It now should include all the monsters including decoration object replacers, power-ups and power-up replacers.
You can spawn "Normal" and "Friend" versions of each monster.
Some additional key bindings to help you have more fun with different monsters. For now these include:
"kill target", "kill all monsters", "freeze monsters", "god mode" and "no clipping"
You can bind a shorcut key to the spawn menu in GZDoom's "Customize Controls" menu.
It's still unfinished. I'll try to clean it up a bit. It's not going to look much better, but some improvements.
And requires some more testing.
I've fully tested all the monsters and power ups. Normal and Friend.
Everything works as intended. Except RedDemon(Revenant Replacer normal spawn doesn't do anything. Friend spawn works.
Until I post an update if you want to spawn that monster you can open console and type "summon reddemon".
The pictures in the menu might not perfectly match what you get. If one monster uses another monster's sprites, but has a color translation. It will show you the sprite with it's original color.
And there's some scaled monsters as well, but you'll see the original size.
The size thing I'm probably going to update at some point, but the color thing will stay. The pictures in the menu is just a bonus anyway.
Also most Doom II monsters and some of their replacers will be missing some sprites/sounds if used in Doom/Ultimate Doom.
Posting this another unfinished version now, because there's a lot of progress since the previous. And my progress for finishing this will still be slow.
UPDATE INFO AUGUST/SEPTEMBER 2022:
-removed GHOST flag from few monsters.
this change should have no affect on anything unless you use specific mod/mods.
with "Doom Rougelike Arsenal" mod the GHOST flag made those monsters to have certain unintended properties.
thanks to Exibius for pointing this out!
-added "monster types" setting(found in vdp settings/extra options).
VDP-NeutralMonsters.pk3 is not required anymore. it's finally an in-game setting.
-Crash (actor name "crash2")
-D3Wraith2 (slightly slower translucent version of D3Wraith.)
-Stalker (actor name "OutcastStalker")
(I got the original UberImp also from "The [ZDoom Community Map] Project Take 1")
Because visually UberImp was only a color translation, I was also able to combine it with:
STImp, VoidImp, ImpAbomination and CyberImp (these were already in the mod as Imp replacers) to make multiple variations.
They have different projectiles, but I kept their attack patterns the same so it's easier to learn them.
All of them have different amount of health and some of them different speed. Spawn chances are equal for all.
Very nerfed version. Same attacks, but very different behaviour from original.
Because Marauder is an official Doom monster I added an option to spawn "RealMarauder" instead.
Pretty much unchanged. And it's way too strong as a Baron replacer, but it's there if you want it.
This setting affects only after restarting or changing a level.
+9(17 if you count all variations) very rare joke-ish monsters.
-added an option to replace hitscan attacks with projectile ones. which affects monsters that have any hitscan attacks and replace a non-hitscan monster.
Changing this setting affects immediately. It's off by default.
Currently affects these monsters:
Medusa, Haedexebus, CGunspider, Arachnophyte, Marauder(RealMarauder is not affected by this) and Terminator. Also tweaked their normal hitscan attacks. the ones that also have projectile attacks now does hitscan more rarely. and the others randomly stop their hitscan attack to move little bit before attacking again.
Also makes ZombieTanks and ZombieFlyer to never spawn alive Zombie when destroyed. Normally 50% chance.
If I missed any monsters that belong in this category. I will update them later.
I think rail attacks count as hitscan too. But I left Lasershark, BeamRevenant and RailArachnotron unaffected.
Because they all have a charge sound making their attacks fully dodgeable.
-added these to Monster Mixer:
to also replace:
-Baron of Hell
I also added spawn chance settings for these ones.
And "Attack options" for this Pain Elemental: [Normal Only], [Normal + Cacodemon shot], [Cacodemon shot ONLY].
So the Lost Soul spawning wouldn't break the original balance too much.
-added "Display Map Special info" option
-which map special
-which special action
-and monster counter for the monster type/types you need to kill to trigger the special action.
Most likely a useless feature for most. I only added it because I already used a simpler version when testing.
But MAYBE this could be helpful if you get stuck in a map. You could turn it on just to check if there's something like this.
