Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
513 Comments
Moon-Shadow 14 hours ago 
I don't know if there's such a thing.

I have a test in the game editor where I always look at everything before adding anything to my save.

All items that come from mods or are changed by mods are displayed in the editor with additional names under the items. For items, you unfortunately have to go through all the sections to see what's changed in the original and what's new.

If you know what you're doing, you could alternatively look at the mod files and see what's written in them, but that's far too complicated.
blizzardfeather 16 hours ago 
Hey, sorry to bother you! I couldn't find a list or resource of all the different changes and new weapons added in this mod, and how to get them. Does such a thing exist or do I just have to rely on finding stuff in game? Thanks so much!
Draconis🐊  [author] Jul 26 @ 8:17pm 
Yeah since the Jovian suit is just altered deprecated files go nuts
Moon-Shadow Jul 26 @ 2:32pm 
This means the mod shouldn't copy the entire mod.

It should only have this change as a small add-on mod, which everyone can then freely decide to add.

Perhaps it could be created to run without the main mod, if it makes sense not to need the main mod for this change.

And of course, as an add-on mod, it must specify the main mod, and as a standalone mod, it must also specify which mod it is based on to avoid bugs if someone wants to use both mods, have the correct loading order, or if someone wants to change something in the mods for themselves.
Notim Portant Jul 26 @ 2:19pm 
Sorry to be so blunt, im a straightforward guy, i just wanted to create a custom mod for myself and my little community, technicaly we already using your work but its not public as i didnt ask for your permission but figured personal use is no harm, so now i think to maybe share that mod with others but of course i cant do it without getting your permission, my mod is basicaly my take on adding diver job, the sprite of your suit was used for unique suit recipe for that job, of course i would make sure ppl would know that its your work and note the original author in description.
Draconis🐊  [author] Jul 26 @ 12:48pm 
What even is your project idea thing anyway? The issue I am seeing is you came on and bluntly were like "can I just use your mod to make a mod." and didn't try to track down any of the cool mod maker chats or anything on discord and talk shop first. Completely transactional give me a thing I want.
Notim Portant Jul 26 @ 10:23am 
can i use just that one please?
Draconis🐊  [author] Jul 26 @ 10:12am 
I modified the extremely old beta diving mask, gunners helmet and old security uniform sprites by upscaling and cleaned them up and added in all the extra details and straps to make a diesel punk hazardous environment suit.
Notim Portant Jul 26 @ 9:12am 
all i need is jovian environmental suit sprites and code, any chance to know who made them?
Draconis🐊  [author] Jul 26 @ 8:41am 
I mean I did reuse some assets from other older mods like a couple EK Backpacks or defunct mods but there is a majority of original content in sprite work and sound design else content that made in collaboration with other modders like Sydwad and Micheny. So I would kind of prefer you did not. Since its a group project.

There are a lot of older mods that are no longer maintained that might be a good starting off point.
Notim Portant Jul 26 @ 7:02am 
Can i use your work from this mod in my mod?
Moon-Shadow Jul 20 @ 10:28am 
There are always questions about how well it works with other weapon mods.

Should the info where it is about mods be clearer. / That other this read the same.

And it should be full names, for example the abbreviations don't mean anything to me, especially if you would find mods based on them, the abbreviation is no longer correct.

Unless you enjoy explaining over and over again which ones don't work and what happens if you use them together.
Draconis🐊  [author] Jul 20 @ 9:56am 
They are completely different overhaul styles and both change the base game weapons.

VWO uses dynamic bloom of fire to allow weapons to be more accurate on the first few shots but have different recoil profiles for follow up shots or controlling automatic fire. However this makes the weapon skill requirements a little more loose due to some back end coding requirements to make this work correctly. You can read more in the description but there are a lot of minor adjustments to damage

The two aren't really cross compatible, you really should choose gun overhaul mod and stick with that, however there are no errors just whichever mod is loaded first will use its version of vanilla weapon items. That being said I will not trouble shoot any weird issues between the mods since they are not intended to work together.
Defiant Jul 20 @ 3:31am 
How does this do with Enhanced Armament?
Moon-Shadow Jul 14 @ 9:01am 
I have not tested using multiple of the same weapon in the editor.

