Barotrauma

Barotrauma

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NT Grafting
   
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2.180 MB
25 Jul @ 6:09pm
29 Sep @ 5:09pm
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NT Grafting

Description
A Neurotrauma extension mod for taking the limbs and organs from the creatures of Europa and grafting them onto yourself. Experience the benefits of the creatures you fight, and with them, the difficulties that come from mixing DNA.
There are currently 18 different grafting procedures that can be done.

This mod must be loaded above NT and any mod that tries to override vanilla creatures. If this does not happen, it is likely that the creatures will not drop any grafting items, making this useless.

A guide for how to properly graft as a medic is here:
https://drive.google.com/file/d/1Mo8qMr_5LFY_izNr_X9xYtO6_h2If-HF/view?usp=sharing

This mod has not yet been properly balanced. All factors such as item fabrication costs, difficulty to graft, benefits of grafts, price of transplants, and many more have not yet been properly fine tuned. As such, any feedback about the mods balancing is appreciated.


Current patches:

-Baroverhaul: Patches the talent tree, allowing for both Baroverhaul talents and NT Grafting talents, as well as takes the Baroverhaul modifications of some creatures and adds NT Grafting drops to them.
https://steamproxy.com/sharedfiles/filedetails/?id=3537658153

-Baroverhaul All + Parallel Unlocks: Patches the talent tree.
https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3549478052

-NT Cybernetics: Patches the cybernetic organs to return grafted organs. Changes the EMP to fit the needs of both NT Grafting and NT Cybernetics.
https://steamproxy.com/sharedfiles/filedetails/?id=3539184400

-LeCrazyy's Talent Rework: Patches the talent trees to merge the talent rework's and NT Grafting's trees.
https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3568103640

-EuropaWaifu 2: Patches the "Humanhusk.xml" file to work for both EuropaWaifu 2 and NT Grafting.
https://steamproxy.com/sharedfiles/filedetails/?id=3539881487


If you use the NT Eyes extension, all eye afflictions from this mod will be unobtainable.


THIS MOD IS BLEEDING EDGE, EXPECT ISSUES EARLY ON
This mod will not perfectly work with any other mod that adds unique new organs. More patches can be expected for the future to remedy this current issue.

Updates will likely slow, as I am becoming more busy.


Please report any bugs found. I will try to fix what I can.


Many organ assets and the scalpel assets were taken and modified from original Neurotrauma, thank you for the art.


This mod took a large amount of time and dedication to properly develop. If you enjoy the mod, and want to support me for the time it took to develop, please consider donating to the bitcoin wallet below:
bitcoin:bc1qwqf5kjf9dcf9zzp2n3f5qu4k3cxs2al6x69u4fgv5kmq9v3hcpnsfx92hz?message=Donation
Popular Discussions View All (3)
23
5 Sep @ 1:24pm
Bug Reporting
Aegis_Myles
7
29 Jul @ 10:45pm
New logo
⛒ - Crimson Wolf
7
24 Sep @ 1:54pm
Balancing Suggestions
Aegis_Myles
89 Comments
Aegis_Myles  [author] 15 Oct @ 8:51am 
To re-elaborate, it'd just take a lot of time to add that. I do think it's a good idea, however one that would have been far easier if I thought about it before developing everything
Aegis_Myles  [author] 15 Oct @ 4:46am 
That's probably not happening for a while if ever, it sounds like a fair amount of restructuring, and I don't even have any ideas for what I would want to allow the player to change.

Just not a priority for me at all
M1911A1 Oversize® 15 Oct @ 2:46am 
basically as i think its a great thing when mods have a config that players can use to customize game mechanics
Aegis_Myles  [author] 12 Oct @ 11:19am 
Oh you want me to make settings you can adjust?
M1911A1 Oversize® 12 Oct @ 10:42am 
@aegis_myles a config for stuff like a option to disable rejected grafts and multiplyer etc
Aegis_Myles  [author] 12 Oct @ 5:18am 
I wasn't very familiar with lua conventions when I made this mod, as I have never used the language in a practical way before. You're referring to the configdata.lua, correct?

I'm not sure what I'd even put in the file quite honestly as I just don't know enough about it
M1911A1 Oversize® 12 Oct @ 3:54am 
can u add a lua config like nt cybernetics
Aegis_Myles  [author] 11 Oct @ 11:19am 
I'm glad it's working now

I definitely want the latcher to have something more interesting, so maybe in the future I'll make something more for it. It's definitely the least interesting of all the abyssal creatures
Watah 11 Oct @ 10:39am 
OKAY! Yes that was my issue. I was under the assumption each dosage I applied immediately caused overdose, so I just started to assuming every dosage always caused it. This was purely a blunder on my end. I'm not sure how I came to the conclusion that such was the issue, and I have already properly performed a graft because of this realization.

I believe this is still totally the fault of my own. I foolishly assumed that the DNA Ligation was something you multi-dosed immediately to counter the cross-species, and that overdose only occurred if you use any beyond the required amount. Thank you for the clarification!

Also in return, a goofy idea. I think it'd be cool if Latcher DNA could lead to some form of a harpoon equipment. I don't know how possible a 'ranged creature attack' is with the genetics, but being able to latcher something yourself sounds fun.
Watah 11 Oct @ 10:27am 
I was taking the correct precautions then. I did have a Max Husk gene on the individual, however based on how you described it, I can assess what my issue was.

I was using the DNA Ligation very aggressively for my treatments, since my experience made it seem the cross-species rejection is what was instantly organ-killing them, and I assumed the overdose was merely unavoidable since from what I was seeing each dosage always maxed out the 10/10 overdose affliction. I'll take another attempt at it be much more ginger with the Ligations.