Barotrauma

Barotrauma

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PocketsForAll (Draconis)
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11 Dec, 2022 @ 11:57pm
27 Jun @ 9:55am
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PocketsForAll (Draconis)

In 2 collections by Draconis🐊
Not quite Vanilla
33 items
Not Quite Vanilla Barotraumatic Voyage
50 items
Description
Updated for 1.5.7 June 2024

Based on the Pressure Harden Servers version of PocketsForAll by Ghostsheetz with inspiration from Jax's Outfit,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2835394238

Inspired by the original mod maker Captain Eric (see link)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2500953748&searchtext=

Compatible and intended to be used with my weapon mod VWO(Draconis).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2954637344

This mod can be used with Jobs Extended and is designed to interact with it depending on if it or JE is on top in the load order. With PFA above you get more strange outfits that do specialist talent style uniforms and variants like moving boxes faster as Quartermaster, with JE you get more subtle outfits with the default game outfits for bandits and separatists just having pockets.

Every outfit gets two pockets and many gain additional special effects and specialized pocket slots. Clothing can be placed into Crates, Backpacks, Containers or the Exosuit but not into the bandolier or toolbelt, other mods will more that likely allow them to be placed inside. Also Clothing inventory locks and is not accessible when not being worn!

Submariner outfits:

• Assistants get an extra medical pocket and tool holster.

• Captains gain a holster that can hold pistols, loose shells and pistol ammo including the pistol ammo tags from EHA and Vanilla Weapons Overhaul, as well a place to keep a single bottle of booze, smokes or a harmonica

• Doctors get +5% to a number of damage types including bleeding and +10% blunt along with +5 Medical skill and 2 pockets.

• Engineer suits have 2 special slots that hold a stack of wire, components or a PDA, the standard engineering suit has been buffed to 10% Laceration and Blunt protection to help compete with the Hazmat suit which is unchanged.

• Mechanic outfits gain 2 spots for 2 spare O2 or Welding bottles.

• Security gets a special Sling slot that can only hold Medium Items like Grenade Launchers, machine guns, Harpoons or etc but slows the user down by 20% when carrying a medium item. As well as a slim case to hold a single handcuff or backup battery


Outpost Dweller Clothing:

• Civilian clothing comes in 5 types

-Cautious that reduces friendly fire by 30% and gives 5% damage to most damage types, comes with a med slot

-Dockyard that increases hull repair by 10% with a Tool and Bottle slot.

-Militia with light militia armor that includes a captain style holster.

-Tinker with slight burn protection +10% device repair with a Tool and Bottle slot.

-Weighted that reduces water flow knockback by 20% and a Bottle slot.


• Crew Chief like assistant with a tool and medical pocket except it gives +2 to all skills but with its slightly better armor

• Medical Doctor outfit gets a +10% medical item potency increase along with its +15 medical skill and two medical slot, it has no armor.

• Cult Robes including Zealot and Traitor robes all have 2 pockets.

• Miners get +10% mining speed and 2 extra mesh drop bag pockets that can hold materials, ore and plant items.

• Outpost Security gets a duty belt that holds 2 weapons, handcuffs or batteries.

• Quartermasters get +20% Movement speed when carrying a crate or any submarine ammo including depth charges and a special PDA hardcase that holds any PDA/Sonar device.

• Researcher gets +10% genetic stability, two medical pockets and its default protection and bonus to skills.

• Station Administrator has a PDA pocket, a chem/med pocket

• Watchmen outfits are rugged and lightweight granting 10% increased movement

• VIP uniform comes in three types and all have a special slot for medical items or a small weapon,

-Fancy gold blue reduces water push by 15%

-Leather Brown gives 5% movement speed

-Coalition Blue has enhanced armor.


Bandits & Separatists/Pirates:

• Bandit comes in two flavors

-Light 10% movement speed

-Heavy with a Bandolier style tactical and tool slot.


• Pirate/Seperatist costumes are all over the place:

-Light pirate has +10% movement and a tool slot.

-Medium has +5% movement with a Sling and cuff/battery Slot but slightly worse armor than normal security outfits.

-Heavy has a security sling slot and its usual improved armor.


Bags, Masks and Misc:

• Baseball Caps give +3 to all skills, for those too cool to wear a helmet. No useless items!

• Bandoliers have been moved to the bag slot and their 25%(!) vanilla increase to ranged and turret shooting speed is now listed on the description. These are really good base game but no one uses them because they take up the suit slot. They now show up when worn with a diving or other exosuit and have 2 special modular pockets that can be tailored with mission essential items and can hold a Sonar, PDA, Explosives, small weapons, tools, grenades or medical items.

• Clowndiving mask has a small light when worn with clown power, The unique mask has a faint creepy bigtop light when worn with clown power (looks good with diving suit light stacked)

•Tool Belt was lacking and due to feedback I added 2 tool only holsters to it for eight total spots. It also shows up over your diving suit or other outer armor. All Tool Slots also carry NT Surgery Items.
Popular Discussions View All (1)
2
18 Aug, 2024 @ 12:34pm
Translations
RexTollBar (Reiss)
70 Comments
Draconis🐊  [author] 20 Mar @ 10:14am 
I think you are thinking of VWO, tactical backpack is not in PFA, but thank you for your bug report it has been fixed.

Also not thank you to the person who unhelpfully said it just crashes with no report.
[A] [Spooky Pyro] 20 Mar @ 8:07am 
With the latest update, a compatibility error with the Baroverhaul mod appeared. "tacticalbackpack" ID is present in both mods. It is fixed by changing the ID in one of the mods and removing the expected hash from it. But it is worth fixing
Draconis🐊  [author] 18 Mar @ 7:43am 
Yeah I was trying to give it that Vanilla+ feel and also make the medic uniform not this cute little hotbar pocket, hotbar pockets are bad because they effectively push a meta of having a couple of extra hotbar spaces especially since you can only buy or loot the medic uniforms.

you can still switch between outfits on the fly if you have a big backpack or mechsuit but at that point its kind of a bit of a hat on a hat for minor gains, especially now that uniforms no longer have medium holsters.
Wehrmachgt 18 Mar @ 4:28am 
Ngl this mod should be in vanilla. Thank you draconis
NomaT 4 Mar @ 2:28pm 
Cant put beer into captain outfit pocket, mod is unplayable
kenanthebarbarian 3 Jan @ 11:52am 
I was actually hoping for the Captains uniforms.
Draconis🐊  [author] 3 Jan @ 11:04am 
So the quartermaster and administrator outfit do this but the electrical outfit instead holds wire and wiring components.

I did not want to over value the Electrical uniforms as they are some of the strongest in the game allowing a character with an abyss suit to dive on a smoker for extended periods of time and even around a volcano for awhile. Combined with the PUCS they negate both.

If you want to stow a sonar device grab security, admin or QM clothing.
kenanthebarbarian 3 Jan @ 3:12am 
Love this mod! Any chance you can make PDA slots accept the portable sonar monitor?
Draconis🐊  [author] 28 Dec, 2024 @ 7:44pm 
ah heatstroke yeah I didn't account for that on clothing it would give a yellow warning like contamination on the diving mask/helms will look into it.
Zeroicedragon 28 Dec, 2024 @ 12:35pm 
I've checked again, sorry for bothering you, it as indeed a mod load order issue, though, the one thing that gets overwritten is a custom affliction "50% heat stroke risk", other than that there is no issue it seems.