File Details

Download this file | Go to files list

Author: Murph

Readme File:
The =AMS.XP= Mod Pak. includes 32 seperate add-on expansion paks. for use with either
"TinMan" or =AMS= NPC's! With any one of these mini-xp paks, the monsters and zombies
will attack your friendly NPC Followers on sight regardless if they are armed or not! If your friendly NPC Followers are spotted by these enemy monsters before they spot you they will attack and not break off the attack until your friendly NPC Follower is dead or unless you have interceded by attacking them! Please remember that "YOU" are still their primary choice to attack if you are standing side by side with your friendly NPC Followers, unless of course, your Follower causes them pain before you do!

I have put together 2 differently tweaked pak.file offerings for these "Friendly" attackers labeled as Monsters_OnSight.PK4 files and Monsters_OnPatrol.PK4 files! The first offering, Monsters_OnSight.PK4 files, keeps your monsters in "idle" mode until they spot you or a your friendly Follower. The other offering, Monsters_OnPatrol.PK4 files, allows your monsters to be on the move at all times searching for some fresh meat!

This mod gives you at least 65 tweaked monsters and zombies to use!. Most are the original standard issue variety, however, there are 8 custom built monsters from "Altroth Akenzie" that were included in his =AMS= v.5 mod and I did decide to pre-release 4 new monster builds from my upcoming =AMS= v.7.ufo mod. Teaming up with "Dafama2k7" and his "Dark" side, we have provided 10 New zombies to mix it up with for your spawn-in enjoyment! "Zombie Z-Squad" is an elite "Infantry Squad" gone bad! These guys ain't nice! Like "Zombie Z-Sec" they look to ruin your day! Except..instead of shooting you... these guys would like to tear you to pieces with
their bare hands!


I also got busy on 4 NEW custom "Hazmat" zombies, 3 NEW custom "Skeleton" zombies and 1 New custom zombie with a trick up his sleeve! "Bernie the Zombie" has just acquired "Archvile" powers and a "Bernie the Demon" version is now avaialble!
"Bernie the Demon" is twice as strong as the zombie version and puts on quite a firey show when on the attack! Not only is "Bernie" on fire, he now "makes" fire and is surely worth checking out! So load up "Bernie" and the rest of the =AMS.XP= gang and enjoy the fun! No longer will the enemy turn a blind eye and bypass your spawn-in help! Hey, what are friends for anyway?... Time to share the Pain!

-------------------------------------------------------------

You could test out the monsters reaction to your Friendly NPC Followers by spawning them into a map, after you spawned-in some Friendly NPC characters. Spawn-in the unarmed style Friendly NPC characters. While you are in "NO CLIP" mode spawn-in the monsters!. In this "NO CLIP" mode, you are not visible to the monsters as they seek out, if available, their secondary targets! They will look for enemy regardless of flashlight activation or not!

Remember though, once you hit the button to unclip from "NO CLIP" mode, if the monster is not actively in battle with someone else, he will see you and once he see's you... he will always see you, even if you go back into "NO CLIP" mode!

I have put together 2 differently tweaked pak.file offerings for these Friendly Attackers!

1. Pak106_Monsters_OnSight.PK4 file

2. Pak105_Monsters_OnPatrol.PK4 file


Choose Pak105_Monsters_OnSight.PK4 files if you prefer your monsters to be dormant unless they spot a friendly ... They will spawn-in, have a quick look around. If no one to kill in the immediate area, they will go "idle" and remain quietly motionless until a poor friendly soul comes into view!... Then all hell breaks loose of course!... This style is more in step with the way the "Doom3" game is laid out!

