Barotrauma

Barotrauma

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Vanilla Weapons Overhaul (Draconis)
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21.653 MB
29 Mar, 2023 @ 4:06pm
12 Jun @ 4:04pm
335 Change Notes ( view )

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Vanilla Weapons Overhaul (Draconis)

In 2 collections by Draconis🐊
Not quite Vanilla
33 items
Not Quite Vanilla Barotraumatic Voyage
49 items
Description
Based on the original mod by ☢SAF OVL☢ SCP-966-1

https://sp.zhabite.com/sharedfiles/filedetails/?id=2784626867

Merged with Sydwads excellent Laser Pointer mod.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2899922407

Featuring Fantastic sprite work by artist Larry Yang, Putt Putt Extended Armory and Tactical gear sprite work Particle/Laser effects from EK_Videogames legacy mods. Unique Anti -Materiel sprite by HonestHoney.

Russian translation by ThatUserDeleted.

Overview

Vanilla Weapon Overhaul is a comprehensive series of tweaks, adjustments to the original game weapons, armor, Station and Submarine NPC's along with the addition of some new weapons and equipment in the same theme.

Mod is designed to be optimized for long campaigns and to not have too many status effects on items or excessive numbers of small/similar items.

There are minimal ammo types similar to the base game and a new part kit resource used to construct or rework higher tier weapons.

Adds a system for dynamic recoil/bloom to firearms that improves with higher weapon skill.

General Information

I strongly advise not running the game with multiple weapon mods such as EHA, CoL or THG as I am not going to troubleshoot cross compatibility, but you do you. I suggest if you use this with Baroverhaul you place VWO above it to keep the Vanilla weapon changes I have made, otherwise its fairly compatible.

While a few of the weapons can only be found as wreck loot, many of the special or variant weapons can be crafted using advanced parts kits which can rarely be bought at stations or found on wrecks, allowing you to manufacture higher quality versions of the rarer weapons.

Vanilla weapons are slightly tweaked but close to their original values, some like the machine pistol are now craftable and the damage slightly lower 1.15 vs 1.3 of the SMG up from 0.9 Vanilla. Revolver does more bleed damage and slightly more gunshot damage, assault rifle is now more of a precision automatic etc.

Weapons can all accept a Flashlight and the new Stab Light which is a narrow blue spotlight that prevents washing out a thin red laser aim module giving you some light and laser sighting at expense of increased battery life vs a flashlight or laser. Rifles, Carbines and Light Machine Guns will also be able to instead mount a scope in a coming Vanilla update.

Note that some weapons have additional damage types or chance on hit to inflict them. Such as fragmentation(explosion)/blunt/bleed damage chance on hit. These effects will complicate Neurotrauma mod injuries and lead to more incapacitation on limb hits.

Finally NPC's in stations and submarine have gotten a rework to use these new items in their loadouts along with talents and other boosts to make them challenging and better able to operate their submarine or pose a threat to the players during abandoned or raiding unfriendly station encounters. For a high risk/reward gameplay

Added Weapons and equipment

The new equipment is divided by three rough tiers.

Basic gear being easily able to make such as basic pistols and carbines, Effective to arm large crews, lower weapon skill crewman or use as backup or sidearm weapons. These can be just as deadly as higher tier weapons by trained users and at higher craftsmanship.

Intermediate gear requires talent gear or rarer materials to make and provides alternate performance such as the Shotgun Revolver or Aftermarket Revolver Carbine. A few like the Jovian shotgun are purchased/found as cheap low tier alternative.

Advanced gear takes either an Advanced part kit to produce or is bought from a reputation vendor and can be upgraded with a parts kit to higher quality. The new items can also be found as loot on wrecks.

Normal talent gear is not made obsolete, revolver rounds have slightly increased headshot damage, SMG mags can be reloaded (but not crafted!) by anyone. Many guns vanilla or otherwise do additional damage such as blunt or laceration to represent lucky hits or frangible rounds. Similarly base game armor has been tweaked or adjusted slightly such as pauldrons on standard body armor and the mudraptor shell protect the upper arms.

The new and altered bags/packs are built off of talent gear combining items like the Backpack and Bandolier, Many items have restricted slots so that only certain items can be carried in them but more overall items. The vanilla Toolbelt is adjusted to have 2 Tool slots for wrenches, screwdrivers or welding/cutting tools.

