Barotrauma

Barotrauma

JobsExtended
368 kommentarer
Draconis🐊  [ophavsmand] 30. juli kl. 6:29 
This isn't made for singleplayer due to the how station NPC's are coded as part of a giant list you cannot add or subtract from without making it not work with other mods that do so. If "recruitable NPCs.xml" was its own thing then we could substitute a Jobs Extended version override of that file so you could pick them up at stations.
Trainlord05 29. juli kl. 18:19 
So from what I (kinda') understand, once I start with these N.P.Cs I'm stuck with them, and can't hire anyone new with the H.R. manager who has the same role. Is that how this works?
Glitcher 10. juli kl. 14:03 
It didn't exactly help as to explain how to make a new job..
Draconis🐊  [ophavsmand] 10. juli kl. 13:59 
read the above guide
Glitcher 10. juli kl. 13:53 
I can't find the customization part, so I can add new roles.
Draconis🐊  [ophavsmand] 10. juli kl. 13:25 
Use the Karma system.
Glitcher 10. juli kl. 13:17 
Adding onto that, the base game jobs will be free for the players to choose, while the higher commanding jobs are locked until the server host gives that job to a player.
Glitcher 10. juli kl. 13:16 
Can you make it where the person who is hosting a server with this running has to give the higher roles to players? And do you think it'd be possible to expand on the roles? As in, expanding the line of command? Meaning, the players have to earn their way up.
Draconis🐊  [ophavsmand] 5. juli kl. 22:47 
above most other mods that do stuff to clothing unless they add variants. besides classes this affects the ballcap, bandolier and toolbelt
Chime 5. juli kl. 22:20 
Any importance on where this should go in the load order?
TemmieTheGod 29. juni kl. 22:06 
can you post the base stats of the new roles? It'll help me know when I should make a new character lol
Draconis🐊  [ophavsmand] 9. juni kl. 18:08 
I spent a lot of time balancing the talents out and its not perfect but it should run pretty smooth and not have any weird issues. I just can't make the classes added to the buy list since the station NPC's are part of a giant list of ALL npc's on stations that every other mod uses and I can't inject npc's in. Even adding new classes is rough because of how spawn indentifiers and tags work but I got it running on XML pretty tight so you don't run into any LUA issues.
CatalystPump 9. juni kl. 17:37 
Thank you for the awesome mod though! <3 We ended up deciding to run without permadeath enabled (and are just saying you have to "create new" when you die, now), and several of my crewmates have had a good time roleplaying non-essential roles.

Heck, honestly? The custodian especially is such a useful job to designate even if we didn't have the mod enabled.

Much love!
CatalystPump 9. juni kl. 17:35 
Yeah I understood. Thank you both for the response. Big shame, but it is what it is.
MasonMachineGuns  [ophavsmand] 9. juni kl. 12:12 
tldr: no permadeath
Draconis🐊  [ophavsmand] 3. juni kl. 4:48 
Because it seems like you can't easily add new hireable npcs to the pool without completely redoing station npcs dot xml so if you have Dynamic Europa, Enhanced Armorments, VWO or any other mod that reworks station NPC's it will conflict and override and would need a big patched version that would have to be kept updated.
CatalystPump 3. juni kl. 2:11 
Wanted to run this with a permadeath campaign but as you can't hire these jobs from the HR Manager it makes it so you can't respawn as these jobs after your first character. There's no patch for this mod to fix this, and the universal patches that do exist are all out of date and don't work.

Oh, Lord Draconis, please bless us with hireable JobsExtended crew members so that I may include this mod in a permadeath run. Amen.
Draconis🐊  [ophavsmand] 1. juni kl. 15:18 
Vanilla Jobs are not affected unless you are using Baroverhaul or another job mod
落星也 1. juni kl. 14:55 
can i add this mod to an existing save & what will happen to my characters' levels
Draconis🐊  [ophavsmand] 19. maj kl. 17:40 
try putting items in them
Dawa 19. maj kl. 16:40 
what does the new icons on toolbet do?
Bermuda 25. apr. kl. 16:42 
Scratch that, figured out it was spawnpoint related
Bermuda 25. apr. kl. 14:56 
If I wanted to make certain doors/containers job specific, where would I find the ids for the modded jobs?
Draconis🐊  [ophavsmand] 8. apr. kl. 22:23 
will look into it I forgot the custodian got the apprenticeship due to how the other classes and the barooverhaul patch were made.
Lukako 8. apr. kl. 8:00 
In the Custodian tree, you can pick an apprenticeship. If you select the 'Mechanic' apprenticeship and get unlucky, it will select the talents for the 'Machinist' tree - despite the fact that Custodian gets a modified variant of this already.

