Barotrauma

Barotrauma

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THG Armory - 'Vanilla' Weapon Pack
   
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1.202 MB
Apr 23, 2023 @ 5:05pm
Sep 4, 2023 @ 11:23am
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THG Armory - 'Vanilla' Weapon Pack

In 2 collections by caninmyham
THG Armory Collection
9 items
Thog Server Time
22 items
Description
!!!HIGHLY RECOMMENDED IF YOU WANT NPCS TO SPAWN WITH THESE WEAPONS - THG ARMORY SPAWN PATCH: https://steamcommunity.com/sharedfiles/filedetails/?id=3038257822

Adds a TON of approximately vanilla balanced and stylized weapons. I really like guns. This mod reflects that.

NOTE: Newest update adds basic animations and case ejection for many of the existing guns, as well as some news ones. Enjoy!

I've personally been largely disappointed by the weapons mods available on workshop, for their various inclusions of random overhaul elements, or attempts to entirely overhaul the balance of weapons in vanilla as a whole. I've wanted more vanilla styled and balanced weapons, but have found myself largely wanting. This is my attempt to rectify that.

Some can be crafted, though virtually all can either be found in wrecks and outposts or purchased.

THE RUNDOWN:

Autopistol -
Utilizes Compact .45 Magazines & .45 +P+ Magazines (THG Armory - 'Vanilla' Ammo Pack), and is capable of mounting a flashlight. It is slower, overall, at killing compared to the Machine Pistol and SMG due to it's low ROF, but it is more damage effecient, and requires relatively low skill to handle.

Vintage Autopistol -
A slightly more powerful but even more sluggish alternative tot he Autopistol. Can't be crafted but can use all SMG mag types.

Multical Derringer -
Capable of chambering almost any loose round, the Multical Derringer is a cheap, widely available single-shot firearm that works in a pinch.

Medusa Revolver -
A five-shot revolver capable of chambering either .38 revolver rounds, or Shotgun Shells of any type.

Bulldog Revolver -
A stubby, four-shot revolver capable of chambering either Handcannon or Rifle rounds of any type.

Rhino Rifle -
A dual-barreled, over-under rifle that, uniquely, is capable of chambering a single handcannon round in it's lower barrel, and a single shotgun shell in its upper.

Rifle Carbine -
A compact, semi-automatic 6mm Rifle which sacrifices the renown accuracy of larger bolt-action designs in favor of a greater rate of fire.

Assault Carbine -
A short-barreled, stockless variation of the Assault Rifle which, ironically, is legal under Coalition law due to it's technical classification as a machine pistol and thus, is much more available, though still often not on civilian markets.

Sportsman Rifle -
A "Civilian Legal" pattern of semi-automatic Assault Rifle designed largely to circumvent Coalition law prohibiting their sale and use, this rifle is considerably slower firing but much more common.

Personal Defense Weapon -
A mid-size .45 bullpup submachine gun with an unconventional layout, and a blistering rate of fire.

Vintage SMG -
An archaic, slower-firing and relatively heavier submachine gun, relatively more accurate and a bit more powerful.

Obrez -
A chopped-down rifle, meant to be more easily concealed in a jacket or large pocket and utilized largely in very-close-quarters scenarios.

Rail Rifle -
Portable railgun. Yes, full ass railgun shells.

Compact .45 Magazine -
Holds 16 standard .45 rounds. Usable in any weapon that uses .45 SMG magazines.

Wheelgun -
An old-school, single-action revolver. It is slightly less powerful and accurate than a standard .38 owing to the loose fitting of the cylinder and barrel and poor optimization for aquatic use, but it is capable of firing nigh-on as fast as you can hold the trigger and fan the hammer.

Levergun -
A lever-action .38 rifle, a bit too bulky to be carried casually like a revolver. Packs considerably more punch owing to its longer barrel, but a bit slow to fire without proper skill.

Blunderbuss, Flintlock
Archaic, powder-primed weapons utilizing magnesium, phosphorus or flashpowder to fire. Inaccurate, but cheap and easy to obtain.

Handbomb
A old-school style impact bomb, fuse primed so it doesn't go off in water. Not super powerful, but cheap and easy to make.

Micromachinegun
A very fast MG, firing defense bot rounds. Inaccurate, but with a blistering rate of fire, and cheap ammo to boot.

Assault Shotgun
A powerful, semi-automatic variation of the shotgun, capable of unleashing a hail of gunfire upon targets in close quarters. Slightly less powerful per shot, but fast firing and with an expanded shell capacity.

Bullpup Autopistol
An advanced, high-caliber autopistol of unorthodox design. Uses assault rifle ammo, but is - relatively - innacurate.