Unless there happens to be a common cool down time built in, you can switch to one that has no heat.

If they all have their own heat, having multiple weapons of the same type only benefits a player if you have the ability to build them.

And the energy weapons have enough shots and last long enough to fight several enemies, if you really have to fight a lot you rather take one of the MG's which are also better suited for this because of the amount of ammunition as they do not overheat.

With the mod you have a better choice for everything than the few original weapons, where you actually only use 3 or 4 weapons, in this mod there are more and you can find better. / Than just in Original the best to build and that was it.
Metalblack Jul 14 @ 3:58am 
@Draconis🐊 okay the balance argument make sense, would be op to just switch between multiple, thx for answering
Moon-Shadow Jul 13 @ 5:06pm 
(2)

You can't compensate for the energy weapons either, except to make them useless because of low ammunition, where ammunition production then becomes too expensive even if it is simpler materials, the only advantage of these weapons would then be accurate, and then the cooling down interferes.

So everyone prefers to take a projectile weapon that is somewhat inaccurate but can fire infinitely as long as there is ammunition that is cheaper to build, and the accuracy is immediately there if you don't fire for a short time.

-

Your weapons are fine as they are.

And even multiple energy weapons aren't a problem, only you have the necessary materials to build them.
Draconis🐊  [author] Jul 13 @ 5:04pm 
buh
Moon-Shadow Jul 13 @ 5:02pm 
(1)

I didn't write anything about 3 projectile weapons, that would be useless because of too little ammo and too inaccurate weapons. ( Especially not SMG'S which have much less ammo than light assault rifles or LMG's that go into the hotbar. )

1 weapon and 2 stacks of ammo, and 1 free space to not have to throw away the empty magazines.

With 3 energy weapons much more effective where each has a lot of ammunition, which are very accurate and waste so little ammunition, and have to cool down after a fight.
Draconis🐊  [author] Jul 13 @ 4:40pm 
So what is the benefit of having 3 lasers you cycle through vs 3 smgs?
Moon-Shadow Jul 13 @ 3:47pm 
No, it does not prevent you from using multiple weapons.

After the fight you have enough time to take them all until they cool down.

Depending on the weapon and how many magazines you have per slot, and you otherwise use 1 weapon and several magazines, you would then occupy the amount of slots with one weapon each, since these weapons are more accurate than normal projectile weapons, so you can get by with 3 weapons with large magazines as well as 1 weapon and 2 other stacks where there is also an empty stack, but the energy weapons have nothing to change and you don't need free slots for empty magazines.

Only this is done by someone who has no problem getting all the material together to build these weapons.

So only for bots a problem that only touch the weapon to shoot and let go again if they do not shoot, not yet used with bots, and in the editor you have to build the environment so that bots can shoot at enemies so that you can see exactly how they fight with them.
Draconis🐊  [author] Jul 13 @ 3:25pm 
It's kind like I have spent hours thinking about the itemization balance with some outliers and the item, class and talent interplay and combinations.
Draconis🐊  [author] Jul 13 @ 3:22pm 
Yes correct that is the huge downside also it prevents players from making 5 of them and firing them in volleys and just switching to a fresh one as the other cool down, also the script is only active when the gun is held so it does not contribute to LAG.
Metalblack Jul 13 @ 2:48pm 
it is kindy annoyiing, like you overheat the gun, switch to another one and the gun stay in overheated mode until you switch back
Moon-Shadow Jul 13 @ 11:21am 
I also saw this during testing.

This is less of a problem for Player.

For bots already because they only pick up a weapon when they shoot and then let it go immediately, so you would have to regularly switch to bots activate the weapon and wait until they have cooled down, because at some point only used by bots should be overheated and can no longer be used, only when you dock where it is reset, so you would have to do that yourself more often with one if in a ride one has used his.
Metalblack Jul 13 @ 10:46am 
hi there ! is that normal that energy weapon dont cool down when holstered ? like, the lazer cauterizer, i switch to another weapon and the heat bar stay still x)
Moon-Shadow Jul 13 @ 10:41am 
Currently I also have a pistol mod where it is only called "Pistol" in the game, with 2 Clip Typs, which someone has taken from another big mod, but I have never really used it before. ( And i compare later it with your Pistols. )

It should be similar to your light pistol, but I think yours has more ammunition.
Moon-Shadow Jul 13 @ 10:39am 
That's why the mod is good for me, not just build or buy the best here, build or find better here, and to build also requires something that you can't just buy or build for some.

