Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Enemy Randomizer
56 Comments
Darkeater Midir 17 Jan @ 4:04am 
Well, we have to be real here - the author went radio silent for years now and the mod shall never be updated, even how strongly it is needed by now. Still one of the best mods that allow massive game repleyability. Until someone won't make standalone separate updated mod, this is only we can enjoy.
Fred-104 29 Apr, 2024 @ 10:26pm 
BTW this mod might break with Thana's pack, as it was recently updated with all errors fixed , but the Dark Souls Asylum Demon's respective files have been moved to a different folder. Could you try updating this mod with the newly updated version of Thana's pack?
Fulgore 23 Mar, 2024 @ 12:17am 
This is make chaos and really fun i playing this for 6 hours in 1 day:bombsweat: and I using with custom enemy rebalence!:nuclearsam:
Бублик 12 Aug, 2023 @ 4:06pm 
Cool mod!
Will there be an update?
It would be cool to see the new packs of monsters, such as Andreiki's Enemy Pack, Mechassault 2 Lone Wolf: Madcat and Atlas "
My apologies, i finally tested out that your mod is fine and the case of desync.
Giraffenade 30 Jun, 2023 @ 6:17am 
This is AWESOME
Windows_TAHK 5 Jun, 2023 @ 3:14am 
This mod are a now not supported?
cadetpirx 30 Apr, 2023 @ 12:44pm 
I has been a long time since the release. Wouldn't you care to update the mod to include enemies from T&C Co-op and/or Andrekai Enemies Resource Pack ?
FYI,The enemies in T&C Co-op can now be used for making maps!
Taipo the Circle 23 Mar, 2023 @ 1:38am 
Excuse me, why can't I spawn NPCs from ss2, although the pack is worth it?
Hello, it seems that this mode can cause desync in several level in TSE campaign in multiplayer. The levels are Valley of Jaguar, when you exit temple with spikes on the wall, and in the Tower of Babel, when you first enter yard with the Tower. Can you check it?
cadetpirx 26 Jul, 2022 @ 12:29pm 
Can you make it compatible with this biggol mod ?
dacallau 24 Jul, 2022 @ 3:16pm 
the mod works very well in tfe and tse but in bfe they don't load several levels, I don't know what the problem would be
Retronur07 4 May, 2022 @ 2:18pm 
Awesome mod ! I also would like to see SS2 enemies in SSHD maps. If you could implement it. It would be pretty awesome !!
Alexandr.Volkov 28 Jan, 2022 @ 9:36pm 
Harpy Bloodwing in this mod have? i dont see.
IAmSympathy 9 Oct, 2021 @ 1:59pm 
I don't know if it's possible but could you make a mod that act like this but we can choose which enemy replaces what? Let me explain, the mod would allow us to,for example, replace every SSHD Gnaar with SS3 Gnaar.
SkullByte 3 Oct, 2021 @ 11:46pm 
Any plans on implementing this onto SS4?
Shockwave 14 Sep, 2021 @ 12:42am 
Is the Capra demon ever used? Aka the dark souls boss
Shockwave 17 Jun, 2021 @ 9:32pm 
I can confirm that this works on even custom campaigns like BFE enhanced.
Flyingfirebear 15 Jun, 2021 @ 7:22am 
I LOVE this mod, although i wish there was a setting to set the amount of randomness you can get, while not ruining the Vital enemy spawns like on Thebes-Karnak. I mean like what percentage of random enemies you can get.
Nathaniel 20 May, 2021 @ 8:52am 
I love you
SkullByte 19 Apr, 2021 @ 1:14am 
Does this mod make it possible for enemies from TSE to appear in TFE?
HaCkErMaN 14 Apr, 2021 @ 2:35pm 
In serious sam TFE on Thebes - Karnak, I cant progress past the area where you have a bull ram into the door.
Rawr'kraine 🐉 2 Dec, 2020 @ 8:29pm 
oh good, someone else did it better than I could. Now we have random enemies in fusion, good show mate, good show
Mr.Wuebec  [author] 27 Nov, 2020 @ 4:59am 
no
cadetpirx 26 Nov, 2020 @ 4:30pm 
Is there a code that makes it replace enemies with only custom enemies?
cadetpirx 24 Nov, 2020 @ 4:13pm 
If you have these custom enemy packs,how do you make it replace enemies with only custom enemies?
Chains 21 Nov, 2020 @ 6:11am 
Fantastic mod! I can replay this game with brand new and unique encounters! I faced some interesting mix ups and it was great, figuring out how to handle them.
Grab 'em by the Gens 13 Nov, 2020 @ 4:32pm 
This mod is stupid fun. You never know what enemies you'll get. Though the random close kamikaze spawns are deadly.
kirill 228 4 Nov, 2020 @ 4:52am 
автор сделай этот мод на serious sam 3
MushmellowHealth 17 Oct, 2020 @ 10:46am 
Is this supposed to be compatible with online play? When using this mod for coop my friends get stuck in a crashing loop when attempting to join
Zeo 29 Sep, 2020 @ 4:26am 
Bob Gratton: Ohhh tabarnak...

