Will do! though if there's anyone that thinks I missed something (And I'm sure I did, I'm often too scatterbrained to actually realize it) please let me know which weapon and what sprites I need to credit someone withCaptainNurbles wrote: ↑Sat Aug 17, 2024 10:08 pm Just be sure to consult the credits file to keep your own up to date. Mine should be up to date, but if something's missing lemme know and I'll try to find where I grabbed it from.
Scavver's Paradise V3.1.1a - A Survival Horror Mod
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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HyperExia
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod
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MrPyrite
- Posts: 26
- Joined: Fri Sep 08, 2017 10:55 pm
- Location: living in Waluigi's Bridal Boutique
Re: Scavver's Paradise V3 Beta - A Survival Horror Mod
Just reporting something that I dont think has been reported before(maybe):
Most SMGS, usually the ones that use the 7mm caseless smg mags, can just pull an infinite amount of spare magazines to reload with out of thin air, as long as the gun is completely emptied. This seems incredibly broken and I hope it gets fixed.
Most SMGS, usually the ones that use the 7mm caseless smg mags, can just pull an infinite amount of spare magazines to reload with out of thin air, as long as the gun is completely emptied. This seems incredibly broken and I hope it gets fixed.
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CaptainNurbles
- Posts: 286
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- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3 Beta - A Survival Horror Mod
Oh hey, what's up, I just woke up from a 2 year long nap. Development is continuing, albeit slowly as I am gonna be doing some major work to the mod, particularly to the weapons for now. More will come as I put more work in the mod.
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LossForWords
- Posts: 712
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Scavver's Paradise V3 Beta - A Survival Horror Mod
I hope the plasma weapons get some extra love, last i remember there was a lot of role overlap with them.CaptainNurbles wrote: ↑Wed Mar 25, 2026 7:48 pm Oh hey, what's up, I just woke up from a 2 year long nap. Development is continuing, albeit slowly as I am gonna be doing some major work to the mod, particularly to the weapons for now. More will come as I put more work in the mod.
And if you need some new sprites for the sledgehammer and lead pipe, i could gladly provide.
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Someonewhoplaysdoom
- Posts: 114
- Joined: Fri Feb 14, 2020 11:07 am
- Location: Colombia
Re: Scavver's Paradise V3 Beta - A Survival Horror Mod
Oh my Got!!!! I even stopped to play Doom because I bought an actual Pc gamer, but if this mod is back at some form, Im sure as Hell that Im gonna install the launcher again.
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-Ghost-
- Posts: 1800
- Joined: Wed Sep 08, 2010 4:58 pm
Re: Scavver's Paradise V3 Beta - A Survival Horror Mod
That's good to hear, this is definitely one of my favorite mods! Love the survival/scavenging feel to itCaptainNurbles wrote: ↑Wed Mar 25, 2026 7:48 pm Oh hey, what's up, I just woke up from a 2 year long nap. Development is continuing, albeit slowly as I am gonna be doing some major work to the mod, particularly to the weapons for now. More will come as I put more work in the mod.
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cosmos10040
- Posts: 211
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Scavver's Paradise V3 Beta - A Survival Horror Mod
Yea one of my fav doom survival mods. Cant wait for that update.
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CaptainNurbles
- Posts: 286
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3.1 - A Survival Horror Mod
Didn't get that much done, all things considered, but I'm gonna go ahead and upload what I've got so far just so that you folks have something to play with. I don't have any big plans with the mod right just this moment, but I do want the mod to be in a better place than it was before I left it alone for years.
I also FINALLY added the prior version's changelog to the main page. How in the hell did I forget that D:
... I should add more monsters to the roster.
[url=
https://drive.google.com/file/d/1ACX82t ... qndgGrLGnL]DOWNLOAD HERE (Updated 21/6/26)[/url]
Changelog)
MAJOR Changes:
* Enemy bullet damage is no longer equal to player bullet damage. This has always made the mod ridiculously difficult in a way that has needed balancing for some time. A simple zombie shouldn't be able to knock off over 70 points of HP in one shot.
* Removed yet another weapon caliber, 7.76mm caseless.
WEAPON Changes:
* Fire axe and sledgehammer have had their damages buffed.
* 7.76mm ammo has been removed from the game. 7.76mm weapons have all been rechambered to 9mm.
* 9mm Police SMG has a slower rate of fire and weighs slightly more.
* 9mm Combat SMG has a faster rate of fire and weighs slightly more.
* 9mm Stealth SMG weighs slightly more.
* 9x23mm pistols, 4.6mm pistols fire more rapidly in semi-auto mode.
* Pump action shotguns all fire and pump slightly faster. Same with the lever action rifle.
* 4.6mm ammo is easier to find.
* 7.8mm rifle, sniper, and DMR's damage have been boosted.
* 10mm and 12.7mm weapons have also been boosted in damage. Dear lord, do not get shot by zombies using these.
