No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

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Pompous Seed
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Pompous Seed »

Thanks, I'll look into it.
Pompous Seed
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Pompous Seed »

Alright, I added another file on ModDB that addresses the cacodemon weirdness (1.5). Let me know if anything else pops up!
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Gorec
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Gorec »

forgot to say-maybe u should make a delay for pain elemental pop cuz it makes lost souls appear instantly and hit u if too close(died couple of times)
Pompous Seed
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Pompous Seed »

An understandable request. However, I think I like it that way. I kinda wanted the pain elemental to just *POP*. To me it makes sense for the lost souls to violently erupt from their host.
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YasuoProjectX
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by YasuoProjectX »

0:44 - 0:46 on that video

What weapon mod is that, next to Russian Overkill mod
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GamingMarine
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by GamingMarine »

YasuoProjectX wrote:0:44 - 0:46 on that video

What weapon mod is that, next to Russian Overkill mod
The mod is Final Doomer, Back to Saturn X mode.
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[HotPocket]
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by [HotPocket] »

Why not have the mancubus goto sleep when it dies gets tired?
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YasuoProjectX
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by YasuoProjectX »

GamingMarine wrote:
YasuoProjectX wrote:0:44 - 0:46 on that video

What weapon mod is that, next to Russian Overkill mod
The mod is Final Doomer, Back to Saturn X mode.
you got my idea, thanks :)
Gideon020
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Gideon020 »

The body removal mechanic would probably be great as its own little minimod for cleaning up after slaughterwads.
Pompous Seed
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Pompous Seed »

[HotPocket] wrote:Why not have the mancubus goto sleep when it dies gets tired?
Good idea. I will keep this in mind. The only problem is that his infinite snoring might get a tad annoying.
Star-X
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Star-X »

I know it's been a looooong while, but may I recommend one last thing?

Include some form of Zscript or whatever that makes any enemy not from vanilla Doom 2 (i.e. every enemy from Doom 64, modded enemies in full map packs like Golden Souls, etc etc) automatically gib using this mod's unique style. I.e. confetti pop every time a Doom 64 Pinkie dies, regardless of damage.

That single change would up this mod's compatibility from "anything based on vanilla Doom 2" to "practically everything ever made for GZDoom", and in theory it shouldn't be too hard to code (in pseudocode, if enemy type not present in doom2.wad, then confetti gib on death). I am not a Zscript programmer, so I have no idea if such an idea would work, but tbh it can't hurt to try.

Making it an optional toggle would also work, in case for whatever reason 100% guaranteed confetti gibs breaks a custom enemy's death script (I know you fixed all of them in the original game, but who knows what kinds of coding BS might come into play when forcing custom scripted NPCs to always gib?).
Pompous Seed
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Pompous Seed »

That does sound plausible. I'll put that on my to-do list.
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Nicacat
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Nicacat »

Can you provide a alternate download link? Cause Moddb Isn't Working for me
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Regios
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Post by Regios »

I know this is compatible with Russian Overkill and Trailblazer, BUT... What about Guncaster?

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