Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
367 Comments
Draconis🐊  [author] Apr 29 @ 12:52pm 
New weapon class of Spears added right now there is just a cheap harpoon spear and a Husk Cultist reputation Trident. Both are two handed and don't fit in hot bar and must be held or on back slot else a bag with medium item holster. The trade off is they have increased reach as they are actually spears and can be aimed to poke at enemies from a distance, especially on ladders making them quite strong. Plan to expand out a couple more, a high tech electrical burn spear and some kind of wreck/loot version thinking an Ahabs spear type thing
Draconis🐊  [author] Mar 20 @ 6:15pm 
Rifleman is the perk in Barotrauma Vanilla that gives you Rfile, Rifle Bullets, Assault Rifle and Assault Rifle Magazine.

The Marksman Rifle is a lower rate of fire semi automatic version of the Assault Rifle employed by the Coalition to sidestep the legality issue of the Assault rifle and to utilize captured stocks of assault rifle ammo. Its a whole tongue in cheek joke at the lore where the Assault Rifle ban is a thing that much like the Husk Church ban is not really enforced.
Interranin Mar 20 @ 3:16pm 
can you clarify what exactly is the name of the perk to open them ?
Draconis🐊  [author] Mar 20 @ 2:36pm 
Assault Rifle rounds you need the Security perk or far enough in the campaign to buy them.
Interranin Mar 20 @ 2:15pm 
I need help with crafting 6.8 rounds of ammo for the MARKSMAN RIFLE. Which magazines and on which workbench can they be created ?
Livelandr Mar 20 @ 9:49am 
It crashes with baroverhaul
Black Lenin Mar 20 @ 3:04am 
@Skide could you share your russian translation? I can edit it and send to mod creator
Black Lenin Mar 20 @ 3:02am 
Thanks for update
Havel L. Krik Mar 20 @ 2:58am 
:steamthumbsup::steamthumbsup:
Draconis🐊  [author] Mar 19 @ 10:22pm 
Did a pass and tweaked the MG's a little, GPMG got a heavy pass it was not putting the bursts out correctly. Low skill is still rough but not as bad, you will now be able to get smooth 4-5 rounds bursts at high skill, do keep in mind its not as high caliber as the HMG but its much higher fire rate so it will get unsteady quickly unlike the LMG.
Havel L. Krik Mar 19 @ 12:39pm 
Well, if nothing, there are alternative weapons I can use.
Draconis🐊  [author] Mar 19 @ 5:37am 
Also previously I see you were talking about the Assault rifle, the Defense Carbine is nowhere close to the assault rifle in VWO, which has a very high penetration value and the EAP rounds do additional Blunt damage on top of the usual gunshot to represent kinetic transfer/hydroshock which is not reduced as much by most normal armors. Assault rifle is accurate, 5 more shots and a heck of a lot more damage especially against vet or tyrant mudraptors.
Draconis🐊  [author] Mar 19 @ 5:34am 
Huh I will take a look last I checked the GPMG is good for a 4-5 rounds burst, I did the recoil mechanics similar to IRL where you can put down a burst of fire but protracted full auto is not at all accurate. The machine guns are not mounted so rely on high skill and are made for the security kneeling accuracy perk, But yeah holding down full auto gets extremely inaccurate and you are meant to fire a burst and then let accuracy reset and fire again, the heavier guns reset accuracy very quickly after firing.

You can rock and roll full auto but panic fire is not rewarded and its going to be heaps inaccurate.
Havel L. Krik Mar 18 @ 11:32pm 
I know spread can be a big deterrent. I've had it where several human enemies have opened fire on me, and the spread of their weapons has them shooting the ceiling and floor. It could be that they're using weapons that they don't have the right skill for, but in practice (and with 100 in every skill, talents, other mods) there are still weapons that can not hit an enemy at close range. An example would be the General Purpose Machine Gun, I wan't to use and like that weapon so bad, but unless you use it like a semi-auto weapon, melee is a better (and more responsive) option. Also, increasing Rate of Fire exacerbates the poor accuracy even more, although it is very cartoon'ish (in a humorous way). I hope this doesn't cause a fuss, I mean no trouble.
Draconis🐊  [author] Mar 18 @ 5:13pm 
Some people feel like the Defense carbine is trash and actually refuse to use it vs the other autos and that little bit of tweaking give or take into niche guns makes everything both useful but everyone will like something different without a clear best in slot.
Draconis🐊  [author] Mar 18 @ 5:12pm 
Yeah If you noticed I made SMG mags reloadable but NOT craftable to offset the Defense Carbine needing no talents. There is a lot of differing opinions about that.

Defense Carbine is an actual rifle and all rifle perks work for it in Security Tree, it does less damage per shot than the SMG but with better accuracy and similar if different recoil with 4 more shots, it also randomly does a bit more damage/bleed on lucky hits like all yawing bullets I.E. Military calibers.

