Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
536 Comments
Moon-Shadow 18 Oct @ 10:06pm 
Unless you have a mod that makes the weapon size of assault rifles and submachine guns hotbar compatible.

That is, the size specified for a weapon, is Compatible to Hotbar, so that it also affects mod weapons.

Such a mod also makes these weapons fit in backpacks without requiring a separate weapon slot for larger weapons.

But there are also mod weapons that such a mod doesn't work on, which is why I don't know which mods and which weapons it works on, so you have to look at things like that in the editor, where you then put everything in cabinets and see where everything fits.
Draconis🐊  [author] 18 Oct @ 9:00pm 
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 18 Oct @ 8:25pm 
shucks I think your right
Moon-Shadow 18 Oct @ 2:40pm 
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 18 Oct @ 8:41am 
I think I remember seeing them in a playlist you had, but I cant remember lol

(and also how well with RRR Armaments? )
Defiant 18 Oct @ 8:40am 
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?
Draconis🐊  [author] 29 Sep @ 2:26pm 
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
Draconis🐊  [author] 11 Sep @ 2:54am 
Yeah so this was the big issue, Coalition Reputation is garbo rewards, this gives them a leg up. Crafting 1 flechette round for 1 iron/steel, plastic and propellant is too expensive and people waste resources making them, but if you make 2, 3 or 4 per craft it makes them even better than grenades because now they are just a easy source of super shotgun rounds and you don't have to worry about hitting yourself with the blast.

Having them as wreck/abandoned loot alongside reputation makes them more valueable, you can still hoard them for a rainy day and with the changes they clear hallways much better
Ulysses 10 Sep @ 8:28pm 
would it be too gamebreaking to make the 40mm flechettes craftable or at least available in higher numbers instead of only like 3 per merchant. Also the tactical heavy pistol is one of the coolest wreck loot guns imo but it can't be recycled for higher quality... could you add it?
Moon-Shadow 1 Aug @ 4:48pm 
I don't know if there's such a thing.

I have a test in the game editor where I always look at everything before adding anything to my save.

All items that come from mods or are changed by mods are displayed in the editor with additional names under the items. For items, you unfortunately have to go through all the sections to see what's changed in the original and what's new.

If you know what you're doing, you could alternatively look at the mod files and see what's written in them, but that's far too complicated.
blizzardfeather 1 Aug @ 3:01pm 
Hey, sorry to bother you! I couldn't find a list or resource of all the different changes and new weapons added in this mod, and how to get them. Does such a thing exist or do I just have to rely on finding stuff in game? Thanks so much!
Draconis🐊  [author] 26 Jul @ 8:17pm 
Yeah since the Jovian suit is just altered deprecated files go nuts
Moon-Shadow 26 Jul @ 2:32pm 
This means the mod shouldn't copy the entire mod.

It should only have this change as a small add-on mod, which everyone can then freely decide to add.

Perhaps it could be created to run without the main mod, if it makes sense not to need the main mod for this change.

And of course, as an add-on mod, it must specify the main mod, and as a standalone mod, it must also specify which mod it is based on to avoid bugs if someone wants to use both mods, have the correct loading order, or if someone wants to change something in the mods for themselves.
Notim Portant 26 Jul @ 2:19pm 
Sorry to be so blunt, im a straightforward guy, i just wanted to create a custom mod for myself and my little community, technicaly we already using your work but its not public as i didnt ask for your permission but figured personal use is no harm, so now i think to maybe share that mod with others but of course i cant do it without getting your permission, my mod is basicaly my take on adding diver job, the sprite of your suit was used for unique suit recipe for that job, of course i would make sure ppl would know that its your work and note the original author in description.
Draconis🐊  [author] 26 Jul @ 12:48pm 
What even is your project idea thing anyway? The issue I am seeing is you came on and bluntly were like "can I just use your mod to make a mod." and didn't try to track down any of the cool mod maker chats or anything on discord and talk shop first. Completely transactional give me a thing I want.
Notim Portant 26 Jul @ 10:23am 
can i use just that one please?
Draconis🐊  [author] 26 Jul @ 10:12am 
I modified the extremely old beta diving mask, gunners helmet and old security uniform sprites by upscaling and cleaned them up and added in all the extra details and straps to make a diesel punk hazardous environment suit.
Notim Portant 26 Jul @ 9:12am 
all i need is jovian environmental suit sprites and code, any chance to know who made them?
Draconis🐊  [author] 26 Jul @ 8:41am 
I mean I did reuse some assets from other older mods like a couple EK Backpacks or defunct mods but there is a majority of original content in sprite work and sound design else content that made in collaboration with other modders like Sydwad and Micheny. So I would kind of prefer you did not. Since its a group project.

There are a lot of older mods that are no longer maintained that might be a good starting off point.
Notim Portant 26 Jul @ 7:02am 
Can i use your work from this mod in my mod?
Moon-Shadow 20 Jul @ 10:28am 
There are always questions about how well it works with other weapon mods.

Should the info where it is about mods be clearer. / That other this read the same.

And it should be full names, for example the abbreviations don't mean anything to me, especially if you would find mods based on them, the abbreviation is no longer correct.

