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However this issue is on an extreme amount of creatures and has to be done LIMB by LIMB one at a time so I am going to test a fix that makes it so the game doesn't crash or spit out red errors and upload a version that doesn't have any warnings or errors later on with all of the indexing done.
All said and done, I can't reproduce the exact issue I had with the Endworm anymore, and any interaction that would've been causing it is mod interactions way beyond the scope of what would be expected of one mod maintainer.
I might look into it and try to actually see what the code is later, but for now this issue isn't a fault or concern of you guys. Thanks for taking the time to respond though.
I've been in the sub editor testing with the black endworm trying to recreate it (same sub, same shells) and I've been getting it to EMP jolt the sub, but it just knocks out electronics in an expectable manner, it doesn't damage anyone.
I'm pretty sure it was an unintended interaction with the Psyker Job Mod, because that mod's role has a perk called "Venting Shriek" that causes a damaging shockwave thing when the person with it gets attacked. I tried moving my Psyker to the other side of the ship suspecting this was it a while back, but I kept getting the same instakill burn affliction to the torso no matter where the psyker was on the ship, so I gave up thinking that. I recently took that psyker mod off my mod list and now I can't reproduce the instakill whatsoever.
I have Enhanced Armaments, but even vanilla railgun shells seem to be causing it too
Apart from that, the most significant mods I have are Soundproof Walls and Real Sonar, but Barotraumatic is the only mod I have that adds/modifies creatures
I haven't done any testing outside the sub, but every time it's happened I was in the sub in the command room with no leaks or water whatsoever, completely full-health sub
Putting a duplicate check inside the affliction is super jank. It also makes poison gas way less threatening and really confusing (you've already inhaled the gas, but you won't get poisoned if you're wearing a diving suit)
Wearing a pressure suit of any kind will prevent this. Diving masks will prevent it but even with a check for using hull oxygen the poison still seems to poison/burn you if you go crit wearing a dive mask in the gas.
This makes it easier to avoid especially with mods but just wearing a diving mask will prevent poisoning as long as you remain above critical.
To fix this go to the ingame mod manage and find the mod in the list, right click the mod and select "View Details" and in the mod details page there is a button in the upper right hand corner labelled reinstall. Hit this button and the mod will be reinstalled in both the workshop and staging folder. This should almost any issue you have with the mod.
Here's my complete mod list from top to bottom:
Lua
NetworkTweaks
Barotraumatic
AFW
Hide your items cloacker
EA-HI with male chara+Dynamic Europa (compatibility patch)
Dynamic Europa
EA-HI with male chara
Press R to reload
quick swap Hand~Bag
Multiplayer weapon animation fix (AFW's patch)
Ammo penetrate corpse
Smarter bot AI
The below comments involving the shotgun shell becoming locked in the decon slot is a prime example of this kind of situation that inhibits fixing mod issues. Problem is firstly about a Dynamic Europa variant item that might be caused by a variant of a modded vanilla shotgun but refusal to provide a modlist and obsfuscation of what gun or item was even involved in the first place. My hypothesis is that the shotgun is modded, the DE Variant has an issue due to this or its just a timing issues either from mod lag or maybe even uncalibrated performance fix being run server side.
WHAT WEAPON MOD IF ANY ARE YOU USING!
Mod list: basic things like lua, then this mod, finally DE
Before installing Barotraumatic, I never encountered 3 bandit gunners in one beacon station in the very 1st map area even with DE, and never seen a single locked item before too, so I was guessing the enemy setting may be related to this mod.
During that one session, no matter how many times I restart, the same thing happen. But after I went to some other outposts and came here again, this didn't happen when I paralyzed the 3 bandits and deconstructed their weapons, looks like it's more like a random bug bond to certain sessions than a guaranteed thing
Properly report the issues, this happened at a beacon station and was it a normal beacon station bandit? What does the text under the gun say which mod it is from if any other mod, what KIND of gun is it like a SMG, shotgun? Are you playing multiplayer or singleplayer and what is your MOD LIST.
What mods are you using because it sounds like you have an issue with a firearm mod but are reporting it as barotraumatic.