SMG is easier to just pick up and use and has specialized Depleted Fuel ammo which drops bodies but its accuracy especially at range limits it to much slower firing. The Deadeye upgrade while VERY accurate does a tiny bit less damage per shot at 10% (vs 30% vanilla!) and an ok fire rate per 3 round burst, however the SMG will always out perform it point blank but those 3 round bursts decapitate mud raptors.
Wehrmachgt Mar 18 @ 9:01am 
This mod is #1 in my mod campaigns, kinda unbalanced especially the defense carbine that is as good as an assault rifle but fits in hotbar and ammo can be crafted with no talents, but yet the mod just feels right and so chill to play with.
Havel L. Krik Feb 23 @ 2:43pm 
Darn.
Draconis🐊  [author] Feb 23 @ 2:29pm 
Attachments cause issue, Security perk is really the only way besides yet another status effect.
Havel L. Krik Feb 23 @ 2:24pm 
Is it possible for a Bipod or something that reduces weapon spread when crouching?
Draconis🐊  [author] Feb 10 @ 11:05am 
No clue, I have not heard anything from someone willing to update/expand the translation in a long time.
Skide Feb 10 @ 9:17am 
Will the Russian translation be updated? I assume new items are constantly being added. I made a translation for myself, but it's not very good.
Draconis🐊  [author] Feb 9 @ 1:31am 
Yeah its more of a quirky bonus than a huge thing.

Still not 100% where I want to be with the bandolier, I am considering 3 ammo slots like the makeshift= with a tool/sonar/med similar to the LBV. Going to be a bit on that one.
Havel L. Krik Feb 8 @ 12:03pm 
Oh, well that's a shame.
Draconis🐊  [author] Feb 8 @ 6:48am 
No, its a gimmick reference to how Soviet Soldiers in the Afgan war put pink rubber Esmarch tourniquets on their skeleton stocks along with a packaged bandage. Which continues up to todays modern rifles with contemporary CAT or other tourniquets.

In basic Baro hey you got a plastiseal that might save your life but in Neurotrauma you have a tourniquet on hand that can instantly be deployed against traumatic amputation.

The repeating rifle however has a large hollow stock that can fit most medical items or skittles.
Havel L. Krik Feb 7 @ 11:21pm 
For weapons that can hold one Bandage, can the slot(s) be made to hold one non-specific medical item? I'd like to put a Blood Pack or Calyaxnide in that slot.
Draconis🐊  [author] Feb 2 @ 11:28am 
yeah whoops laserriflemag has two r's in it and laserrflemag had the tag for it to work as ammo correct. Very silly oversight, patched and fixed with new sparks on the laser bore.
Flash Draw Feb 1 @ 10:17am 
so, the mod is broken, something about the "Laser Riffle Fuel Cell" recipe
Ltyar V Jan 31 @ 9:57pm 
Is it compatible with guns enhanced?
Draconis🐊  [author] Jan 29 @ 11:14am 
Likely going to refine the abandoned station combat with more varied enemies and better dispersion of rare and special enemies. Possibly breaking doctors off into their own class so they treat the other hostiles so they don't bleed out.
Draconis🐊  [author] Jan 29 @ 8:42am 
New weapon wall image better reflecting current state of the mod.
kenanthebarbarian Jan 29 @ 7:42am 
This gear is a lot of fun. Thanks for all your hard work!
Draconis🐊  [author] Jan 29 @ 5:19am 
So the energy weapon update is fully out at this point. Now its at the point where things just need to be adjusted and tweaked to stay cohesive. Likely add in some more pirate/bandit/regulator/coalition rogue specific items along with more wreck loot So that there are interesting items outside of just the craftable and reputation items.

The Dynamic bloom system seems to be functioning fantastically across the board, allowing weapons to have high base accuracy but capable of sustained/desperate autofire without being laser pointers like in vanilla.

Not 100% happy with how the bandolier rework turned out though I don't want to adjust it again so soon. Might look into other configurations, same with the grenade launchers

Likely go look at trimming or better explaining some of the flavor text.

As always if you have any issues or wharever
Draconis🐊  [author] Jan 10 @ 1:40pm 
Though I should have named it VWOclownextinguisher, maybe I will in the future.
Draconis🐊  [author] Jan 10 @ 1:39pm 
I don't use mods made by Gas or associate with them due to his constant racist harassment of people in the community that has gotten him banned from basically all of Baro.
kenanthebarbarian Jan 10 @ 9:17am 
Just FYI: noticed this conflicts with the Eldritch Diver mod because both share the same prefab IDs for the fire extinguisher and clown extinguisher.
Draconis🐊  [author] Jan 4 @ 12:41pm 
I mean the pipe wrench is correctly sized as its a big heavy wrench even if it seems small its solid metal. Making weapons too big or long causes issues with them hitting unintended things like low ceilings or people behind you.
Rondson Jan 4 @ 5:31am 
Not engineer's, but mechanic's rather.
Rondson Jan 4 @ 5:31am 
Allo, bossman.