* Shotgun slugs have been buffed in damage.
* 9.5mm DMR has been buffed.
ITEM Changes:
* Medikits give more bandages (6). Bandages give 6 per roll.
* Medikits give two stims instead of one.
* Mili medikits give three stims instead of two.
MONSTER Changes:
* Husks are easier to gib with Slash weapons in their downed state.
* Zombies wielding rarer weapons spawn more frequently. This should help keep their guns and ammo in greater circulation.
* Helmeted soldier zombies have less health. Still tanky thanks to their armor, but less so.
* Cultist scouts, enforcers, and infiltrators have had their health dropped some.
MISC Changes:
* Speed decrease from weight has been modified to make movement feel less sluggish at lower weights.
I also FINALLY added the prior version's changelog to the main page. How in the hell did I forget that D:
... I should add more monsters to the roster.
[url=
https://drive.google.com/file/d/1ACX82t ... qndgGrLGnL]DOWNLOAD HERE (Updated 21/6/26)[/url]
Changelog)
MAJOR Changes:
* Enemy bullet damage is no longer equal to player bullet damage. This has always made the mod ridiculously difficult in a way that has needed balancing for some time. A simple zombie shouldn't be able to knock off over 70 points of HP in one shot.
* Removed yet another weapon caliber, 7.76mm caseless.
WEAPON Changes:
* Fire axe and sledgehammer have had their damages buffed.
* 7.76mm ammo has been removed from the game. 7.76mm weapons have all been rechambered to 9mm.
* 9mm Police SMG has a slower rate of fire and weighs slightly more.
* 9mm Combat SMG has a faster rate of fire and weighs slightly more.
* 9mm Stealth SMG weighs slightly more.
* 9x23mm pistols, 4.6mm pistols fire more rapidly in semi-auto mode.
* Pump action shotguns all fire and pump slightly faster. Same with the lever action rifle.
* 4.6mm ammo is easier to find.
* 7.8mm rifle, sniper, and DMR's damage have been boosted.
* 10mm and 12.7mm weapons have also been boosted in damage. Dear lord, do not get shot by zombies using these.
* Shotgun slugs have been buffed in damage.
* 9.5mm DMR has been buffed.
ITEM Changes:
* Medikits give more bandages (6). Bandages give 6 per roll.
* Medikits give two stims instead of one.
* Mili medikits give three stims instead of two.
MONSTER Changes:
* Husks are easier to gib with Slash weapons in their downed state.
* Zombies wielding rarer weapons spawn more frequently. This should help keep their guns and ammo in greater circulation.
* Helmeted soldier zombies have less health. Still tanky thanks to their armor, but less so.
* Cultist scouts, enforcers, and infiltrators have had their health dropped some.
MISC Changes:
* Speed decrease from weight has been modified to make movement feel less sluggish at lower weights.
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-Ghost-
- Posts: 1800
- Joined: Wed Sep 08, 2010 4:58 pm
Re: Scavver's Paradise V3.1 - A Survival Horror Mod
Nice, glad to see an update! It's trying to make me ask for permission to download though.
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CaptainNurbles
- Posts: 286
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3.1 - A Survival Horror Mod
Whoops! Should be fixed now.
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BLSZDOOM
- Posts: 150
- Joined: Fri Jun 21, 2024 5:04 pm
Re: Scavver's Paradise V3.1 - A Survival Horror Mod
hellou there,the mod crashes on startup on both uzdoom and lzdoom.
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CaptainNurbles
- Posts: 286
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3.1 - A Survival Horror Mod
Seems to be the PDA code doing it. Scavver's is using an outdated version of Nash's PDA starter kit, so hopefully it'll be as easy as updating that. I'll give it a go next time I'm able. Until then, it works alright on GZDoom 4.x.x versions.
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Shadez12
- Posts: 109
- Joined: Sat Aug 03, 2013 2:04 pm
- Location: Wow
Re: Scavver's Paradise V3.1 - A Survival Horror Mod
Nope, having the same problem on GZ 4.14.2CaptainNurbles wrote: ↑Sun Jun 21, 2026 6:35 pm Seems to be the PDA code doing it. Scavver's is using an outdated version of Nash's PDA starter kit, so hopefully it'll be as easy as updating that. I'll give it a go next time I'm able. Until then, it works alright on GZDoom 4.x.x versions.
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CaptainNurbles
- Posts: 286
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3.1.1 - A Survival Horror Mod
Here, updated to actually work!
[url=
https://drive.google.com/file/d/1fIQgjB ... SIUDTjf4Ze]DOWNLOAD HERE (Updated 6/7/26)[/url]
[url=
https://drive.google.com/file/d/1fIQgjB ... SIUDTjf4Ze]DOWNLOAD HERE (Updated 6/7/26)[/url]
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BLSZDOOM
- Posts: 150
- Joined: Fri Jun 21, 2024 5:04 pm