or

Choose Pak106_Monsters_OnPatrol.PK4 files if you prefer your monsters to never be "idle" and always marching around on patrol! This does take the "monster-in-the-closet" out of the equation as many people have complained about this type of scenario being over board in "Doom3"... I don't know how well this particular mod pak. would stand up in tightly scripted map or in the "Doom3" game itself! With monsters and zombies all doing their own thing, moaning and shrieking at will...could be fun!... could also be annoying! I did alter some of the loud "idle" shrieking on some of the monsters as not to be overly heard from other rooms with-in the maps different areas! Also, a bit of caution to note here is that because these monsters are free to roam as they please and do as they like, some end up falling off cliffs or high places without railings!... For the most part, the smaller monsters and zombies don't have too much trouble with this potential danger, but the much larger monsters do. They pay no attention to dangerous areas as they stomp around all over the place!... More "pathway" scripting work would probably correct this in the future!

or

If you prefer a little bit of both of the above options mixed together will work as well and could be alot of fun! A couple of OnSight and OnPatrol files mixed together into one mod folder!... Please keep in mind though, only one particular monster file at a time!Meaning for example, only one of the IMP files, either OnSIght or OnPatrol, but NOT both! One will just over ride the other in this scenario!


: Important Notes - Please Read :


There are 16 "OnSight" monster paks and 16 "OnPatrol" monster paks for a total of 32 paks! With good reason, I have purposely seperated all of these mod paks into single pak offerings!

1. Individual paks enable you to pick and choose which paks you would like to try at once. This way "YOU" custom build your mod folder the way you would like it to be! When using "TinMan Squad" marines or "=UAC= BFG Campbell" ( ver.1.1 ) you could use ALL 16 "OnSight" or ALL 16 "OnPatrol" monster paks or a mix of the two!... Your choice really!


2. When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Sadly, you may ONLY choose 2 monster attack paks to install while using any =AMS= version. There is a scripting conflict that occurs if trying to use more than 2 paks at once! The map level will not load! You can choose either 2 from "OnSight" or 2 from "OnPatrol" or 1 from each! (* There is a brand new option I just made available. It's explained in TIP 2.)

TIP 1:

I would suggest using one of the "IMP" paks along with one of the "Zombie" paks to get the most bang for your buck! There are at least 3 different styles of "IMP" monsters that would be in use and many styles of regular "Zombies" are covered here as well!

TIP 2:

I would also like to suggest a new option I just made available. I have re-worked the files for the "Mancubus". This re-worked pak will allow for 3 paks at once, as long as 2 of the paks are the "Mancubus" and the "Revenant". The final pak is of your choice, but once again the "Zombies" pak covers a lot of ground! Both The "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" paks to avoid one pak over-riding the other!

Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well, because it contains =AMS= scripts with-in its pak file. You could unzip his file, remove the =AMS= scripts in order to use more monster paks, but your better off downloading the new version "=UAC= BFG Campbell" ( ver.1.1 ). The New BFG Campbell has been optimized to work with the monster paks and more importantly to fix the "Crash to Main Menu" Bug which was a nuisance problem at times as well!


3. "=UAC= BFG Campbell" ( ver.1.1 ) will also include my =AMS= "Elite Melee Warrior" script! The "Bravo Team" script causes no problems with any of the monster paks and gives you the option of using 16 monster paks, BFG Campbell and The "Bravo Team".

In the future release of "Allied Marine Squadmates" ( =AMS= v.7.ufo ) along with the main pak file, I probably will include a little seperated pak concerning the NEW additional mod characters "The Rescued Followers" and NEW additional "Melee
Warriors". These also cause no problems with any of the monster paks and gives you the option of using 16 monster paks, BFG Campbell, The "Bravo Team", "The Rescued Followers" and NEW additional "Melee Warriors" with out the =AMS= v.7.ufo marines on hand. Once again using the =AMS= v.7.ufo marines will drop you down to using ONLY 2 or 3 monster paks! =AMS= v.7.ufo marines are whole lot of fun as well and the choice will be yours as to how you set-up your game!

4. Most of the regular monsters and zombies are covered here. NoT done are the Ticks, Trites, Cherubs, Cacodemons, Flying Lost Souls, Zsec Team and most of the "Boss" monsters. As time allows, I may put out little additional add-on paks down the road, to cover these as well!