It goes well with the two weapon mods, the alien laser rifle which you can only find in ruins and is rare even for that. / And the 2 laser pistols that you can only build, for the second one you need plans that you have to find first, and for all you also need diamonds to build them, but for the bots they are the best weapons, no damage to the submarine, ammunition that you can recharge in charging stations, fewer items in a save and fewer problems later because of too many item ID's.

The management with the opened magazines that you have to pull together with others to Full, and others to empty ones to fill up, which is why I always gave them only revolvers before the laser pistol mod, but all the revolver bullet ID's in the closet used to be a problem with weak PC, so the laser pistols were the best.
Draconis🐊  [author] Jul 13 @ 4:20am 
At this point with the Spear and energy weapons I am satisfied with the core of the mod. Its got a lot going on but it shouldn't be too much to handle.

Down the road I am going to once again focus on more unique wreck, faction and ruin content. More loadouts for NPC's and generally polish and cleaning things up.

Big thing I want to avoid is getting even more bloated or confusing since the core aim of the mod is to be pick up and play even for a new player.

I do however want to have a lot of interesting options and choices for players to make rather than "get best in slot item." and for progression to have a bit of random story elements like when you get a cool rare weapon or armor its an event and feels meaningful and shakes up how you have to do your loadout and tactics.

Also the station encounters with enhanced gunplay from human npc's to not feel boring or repetitive by having a lot of random chaos and odd loadouts.
Draconis🐊  [author] Jul 13 @ 2:47am 
All spears benefit from harpoon related talents from Frogman tree
Draconis🐊  [author] Jul 13 @ 2:40am 
Uploaded before I finished some changes, its fine now.
Dexitus Jul 13 @ 2:33am 
Not able to load the mod after update, posted error message in Bug reports section, to be sure also here:

Couldn't load xml document "C:/Users/domst/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2954637344/Weapons/weapons.xml"! {The 'StatusEffect' start tag on line 6514 position 7 does not match the end tag of 'RangedWeapon'. Line 6518, position 7.}
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
at System.Xml.XmlTextReaderImpl.ParseEndElement()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at Barotrauma.XMLExtensions.TryLoadXml(String filePath, Exception& exception) in <DEV>/Barotrauma/BarotraumaShared/SharedSource/Serialization/XMLExtensions.cs:line 100
Draconis🐊  [author] Jul 13 @ 2:04am 
Harpoon Spear update is complete now

Harpoon Spear, a basic polearm that lets you attack at a distance but is extremely cumbersome to deploy vs knives or the boarding axe.

Thermal Harpoon Lance, an indcendium rod is agitated with every thrust, heating the space age alloy blade to extreme tempature adding burn damage with each thrust.

Cult Trident, a trident made of a solid piece of cursed alloy does increased damage that becomes quite warm with mild radiation with every swing, with the lions share going into the targets innards which are slowly cooked.

Alien Spear, ooOOOOooOOOoOOoooooOoOOoOOooooOooOooooOOOooo
Moon-Shadow Jul 11 @ 2:32am 
I have a mod that allows the original weapons that do not go into the hotbar go to there.

This mod then probably has the effect on a few of the heavy weapons of “Vanilla Weapons Overhaul (Draconis)”, since a part goes into the hotbar, a part not probably the really heavy ones.

-

Or does this mod here have assault rifles that go into the hotbar, and doesn't it just look like the hotbar mod I'm using also affects a few weapons on this mod here. ?
Draconis🐊  [author] Jul 11 @ 2:11am 
No, you should really only choose one as they both overwrite vanilla weapons and do very different things.

EHA has on average more realistic milsim style weapons with reload functions. With Coalition vs Sep guns based around a classic Nato vs Warsaw Pact style of weapons. Assault and other rifles fit in the hotbar and have specialized fabricators for certain things.

