I tend to have a preference when it comes to various sounds, models, or sprites when playing games/mods. As a result, it's usually inevitable that I end up modifying the lot until they fit with the things I like. If the thing's possible to be modded, anyways. Stuff like highres SFX with punchier sounding guns, different sprites, or just about any particular nitpick that I could fix directly on my end. And so, this personal addon of mine was made as an answer to how I preferred BoA to look and sound.
Interestingly, while I've only really done the sprites bit a few weeks before BoA's final chapter release got through, the soundpack in particular has been around since 2016, the year I found Wildweasel's original Nazis! mod. Since BoA shares pretty much 100% of the sound assets from Nazis!, all my modifications from that mod transitioned smoothly without a hitch. I have since added new things or modified some stuff, so it's not quite exactly the 2016 version still, but I'd say a good chunk of it is still there.
Now, I'm sure you're curious what does this Personal Addon of mine do primarily. Well, allow me to post a shortened list of what can be expected of this mod:
[spoiler]- A lot of sounds have been replaced. Sometimes with higher res ones, other times just because I'd like to have more variety.
- MoHAA enemy sounds are injected to BoA/Nazis!'s mainly CoD2 ones. Should help with variety.
- No more Doomguy hands. It's instead a custom mix between Doom-paletted Blood/Powerslave/Duke hands and Day of Defeat modelshot sleeves that's been reskinned. Looks a bit closer to how BJ is in the mirror, I feel. No, this unfortunately does not include different sleeves for different uniforms. I'll leave that to whoever is mad enough to code that in.
- While I did leave behind some weapon sprites intact 'cause I'm fine with them, I did replace some out of preference. Yeah, I'll probably say just that so I don't end up ranting here too much.
- Some weapon classes have been modified to add more frames to their reload animations. No worries, I didn't change the timing or speed, mostly. It's still pretty much vanilla handling-wise. It certainly helped to make the guns feel less Goldeneye-reload and more like you're actually reloading the blasted things.
- The one "weapon" that I did modify in terms of timing was the Kennkarte "weapon". Always felt that it moved too stiff-like in the original. Also got new sprites for them too to breathe more life to the animation.
- Various music replacements. This was mainly done 'cause I recorded the entirety of my playthrough of BoA, and as a result, would be trying to avoid getting sandblasted by YT any way I can. BoA tends to have zero restraints on the sources of their music tracks, making it rather irritating to play on YT without the ID system going bonkers. Stuff like Marlene Dietrich's singing is replaced, the Nazi anthem, C2's intro, the intermission music, and so on.
- The scope graphic is replaced. I was not a fan of the modern reticle BoA chose for a German sniper rifle in the 1940s. I was also not a fan of fake open scopes that still zoom in the outer edges. This'll probably not play well with extremely wide screen monitors, so feel free to crack open the archive and toss out that bit.
- Modified the mounted heavy machine gun to use new sound definitions and swapped the brass it spits from 9mm to Mauser. No, I don't care if it actually does shoot pistol rounds code-wise. If the thing's meant to be a spitting image to the MG42, then you make it feel like shooting an MG42.
- Modified the graphics definition for 9mm so that it uses the ammobox HUD frame for the altammo. Felt that it fit the rest of the reloadable weapons, sans maybe the Panzerschreck.
- Modified the Astrostein weapons to have their own reload sound definitions. Naturally, I wasn't a fan of laser guns having regular MP40 reload sounds.
- The knife weirdly didn't have any drawing sounds compared to the rest of the arsenal. Added one back in.
- Panzerschreck shoots its own rocket instead of some other weapons' rocket, sprites-wise. Think I wouldn't notice that?
- Handle added to the top of the Energiegewehr's world sprite. It was the least I could do, since none of Astrostein's world sprites look anything like their view ones.
- A slight bonus to this is my BoA-Doom replacer addon, it's pretty much just a simple set of replacers for Doom actors to instead be BoA ones.
