider, since they drop a couple of the new guns (gauss/chaingun). Otherwise, monster replacement wads have a chance of working. No guarantees in general, of course, but give it a try and lemme know what works for curiosity's sake.
On the earlier topic, thanks for the Equipment suggestions. I'm sorta leaning toward something similar (though not identical) to Doomguy5th's suggestion:
- Equipment items may be "purchased" via using a Mod Kit and selecting the Fist
- Equipment will recharge similar to D44M. Wouldn't feel right to make it limited-use if you get it through the Mod Kit (as it awards permanent items otherwise).
- Equipment takes inventory slots; use the 'nade to toss a 'nade, etc. No funky extra keybinds needed.
Not quite sure how to switch between all the different equipment items on the mod kit menu yet, but I'll think of something.
As a final aside, I've been porting some stuff over to ZScript since that's very nearly a thing now, and I may make some zscript builds available sometime in the near future. Hooray for more unintentional D4D-footsteps-following.

Doomguy5th wrote:EDIT 2: By the way, Xaser, which version of ZDoom are you using? The current ZDoom SVN (November 20th or something like that, non-64 bit version) crashes randomly.
Mine's dated Oct 7th. Not sure what to do aside from file a ZDoom bug report it if it's still happening, since folks have reported other mods doing the same thing and it suffers from the dreaded Works For Me(tm) issue on my side. Sorry there.
