Barotrauma

Barotrauma

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Deathwish - Companion Mod
   
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2 Nov, 2023 @ 7:19am
11 May, 2024 @ 9:55am
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Deathwish - Companion Mod

In 1 collection by _]|M|[_
Barotrauma Deathwish
63 items
Description
A mod required for the Barotrauma Deathwish mod collection
Makes some mod features compatible with each other and gets rid of certain modded items that would otherwise make the game easier.

Changes and Adjustments:
  • Adds an "Announcement System" which plays a sound and changes the voice channel of all headsets within 150m to channel 0.
  • Changes the impact sound of all crates (including modded ones) to the Enhanced Immersion crate impact sound.
  • Makes all diving suits from Barotraumatic Creature Pack no longer spawn except on the creatures that need them, non-interactable for players and despawn if the creature wearing the suit despawns.
  • Provides compatibility between Immersive Repairs and A bit more turrets.

Load Order:
As seen in the Deathwish Collection.
44 Comments
dorly 15 Jun @ 11:39am 
Deconstructing a Backpack Radio gives you more resources than you need for crafting
MopxyxH 21 May @ 11:46am 
I made a second version of the mod, for those who need it. Some of the suits are now compatible with Immersive Diving Gear, some were removed because they didn't fit into the balance. Thanks to _]|M|[_ for the good code with comments, even I seem to have figured it out.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3484953166
MopxyxH 18 May @ 3:00am 
Thank you very much for the advice! I just wanted to mention that it didn’t work for me in <Holdable>, so I put it in <Wearable> instead. And, just in case, I set it to "OnNotContained" instead of "Always"—maybe NPCs use them sometimes, but I haven’t checked.

I made a patch that simply removes these suits so that they don’t stand out too much compared to the suits from Immersive Diving Gear. I think it would be better if you published it in your workshop, so that people like me can find it easily. Or you could just share a link to it. Later on, I’ll try to fix up the suits to match the style of the mod, instead of just removing them, but right now I don’t know much about coding or modding.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3483573065
_]|M|[_  [author] 17 May @ 3:37pm 
@MopxyxH: It's actually quite simple to do. You just have to put those suits code into an <Override> and then remove all the <Price>, <Fabricate> and <PreferredContainer> components to make it unobtainable. Then to remove any of those that perhaps already exist on the submarine you just add a <StatusEffect type="Always" target="This> into the <Holdable> component and put <Remove /> into the StatusEffect so the effect triggers the item removal.
MopxyxH 17 May @ 11:38am 
Is it possible to isolate the removal of divingsuits from Barotraumatic into a separate patch? And apply the same to makeshift pirate divingsuit from DinamicEuropa? I tried to understand the mod code, but I see that it redefines a lot of things, and probably not everything is relevant anymore.
horse that eats people 28 Apr @ 1:52am 
Lol, that checks out. I loaded up the dugong and put two normal fuel rods in and am getting some amount of output, so it was probably a combination of starting broken and without enough rods in the reactor that made it seem like something wasn't working. Thanks!
_]|M|[_  [author] 26 Apr @ 2:47pm 
@i eat bugs & dirt: Ohh the U-41... Yeah that's actually by design. It's supposed to be a completely messed up, cheap starter submarine that you have to repair first before doing anything with it. But once repaired, the reactor should work just fine. I chose it multiple times as a starter sub, but I'll double check on it again to make sure it does still work as intended.
horse that eats people 26 Apr @ 4:12am 
Yeah, double checked and the U-41 Stimpy Tours is spawning in fully destroyed on a completely fresh install, having manually deleted any leftover files that steam's uninstaller didn't catch, with or without the reactor management addon. Using the load order xml from your google doc on the collection page with no adjustments to that order or to any mod settings.
Sorry for the trouble!
horse that eats people 26 Apr @ 3:58am 
Thanks for the replies. I am using the recommended load order with no other mods enabled (although missing the handful of dependencies that you mentioned were gone), have properly installed LUA for Barotrauma and am selecting it when hosting a server. When I get a chance I'll try full reinstalling the game and modpack both to see if it fixes anything.
_]|M|[_  [author] 26 Apr @ 1:35am 
@i eat bugs & dirt: Some mods that were used in this collection have been deleted by their authors so I'm currently going through and checking what's broken and finding potential alternatives. But the issue you're reporting I can't reproduce. Reactors work just fine (Make sure to use multiple rods depending on what type or rod you're using) and I'm not getting any reactors to go into a meltdown immediately. Are you using the recommended load order or have you perhaps adjusted things and another mod is thus now overriding the reactors and causing issues?