Unless you enjoy explaining over and over again which ones don't work and what happens if you use them together.
Draconis🐊  [author] 20 Jul @ 9:56am 
They are completely different overhaul styles and both change the base game weapons.

VWO uses dynamic bloom of fire to allow weapons to be more accurate on the first few shots but have different recoil profiles for follow up shots or controlling automatic fire. However this makes the weapon skill requirements a little more loose due to some back end coding requirements to make this work correctly. You can read more in the description but there are a lot of minor adjustments to damage

The two aren't really cross compatible, you really should choose gun overhaul mod and stick with that, however there are no errors just whichever mod is loaded first will use its version of vanilla weapon items. That being said I will not trouble shoot any weird issues between the mods since they are not intended to work together.
Defiant 20 Jul @ 3:31am 
How does this do with Enhanced Armament?
Moon-Shadow 14 Jul @ 9:01am 
I have not tested using multiple of the same weapon in the editor.

Unless there happens to be a common cool down time built in, you can switch to one that has no heat.

If they all have their own heat, having multiple weapons of the same type only benefits a player if you have the ability to build them.

And the energy weapons have enough shots and last long enough to fight several enemies, if you really have to fight a lot you rather take one of the MG's which are also better suited for this because of the amount of ammunition as they do not overheat.

With the mod you have a better choice for everything than the few original weapons, where you actually only use 3 or 4 weapons, in this mod there are more and you can find better. / Than just in Original the best to build and that was it.
Metalblack 14 Jul @ 3:58am 
@Draconis🐊 okay the balance argument make sense, would be op to just switch between multiple, thx for answering
Moon-Shadow 13 Jul @ 5:06pm 
(2)

You can't compensate for the energy weapons either, except to make them useless because of low ammunition, where ammunition production then becomes too expensive even if it is simpler materials, the only advantage of these weapons would then be accurate, and then the cooling down interferes.

So everyone prefers to take a projectile weapon that is somewhat inaccurate but can fire infinitely as long as there is ammunition that is cheaper to build, and the accuracy is immediately there if you don't fire for a short time.

-

Your weapons are fine as they are.

And even multiple energy weapons aren't a problem, only you have the necessary materials to build them.
Draconis🐊  [author] 13 Jul @ 5:04pm 
buh
Moon-Shadow 13 Jul @ 5:02pm 
(1)

I didn't write anything about 3 projectile weapons, that would be useless because of too little ammo and too inaccurate weapons. ( Especially not SMG'S which have much less ammo than light assault rifles or LMG's that go into the hotbar. )

1 weapon and 2 stacks of ammo, and 1 free space to not have to throw away the empty magazines.

With 3 energy weapons much more effective where each has a lot of ammunition, which are very accurate and waste so little ammunition, and have to cool down after a fight.
Draconis🐊  [author] 13 Jul @ 4:40pm 
So what is the benefit of having 3 lasers you cycle through vs 3 smgs?
Moon-Shadow 13 Jul @ 3:47pm 
No, it does not prevent you from using multiple weapons.

After the fight you have enough time to take them all until they cool down.

Depending on the weapon and how many magazines you have per slot, and you otherwise use 1 weapon and several magazines, you would then occupy the amount of slots with one weapon each, since these weapons are more accurate than normal projectile weapons, so you can get by with 3 weapons with large magazines as well as 1 weapon and 2 other stacks where there is also an empty stack, but the energy weapons have nothing to change and you don't need free slots for empty magazines.

Only this is done by someone who has no problem getting all the material together to build these weapons.

So only for bots a problem that only touch the weapon to shoot and let go again if they do not shoot, not yet used with bots, and in the editor you have to build the environment so that bots can shoot at enemies so that you can see exactly how they fight with them.
Draconis🐊  [author] 13 Jul @ 3:25pm 
It's kind like I have spent hours thinking about the itemization balance with some outliers and the item, class and talent interplay and combinations.
Draconis🐊  [author] 13 Jul @ 3:22pm 
Yes correct that is the huge downside also it prevents players from making 5 of them and firing them in volleys and just switching to a fresh one as the other cool down, also the script is only active when the gun is held so it does not contribute to LAG.
Metalblack 13 Jul @ 2:48pm 
it is kindy annoyiing, like you overheat the gun, switch to another one and the gun stay in overheated mode until you switch back
Moon-Shadow 13 Jul @ 11:21am 
I also saw this during testing.

This is less of a problem for Player.

For bots already because they only pick up a weapon when they shoot and then let it go immediately, so you would have to regularly switch to bots activate the weapon and wait until they have cooled down, because at some point only used by bots should be overheated and can no longer be used, only when you dock where it is reset, so you would have to do that yourself more often with one if in a ride one has used his.
Metalblack 13 Jul @ 10:46am 
hi there ! is that normal that energy weapon dont cool down when holstered ? like, the lazer cauterizer, i switch to another weapon and the heat bar stay still x)
Moon-Shadow 13 Jul @ 10:41am 
Currently I also have a pistol mod where it is only called "Pistol" in the game, with 2 Clip Typs, which someone has taken from another big mod, but I have never really used it before. ( And i compare later it with your Pistols. )

It should be similar to your light pistol, but I think yours has more ammunition.