Several weapon groups require Mechanical, Electrical or even in the case of the Laser Rifle Medical skills rather than just Weapon Skill. giving an alternate progression into specialized weaponry for non security classes.

Heavier weapons especially Handcannons and large caliber rifles have massive recoil and will stun or even injure when attempting to use at low weapon skill, You can wear a handy Exosuit or Exoskeleton to prevent this.

Additional misc changes/additions: Riot Shields are one handed and many of the higher tier stocked weapons have skeletal or compartment stocks that can hold a bandage, plastiseal or Neurotrauma Tourniquet.
Popular Discussions View All (1)
47
4 Jun @ 12:25pm
Bugs Reports/Suggestions
Draconis🐊
428 Comments
Draconis🐊  [author] 13 Jun @ 2:32am 
no
Moon-Shadow 13 Jun @ 2:16am 
Did you not read your thread.

Bugs Reports/Suggestions

-

I linked the mod “Geth Pulse Rifle”.

You could take a look at it, it's an energy weapon that has infinite ammo that overheats when used.

In the files you should be able to see how it works to build a pistol and rifle yourself.

Or ask the modder, if it is not possible for you that it works, how he made it work.
Moon-Shadow 13 Jun @ 2:04am 
How about night vision scopes, in real life there is such a thing.

In the game there are portable energy weapons that one person can use alone, so the technology should be advanced enough to build night vision scopes.

These night vision scopes could then also have less range than the others without night vision.
Draconis🐊  [author] 13 Jun @ 1:32am 
So trying to get the updates ready for the new patch out in a week or two. Scopes are going to be in and like Vanilla scopes will be sharing the Flashlight/Laser sight so the idea is to use your team to spotlight enemies for you and/or use thermals with long range weapons.

All Rifles Light Machine Guns and Carbines will be getting scopes besides those with very low velocity or wonky mechanics like the Spasm Gun.

Defensive Carbine will be the earliest gun to mount scopes.

The Rifle styled Light Machine Guns will be the only automatic support weapon to get a scope option to keep the LMG/Automatic rifle relevant.

I want to get an earlier game lower power laser rifle and pistol out but testing has been rough. Recharging infinite ammo is out I am thinking of doing something similar to the Medic Laser and having a very large battery gated through a super capacitor but more forgiving due to the lower power drain. Somewhere between the Sub Service and Light pistols with a gimmick.
Draconis🐊  [author] 10 Jun @ 10:12am 
Sub Service pistol recoil reduced to go along with the tiny bump in damage. It is the weakest round but you got 30 shots so go nuts.

The Spear and Harpoon are both properly harpoonammo tag for Slayer perk.
Draconis🐊  [author] 10 Jun @ 10:04am 
Better Russian Translation
Some slight changes to guns like light handcannon just has 6 rounds instead of 5.
Dual wield penalty for modified revolver reduced

LMG series weapons ammo rechambered to 5.45x39 to make it distinct from the Defense Carbine 5.56x45 as they could not share magazines and caused confusion. They now use a similar round but the LMG has slightly better penetration and decent yaw but lower direct bullet damage than the defense carbine.

Also meant to establish both more multinational origins for certain weapon lines and the bureaucratic mess of the Coalition not standardizing ammo.
Draconis🐊  [author] 6 Jun @ 3:25pm 
ok
Moon-Shadow 6 Jun @ 2:07pm 
Weapons info

It should just be stated more clearly.

That it is an Easy to Carry Heavy Laser, and Bleed Heal is just a side effect that stops bleeding on all bleeds if it survives the high damage.
Draconis🐊  [author] 6 Jun @ 1:50pm 
Its a high power laser gun, it kills but it also cooks causing bleeding to stop, this only matters on large targets with bleed and is more quirky than helpful, very rarely someone who knows what they are doing can say shoot a engineer in a pucs suit and stop them from blleed to death while dealing minimal damage its very fine tuned
Moon-Shadow 6 Jun @ 12:51pm 
I did not see that it is considered a heavy weapon, the previous version of the laser rifle I have only used once on doors and there the effect was also different, how many batteries you can carry in the inventory I also did not try, if you go by inventory you would have to assume is a heavy weapon, only original there is hardly what is considered heavy.