-added options to set all "Replacer Spawn Chances" at once to specific setting. and an option to reset all vdp settings except spawn chance settings to defaults.
-made it possible to choose between demon/spectre and lost soul replacers with the setting "Disable any long range attacks by replacers of...".
Before it was all or nothing.
-changed the hitscan attack of GhostRevenant into a homing projectile. Also added another projectile attack. And made this monster less rare because of these changes.
Getting hit by it the homing projectile causes the same blinding effect, but it's shorter and instead of taking 200% damage during the effect you'll only take 150%.
The other attack is more common, faster, non-homing and doesn't cause the blinding effect.
-the bomb spawned by Catharsi(Imp replacer) now has a chance to be a "dud". collecting the dud bomb gives one rocket to the player.
In the past I also added a chance for the bomb to be fast or slow.
The faster the bomb is the more likely it is for it to be a dud.
-made the attack of imp replacer "illus" more readable. By adding a sound effect and slowing down the animation.
I made this change to make it easier to dodge. Because now you know exactly when it's coming.
I also slowed down the melee animation of the ghost "projection" thing, giving you more time to get out of the way, even if it reaches you.
-fixed decoration object replacer swarm dead bodies clipping through floor more than the original bodies. also made them more rare.
I wouldn't mind if there was a very subtle visual tell when it's a swarm.
But the floor clipping thing wasn't intentional. And not the kind of tell I'd like to have.
-gave the Defiler's(Pain Elemental replacer) lost soul looking homing projectiles a random chance to die over time.
Because you can't shoot them and they're homing at you. You usually would need cover to get rid of them.
-nerfed/buffed Desentinel(Pain Elemental replacer).
It had an attack where it shoots fireballs at very fast rate and wouldn't stop until you hurt it or you hide.
I slowed down the fire rate making it possible to run between the shots. But they also deal twice as much damage now.
It also now has a random chance of breaking out of that loop.
-Revghoul's(Revenant replacer) poison shot doesn't cause infighting with Revenants and other Revenant replacers anymore.
-Avatar(Archvile replacer) buffed/nerfed, but mostly nerfed.
Only buff is that it can also resurrect monsters now.(archvile replacers being able to resurrect can be disabled in the extra settings.)
I nerfed most attacks. Because it was able to kill the player too fast.
slower firerate and lower health
It was too dangerous as zombieman replacer. But it's still pretty strong.
-nerfed the sound PlasmaElemental makes when it dies.
On death it shoots multiple plasmaballs to many directions at the same time.
The sound effect stacks and becomes way too loud.
Now it's louder than a single shot, but far from what it used to be.
-a lot of little fixes/tweaks here and there.
UPDATE INFO JULY 2022:
-Renamed couple sprites to make this compatible with Highway Acceleroid Booster mod.
Thanks to Rodrigo Ferreira for pointing out this issue to me on Youtube.
-Changed "REPLACER SETTINGS" option menu name to "VDP SETTINGS".
to make it even more clear if you're using multiple mods at the same time.
No update was necessary for:
-Improved compatibility with more advanced map formats.
For example all Map Specials now work correctly using WadSmoosh.
Map specials are now checked from MAPINFO(huge thanks to Blue Shadow and Player701 for all the answers I needed in ZDoom forum / Scripting.), as well as which special action is used. Instead of only checking cluster and map number(which worked perfect on official games and vanilla maps).
Also I used to give TIDs(thing ID/Tag) to Baron, Cyberdemon, Mastermind, Mancubus and Arachnotron replacers to get the map specials to work. Those aren't needed anymore, which also should improve compatibility in more advanced map formats.
Also removed A_BOSSDEATH from every monster that had it. So no accidental triggering of Map Specials should happen anymore.
-Fixed "Reset to defaults" possibly causing problems with other mods settings.
With Custom Doom all settings got messed up when I used VDP's reset to defaults.
That was a recent mistake and is now fixed.
-Removed "LookAllAround" flag from BruiserDemon.
As a strong Cyberdemon replacer it could cause very unfair situations depending on map.
