Barotrauma

Barotrauma

DynamicEuropa
 This topic has been pinned, so it's probably important
_]|M|[_  [developer] Apr 25, 2024 @ 2:20am
3
Load Order
Here you can find the recommended load orders for some mods where it is confirmed to be mandatory to follow a specific load order:

- Usually any DynamicEuropa compatibility patch (read the patch descriptions to be sure)
- DynamicEuropa
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
- Enhanced Husks
- DynamicEuropa
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
- Enhanced Reactors
- DynamicEuropa
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
- Immersive Repairs
- DynamicEuropa
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
- Hungry Europans
- DynamicEuropa

Mods confirmed where the load order doesn't matter in relation to DynamicEuropa:

Artifacts and Ruins Enhanced
Barotraumatic
Barotraumatic Creature Pack
Improved Husks
More Level Content
Neurotrauma
Last edited by _]|M|[_; Jul 14, 2024 @ 1:53am
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Showing 1-14 of 14 comments
Would ADV Beacon Stations have any issues with DE? All it does is add alternate Beacon Stations.
What about mods that add a trader or something of the sort? Robotrauma as an example.
_]|M|[_  [developer] May 10, 2024 @ 1:46pm 
Originally posted by Cultist ඞ:
Would ADV Beacon Stations have any issues with DE? All it does is add alternate Beacon Stations.
What about mods that add a trader or something of the sort? Robotrauma as an example.
Wreck and Beacon mods are generally always compatible. Mods with custom traders are usually not compatible. If you put them below DE, you may still be able to use the mods just fine, but just don't have access to their custom trader, which may or may not an issue. Depends on the mod. I think a lot of people play DE with Robotrauma, but I've never tried it so I can't confirm functionality between the mods.
Last edited by _]|M|[_; May 10, 2024 @ 1:47pm
CHUBBY GOPHER May 11, 2024 @ 5:45pm 
Job boards do not always provide job. Is this how it should be?
_]|M|[_  [developer] May 12, 2024 @ 9:10am 
Originally posted by CHUBBY GOPHER:
Job boards do not always provide job. Is this how it should be?
Yes it now only has a 20% chance to activate.
You can adjust this if you're willing to enable cheats and spawn the DE-Configurator item into your inventory.
John Shepherd N7117 Jul 12, 2024 @ 10:29pm 
What is the recommended load order for this to work with"More Levels" mod. Or if it doesn't work at all to know at least.

Thank you
_]|M|[_  [developer] Jul 14, 2024 @ 1:54am 
Originally posted by John Shepard N7117:
What is the recommended load order for this to work with"More Levels" mod. Or if it doesn't work at all to know at least.

Thank you
Well we discussed this on the Discord server, but to let others know too:
Load order doesn't matter with More Level Content (MLC)
I've added that info to the original post now :steamthumbsup:
Karman211 Nov 9, 2024 @ 4:52pm 
We were doing a station take over mission, exploded everything and killed everyone. Everything was submerged under water. The mission didn't get completed, we than tried to undock and move off to a different direction to see if the mission got completed. At the end a "Mission Failed" text popped up in the loading screen. How are you supposed to complete the mission?
Last edited by Karman211; Nov 9, 2024 @ 4:52pm
Where does Lua and CS go?
_]|M|[_  [developer] Jan 7 @ 11:31am 
Originally posted by Billy Kahuna:
Where does Lua and CS go?
Doesn't matter. Lua and CS themselves don't care about load order.
Originally posted by Karman211:
We were doing a station take over mission, exploded everything and killed everyone. Everything was submerged under water. The mission didn't get completed, we than tried to undock and move off to a different direction to see if the mission got completed. At the end a "Mission Failed" text popped up in the loading screen. How are you supposed to complete the mission?
Getting back to this, you have to kill everyone from 1-to-1 combat, not shooting with weapons or submerging the station in water. It's a bit hard but you can find a way of doing after a while, we realised that you get the npc to get stuck at a certain angle and kill them one by one otherwise you will die straight away.
Originally posted by _|M|_:
Originally posted by Cultist ඞ:
Would ADV Beacon Stations have any issues with DE? All it does is add alternate Beacon Stations.
What about mods that add a trader or something of the sort? Robotrauma as an example.
Wreck and Beacon mods are generally always compatible. Mods with custom traders are usually not compatible. If you put them below DE, you may still be able to use the mods just fine, but just don't have access to their custom trader, which may or may not an issue. Depends on the mod. I think a lot of people play DE with Robotrauma, but I've never tried it so I can't confirm functionality between the mods.

Do modded outpost modules work with DE?
_]|M|[_  [developer] Jan 19 @ 1:14pm 
Originally posted by kenanthebarbarian:
Originally posted by _|M|_:
Wreck and Beacon mods are generally always compatible. Mods with custom traders are usually not compatible. If you put them below DE, you may still be able to use the mods just fine, but just don't have access to their custom trader, which may or may not an issue. Depends on the mod. I think a lot of people play DE with Robotrauma, but I've never tried it so I can't confirm functionality between the mods.

Do modded outpost modules work with DE?
Only if specifically stated by the mod adding the modules that it's compatible with DE.
Otherwise the modules will just be ignored.
Is D.E compatible with "BT-EW-T.S.M EventSet ALPHA" and its dependency mods?
_]|M|[_  [developer] Mar 30 @ 10:18am 
Originally posted by Justglassin:
Is D.E compatible with "BT-EW-T.S.M EventSet ALPHA" and its dependency mods?
I'd assume probably not, but I can't say for sure since I haven't tried that mod.
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