*************************************************************

These are the monster or zombie "PAK" Files who do attack your Friendly NPC Followers on sight or while out on patrol!

*************************************************************


"Monsters Attack - OnSight Only" "Monsters Attack - Always OnPatrol"


1. pak106 Archviles_OnSight.pk4 1. pak105 Archviles_OnPatrol.pk4

2. pak106 Bernie_OnSight.pk4 2. pak105 Bernie_OnPatrol.pk4

3. pak106 HellKnights_OnSight.pk4 3. pak105 HellKnights_OnPatrol.pk4

4. pak106 Imps_OnSight.pk4 4. pak105 Imps_OnPatrol.pk4

5. pak106 Maggots_OnSight.pk4 5. pak105 Maggots_OnPatrol.pk4

6. pak106 Mancubus_OnSight.pk4 6. pak105 Mancubus_OnPatrol.pk4

7. pak106 Pinkys_OnSight.pk4 7. pak105 Pinkys_OnPatrol.pk4

8. pak106 Revenants_OnSight.pk4 8. pak105 Revenants_OnPatrol.pk4

9. pak106 Sawyer_OnSight.pk4 9. pak105 Sawyer_OnPatrol.pk4

10. pak106 Wraiths_OnSight.pk4 10. pak105 Wraiths_OnPatrol.pk4

11. pak106 ZCommandoCgun_OnSight.pk4 11. pak105 ZCommandoCgun_OnPatrol.pk4

12. pak106 ZCommandoTent_OnSight.pk4 12. pak105 ZCommandoTent_OnPatrol.pk4

13. pak106 ZMorgue_OnSight.pk4 13. pak105 ZMorgue_OnPatrol.pk4

14. pak106 Zombies_OnSight.pk4 14. pak105 Zombies_OnPatrol.pk4

15. pak106 BernieDemon_OnSight.pk4 15. pak105 BernieDemon_OnPatrol.pk4

16. pak106 Sabaoth_OnSight.pk4 16. pak105 Zombies_OnPatrol.pk4



*************************************************************


: =AMS.XP= Monster Spawn Guide :


These are the monsters or zombies who do attack your Friendly NPC Followers on sight or while out on patrol!

There are at least 65 monsters or zombies below .. I may of missed listing a few.. but I think you get the idea!