-Added the latest monsters to CCARDS.txt lump(Corruption Cards mod compatibility by Someone64.)
VDP-NeutralMonsters was also updated.
-Fixed Map Specials not triggering correctly(on GZDOOM 4.7.0 or newer).
-added new monster replacers for:
ImpBat, GiantBat and Harpy
(ImpBat and GiantBat have "sleeping" variants in the code. I tried adding them as decoration object replacers. But they would always spawn on the floor instead of ceiling like Hangman. Couldn't get them to work right. So for now they're disabled.)
-updated these monsters(with the actual updates from Realm667):
(visuals, sounds and behaviour. this one I added as a variant for the older version. but I updated the sounds of the older version as well. because the new ones are much better in my opinion.)
(visuals, sounds and behaviour. plus added RotWraithBuried variant as a decoration object replacer for "BigTree")
(visuals and behaviour.)
-added an option to disable arch-vile replacers being able to resurrect dead monsters.
(only few of them can do that anyway. but because there are so many different monsters it's hard to keep track which ones can do stuff like resurrect others.)
-added some missing monsters when using the "monster mixer" settings.
-updated a decoration replacer "swarm(swarm of flies that burst out of a dead body)" to always replace the dead monsters with correct dead body.
(it used to replace dead player, dead demon, dead imp, dead zombie man and dead shotgunguy all with a random dead body.)
-Cleaned up a lot of the code in Miscellaneous.txt and Menus.txt.
(won't effect gameplay at all. but it's easier to understand if you want to edit the mod)
-made zscript actors their own .txt lumps instead of having them all in one.
(also doesn't affect gameplay)
VDP-NeutralMonsters.pk3 was also updated for these changes.
UPDATE INFO MARCH 2022:
-Added compatibility with "Corruption Cards" mod thanks to a CCARDS.txt lump written by Someone64.
-Creatures spawned by "ShadowBeast" don't count as monsters anymore.
This is how it would happen before: https://youtu.be/WRpK06dTRD0?t=525
As you can see in the upper right corner. Total number of monsters goes up by 5, but their deaths never counted.
No update for "VDP-NeutralMonsters"
UPDATE INFO MAY-JUNE 2021:
Added 2 new monsters:
"SuperDevil" for Imp
"Loper" for Demon
-Ammo is no longer replaced by anything, so it shouldn't cause ammo related conflicts with weapon mods anymore.
-Now each monster that drop ammo has a small chance to drop an extra clip or shell. And a very small chance to drop one of those ammo kits as a bonus.
-Zombie replacers that used to drop cells on death(plasma zombies etc.) now only have a 25% chance to do so.
-Nerfed the damage output of Uberchain and UnmakerGuy. And made them little bit more rare.
-More balancing for ammo drops.
-Even more balancing for ammo drops.
-Nerfed an attack by LesserMutant.
-Added an option for non-zombie monsters to also drop ammo.
Options are: OFF, 25% chance, 50% chance, 75% chance, Always, Always + equal chance for every ammo type.
It's OFF by default. It's mainly there as a backup. For example if you're playing something that doesn't have many zombie enemies, you're also not going to get any extra ammo.
Normally ammo drops from monsters will only give you half the value, but these will give full. I'd recommend starting from "25% chance" if you feel like you need it.
Quick example how it works:
-Added a healing limit for Roach(that green imp replacer that has a lot of health), and gave it an additional alternate attack.
It used to be able to heal itself forever.
If you hurt it enough it will trigger a state where it runs away from you until it's healed enough.
Now when that happens, if it manages to heal itself as high as it can. After that it won't be able to heal at all anymore. And will shoot slightly more powerful red versions of its normal shots.
-Doubled the mass of "HereticDarkImp" and "PlaugeImp".
Originally I scaled them to make them bigger to fit better to replace Cacodemon. But I never changed the mass. Now they're still light and will fly further away than Cacodemon when shot, but less than before.
-Moved a replacer: "Lord Of Heresy" from "Baron of Hell replacers" to "Hell Knight replacers" with reduced health.
VDP-NeutralMonsters was also updated for this change.
