Barotrauma

Barotrauma

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Be human pls
   
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16 Dec, 2023 @ 4:01am
22 Oct, 2024 @ 11:05am
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Be human pls

Description
All humans now have human health, human reaction and aim

No more x3 health multiplier for merchants and aimbot for guards

Should work on top of any other mods, e.g. Dynamic europa

This is a lighter version of this mod
23 Comments
Antinous 5 Nov, 2024 @ 12:51pm 
Alright, thanks. I'll take a look at it.
Nupaska  [author] 5 Nov, 2024 @ 12:48pm 
Check how "Let them all in" works
iirc it changes StayInAbyss on monster spawn
Mb you could also change health
Antinous 5 Nov, 2024 @ 12:45pm 
Well, in practice, I just want to halve the HP of every entity as a means of making weapons more deadly.
Nupaska  [author] 5 Nov, 2024 @ 12:42pm 
> something I can make
Make what? change npc health multipliers?
You can, but then you'll need to override those npcs and they will conflict with npcs from other mods like Dynamic europa
Antinous 5 Nov, 2024 @ 12:39pm 
Alright, well, is it something I can make with XML, or would scripting need to be involved? Setting the Vitality Multiplier for Crew and Non-Crew actors.
Nupaska  [author] 5 Nov, 2024 @ 12:27pm 
I have no idea
Antinous 5 Nov, 2024 @ 12:25pm 
Huh, you're right. 1 shot to the head and the bot is lying on the floor bleeding out. Do you know of a way to apply the Campaign's Vitality Multipliers to the Sub and Level Editor?
Nupaska  [author] 5 Nov, 2024 @ 12:24pm 
Also health multiplier seems to be completely broken https://github.com/FakeFishGames/Barotrauma/discussions/15068
Antinous 5 Nov, 2024 @ 12:21pm 
Oh, they are? I should test that again. I recall the Vitality being set to 100 in every run, regardless of the Multiplier.
Nupaska  [author] 5 Nov, 2024 @ 8:14am 
Isn't that what difficulty sliders are for?
iirc health multiplier and campaign health settings are independent