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Doom 2 Weapon Mods |TOP|



All of my Fallout 4 weapon mods in one plugin. Including 16 highly customizable guns and a few unique variants with all new models, textures, sounds and animations. Thank you to everyone in the Nexus mods Community for making this the most downloaded weapon pack for Fallout 4!




Doom 2 Weapon Mods



Catalyst AAS Shotgun:All credit for the original Models and Textures go to MAIBATSU.CBJ-MS:CBJ-MS Model/Textures - SynthsReflex Model - The EdgeElcan Model - RaYnoXRail Model/Textures - MbproductionsCompensator - ShibanSuppressor 1 - r_populikSuppressor 2 - SaghenTextures - Oh DeerAnimations - Hitman47101Sounds - Navaro, DOOMChiappa Triple Threat:Shotgun Model - lucklccSuppressor Model - BungoVRail Model/Textures - MbproductionsTextures - Oh DeerAnimations - WarDaddySounds - Navaro, DOOMGlock P80:All credit for the original Models and Textures go to Thanez. Laser Beam mesh and textures by TrophiHunter. Jaguar MSX LMG:All credit for the original Models and Textures go to MAIBATSU.LK-05 Carbine:All credit for the original Models and Textures go to Likon at GameBanana. The Scope was done by Paul Yakushev at GameBanana. BenderSKR for doing some work on the normal maps.Modular Kalash:All credit for the original Models and Textures go to Adept1993, SAM61 and Shizz at GameBanana. The Scope is by Paul Yakushev. The Reflex model is by Millenia (horrible textures by me). The Combat Scope is by Geoset. The Double Drum Mag is by TwinkieMasta, DarkElfa and Stroke. The Suppressor is by Yaznee. The Folding Stock is by Frimenitnet and lafugix. Thank you to henkspamadres for helping me to get the Combat Sights working correctly. Credit for the ammo framework goes to ff7cloudstrife.SCAR-LK Assault Rifle:All credit for the original Models and Textures go to Likon at GameBanana. The Combat Scope was done by tigg at GameBanana. The other two scopes are by fallschirmjager with textures by Sargent Bash. The flash hider was done by Shiban. The silencer is by Rafael De Jongh. Desert Eagle:Twinke Masta, Vashts1985, Racer445 - Original Model and Textures, jackpack - For the Flashlight from his Weapons Upgrade Pack, DarkFireGaming - For his Weapon Sound Pack, DREADWOLF - For bringing this mod to NV and tweaking it for us all!, Ryz86 - Texture edits/coloring/making textures compatible with DREADWOLF's mod.FN-FAL:FN-FAL: NWI (NWI No Derivatives Public License)ACOG Scope: ThanezEOTech 552: aTacticalErrorAimpoint T-1 Sights: FarengarSpecter DR Scope: Krycek & mounkerSuppressor: ChamferNoveske Flash Hider: Damage Inc6x4 Bayonet: 586 StudiosSounds: NavaroModel and texture edits and implementation: DOOMBASEDAnimations, pasta, pictures, video and memes: WardaddySpecial thanks to Hyper (FX0x01) Ithaca Model 37:Models, Textures and Implementation: DOOMBASEDAnimations: WardaddyFlashlight Toggle Script: registrator2000Sounds: Magmacow and Navaro M1911A1:All credit for the original Models and Textures go to the following authors at GameBanana; Steel - 1911 Frame/Slide/Magazine/Silencer, General Tso - Sights, the_tub - Sights, SureShot - Hammer and Grip Cut Edits/Grips/DuoTone, Style slide/Hammer and Magazine (and normal/spec maps), Stoke - 1911 Frame/Slide/Bullet/Silencer, and SureShot. Laser and Mount by Krycek. Reflex by Odec3D. Sounds by Magmacow. Laser Beam by Trophi Huntep. M2019 PKD Detective Special:All credit for the original Models and Textures go to Escargot at GameBanana. Had some help from Kelleth with the custom firing sound.MAC-11 Machine Pistol:The weapon model and textures were created by Kutejnikov at TurboSquid. The skins are by BenderSKR. The flash hider was done by Shiban. The silencer was done by r_populik. The reflex is by Kaskad, B0T and obsolete. The LAM model was borrowed from the Beretta M92 Samurai Edge mod. The laser sight was borrowed from the HK USP .45 mod and was made by tenoyl. Both of these mods state the assets are free to use so thank you to the original authors. Rhino M1 Revolver:All credit for the original Models and Textures go to NESTER. VSV Rifle:DOOMBASED: Models, Textures, Sounds and ImplementationHitman47101: AnimationsNWI: Sound Base (NWI No Derivatives Public License)Oh Deer - All videos, screenshots and custom skinsfading signal - Wearable Apparel helpregistrator2000 - Flashlight Toggle scriptTrophi Hunter - Laser beam and textureDOOM - Messing everything else upThanks to skibidaa and TrickyVein for being cool!