+some small changes here and there which I didn't write down.
-Tornado Demon is no longer invulnerable during it's tornado spin attack. And can be interrupted if your attack triggers its pain state.
(this was supposed to be in previous update, but somehow I had missed it)
-Fixed BlindPinky dropping too much ammo when the new "Non-zombie monsters also drop ammo" option was on.
No update for "VDP-NeutralMonsters"
-Added a new monster for Spectre:
VDP-NeutralMonsters was also updated for this.
UPDATE INFO MARCH 2021:
16+ Added monsters(total is about 260 now)
The new ones are shown in the video update.
A lot of changes have been made for most of these.
Also there might be couple very rare less serious surprises added.
Little bit of fixing/balancing here and there
For example monsters that replace decoration objects don't count towards kill count anymore.
Because they can often be in places that are out of reach. Making 100% kills impossible.
The in-game setting to disable power-ups, found in the extra options menu won't fix it.
It will only disable the added power-ups from spawning, but still replaces the original power-ups with their copies.
Same problem with the in-game setting to disable these as it is with power-up replacers.
Works great when only using VDP, but might cause compatibility issues with other mods.
For all these compatibility files load order is.
2. any of these compatibility files (more than one can be loaded if necessary)
This monster randomizer currently has almost 300 added monsters.
Every monster has a specific set of monsters that can replace them.
And monsters that belong to same group mostly shouldn't infight each other. Unless the original monster already does that, like Lost Souls and Zombies for example. By default settings this is still a very "subtle" randomizer.
The original monsters appear more often. To keep better balance. And also to keep surprising players with custom monsters they haven't seen yet, even after days of playing. But there is "Replacer Settings" menu where you can customize the spawn chances to your liking. How often each original monster is replaced by custom one etc.
Some decoration objects also will rarely be replaced by stationary monsters and mimics.
And some Power-Ups will rarely be replaced by custom ones.
These can be turned off in the "Replacer Settings" menu.
The goal of this mod was to make a monster randomizer that only adds monsters(I did later add the few optional custom power ups). The kind of randomizer I would like to play.
The "Vanilla Doom Plus" was supposed to be a temporary name. As it can be a little misleading.
I wanted more monsters + vanilla gameplay. That's why I called it that. But it's not like other people need to play that way. You can play any way you like.
However I've tried to balance everything to vanilla gameplay(by default settings).
Now I mainly call this VDP-MonsterRandomizer. Which also might change at some point.
Originally I had no plans to make a mod myself. I was just trying to look for a mod like this, and I couldn't find one.
So I started editing "DoomKrakken's Monster Randomizer". And I really liked what it started to shape into.
Then I decided to start from scratch. So that I can also share this with everyone, in case anyone else was interested in this kind of randomizer.
A lot of changes have been made to most of the custom monsters to make them fit better.
I want monsters to be about as dangerous as the original monster they're replacing. Some deal more damage, but have less health etc.
Some noticeably stronger/weaker ones are usually more rare.
If you're playing Doom 1 and want even more monster variety. There's a menu called "Monster Mixer" in the "Replacer Settings" menu.
You can mix some Doom II monster replacers with slight alterations into Doom 1 for specific monsters. It will make things harder as well.
This mod works on GZDOOM: with DOOM, ULTIMATE DOOM, DOOM 2 and FINAL DOOM.
And should at least work with any mod that only adds maps.
VIDEOS(monstly using much earlier versions of this mod):
John Romero's 2022 Doom II map "One Humanity" UV-MAX
UPDATE January 20th 2020: 25 added monsters + new features
Full Ultimate Doom Playthrough on Ultra-Violence (SIGIL included.) I did use a Super Shotgun(using another mod) simply to make it more fun. There's a lot of monsters you won't see in Ultimate Doom, because all the added monsters will replace a specific monster. So no Doom II monsters means a lot less new monsters... Nevertheless, I enjoyed doing this one a lot!
And I also updated this mod between each episode. https://www.youtube.com/playlist?list=P ... VrAF9ssxSq
Final Doom: The Plutonia Experiment MAP29 Odyssey of Noises
Doom II: MAP10 Refueling Base Different playthrough from the full Doom II videos. A lot of different monsters appeared.