*************************************************************


1. monster_demon_imp 34. monster_boss_sabaoth

2. monster_demon_imp_crawler 35. monster_zombie_sawyer

3. monster_demon_nightmare_imp 36. monster_zombie_morgue

4. monster_demon_pinky 37. monster_zombie_commando

5. monster_demon_maggot 38. monster_zombie_commando_cgun

6. monster_demon_wraith 39. monster_zombie_labcoat_pipe

7. monster_demon_archvile 40. monster_zombie_labcoat_neckstump

8. monster_demon_revenant 41. monster_zombie_labcoat_skinny

9. monster_demon_hellknight 42. monster_zombie_fat_wrench

10. monster_demon_baronofhell 43. monster_zombie_fat

11. monster_demon_bernie 44. monster_zombie_fat2

12. monster_zombie_bernie 45. monster_zombie_fat3

13. monster_zombie_berserk 46. monster_zombie_scientist1

14. monster_zombie_boney 47. monster_zombie_scientist2

15. monster_zombie_tshirt_bald 48. monster_zombie_scientist3

16. monster_zombie_tshirt_blown 49. monster_zombie_maint

17. monster_zombie_maint_bald 50. monster_zombie_maint2

18. monster_zombie_maint_no_jaw 51. monster_zombie_maint_fast

19. monster_zombie_suit_skinny 52. delta4b_hazguy2_melee_zombie

20. monster_zombie_maint_skinny 53. delta4b_hazguy2_melee_wrench_zombie

21. monster_zombie_suit_neckstump 54.delta4b_hazguy2_melee_flashlight_zombie

22. monster_zombie_suit_bloodymouth 55.delta4b_hazguy2_melee_flashlight_zombie2

23. monster_zombie_maint_flashlight 56. monster_zombie_infantryz

24. monster_zombie_maint_flashlight0 57. monster_zombie_infantryz_stumpy

25. monster_zombie_maint_flashlight1 58. monster_zombie_infantryz_skull

26. monster_zombie_labcoat_hanging 59. monster_zombie_infantryz_nohead

27. monster_zombie_labcoat_limb 60. monster_zombie_infantryz_skinny

28. monster_zombie_civilian 61. monster_zombie_infantryz_blown

29. monster_zombie_maint_wrench 62. monster_zombie_infantryz_bloodymouth

30. monster_zombie_jumpsuit 63. monster_zombie_infantryz_zsec_bald

31. monster_npc_base_skeleton 64. monster_zombie_infantryz_zsec_gogs

32. monster_npc_base_skeleton2 65. monster_zombie_infantryz_zsec_dhelmet

33. monster_npc_base_skeleton3


*************************************************************

Installation:

*************************************************************


= DETAILED INSTRUCTIONS =

Listen up Marine! These are just 2 of the ways you can install this mod pak. Choose either The "Quick Install" or the "Mod Folder Install" method. People do have their own preference here! Let's look at both and you then you can decide which one is right for you. One note though!

I must say that in the past, I usually would do the "Quick Install" method, but have lately changed my ways. I noticed that with this method during modding, sometimes my latest changes would not show up until I launched the game from the "Mod Folder Install" method. The game it-self, seemingly would take a set with a mod and wasn't going to comply with any new changes! This won't affect people who use a mod and never upgrade it with the next new version. Let's look at both and then you can decide which one is right for you depending on your own needs.

1. "Quick Install"

First unzip contents of =AMS.XP= Mod Pak.zip to a folder of your choice. Cut or copy either one of the Pak105.PK4 file or the Pak106.PK4 file offerings with-in this mod. Now Open up your Doom3/Base directory..."meaning" open your Doom3 folder. Now Open your base folder and place one the Pak105.PK4 or the Pak106.PK4 file offerings into the base folder. Now start up the "Doom3" game and load up your level or map of choice. Access your Doom3 drop down console by pressing the CTRL-ALT-TILDE (~) keys
and type in any of the commands given in the "Spawn Guide".

EXAMPLE: "spawn monster_demon_imp". After typing "spawn monster_demon_imp" into the drop down console press the "Enter" key to spawn the monster! Now press the TILDE (~) key again to remove the drop down console from view after a monster is spawned. Many people prefer this method as it's fast, easy and will not interfere with other mods you may have.


2. "Mod Folder Install"

First unzip contents of =AMS.XP= Mod Pak.zip to a folder of your choice. Cut or copy either one of the Pak105.PK4 file or the Pak106.PK4 file offerings with-in this mod. Create a new folder inside the "Doom3" folder named "Monsters OnSight" or "Monsters OnPatrol" or "whatever you like" and place the Pak105.PK4 file or the Pak106.PK4 file offerings into it. Now start up the "Doom3" game and choose
"Monsters OnSight" or "whatever you like" from the Mods Menu Options.The game will do something like a quickie re-boot into the mod. Choose "Start a New Game" and choose a difficulty level or load up a previous game save and play from that levels beginning... Access your "Doom3" drop down console by pressing the CTRL-ALT-TILDE (~) keys and type in any of the commands given in the "Spawn Guide".

EXAMPLE: "spawn monster_demon_imp". After typing "spawn monster_demon_imp" into the drop down console press the "Enter" key to spawn the monster! Now press the TILDE (~) key again to remove the drop down console from view after a monster is spawned. While in the drop down console you may want to type in the command "give all" as well to start out fully supplied. This mod method is a little time consuming and considered a nuisance by some. For others it is the safest way to not have a mod conflict with the other mods you may have and as I have found out, is the only real option to use for creating and testing mod changes with reliablity!

:TIP:

Pressing "CTRL+Alt+~" will access the drop down console, but it does block your view
as it takes up half of your monitors viewing area! Pressing "CTRL+Alt+Shift+~" will
also access the drop down console but only takes up a small area up at top of your
monitors screen! This may appeal to you more if going "Old School".

