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Hot Reloading
How to use Atlan Mod Loader and Kaibz Mod to reload modded entities files without restarting the game. This is an experimental feature. It may or may not be broken on Linux. If you attempt this procedure, please report whether it's successful or not. The big...
Audio Modding (Legacy)
Below is a link to the legacy Audio Modding chapter.Details in this chapter are still relevant for Wwise/idStudio audio modding. https://wiki.eternalmods.com/books/eternal-audio-modding
Interactable switch fix.
e5m1_spear/generated/decls/entitydef/trigger/interact/use_panel.decl Add the clientCanActivate = true; line so that client slayers may activate switches. { class = "idTrigger"; networkReplicated = false; edit = { clipModelInfo = { type = "CLIPMO...
GUI Map loading in 2 player mods.
Starting a 2 player game with the GUI A DOOM Eternal mod can be optimized for 2 players. However, the ready up system will only work with 3 players in the lobby, so an alternative method of loading the maps is needed. The loaddevmenuoption console command can...
SWF Modding.
HUD and menu modding The ability to mod DOOM Eternal's HUD and menus is limited, but is possible, thanks to idStudio. The layout of DOOM Eternal's HUD is rendered by a custom flash interpreter, so in some cases this can be changed by editing the source SWF fi...
Lobby map list
gameresources_patch2\generated\decls\pvpmapselectinfolist\casualbattlearenamaplist.decl The list of maps selectable in the lobby menu. { edit = { mapSelectList = { num = 9; item[0] = { mapName = "maps/game/pvp/pvp_laser/pvp_laser.map"; ...
MapResources Files
MapResources files are located in the .resource archives. Each map in the game (including global maps like common and warehouse ) have a MapResource file. Their resource type string is file and their paths are generated/buildgame/<MAP_PATH>.mapresources For ...
Dark Ages Assets Info
This section describes advanced settings available through your mod's configuration file. Please read this page to gain a basic understanding of the Atlan config. file before continuing here. These are advanced settings. Please take care when using them. Impr...
Installing Mods (DOOM: The Dark Ages)
Installing DOOM: The Dark Ages mods work the same way as installing DOOM Eternal mods from BEFORE the DOOM Mod Portal was introduced. Currently, only Steam is officially supported. Installing the Mod Loader Download the Atlan Mod Loader:https://github.com...
Known Fixable Issues
Some decls are Inaccurate when Testing in the Sandbox The Sandbox uses the packaged .decl files from the base\generated\decls folder. Older decls that were previously removed from the base\declTree folder may still be present in the packaged mod. Here is how ...
MapExecutions Decls
Location: rs_streamfile/generated/decls/mapexecution/ These decls are new to idTech8, and define object pools for hundreds of different entity types. It's unknown how important they are compared to the aipoolnumbers decls. If you ever run into a problem with ...
Dark Ages Font Mods
Overview DOOM: The Dark Ages uses Slug Fonts to render in-game text. To get a list of all slug font files, use Atlan Resource Extractor to extract resources of type slug_font To load your custom slug font: Get your desired font file (a .ttf or a .otf) D...
Fixing Custom Audio - idStudio
For creating custom music, follow this guide before proceeding - https://wiki.eternalmods.com/books/eternal-idstudio/page/creating-custom-music-idstudio Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will ...
Dark Ages Texture Mods
Getting Started Creating texture mods requires the following resources: Atlan Resource Extractor - Use this to extract material2 decls from the game. These plaintext files define the game's materials and directly reference image assets. Valen - A resource...
Creating Custom Music - idStudio
Official idStudio guide for reference - https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will disable vanilla music & SFX. Wait for a future ...
soundmetadata.bin
Binary AudioKinetic metadata file. This file is present in DOOM Eternal and DOOM: The Dark Ages. However, their contents are very different (despite maintaining the same basic chunking structure) The following is the file format for Dark Ages // All values a...
Sound Archives (.snd)
Sound archives store DOOM: Eternal and DOOM: The Dark Ages audio files (samples). File Format // Eternal version of sndEntry struct sndEntry_Eternal { uint64_t farmhash; // Farmhash64 of the entry's DECODED data uint32_t sampleID; // ID used t...
Dark Ages Audio Mods
Getting Started Make sure you've run Atlan Resource Extractor to extract audio files from the categories you wish to edit. Converting Your Audio Tracks Dark Ages uses WEM OPUS encoding for all SFX and Music tracks. To convert your custom audio samples into ...
container.mask
About In idTech7 and 8, container.mask is the single file located inside the meta.resources archive. It is a set of bit-masks, one for every resource archive in the game. Each file inside the archive has a bit in the mask, based on the order they appear insid...
Porting Legacy Mods to Atlan
This page is a work in progress. The features discussed here are not publicly available and are subject to change. Atlan Mod Loader now supports DOOM Eternal, and will be replacing Eternal Mod Loader. Mods created for Eternal Mod Loader will not work out-of-t...