Barotrauma

Barotrauma

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Vanilla Weapons Overhaul (Draconis)
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File Size
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21.765 MB
29 Mar, 2023 @ 4:06pm
29 Sep @ 12:21pm
357 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.

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)
51
12 Sep @ 11:05pm
Bugs Reports/Suggestions
Draconis🐊
525 Comments
Draconis🐊  [author] 11 hours ago 
Whenever you are ready I am waiting.
Draconis🐊  [author] 28 Sep @ 11:27am 
Do you have Discord? I am Draconis13 on Undertow or Barotraumatic
Superb_noob 27 Sep @ 10:27pm 
I made the chinese translation of your mod,how can i send it to you?
Draconis🐊  [author] 27 Sep @ 7:26am 
The guns and gunplay are tied to abandoned station content and other pirate/bandit/station NPC's It is a whole package deal.
27 Sep @ 6:57am 
I have tried several times to remove the guns but eh, always gives an error aka the mod cannot find itself
Moon-Shadow 27 Sep @ 6:48am 
I don't know how the mod is structured, i.e. where the weapons and equipment are. If it's in different files, wouldn't the mod user have to simply delete the weapon files.

Or take out the files for the equipment you want and put them where you need them.

If everything is in one file, have deleting things.

And then you have to rename and relocate the disassembled mod, since it changes again with every update.

-

For me, it's fine like this. The good thing is that the original weapons aren't removed or made weaker, just that you can have new ones.

I've read mods that say they're removing the original weapons with new ones, and others where the new ones are so strong that the old ones are bad and the enemies are made more stable.
Draconis🐊  [author] 27 Sep @ 6:33am 
The mod was and is based on revamping the vanilla guns with dynamic bloom and then adding more gear progression. If you want to use animated gun mods that is cool but its outside of the scope of the mod to add as it takes each gun to hundreds of lines of code and is not inside the scope of the project. Finally I am not going to maintain two versions of the mod just to use alongside other mods where the gear is not curated for what they are trying to do.
27 Sep @ 6:28am 
Draconis if you're interested please make a version with no guns and just gear & armor. I like the guns but they nowdays dont exactly fit with animated gun mods that i have in my campaign. Thank you.
Draconis🐊  [author] 18 Sep @ 12:05pm 
So blueprints are doing alright but I am going to pull revolver stuff off of the coalition blueprint since it is stepping on caps toes, meant to before I sent it but eh.

Went through and cleaned up a lot of the really long descriptions on some items and fixed a few things I noticed that were wrong.

Next planned update series is to get more wreck/alien/abandoned station loot going that is more unique with alternate rare helmets, armor and of course weapons to keep things rolling without bloating up the fabricator or choice paralysis.
Ulysses 11 Sep @ 10:52am 
got it. you're right coalie rep was irrelevant it's good for them to have something