So, what do you get when you take a retro-inspired shooter like Dusk and its weapon mechanics, and mix it with DOOM II? Well, apart from getting more of the same great goodness, you get DOOSK!


Weapon modifications, more often known simply as weapon mods for short, are hot-swappable attachments and modules for the Doom marine's weapons in Doom (2016) and Doom Eternal. Any weapon modification for a weapon which the marine currently possesses can be obtained by locating combat support drones - also referred to as field drones or modbots - which are small hovering robots which hold a touch screen allowing selection of the modification to unlock. In Doom VFR, weapon upgrade stations fill the role of these helper drones, allowing to upgrade a weapon by adding one mod to it. Most weapons in the game have two modifications available, usually adding attributes such as an area damage effect, greater accuracy, higher rate of fire, or penetrating projectiles that can harm multiple targets. The effectiveness of many weapon modifications can be increased through use of weapon upgrades.


DOOM Eternal is the latest entry in the high-profile franchise and thrusts players back into the role of the badass Slayer, who must Earth from the forces of Hell. Players can accomplish this by utilizing a variety of different weapon mods they can switch between to make sure they are appropriately armed against any enemy. Fortunately, we have everything you need to know to switch weapon mods covered for you.


The process of switching a mod is not a difficult one and can be done amid an intense firefight. All that you need to do to change a mod on a particular firearm is to hold down the F key on PC or press up on the D-pad on Xbox One or PlayStation 4. Doing this action will then cause the Slayer to change the mod that is currently equipped on the weapon you are using.


Do you want to learn more about DOOM Eternal besides how to switch weapon mods? If so, be sure to check out our dedicated hub for the first-person shooter or three of our most recent pieces of coverage below:


Knowing how to switch weapon mods in DOOM Eternal will allow you to be the best Slayer that you can be in any battle. Let us know what weapon mods are your favorite to switch between over on Twitter and Facebook! You can grab a copy of the game and support Prima Games at the same time by purchasing through this link.


As Doomguy returns to Earth to rip apart countless hordes of demons in Doom Eternal, he'll collect a familiar assortment of guns that anyone who played Doom (2016) will probably recognize, with a few notable exceptions. Like in the Slayer's last bloody adventure, each of those weapons has unlockable mods and other upgrades. With a limited number of Mod Bots out there, you're probably wondering which weapons are worth your time and resources. Wonder no more; we're breaking it down here.


At the beginning of Doom Eternal, the Doom Slayer begins his adventure with his trusty Combat Shotgun and gradually unlocks the Heavy Cannon, Plasma Rifle, Rocket Launcher, Super Shotgun, Ballista, Chaingun, and the iconic BFG-9000 naturally as part of the game's story. You'll also be introduced to Mod Bots fairly early on. These unlock special attachments that transform your weapon with the press of L2 (on PS4) in battle, enabling unique attacks.


Mod Bots are scattered throughout the world, but you can also find two of them in Doomguy's hub base, the Fortress of Doom. There are a total of 13 purchasable mods across your various weapons. While it's possible to unlock them all, some are far more useful than others.


Weapon Upgrades in Doom Eternal are tethered to mods and purchased with Weapon Points gained by defeating demons. Some regular fights will get you Weapon Points, as will most boss fights, all secret encounters, and each of the six Slayer Room challenges. They're plentiful and don't seem to be capped like most currencies, but you should still prioritize the best upgrades available.


Upgrades vary wildly from weapon to weapon and mod to mod, but in most cases, it'll be something like a reduction to reload speed or an increase in transform speed. As a general rule of thumb, go for the Upgrades that come with the mods mentioned above. Here's a targeted list of Upgrades to get ASAP, along with the mod and weapon they're attached to:


Unlocking all the available upgrades for a weapon's mod opens up a Mastery Challenge that grants you a remarkably useful perk. Each challenge involves using a weapon's mod effectively, usually against a specific enemy, a certain number of times. There are also a scant few Mastery Tokens that allow you to bypass the mini-quest and master the weapon right away. You'll get a lot of use out of the Upgrades above, but some of the Mastery perks are too good to pass up, even if the weapon overall won't get a lot of use.


A weapon is used by the player to attack opponents. It is displayed onscreen as part of the body of the player character to simulate a first person perspective. In Doom, it is the main aspect of the game action.


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