This pack contains 46 monsters. All of which (except some of the colourful imps) appear in the game Doom3 and the expansion pack Resurrection of Evil. Which I highly recommend playing!! And with the lights off! I tried to keep them as “doom” like as possible but in some places I have made some creative changes. See the readme for instructions on how to install, configure and a brief description of each monster. The latest version has only one file and no longer requires a mutator to play online. Read the readme included for full update notes.
Older Versions & Related Files
|UbHDM3Pack.ukx File||Vagary v2|
|Vagary v3||Doom Pack 1|
|Doom Pack 2||DoomMonsterPackv1|
12 responses to “Doom Monster Pack v3”
I’m having trouble with this. I have both this and the Doompawns, but they overlap.
What I mean is using Satore Monster Pack to set a wave to have Doom 3 Cacodemons, makes it use the original Doom Cacodemons instead because they both have the same names.
Any way I can get around this?
When you add new monster lines make sure you have the correct class names. They should look something like this – DoomMonsterPackv3.Cacodemon or DoomPawns.Cacodemon. The format is – NameOfPackage.NameOfMonsterClass. The readme file that should have come with the monsters will help. If you are still unsure about this you should follow my guide on how to setup satore.
The other reasons you could be getting the same monster spawning and not the Doom3 version is you forgot to change the wave monster numbers (MonsterNum) (so it’s still pointing to the doompawn monsters and not the doom3 ones) or the fallback monster is set as the doompawn cacodemon and the new ones are failing to spawn (in which case check your game .log file in the UT2004/System folder)
Also in satore, if your problem is distinguishing between the monsters in the in-game menu because they have the same name you can change the name in the satore file but remember to not change the class name.
so for example
will both work fine, the MonsterName variable is just for menu purposes and things like that.
I just differentiated the monsters. Like I had the Doompawns Cacodemon, and the Doom 3 Cacodemon both labelled as Cacodemon in the menu.
I just added D3 to the MonsterName of all the Doom 3 monsters and now it seems to differentiate and I can use both.
hello ut2004 fans wanted to know if you can help me install monsterpackv3 doom. The problem is this: I put the files where they belong and also copy and pege lines satore.ini.despues monsters in that copy and pege this ServerPackages = DoomMonsterPackv3 in ut2004.ini where Engine.GameEngine says. the problem is that when I’m in the game and select monsters mutator Satore to begin the invasion of monsters that I chose not to appear. nice if someone could give me a solution to this I would appreciate sends greetings tomyjax
i have a problem with vagaryv3 it seems it’s not shooting projectiles normally they shoot very rarely
DJHellray – vagaryv3 is one of the older monsters. The one in the actual pack probably performs better. She is probably getting interrupted or too busy moving / finishing animations… the newer one should work better.
so i got this weird thing where vagary overlapp in waves like i put her on a certain wave and then the wave after that one has vagarys in it even if shes not listed in it, any way to fix this?
The game won’t spawn a monster unless it’s told to. So something else be going on.
1) Is she a left over monster from a previous wave (i.e the wave ending early because it thinks all of the monsters have been killed – this can be caused by monsters being spawned in ways other than the game itself, such as admin commands or via other monsters)
2) Check she hasn’t been accidentally set as the fallback monster for that wave
3) Check the monster lines, are there any extra white spaces or mistakes that shouldn’t be there, determine what monster number vagary is and where it is in the waves
she hasnt been set as a fallback, monsterlines look fine and it cant be end of wave vagary cause more then one spawns at times
for some reason some of ther doom 3 monsters dont work
Hello, Doom 3 monsters work, except the Brusier monster. Crashes whenever he spawns. Also I have a Vagary model, all rigged, and fully playable as a player model that I never even knew I had in the .ukx folder. Looks like something that was made for UT2003, but most likely for UT2004 since it has a driver animation. It works well, except if you kill it with regular weapons the game crashes. Link Gun stream will turn it into a regular skeleton, but a regular kill is a no go.
Now I’m 100% NOT a model person or coding etc, but definitely love doing skinning and finding hidden lost treasures of UT2003 and UT2004. Any input about the ragdoll usage or how to apply it in the .upl? Possibly a .ka for that specific model? So far I took a guess and used DoomMonsters.ka as a ragdoll, but now when you kill her the game will not crash, BUT she will not go limp or gib. Appreciate the answer, keep them monsters coming. Maybe bring the Doom Eternal monsters in.