Most people have added "+seta com_allowConsole 1" to their command line and use the
one ~ key to access the console already, but newbies going "Old School" probably are
not familiar with it ... You can type "+seta com_allowConsole 1" manually into your
Doom3/base/autoexec.cfg file, press save and your good to go! When in-game press the
one ~ key to access the drop down console!


-------------------------------------------------------------

= INSTRUCTIONS AT A GLANCE =

1. Unzip contents of =AMS.XP= Mod Pak.zip into a folder of your choice.

2. Place one of the Pak105.PK4 file or the Pak106.PK4 file offerings in your Doom3/base directory.

3. To spawn any of these monsters, access your drop down command console while in-game. Use "CTRL+Alt+~" to access your drop down command console and type in the commands provided given in one of the "Spawn Guide". Then "ENTER"..then ~ to remove drop down console from view.

You can also add the line "+seta com_allowConsole 1" to your command line to gain access or type manually into your "Doom3/base/autoexec.cfg file" and use the one ~ key to gain access as well. Type "bind" then the "KEY" before "spawn" if binding to a key!



*************************************************************

Known Bugs or Issues :

*************************************************************


No major bugs to report, however, please keep in mind the following issues!


Note 1: Allied Marine Squadmates: 2 or 3 paks ONLY!

When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well. Any 2, but ONLY 2. Except if using the "Mancubus" and "Revenant" paks. The final pak is your choice allowing for a total of 3 monster paks. Both the "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" to avoid one over-riding the other mod choice! The work around to fix this general =AMS= scripting issue to allow for more paks at once in a game is possible, but is also a proposition I don't have the time for right now! Sorry!


Note 2: Monsters OnPatrol: Hazardous Ledges!

That because these monsters are free to roam as they please and do as they like, some end up falling off cliffs or high places without railings! For whatever reason, the smaller monsters and zombies don't have too much trouble with this potential danger, but the much bigger monsters do. They pay no attention to dangerous areas as they stomp around all over the place! More "pathway" scripting work would probably correct this hazard in the future!


*************************************************************

Builder Notes:

*************************************************************

: The New Monsters :


"monster_zombie_berserk" by "Altroth Akenzie"

"monster_demon_cyberdemon" by "Altroth Akenzie"

"monster_demon_grand_cyberdemon" by "Altroth Akenzie"

"monster_zombie_walkingtarget" by "Altroth Akenzie"

"monster_demon_baronofhell" by "Altroth Akenzie"

"monster_demon_nightmare_imp" by "Altroth Akenzie"

"monster_demon_spector" by "Altroth Akenzie"

"monster_zsec_plasmagun" by "Akenzie/Murph"



"monster_zombie_infantryz" by "Dafama2k7"

"monster_zombie_infantryz_stumpy" by "Dafama2k7"

"monster_zombie_infantryz_skull" by "Dafama2k7"

"monster_zombie_infantryz_nohead" by "Dafama2k7"



"monster_demon_bernie" by "Murph"

"monster_npc_base_skeleton" by "Murph"

"monster_npc_base_skeleton2" by "Murph"

"monster_npc_base_skeleton3" by "Murph"

"monster_zombie_maint_flashlight0" by "Murph"

"monster_zombie_maint_flashlight1" by "Murph"

"delta4a_hazguy2_melee_zombie" by "Murph"

"delta4a_hazguy2_melee_wrench_zombie" by "Murph"

"delta4a_hazguy2_melee_flashlight_zombie" by "Murph"

"delta4a_hazguy2_melee_flashlight_zombie2" by "Murph"

"monster_zombie_infantryz_skinny" by "Murph"

"monster_zombie_infantryz_blown" by "Murph"

"monster_zombie_infantryz_bloodymouth" by "Murph"

"monster_zombie_infantryz_zsec_bald" by "Murph"

"monster_zombie_infantryz_zsec_gogs" by "Murph"

"monster_zombie_infantryz_zsec_dhelmet" by "Murph"




A Note from - "A.M.S. ver. 0.5" - Author : Altroth Akenzie

Altroth's =AMS= v.5 Read-me is included inside this mod in the "Old Read-me" Folder.

