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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.
CONFISCATED WEAPONS!
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:
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.
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.
Last edited by ZikShadow on Sat Jul 10, 2021 3:17 pm, edited 10 times in total.
Decided to completely overwrite the original stuff here, now that I've basically updated both it and added a new mod on top.
Finally done with PersAdd and ConfisWeaps, after about a month of dilly dallying around.
Not sure if this should be moved, now that it's not quite exactly just a graphics/audio patch.
Cool idea! Would love to see if you're able to add more gear/equipment for the player to use as well. I like the idea of having some randomness for what you can find out in the field to help you finish your missions.
ZikShadow wrote:Not sure if this should be moved, now that it's not quite exactly just a graphics/audio patch.
I'll go ahead and put it in Gameplay Mods for you, then.
Many thanks.
chronoteeth wrote:glad its being overhauled! hopefully its own stand alone thing after like what happened the day that this mod was posted
I can't really turn this into a standalone thing, since it relies on a lot of BoA's stuff. Well, I guess I could make a Nazis! expansion instead, but I can't be bothered to deal with the weapon swap system there at the moment. You could atleast run Doom maps with all this if you got BoA loaded as a Doom PWAD instead of it's own IWAD and then load in the defaulter addon after. All the enemies, weapons, and equipment's properly replaced, so it's like a gameplay mod of sorts.
undeadmonk354 wrote:I'm glad it's finally overhauled! Is there also a custom enemy addon with it's own custom and unique enemies?
No, I'm unfortunately not that good. It's all just new sprites, sounds, and guns.
-Ghost- wrote:Cool idea! Would love to see if you're able to add more gear/equipment for the player to use as well. I like the idea of having some randomness for what you can find out in the field to help you finish your missions.
I'm not really sure about what to add inventory items wise. A lot of them have already been filled in base BoA from bandages, field kits, zerk packs, to mines. I suppose I could maybe add stuff like binoculars, but you usually get scoped rifles faster anyways, so that's out of the window too. Any ideas?
Hmm, yeah a lot of it is covered. Maybe different sized backpacks/bandoliers etc. to let you carry more ammo in different amounts? Binoculars could be useful, maybe some sort of scuba gear, some kind of kit to patch up armor a bit. Not sure if there is something for this, but an item to restore and boost maximum stamina would be helpful. Even just more visual variety would be cool, like a few different sprites for medical/armor pickups and ammo.
Good addon i got a couple small you should have the waffen ss drop the stg44 and the paratroopers drop the fg42 and have have the play certain equipment hence stealth missions start with the welrod and the de lisle.
armymen12002003 wrote:Good addon i got a couple small you should have the waffen ss drop the stg44 and the paratroopers drop the fg42 and have have the play certain equipment hence stealth missions start with the welrod and the de lisle.
I'm trying to avoid tampering with as much stuff as possible, especially with something as complicated as enemies that could change in the next update. Literally the only things that connects ConfisWeaps and BoA's stuff are the crates themselves that directly replace the goodie barrels along with the script that also removes ConfisWeaps stuff when you move to Astrostein Part 2.
Did a quick preliminary update so things won't crash immediately the moment you run PersAdd and ConfisWeaps with BoA3.1, along with some adjustments to match new code. Not much else is done.
It's a bit of a tricky question to answer. It can be somewhat done, though giving it on a silver platter is not possible. This mod relies on BoA's systems, systems that can't be so easily isolated. I've also already mentioned why I can't be bothered making an expansion to Nazis!, that will also probably need modification if you want to run it without the custom enemies.
You can already run BoA as a gameplay mod of sorts by using a Doom launcher like ZDL and running its IPK3 as a PWAD/external file with Doom as the IWAD. Loading map01 or E1M1 through the Doom launcher then would open up vanilla maps instead of BoA's. Loading in the defaulter after that would replace those Doom actors with ones from BoA & ConfisWeaps, so you could get proper equipment and fight the right enemies. Stuff in whatever custom map or monster packs you want on top (that doesn't have heavy customization themselves), and it'll work just fine.
Of course, if you want vanilla Doom enemies, you're going to need to modify the defaulter wad to not include the enemy replacers. Easy enough if you got SLADE or any other wad modifying software, crack open the DECORATE and then remove everything from that replaces zombieman all the way to spider masterminds. Provided nothing else is tampered, you should be able to play Doom maps with BoA stuff and vanilla enemies exclusively.
ZikShadow wrote:Did a quick preliminary update so things won't crash immediately the moment you run PersAdd and ConfisWeaps with BoA3.1, along with some adjustments to match new code. Not much else is done.
Very cool stuff man. Are you interested in adjusting this to work with our official launcher and addon system? That way we would include it in our official next release
Tormentor667 wrote:Very cool stuff man. Are you interested in adjusting this to work with our official launcher and addon system? That way we would include it in our official next release
I'll pass on the offer. I don't really use the launcher myself, and well, can't really be passionate about something I've got no interest in.
In any case, I don't think these addons are "official release" worthy. I'd rather not enlarge what's already a pretty large download with my less-than-stellar looking stuff.