Barotrauma

Barotrauma

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RRR Armaments
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35.200 MB
Sep 9, 2024 @ 6:57am
Mar 29 @ 4:14am
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RRR Armaments

Description
Development halted until I regain interest in the game



Mod load order:

(Any EHA patches and RRRA addons)
RRR Armaments
Enhanced Armaments Fuel for the Fire Expansion
Enhanced Armaments
Baroverhaul/Baroverhaul Classic (If you're using it)

Please try to load these as far up in your mod load order as you can, putting any mods that override vanilla weapons will mess with this mods balance and some statistics may become inaccurate and/or broken

What does this mod do?

Adds compatibility for baroverhaul/baroverhaul classic talents (No, vanilla EHA doesn't have a patch for damage bonuses for most of their guns)
Removes underbarrel grenade launchers in favor of hotkey reloading and higher damage weapons intead of sidegrades with UBGLs.
TL;DR restored content, faction-exclusive guns, rebalanced weapons & endgame, basic weapon stats included in description of most guns, helmet lights and night vision goggles, equipment upgrades, a couple of new guns.

Restored and new content

A good deal of cut content was restored (or implemented from scratch if it never made the cut)

Faction Specific Equipment

Coalition exclusive veteran's rifle has returned! Along with 3 additional coalition guns & 1 separatist multi-caliber LMG


For global darkness enjoyers

Almost all mid-tier+ helmets now have their own battery slots to power their helmet lights along with night vision goggles and an nvg helmet.

Equipment Upgrades

You can now upgrade your diving suits and a couple EA items here (more upgrade variants on the way, leave a suggestion if you'd like!)

Sidearm Expansion

Some guns have been converted from being 2-handed into 1-handed and can now be used either as a sidearm for neurotrauma or be dual wielded as primary weapons.
Some of the new one-handed firearms include: Deagle, Service revolver, Aftermarket Service Revolver, Renegade SMG, Renegade Heavy SMG and some others i probably forgot about

Need a light?

A lot of firearms that were missing flashlights were given either a flashlight slot or a taclight so no more complaining about fielding a flashlightless precision rifle in a mudraptor cave :]

Make more informed decisions

Almost* all weapons and projectiles from EHA now have some additional stats in their descriptions to help you understand more about the guns themselves before buying/fabricating them.

Magazine crafting and recycling changes

Many magazine types have had their recycling recipes made more sensible mathematically (no more wasting more powder to recycle than fabricate) or cheaper in general.
Holding onto empty mags is very important if you want to waste less materials!

9mm magazines also had their damage reduced by around 20% but their fabrication cost is also down around 30% so theyre now by far the most available and cheapest option to field in the early game.

New propellant type

High quality gunpowder is now required to make most high performance cartridges (think high-end durasteel cartridges, .50 BMG, assault revolver cartridges etc.).
High quality gunpowder can be crafted at the fabricator or refined at a chemical refinery by using ignis latex and flash powder.

And that's about it, send me any bug reports you might have.
180 Comments
ProdiJy2000 Mar 23 @ 1:13pm 
So why not call it the M134 minigun because it pretty much looks the part. Also if its possible it could push the player back like the fire extinguisher in water. In vanilla weapons they become more inaccurate when moving so there is some code somewhere for decreasing accuracy when moving.
Destroyer1104  [author] Mar 23 @ 5:16am 
Ok
[ST] SGT. Shorty Mar 22 @ 8:21am 
If you use this inside the items;

<Upgrade modversion="?.?.?" (Qualities to change) />

When the game detects the item is out-of-date, it will update the item mid-campaign to the current-most version of it.

example:

<RequiredItems excludeditems="sgt_gaugeset" msg="ItemmsgAmmoRequired" type="Contained" tags="65ammo">
<Upgrade modversion="1.1.0" excludeditems="sgt_gaugeset" />
</RequiredItems>

Even though we may not agree with you on some of your changes, I still want to help.
Destroyer1104  [author] Mar 21 @ 3:55pm 
The microgun initially used 5.56 but I found it rather weak for what it was so it was given 7.62 for balancing to make it a worthwhile endgame investment (Realism went out the door the moment barotrauma decided conventional firearms could fire underwater).
Combining fabs is on the todo list.
I only add weapons that were discarded by the EHA devs since I personally used many of them with the only exception being the Renegade LMG (RPK16) that I added so the renegades had an LMG counterpart that wouldn't jam as often (when jamming was still in), not planning to add any commissioned weapons to the mod since I'm horrible at spriting.
I don't think it's possible to tweak weapon accuracy according to the momentum of the character, would be an interesting mechanic to add to every weapon if I was proven wrong here.
ProdiJy2000 Mar 20 @ 1:57pm 
The microgun is chambered in 5.56x45, not 7.62x51, with a wind-up time of less than half a second. Its barrel is extremely short, making it smaller than an AK in length. By comparison, the M134 uses 7.62x51, and adding it would be a great addition, though it would likely need to be exosuit-only. Could all the fabricators be combined into a single one, whether craftable or uncraftable, to help reduce clutter? Also, do you only add old weapons, or do you include completely new ones as well, if you do I think it would be great to add weapons such as the .950 JDJ Fat Mac, the Liberator (the one-shot pistol), and the PTRS/PTRD(KPV if we are feeling extra wild)? Lastly, the current MG mechanics, where accuracy improves the longer you fire, seem a bit odd. Wouldn't it make more sense for accuracy to decrease while moving or walking, as MGs aren't typically used that way in real life?
AngeL Mar 18 @ 6:40pm 
Good to see this mod getting updated. Glad to see you in the game again.
Destroyer1104  [author] Feb 21 @ 2:16am 
Currently I'm not in a horrible spot financially, if that ever changes I will consider it.
Good news is that I will be free around the beginning of march so you can expect some updates to come in 2-3 weeks if all goes to plan
ProdiJy2000 Feb 20 @ 6:53pm 
Hey would economic gain be motivational? Can you set up a patreon and a goal because I will donate
Destroyer1104  [author] Jan 29 @ 12:28am 
Burnt out on barotrauma atm, I will make the mod a complete fork so that it doesn't require EHA to run anymore when I have the time, but after that updates are likely to be limited to bugfixes until I get back into the game again
AngeL Jan 28 @ 6:42pm 
Any plans for this and the reloading in the future?