Sérieux! Merci pour le mod ! J'ai hâte d'essayer ça :D
Retronur07 18 Sep, 2020 @ 2:36am 
Also you can add BFE Enhanced Enemies you know the cloned soldiers which attacks like zorgs
Werewolf man (OH YEAH BABY) 15 Sep, 2020 @ 9:07am 
Suggestions:
Madness enemies for HD(there are 2 different versions. 1 for HD and 1 for BFE)
Intervention and the pain simulation(Both by Effect Parashi. They introduce new enemies like arachnoid superior)
Serious plus and godlike(It introduces enemy sizes and varieties)
Citadel of the sands(it has a new elemental of 3 sizes)
Snowy graves(has only 1 new enemy that looks like a skeleton and a boss who is a bigger version with 50000 health)
and thats all I know for now.(if TSI reforged comes out you can add that too)
Prof. Dr. Abuzer Kömürcü 15 Sep, 2020 @ 3:32am 
Can we use this other map packs? For example BFE expert edition?
Retronur07 14 Sep, 2020 @ 4:58am 
Absolutely AWESOME !!
Sasha Pines (no brain) 12 Sep, 2020 @ 11:49pm 
more rng more fun
Мальчик со Сваги 11 Sep, 2020 @ 3:24am 
pss add intervention zorgs pss
Dracula 10 Sep, 2020 @ 10:43am 
suuuuure dawid
dawidosono 10 Sep, 2020 @ 10:42am 
typo
Dracula 10 Sep, 2020 @ 10:41am 
"there are too versions for HD and BFE" engrish
dawidosono 10 Sep, 2020 @ 9:22am 
why not madness enemies for HD? there are too versions for HD and BFE
d1974 9 Sep, 2020 @ 3:37am 
Is there any way that you can make so that we get to choose whats spawning?
[-:-]Harbinger 8 Sep, 2020 @ 11:54am 
What do the errors say?
Mr.Wuebec  [author] 8 Sep, 2020 @ 4:06am 
I was able to load them when testing the randomizer in the editor. But I got errors when trying to load them in game
[-:-]Harbinger 7 Sep, 2020 @ 7:59pm 
Hmm, maybe its due to how they work as they do operate differently from other enemies in terms of models, let me see if I can try to fix that.
Mr.Wuebec  [author] 7 Sep, 2020 @ 5:52am 
thank you all for your feedback!
NSKuber you are right. It would probably be better to have separated templates. [-:-]Harbinger don't worry, I give all the love I could to the Quake enemies. But sadly, my mod wasn't able to load most of them for some reasons (when loading templates). If I have time, I will look again to add Quake enemies and to upgrade the loading time.

Have fun and stay safe :kungfusam:
syd 6 Sep, 2020 @ 2:07pm 
Very cool, works very well!
Mr. Dual 6 Sep, 2020 @ 9:52am 
Complex Sam, love it
Урал Interceptor 6 Sep, 2020 @ 8:18am 
Good stuff, my dude, really good
NSKuber  [developer] 5 Sep, 2020 @ 8:59pm 
If you will be adding more enemy packs, then I recommend that you actually only load enemies templates when enemies are actually first requested to be spawned.

Also, since you have the limitation of enemy types anyway, it could greatly improve loading times if each enemy had its own templates file, so that you load only those enemies which you spawn. I know, it's a bit of a hassle to set up but it'll be for the better in the long run.

In all, good job!