Inferno Cannon
A heavy-duty, extremely powerful - and fuel hungry - flamethrower.

Rhino Weapon System
A powerful hybrid of a HMG and flamethrower, fired from the shoulder. More controllable than a regular HMG, owing to it's lower rate of fire and greater weight.

Mobile Coiler
An advanced, rarely seen prototype weapon, firing coil gun shells of all kinds. Very heavy, with a lot of recoil.

CQC Assault Rifle
An advanced, bullpup assault rifle, well tailored for the confines of a submarine. Fast firing, and also includes an underbarrel grenade launcher and flashlight mounting, but it's rare and slightly less powerful per shot than longer barreled rifles.


Rotary Grenade Launcher

A powerful, six-shot revolving grenade launcher. It projects it's rounds with slightly less force than a longer-barreled single shooter, but can deliver a hail of grenades in a flurry.

Sub Carbine
A semi-automatic, rifle-sized weapon feeding .45 smg magazines of all sizes, the Sub Carbine is semi-auto only, but comes with a hair trigger facilitating extremely fast fan-firing as well as marginally improved accuracy over a traditional SMG.

Vintage Machine Pistol
A blisteringly fast, one-handed .45 SMG. It's an absolute bullet hose, but suffers from a notable loss in power due to it's open-bolt design.

Rattlegun
A makeshift sub machinegun, capable only of feeding compact .45 magazines of standard type. It has a decent rate of fire, but a notable loss in power due to it's open-bolt design and shoddy construction. It is, however, easy to make and obtain.

Makeshift Rifle
A two-shot lever action rifle of improvised design. It's powerful for a ramshackle gun, but fails to hold up against proper alternatives. It is, however, very easy to make and maintain as a result.

Makeshift Shotgun
A single-shot shotgun of improvised design. Powerful in close quarters, but limited by it's meager capacity and inherit innacuracy.

Makeshift Pistol
A five-shot lever action pistol. A decent weapon at mid-ranges, but it requires both hands to operate, and lacks accuracy at long ranges and fire rate in close quarters. It is, however, very easy to craft, obtain and maintain.

Sawnoff Shotgun
A compact, double-barrel shotgun. Very powerful in close quarters owing to it's ability to quickly discharge both barrels, but it suffers greatly at range.

Shorty Shotgun
A more refined sawn-off pump shotgun. Very powerful and carries an additonal shell along with flashlight mounting option, but a longer time between shots compared to the standard sawnoff.

Vintage Rifle
A powerful, archaic bolt action rifle. Difficult to use for an amateur, but deadly in the hands of a marksman. Throttled by it's rarity and shallow ammunition pool.

Vintage Shotgun
A slam-fire capable shotgun, deadly in even the hands of a novice but outright lethal in the hands of a marksman.

Compound Crossbow
A powerful, but slow-loading harpoon gun alternative. Very high projectile velocity but slightly lower overall damage per shot and reduced capacity.

Magnum
A monstrously large .61 caliber semi-automatic alternative to the handcannon. Very difficult for beginners to use.
Popular Discussions View All (1)
34
May 4 @ 10:02am
Suggestions
caninmyham
88 Comments
Aspen May 10 @ 3:24pm 
some of the guns seem to be firing without holding the aim button

also all the talent recopies are still broken
ZT_Zane Apr 15 @ 3:25pm 
The cqc assault rifle doesn't work properly, I already went in and edited the xml file so it works properly for me and I can send you the code if you want
xtz Jan 21 @ 4:50pm 
The author doesn't give a fuck about the comments section
Target Practice Jan 5 @ 1:23pm 
Are most of these weapons store-bought only?
mihajlozivanov08 Jan 5 @ 1:01pm 
what ammo does flintlock use?
JayBird Nov 29, 2023 @ 2:36pm 
Are Flintlocks supposed to start a fire after every shot?
AGrimmlock Nov 22, 2023 @ 5:37am 
no items from any thg mods have names for me but weirdly my friend that was playing with me could see names...
Major-EasyKill Nov 8, 2023 @ 2:40pm 
Hey, I don't know if this has been asked before- but how do you switch to the different fire modes for weapons like the CQC assault rifle? My only prompt is a keybind that doesn't seem to work. Am I missing something?
Black_moons Nov 2, 2023 @ 1:14am 
Weird, just had the sub-carbine fail to fire extended 45 mags but the SMG fire it fine? I dunno, seems to be randomish and fix itself on round reload? might be a barotrauma bug or tiny diff in how the ammo works vs normal ammo?
ALE199 Oct 31, 2023 @ 2:51pm 
Hey if you need help with the mod I'd be willing to help