Are you tired of seeing error messages when playing vanilla doom after playing a mod that doesn't save your inputs correctly? Do you not know how to fix that yourself? Well, I made a few patches for mods I generally play that have this issue! (It's not a lot but more on that in a second.)
Firstly, all these patches REQUIRE the original mods to work! Just load them after the main mod and you're set!
I have 5 mod patches at the current moment, those being:
For a deeper look into what each patch fixes and adds, check the spoiler below!
QCDE fixes the "drop upgrade" bind to have an actual menu key. Fixes it bleeding into your doom bindings as a whole, instead of being specific to QCDE's bindings.
Lambda had like, one commented-out line to call for a medic, which still had a default bind command with it, which caused the Z key to get bound to it but it would bleed into your general doom bindings, uncommented that line to make it part of Lambda's bindings.
Vanilla Essense didn't even have a keysection for its one bindable command. Added a keysection and gave it a menu key.
Hideous Destructer does have all its new menu keys in tact, though I added a reload, zoom, and weapon drop one, as sometimes with it specifically binding those to something else is more beneficial, and I didn't want it changing my reload key and zoom key and such in my doom bindings as a whole.
Doosk didn't have any keysections, gave it one and gave every new bind a menu key. Didn't add any menu keys for the usual doom stuff though, movement, shooting, weapon keys, etc.
For those wondering "why have these? I can just do this myself", I mainly made this for my own personal use. I use to just edit the mod itself but that felt odd to me personally, so I decided to just give them simple patches to not have to edit the mod's files themselves. And since I made them (not claiming it was exactly hard to do, though,) I decided I'd share them for anybody who wanted them!
If you have a mod in mind that has this issue, where the binds leak into your vanilla doom bindings, do let me know! Depending on the mod I will be happy to make a patch for it!
Also for the Hideous Destructor patch, and well all of them really but it only applies to the HD one now, the new binds will ALWAYS appear on the bottom of the list in customize controls, as it is just how patches work with that. So if you can't find the new reload and zoom keys and such in the customize controls menu scroll down!
And for any moderators on this forum:
If this isn't supposed to be in this part of projects do let me know. I was gonna put it in resources but felt like that didn't really fit so I put it here since this just accompanies "other" addons.
Last edited by PokeParty445 on Fri May 14, 2021 6:50 pm, edited 3 times in total.
Re: Various KeySection Fixes
Fri May 14, 2021 2:40 am
As far to my knowledge, Doom Incarnate and Doosk/Dooskeretic don't have keysections to call their own.
Re: Various KeySection Fixes
Fri May 14, 2021 12:17 pm
1 issue with Doosk really is that, bosses that replace the Cyberdemon & Spider Mastermind, an have an issue if there suppose to trigger something within the game. specially if you're playing with the DUSK enemies. so like say, you're playing Tower Of Babel with DUSK enemies. and you fought Big John. when he dies. the level doesn't end. basically softlocking you from beating the episode. same with the final level of episode 4. killing the DUSK replacement of the Spider Mastermind, doesn't lower the thing needed to allow you to exit the level
Re: Various KeySection Fixes (new doosk fixes!)
Fri May 14, 2021 6:49 pm
ShockwaveS08 wrote:As far to my knowledge, Doom Incarnate and Doosk/Dooskeretic don't have keysections to call their own.
Added doosk fixes! I never actually used doosk's bindings so I never knew this. I will eventually get to making a Doom Incarnate patch as well, doosk was just easier at the moment lmao.