"The monsters are a new feature allowing you to spawn a few neat little extras. The Cyberdemon is identical to the final boss version except any gun damages it, not just the SoulCube. The Grand Cyberdemon is the Cyberdemon with a little more punch...and his missiles seek out their targets. The Sabaoth does not use a scripted movement like the normal game version and will simply roam around trying to nail you with his claw arm or using his BFG when at range. The Nightmare Imp uses the Hell
Imp Skin. His flaming arm is a giveaway that his fireballs are more powerful. They will try to move around corners occasionally to limit your ability to dodge. You may remember this guy from the old game Doom 64 where he was semi-transparent and had purple fireballs. Also added is the Specter who is totally black and absorbs all light making him hard to see without alot of natural light around. Puffs of smoke spit out from his spine making it easier to track. The Baron of Hell is another attempt at a classic Doom remake for me. He also has a different skin. His fireballs are stronger, larger, and pack a better punch. He also has more HP."


"A.M.S. ver. 0.5 Monsters"
___________________________

monster_zsec_plasmagun N/G

monster_zombie_berserk

monster_demon_nightmare_imp

monster_demon_spector

monster_demon_baronofhell

monster_zombie_walkingtarget

monster_demon_cyberdemon

monster_demon_grand_cyberdemon

*
=AMS= v.5 Demon Sabaoth has been altered back to Boss Sabaoth and re-done by me to fit better with-in this =AMS.XP= Mod Pak. He is now a hybrid mix of Altroth Akenzie's Demon Sabaoth and my own Boss Sabaoth!


*************************************************************

Credits:

*************************************************************


: Much thanks to Authors :


1. Altroth "deviroth" AkenzieSize ( deviroth@yahoo.com )

"For his support & =AMS= ver.5 custom build monsters!"

"Allied Marine Squadmates v.5" Date: 4/20/05



2. Jarad "TinMan" Hansen ( tinman_squad@hotmail.com )

"For all his support!"

"The TinMan Squad v0.3 Beta" Date: 9/26/04



3. David Fabrega maestre ( dafama2k7@gmail.com )

"For his support & help with custom "Zombie Z-Squad" monsters!"

"TinMan NG v2.8 for Doom III" Date: 2/14/08



4. William "Murph" Murphy ( murphs_mailbox@yahoo.com )

"Much thanks to all those above!"

"Allied Marine Squadmates v6.uu" Date: 2/10/08



*************************************************************

* Copyright / Permissions/ Legal Stuff *

*************************************************************


You may re-use these "original" files involved in this zip for your own mods or builds freely as long as the following is strictly adhered to!

If you plan on using this mod or these files in your mod, you may, provided an honorable mention or credit is given to not only me, but the above authors as well, with in your own mod builds "Read Me"txt. file and provided you include my "Read Me"txt. file unaltered! State any further modifications to this mod in your own seperate "Read Me" txt. file.

Providing me with notification or contacting me about your own build is requested by me, as it would be nice to know about your mod build. A return responce by me is NOT necessary in order to release your mod, but as a courtesy, I'd like your request just the same... Thank you!

*Distribution* You MAY distribute this Add-on, provided you include my "Read Me"txt. file, unaltered and state any modifications to my mod in a seperate "Read Me" txt. file .

You MAY distribute this Add-on in any electronic format (BBS, Diskette, CD, etc) as long as you include all files intact and it's free of any charge.

If you wish to distribute this in a game magazine, please notify/contact me.
You MAY distribute this Add-on as long as it's free of charge.

* I assume no responsibility for any problems that may arise due to the use of this mod in any shape or form. The user takes full responsiblity for his/her actions in the use of this mod.

** Had to be said to cover my butt :)

Download this file | Go to files list