Barotrauma

Barotrauma

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Vanilla Weapons Overhaul (Draconis)
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22.056 MB
29 Mar, 2023 @ 4:06pm
18 Oct @ 1:06pm
364 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
50 items
Description
Based on the original mod by ☢SAF OVL☢ SCP-966-1

https://steamproxy.com/sharedfiles/filedetails/?id=2784626867

Merged with Sydwads excellent Laser Pointer mod.

https://steamproxy.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.

Chinese translation by Superb_noob.

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.

Functional Spear/Harpoon melee weapons that allow melee aiming without the usual overhand swing effect

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)
54
17 hours ago
Bugs Reports/Suggestions
Draconis🐊
535 Comments
Draconis🐊  [author] 36 minutes ago 
Mods have different internal balancing, scaling and mechanics. This mod uses dynamic bloom to allow guns to have more accuracy than usual in vanilla Barotrauma but after a few shots with low weapon skill the reticule blooms out making them inaccurate. Also everything assault rifle or machinegun size is a two handed weapon that can't go in the hotbar and only stuff like the vanilla rifle are short enough. With a few hotbar items such as the veteran double barrel are considered small not medium items and can go into toolbelts or other small slot containers.
Defiant 1 hour ago 
shucks I think your right
Moon-Shadow 6 hours ago 
In the Mod Info: "General Information."

Mod names as abbreviations: EHA, CoL, THG

I don't know, but "EHA" could be "Enhanced Armaments."

So read for yourself how well it could work and what you arrange the Mods.
Defiant 12 hours ago 
I think I remember seeing them in a playlist you had, but I cant remember lol

(and also how well with RRR Armaments? )
Defiant 12 hours ago 
How well does this do with Enhanced Armaments?
Moon-Shadow 6 Oct @ 8:28am 
"Big Guns" I don't remember if the weapon displays the effect in the active effects info stay, if you have a weapon in your hand that is eligible for it.

If it's displayed, all you have to do is launch the in-game editor and place the desired weapons in a cabinet, start the test, and see which of these weapons displays the effect.

The wiki only mentions the revolver, hand cannon, and alien pistol for the original weapons.

That's why energy pistols could also count, or even some of the pistols like the heavy pistol. There are no normal pistols in the original game, so any pistol that counts as a pistol could work.
InPride 6 Oct @ 1:54am 
Hello. I'm really enjoying this mod, but I have a question. Among the captain's skills, Big Guns grants a 30% bonus damage to monsters with the "Revolver" and "Hand Cannon." Does this apply to the weapons added in this mod?

If so, which ones?
Items with "Revolver" in their names?
Or does it only apply to the basic Revolver and Hand Cannon?

Sorry for my bad eng. this is to writen by translator
Draconis🐊  [author] 1 Oct @ 3:27am 
Russian and Chinese translations have been added/updated.
Moon-Shadow 30 Sep @ 3:56am 
If you get permission.

Then upload both parts, including the weapons, as a package in case someone has other equipment that would conflict with this one but wants these weapons.

If there is only permission for the equipment, then not the weapons as an extra mod.

---

I'll continue to use these because everything works for me. / Except for the lasers, whose batteries can't be charged with power from the generators. At least they have slightly more to higher damage to compensate.
30 Sep @ 3:27am 
My modder friend managed to remove the weapons from the mod keeping the armor and gear, can i get your permission to upload it?