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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.
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.
There are a lot of older mods that are no longer maintained that might be a good starting off point.
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.
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.
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.
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.
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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.
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.
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.
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.
It should be similar to your light pistol, but I think yours has more ammunition.
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.
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.
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
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
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.
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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. ?
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.
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.
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.
DO NOT USE OLD NT IT IS AN OUTDATED MOD IT DOES NOT WORK WITH CURRENT VERSION.
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.
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.
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Well then I'm done, I'll write again when I find bugs.
Is there no original Neurotrauma anymore, only mod offshoots from others. ?