(there's been multiple updates since I recorded these videos)
I've had a lot of fun making this.
Thanks to every cool monster made by various different people!
I hope you'll also have fun playing with this!
THE REAL CREDIT GOES TO:
-Everyone who have worked on any of these monsters(monster info and credits are in the .pk3 file itself)
-DoomKrakken and DoomKrakken's Monster Randomizer(I used it a lot to see how these things are done in the beginning)
-And huge thanks to Doomworld users: Tango, Bryan T and whatup876/Someone64(who also made this compatible with Corruption Cards mod)! For helping me to fix couple issues with the mod. And great suggestions.
Last edited by Plynthus on Fri Sep 09, 2022 11:44 am, edited 140 times in total.
I haven't tested any weapon / item / player mods myself. So I can't promise they work 100% with this.
Somebody told me that berserk appeared as normal berserk, even though it was supposed to be something different in the mod he was using this with.
The main version is the only one I've done a lot of balancing for. But for some the custom monsters might not appear often enough. So that's why I made those.
In future I hope to have menu options for that stuff. So everything will be in a single mod.
Wow, this is actually really well done! I'm really into the "subtle" aspect of spawning the special monsters less, too. I feel like constantly spawning all the crazy monster randomizer not only fucks with the balance too much but also makes you get tired of the special monsters faster. Sprinkling the special ones among mostly vanilla spawns keeps them fresher, longer.
Thank you! That's exactly what I was trying to accomplish with this mod. Some of the more rare monsters do have little bit higher chance to be replaced by custom monsters. For example Pain Elemental has 50/50 chance.
Unfortunately, I simply can't get this to work at all. It shows 'Unknown' in all of the replacers when you look at its options menu, and nothing gets replaced in game.
I was using the MissingOptions version, as neither the purely Doom 1 or Doom 2 wad seemed really ideal for me (I use a WadSmoosh including them Ultimate + 2 + Final + Sigil + Masterlevels etc.) along with my usual autoload.
I don't have any problems with other monster replacers (Shades of Doom, Colourful Hell etc.)
If you also load VDP-Stuff.pk3 manually, I believe it should work.
Actually, when I load VDP-Stuff manually along the main file, I get an error telling me that something is doubled (can't remember the details right now) and refusing to load the game. So I have to load only one of the main files, and the rest is loaded from VDP-Stuff.pk3 as it should. I'm mentioning this in hope it could somehow be helpful in your future works.
You're loading it correctly by only loading Doom1, Doom2 or MissingOptions.
But I think in eharper256's case the VDP-Stuff.pk3 isn't loading at all for some reason.
So I thought I'd suggest to try that.
But yeah, loading any of these files: Doom1, Doom2 or MissingOptions, should autoload VDP-Stuff.pk3
Default settings are basically how it was before I added the settings menu.
I haven't added anything bigger since. But I will be adding more monsters soon.
I would recommend later versions, because I also fix things occasionally.
Maybe the version I posted below would be good option for you:
Last edited by Plynthus on Mon Jul 22, 2019 11:56 am, edited 2 times in total.
It's a single file. And has all the settings for all monsters.
The official games should work correctly.
I used ACS scripting to work around the problems with the map specials not triggering in levels like E1M8, E2M8 etc.
And just in case there's a backup options menu called "Map Specials":
The reason I haven't updated the main download yet is that I believe this can cause problems to wads that include scripting.
Very situational problems, but still... I just don't think this is THE solution yet.
But I think it's the best one by far.
I did also test with WadSmoosh.
And E1M8, E2M8 and E3M8 map specials didn't trigger(the "map specials" menu triggers will work though), everything else worked.
They work as they should with regular DOOM.WAD, haven't failed once so far.
So as long as you're not playing something that includes much scripting. This version is easily the best to use.
And if I don't find a better solution soon. The next main download will probably have it like this. Along with some more added monsters.
Last edited by Plynthus on Mon Aug 12, 2019 7:24 am, edited 1 time in total.