Barotrauma

Barotrauma

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Europa Depths Npcs
   
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22 Jun, 2022 @ 11:40pm
29 Dec, 2024 @ 5:26pm
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Europa Depths Npcs

In 1 collection by zig158
Europa Depths
6 items
Description
Updated for 1.7

Description
Tired of one player killing everything on the abandon station before anyone else is out of the armory?

Europa Depths NPCs adjusts the load outs and balance of NPC characters to make Pirates and Abandoned Outposts more challenging.

Abandon outposts will now be a fun and challenging mission rather than just a turkey shoot.

Outpost security is now more numerous and competent.

Elite Pirates are a major threat. Engaging them in CQC will likely end in your death.
16 Comments
BioX853 3 Apr, 2023 @ 8:16pm 
Ah okay, thank you for the response
zig158  [author] 3 Apr, 2023 @ 6:09pm 
@BioX853 I just took a look at what Enhanced Armaments is doing. They are overriding the OutpostNpcs and some of the missions which will overlap. You can put Enhanced Armaments above Europa Depths NPCs to get its changed where there are conflicts. The Dire and custom missions won't conflict, so you should get the hardest missions from Europa Depths NPCs.

The light version of this mod is not up to date and has had most of its functionality removed in 1.0 due to the removal of the old pirate missions. This version of the mod brings back the old pirate mission, and adds a pirate ambush mission as well.
BioX853 2 Apr, 2023 @ 8:16am 
I see that within the description of your lighter alternative version to this mod (Europa Depths Lite), you recommend using that if you have installed Enhanced Armaments. However, that mod is last updated in 2022, while this is more recent, so I am now wondering - can I use this with Enhanced Armaments, provided that I have loaded EA with a higher priority in the load order?
zig158  [author] 5 Feb, 2023 @ 3:59am 
@YouJniy It shouldn't conflict, but you may run into situations where functionality from those mods overrides stuff in this mod. I would put this one above those mods and let them override anything that they are also changing.
If you get any errors let me know and I can take a look.
YouJinay 4 Feb, 2023 @ 8:14am 
Will it conflict with mods like barotraumatic creatures, warotrauma and pirates ahoy?
zig158  [author] 31 Jan, 2023 @ 7:34pm 
Updated for 0.21.6.0.
zig158  [author] 27 Jan, 2023 @ 7:07pm 
@RAndy thanks for the recommendation. I will include this in my update for next weeks new Barotrauma version.
RAndy 20 Jan, 2023 @ 5:06am 
@zig158 yes, i want this setting enabled.
What do you mean by non-lethal force? There is no such option in items xml. You need to prescribe combatPriority="99" in a syringegun. And bandits will use it.
zig158  [author] 13 Jan, 2023 @ 7:09am 
@RAndy There is a server setting that makes NPCs on friendly stations invulnerable. You can adjust this from the server lobby if you have admin permissions.

Hostel AI will use syringeguns. The AI on friendly stations are programmed to attempt to arrest players using non-lethal force. Unfortunately this isn't something that can be changed via mods (Maybe Lua???). This may change when the faction update is released. We will see.