This will give the Custodian the 'Hull Fixer', 'Tinkerer', 'Quickfixer' and 'Let it Drain' talents. While this may be intended, it causes you to be able to get two parallel traits at the same time - and decreases the potential talent trees that the Custodian has access to by one.
Draconis🐊  [ophavsmand] 5. apr. kl. 22:17 
fixed
Draconis🐊  [ophavsmand] 5. apr. kl. 22:00 
Is this a issue with vanilla or a mod
Sam-7 5. apr. kl. 14:09 
Quarter Master is missing it's 4th Talent in Boatswain which is supposed to be MECHanic.

In the TalentTrees files, replace "MECHanic" with "powerarmor" to fix.
Draconis🐊  [ophavsmand] 2. apr. kl. 0:20 
There is a Baroverhaul Talent patch if you want to run Baroverhaul.

I have not checked if it is 100% up to date with the new update but I know it worked previously and works with classic.

Hungry Europans adds its own thing so that is separate, no idea on husk hunter.
Razuryam 2. apr. kl. 0:08 
Sorry for asking this, i must confess im a little blind sometimes, but... i couldnt see with what mods this would be incompatible. I wanted to ask, This mod adds jobs, but that makes it incompatible with Baroverhaul overhauls the perk trees?, or other mods that adds jobs like does Hunger Europans (Chef) or the Husk Hunter? :o
RAY 20. mar. kl. 11:11 
@1ablankstare, the mod "All Jobs See Reports" can probably fix your problem.
Draconis🐊  [ophavsmand] 17. mar. kl. 11:40 
If I could additivly add more jobs to the bot pool I would, however the problem is the station pulls from a single massive xml file of ALL outpost npc's.
Draconis🐊  [ophavsmand] 17. mar. kl. 11:39 
Good question! so how Barotrauma works is I would need to override the ENTIRE outpost npc .xml file and in doing so I would invalidate the custom ones used in mods like EHA or DE etc etc which would mean you could hire crew from JE but the commonly used weapon and content mod characters would not spawn.
suomuhauki 16. mar. kl. 3:41 
why cant you make these jobs hirelable? if a bot of a certain job dies, ypu cant get thst job ever again
Draconis🐊  [ophavsmand] 8. mar. kl. 9:13 
They are in the mod files?
Уборщик Бол 6. mar. kl. 3:37 
Hello, dear developers. I'm asking you to send me the icons of the professions. If you send it, I will be grateful!
Draconis🐊  [ophavsmand] 26. feb. kl. 12:55 
Jobs have reports similar to vanilla so chief of the boat has electrician primary reports.

I wish they had just made reports universal to jobs in base game but you have to define everything out. Will look into it at some point.
1ablankstare 24. feb. kl. 23:58 
my crew that uses the extended jobs cant get reports, so my chief of the boat cant see where the hole leaks are. is there a way to fix it
Draconis🐊  [ophavsmand] 14. feb. kl. 15:14 
I am considering bringing it back after testing, promotion was removed from vanilla partially I suspect due to the bug where creating a new character causes you to reset more than once so Assistant Promotion with XP -> New Job with correct XP, then level change -> New Job again but wiped inventory and NO XP.
DeltaSix 14. feb. kl. 13:49 
By the way, is there any possibility of bringing back the promotion medal. I was running a campaign where there was character progression and it was working. Is it possible to make a submod or something like that?
John Bridger 10. feb. kl. 3:09 
You guys should update the flowchart if it's outdated so people don't get confused
John Bridger 10. feb. kl. 3:08 
So it's just the outfits ?
Draconis🐊  [ophavsmand] 9. feb. kl. 22:45 
It was here before I got here so it was the original work in progress of having each job has a sub job with different starting loadout that was potentially going to have its own features?
John Bridger 9. feb. kl. 14:21 
What are the "subjobs" thing in the flowchart like for commanding officer "Veteran, Admiral, Pirate Lord" ? What is it supposed to be ?
Draconis🐊  [ophavsmand] 8. feb. kl. 22:51 
Its for Neurotrauma blood type cards
Monolithmilitary 8. feb. kl. 22:38 
Tell me, what is this slot in the ID card?
DeltaSix 8. feb. kl. 13:46 
Promotion medal still working but only playing in normal mode, i did it as a test to my new server and it is working, after you select the new class the host new to start the mission and then you will start with the new char that's it.
Draconis🐊  [ophavsmand] 8. feb. kl. 10:17 
Yeah ok so

<Abilities>
<CharacterAbilityGiveFlag flagtype="RetainExperienceForNewCharacter" />
</Abilities>

Which is a legacy function of a talent from old Graduation Ceremony looks like it no longer works?
The ability is flagging correctly but when you make a new character it doesn't seem to work and due to the create new character bug in base Barotrauma even if it DID work there is a chance you would have your experience reset due to double (even triple) new character. going to just comment it out!
Draconis🐊  [ophavsmand] 8. feb. kl. 10:10 
Thanks I will go look for them in the code I am pretty sure they are severely outdated/broken. I thought they were linked to an unused talent last I checked so didn't comment them out.
Gamling 7. feb. kl. 22:32 
They were craftable