Barotrauma

Barotrauma

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Vanilla Weapons Overhaul (Draconis)
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29 mar, 2023 @ 16:06
17 jun @ 10:42
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Vanilla Weapons Overhaul (Draconis)

I 2 samlingar av Draconis🐊
Not quite Vanilla
33 artiklar
Not Quite Vanilla Barotraumatic Voyage
49 artiklar
Beskrivning
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.
Populära diskussioner Visa alla (1)
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4 jun @ 12:25
Bugs Reports/Suggestions
Draconis🐊
437 kommentarer
Moon-Shadow 17 jun @ 10:43 
Then no infinite weapons with cooldowns. / And no batteries with rechargeable, swappable batteries.

It also becomes useless when the weapons are huge and make the character extremely slow, and then they cool down because you only have to get to the target, where being slow is less of a problem.

Unless you can think of something sensible to balance things out without using multiple weapons per character.
Moon-Shadow 17 jun @ 10:38 
I don't know, but laser weapons have built-in batteries, but these can only be charged by placing the entire weapon in the charging station. / Then it would be rechargeable, but the disadvantage would be that the battery can't be changed. / But that would probably just mean that you'd have multiple weapons to switch between, which doesn't make it any better.

Infinite energy, with very slow and long cooldown times, is bad so only use multiple weapons.

An energy pack on your back and a weapon with a cooldown, just inconvenient and nobody would use it except for bots.

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Yes, finding the right balance is difficult.

I use the laser pistol mod primarily for the bots. It was necessary on my older PC because it didn't have single-core optimization, which the game requires, and a huge number of IDs is a problem. All the ones I don't control require one laser pistol and batteries to charge, which requires less ID Power than several cabinets with building materials.
Moon-Shadow 17 jun @ 10:22 
The two laser pistols use batteries that must be recharged at the charging stations.

The red ones have the least ammo and are the weakest, the purple ones are slightly stronger and have more ammo, and the green ones, with very little ammo, can only be reloaded with uranium.

The Mk 2 pistol and the green Ammo, require plans found in wrecks.

The weapons each require one diamond to build. With higher skills, the weapons and ammo can also be built in better quality.

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The rifle from one of the mods overheats like your Cauterizer, but has infinite ammo and is rather weak vs other Weapons and energy weapons.

I don't know what perks he uses, but it takes me longer with one character to kill a Husk than he does in the video. You can also only carry them on your back and on the weapon holder of the backpack mod, the original and your "Fork" version.
Draconis🐊  [skapare] 17 jun @ 8:39 
The basis for the mods weapon design is 12 revolver rounds for 1 jacket, 1 bullet tip metal and 1 propellant. Everything in the mod follows this by either adding more materials to a magazine, penetrators or rare materials.

This keeps to the games resource based economy and scarcity so that there are more or less economical options with no clear cut best option or infinite ammo situation the bypassed this.
Draconis🐊  [skapare] 17 jun @ 8:32 
It's notbthat I can't make them work ir is I do not want infinite ammo as it is bad game design in barotrauma
Moon-Shadow 17 jun @ 7:19 
I am only modding submarines and the ones I am modding I have asked if it is ok, one is already there and one is not finished yet.

I don't know how to make other mods , if I had made lasers like one of these two , then I would have written in the other thread that you should look at my mod how to do it .

But I can't make mods like that, and I don't know how they work, so you'll have to see for yourself how to do it.

If I had made a mod I would also write that you should have a look at it and not that you have to integrate.
Moon-Shadow 17 jun @ 7:13 
I didn't write that you should take them to add to your mod, but that these mods include how you can make your lasers rechargeable yourself.

One contains batteries that are rechargeable, the other has a weapon that is infinite and only has overheating as compensation.

You have written that you have tried to make lasers that have infinite energy, but have not been able to make them work.

Therefore 2 weapons that you can look at how they work.

And you can also ask the modder if you look but don't know how to apply them to your lasers if it still doesn't work.

Nothing about adding these weapons to your mod.
heheboi 17 jun @ 0:55 
What the sigma (c) panman
Draconis🐊  [skapare] 16 jun @ 23:19 
Stop suggesting i steal other people's mods.
Draconis🐊  [skapare] 13 jun @ 2:32 
no