VWO is more loose diesel/ray punk with bloom of fire recoil effects it has for the factions more of a if Wal-Mart made UNATCO's weapons vs stamped sheet metal deranged cowboys. Assault and other rifles are bulky do not fit in the hotbar similar to vanilla, though there are two specialist backpacks that have a slot for a bulky two handed weapon.
Eclipse Jul 11 @ 12:48am 
sooo then they should play nice
Draconis🐊  [author] Jul 10 @ 5:11pm 
Completely different styles of weapon mods.
Eclipse Jul 10 @ 4:53pm 
does this work with Enhanced Armaments or is a patch needed?
Draconis🐊  [author] Jul 7 @ 11:21pm 
jovian helm works fine, removed auto injector from the armor (was old test build bug that got overlooked) Having Internal injuries while wearing it outside will trigger the pressure stabilizer so don't use it if you are healing from ABX.
Draconis🐊  [author] Jul 5 @ 7:17pm 
you will also get it if you have air quality drop on the submarine
Draconis🐊  [author] Jul 5 @ 7:17pm 
Jovian has a pucs style filter I can check it before I update
Moon-Shadow Jul 5 @ 6:56pm 
Is there a problem with this function of the “Jovian Armor” ?

I have only looked at the values of the things in a test, not seen how it looks on the body and what kind of things have places.

Except a few days ago I found a helmet that fits an oxygen tank, unfortunately it starts using the tank right away, not like the "PUCS" that use the air from the submarine and only start using the tanks in the water, this helmet just looks like it is open so a bit strange that it uses the tanks right away. / Probably only meant to be used where there is little air and to have better protection than a diving suit that makes you slow.
Draconis🐊  [author] Jul 5 @ 6:39pm 
autoinjector was turned on from old testing on jovian armor will turn it off later tonight in a hotfix since no one has reported that in months?
DeBaron Jul 2 @ 8:31pm 
Just so you know, you've made a great mod! I was planning on a purely vanilla playthrough but wanted a lil' more weapons and this mod basically fixes it all. Truly recommended!
Moon-Shadow Jul 1 @ 2:31pm 
I wrote that I would look for a new one that, if possible, explains exactly how closely it follows the original, in order to see which directions the various Neurotrauma versions are going in, and to find one that suits me, i to test, and play later.

I can't even find the original, if it still exists, where I could at least read the mod page to compare the things with newer ones and see which directions they are going in.

I didn't know that the original no longer exists, so I first have to look up which mods, this is a Neurotrauma. / And which the a additional mods, these then require the respective Neurotrauma mod, but I don't need it for now.
Draconis🐊  [author] Jul 1 @ 1:06pm 
Last thing I am going to say about NT, OLD VERSION IS OUTDATED DO NOT USE IT.

DO NOT USE OLD NT IT IS AN OUTDATED MOD IT DOES NOT WORK WITH CURRENT VERSION.
Moon-Shadow Jul 1 @ 11:40am 
The original is also nowhere to be found, and I once set it as a favorite, then looked for a language patch that is still there, the previously found Neurotrauma no longer here.

Forked version, so look for one that is called that. / If I can't find one, that a other says it's as close to the original as possible.

Well that explains why there are no links in other mods to the original.
Draconis🐊  [author] Jul 1 @ 11:23am 
Neurotrauma is forked version main version, do not use old version.
Moon-Shadow Jul 1 @ 10:59am 
If I had known that it would take so long and that there would be so many messages, I would have created a post in the forum and sent a link here.

So that I could write about it and find out from you what these lasers are like.

Now I only know that I still have to find a suitable neurotrauma mod to test, why your lasers have to make an explosion, I only know that many people use neurotrauma.

-

Well then I'm done, I'll write again when I find bugs.
Moon-Shadow Jul 1 @ 10:48am 
And I only know lasers with fire damage from other mods, I can't find the original Neurotrauma either to test it with your and other lasers, I don't know what all the other mods do differently if you don't know the original which is the more suitable mod.

Is there no original Neurotrauma anymore, only mod offshoots from others. ?