It's useful if players want to play Doom custom maps with BoA as a gameplay mod. It's simple and imperfect as of now (stuff like manc specials break, for instance, can't fix that outside of modifying base BoA code), but gets the job done easy enough to extend playtime beyond the 3 chapters. Does require loading BoA as a PWAD though, needing Doom ids and all. I personally don't use the standalone launcher, just using ol' ZDL to launch stuff, so I don't really know how one can run this with that thing.
Note that the second link doesn't have the defaulter, since it's useless with BoA being run as a standalone game instead of a Doom PWAD.
- Another little addon I got is my own personal hint blanker. Useful to get rid of all those pesky immersion breaking markers for a less visually intrusive experience. Doesn't come with less-cheaty compass though, I wish I know how to code in one without all the icons. Perhaps in the future.[/spoiler]
Something that comes up in my mind every now and then when playing BoA is the lack of certain mainstay WW2 weapons. Apparently, this was in the minds of several others too, and I had wondered if it is possible to reintegrate Nazis! weapons back to BoA somehow. I eventually managed it, along with some more. That's really all I've got to say about this lil' thing. There's more history in the weapons code themselves, if you're interested in that. You'll find these weapons along with their ammunition in specially marked crates that now replace the barrels that'd normally give you items and not blow up in your face. It's all random chance, they're deliberately made rare, the new weapons are prioritized over the old ones in selection, and you lose them at the end of a mission like the rest of your vanilla equipment, so use 'em if you find 'em! Don't be shy!
I do recommend a mod like Use-to-Pickup in case you don't want to accidentally pick up stuff you don't want. Just remember to turn it off in Chapter 3 every now and then to get past stuff like the soulgates.
I've implemented about 50 brand new weapons in this addon. A good chunk of which are reimplementations of Nazis! weapons (with some modifications on my part, see PersAdd for the whys), while many others are completely different and unique to this particular mod. Pretty much all of them uses Goldsource modelshots to preserve some kind of warped idea of consistent artstyle, and the reason I stopped at 50 is because I couldn't find more models (with proper credits) to modelshot, so please don't ask me to add more.
If you're asking why some of them reload particularly quickly, it's because I'm keeping with base BoA's regular reload speeds so they all match instead of the custom weapons suddenly taking half a minute to reload compared to the vanilla ones. Also helps hide the fact that I'm being VERY economical with the sprite frames, no smoothy blurry mcflurry stuff here, all snappy sharpy edgy.
But anyways, the big list, I'm sure you're wondering what I got here.
The weapons in ConfisWeaps are as follows:
[spoiler]- KaBar Knife
- Brass Knuckles
- Throwing Knives
- Tokarev TT-33
- Welrod Pistol
- Colt 1911
- Walther PPK w/ Suppressor
- M712 Schnellfeuer
- Webley Mk.IV Revolver
- Browning Hi-Power
- Nambu Pistol
- Ithaca 37
- Double Barrel Shotgun
- M1A1 Thompson
- M3 Grease Gun
- Bergmann MP 18
- Type 100 Submachinegun
- Sten MKV
- M1928 Thompson
- Lee Enfield SMLE
- M1 Garand
- De Lisle Commando Carbine
- Mosin Nagant
- Tokarev SVT-40
- M1A1 Carbine
- M1903 Springfield
- Johnson M1941
- Type 99 Sniper Rifle
- STG 44
- FG 42
- Browning Automatic Rifle
- Bren Lightmachinegun
- Lewis Gun
- MG 42
- MG 34
- M1919 Browning Machinegun
- M2 Flamer
- Mk2 Fragmentation Grenade
- Mills Grenade
- Geballte Ladung
- Dynamite w/ 5 Second Timer
- Satchel Charge w/ Detonator[/spoiler]
Regarding installation, if you want a simple & easy to install version of PersAdd & ConfisWeaps, use the second link. All you have to do is to drop everything inside into the same folder as BoA's launcher, that's it. The first link is for advanced users who'd use a different launcher like ZDL or something and could use things like the Defaulter to play Doom IWAD with BoA as a gameplay mod of sorts.
Unleash Death Incarnate!
Due to how large the credits size is, I've placed it all in the README that is inside the archive.
I'm certain I got most of them, though there are probably some stuff I could miss. Feel free to remind me of those ones.