Barotrauma

Barotrauma

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Vanilla Weapons Overhaul (Draconis)
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File Size
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21.800 MB
29 Mar, 2023 @ 4:06pm
11 Jul @ 7:01am
344 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2784626867

Merged with Sydwads excellent Laser Pointer mod.

https://steamhost.cn/steamcommunity_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.

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)
48
9 hours ago
Bugs Reports/Suggestions
Draconis🐊
480 Comments
Moon-Shadow 11 Jul @ 2:32am 
I have a mod that allows the original weapons that do not go into the hotbar go to there.

This mod then probably has the effect on a few of the heavy weapons of “Vanilla Weapons Overhaul (Draconis)”, since a part goes into the hotbar, a part not probably the really heavy ones.

-

Or does this mod here have assault rifles that go into the hotbar, and doesn't it just look like the hotbar mod I'm using also affects a few weapons on this mod here. ?
Draconis🐊  [author] 11 Jul @ 2:11am 
No, you should really only choose one as they both overwrite vanilla weapons and do very different things.

EHA has on average more realistic milsim style weapons with reload functions. With Coalition vs Sep guns based around a classic Nato vs Warsaw Pact style of weapons. Assault and other rifles fit in the hotbar and have specialized fabricators for certain things.

VWO is more loose diesel/ray punk with bloom of fire recoil effects it has for the factions more of a if Wal-Mart made UNATCO's weapons vs stamped sheet metal deranged cowboys. Assault and other rifles are bulky do not fit in the hotbar similar to vanilla, though there are two specialist backpacks that have a slot for a bulky two handed weapon.
Eclipse 11 Jul @ 12:48am 
sooo then they should play nice
Draconis🐊  [author] 10 Jul @ 5:11pm 
Completely different styles of weapon mods.
Eclipse 10 Jul @ 4:53pm 
does this work with Enhanced Armaments or is a patch needed?
Draconis🐊  [author] 7 Jul @ 11:21pm 
jovian helm works fine, removed auto injector from the armor (was old test build bug that got overlooked) Having Internal injuries while wearing it outside will trigger the pressure stabilizer so don't use it if you are healing from ABX.
Draconis🐊  [author] 5 Jul @ 7:17pm 
you will also get it if you have air quality drop on the submarine
Draconis🐊  [author] 5 Jul @ 7:17pm 
Jovian has a pucs style filter I can check it before I update
Moon-Shadow 5 Jul @ 6:56pm 
Is there a problem with this function of the “Jovian Armor” ?

I have only looked at the values of the things in a test, not seen how it looks on the body and what kind of things have places.

Except a few days ago I found a helmet that fits an oxygen tank, unfortunately it starts using the tank right away, not like the "PUCS" that use the air from the submarine and only start using the tanks in the water, this helmet just looks like it is open so a bit strange that it uses the tanks right away. / Probably only meant to be used where there is little air and to have better protection than a diving suit that makes you slow.
Draconis🐊  [author] 5 Jul @ 6:39pm 
autoinjector was turned on from old testing on jovian armor will turn it off later tonight in a hotfix since no one has reported that in months?