Trick quesiton: Is it possible to alter an appearance of engineer's heavy wrench to actually make it look like a two-handed tool?

There's a mod for that, but I know not how finnicky is it to add on the ongoing savefile at all:

https://steamcommunity.com/sharedfiles/filedetails/?id=2947379906
Draconis🐊  [author] Jan 2 @ 6:24pm 
Light pistol is going down to 2 stack like everything else.
Draconis🐊  [author] Jan 2 @ 4:07pm 
The bandolier update was pretty extreme however I am considering going a step further instead of 2 ammo, medical and tool slots I am thinking 3 ammo slots top and 1 each of Sonar/PDA, Medical and tool slots for the second.

This will define the bandolier as more for ammo while having more and less carry capacity than a standard tool belt. I am going to once again sit on this one awhile before I update and would like to hear some feedback.
Draconis🐊  [author] Jan 1 @ 8:11am 
So I have been considering more faction stuff for Clowns and Husk Church, Currently the focus is higher end energy weapons tied to electrical/mechanical to give not only those job roles a leg up in the weapon department as well have security cross train to utilize them more effectively.

Armor there is a lot in the mod at the moment I am slow in adding too much of one thing at once, Also trying to add more wreck/abandoned treasure content instead of buy and craft. Low end Separatist weapons have been a thing, I had a .38 lever action but it was hat on a hat to the current brush gun style one and there are enough revolver weapons, the modified revolver even might have been a bit much but eh.

Blueprints was an early idea but you either tie the talent to the person who gets the talent blueprint or everyone has to go to the ship library and read all of them which is more item bloat and more tedium.
BioX853 Jan 1 @ 3:33am 
Hi Draconis. Any recommendations for "vanilla-style" armor mods to complement this?
Rondson Jan 1 @ 2:46am 
Hello, Draconis. Thanks for your mods, they very enjoyable to say the least.

Do you have any plans for more "DYI" style weapons of a lower tier, be it ranged or melee far as mechanics and engineers are concerned? Maybe via blueprints or exploration?
Draconis🐊  [author] Dec 25, 2024 @ 5:17pm 
Gardening could seriously use more items and specialist equipment rather than just smokes and a little tonic, like Pom extract is good its just really minor for the amount you need to do anything

I redid EK gunnery partly as EK Turret Rework a sort of Vanilla modernized version of the mod as it is pre small/big turret split. Its obviously not trying to be a 1-1 but doing things similar to EK but with the idea the ship guns are not strictly better than vanilla, they just run different and use other economies for the rounds.
Lord_PuttPutt Dec 24, 2024 @ 6:06am 
Whole idea behind the old mod was to add things that used what I believed to be somewhat underused mechanics (like gardening, which typically is only used for like tobacco), avoiding EK gunnery bloat (not a bad mod, just a lotta stuff) and also because I hated with a passion having empty unfillable mags. Biggest updates that might come from my end are finishing up the rare variants I had planned, unfucking a couple tags and maybe making an extra mod with more utility type stuff. Should probably look into getting a reloading tool thing made to avoid cluttering the fabricator so much.
Draconis🐊  [author] Dec 23, 2024 @ 1:37pm 
Hmm running into too many words issue with the description I need to make some images to show off the guns and equipment better as many new ones have been added over those depicted. Two more Mechanic based guns to round out the energy/high tech weapons are planned for the next update.
Draconis🐊  [author] Dec 23, 2024 @ 1:32pm 
Speaking of the Lever Action it used to be prominent on the casual server image and it got me thinking about how often you find 30+ rifle rounds long before you can even build or buy a rifle. Should there not be a more basic rifle that uses the same ammo and wanted to do a lever action brush gun type thing for my concept of the Europan Civil war as terrorist idealist cowboys vs Walmart UNATCO
Draconis🐊  [author] Dec 23, 2024 @ 1:30pm 
Yeah the old VWO AT rifle and Puttputt Unique version are setup as heavy as I want to go with support weapons. A big direct fire weapon that can deal with large threats or even submarines with good aiming and combined arms/distractions. I have considered doing a little more oomph on the single shot shot aspect. It takes a lot of weapon skill or exosuit level armor to use effectively. Which is why the Exoskeleton is a interesting choice to help offset the massive recoil.

Big issue though is you really need to keep a good pistol or small rifle/smg as you can get extremely overwhelmed while using it. A few people are big on the AT gun but have run into the backup weapon issue ingame. I can also give HonestHoney the credits on the Rifle. I wasn't sure where you were at with the mod as it was originally revived for awhile by someone else who spitalled using the lever action from it for awhile.
Afinurati Dec 23, 2024 @ 12:38pm 
Thanks for the mod can't wait to try this out! Merry Christmas