Barotrauma

Barotrauma

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Non-Human Races Base
   
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25 Apr, 2024 @ 8:13pm
26 Apr @ 2:24pm
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Non-Human Races Base

In 1 collection by Michael
NHR Species Pack
6 items
Description
This mod uses Client-Side lua, see the Lua for Barotrauma page for how to install it.

You must enable "C# Scripting" in LuaForBarotrauma's client settings, or else bugs may occur if you have other mods enabled.

You cannot select a non-human character when creating a singleplayer campaign. This is a limitation of LuaForBarotrauma.

Configures the game to allow players to select custom non-human characters

The mod loading order
'
ExoticRaces being whatever species mods you want

Any conflicts with other mods?
idk, probably




For Developers:
This mod is currently very untested, if you run into any issues or technical limitations please let me know
How do I get started making a human character?
As of writing, Barotrauma doesn't support human variants yet. So, if you want to create a human-like character, you'd have to copy-paste the Human character from your contents folder to your mod folder

Sadly, I cannot guide you on how to fully create a character, but what I can do is tell you to add UseHumanAI="True" to the Character tag's attributes (it is completely undocumented)


How do I set up my character with this?

Because of my lack of knowledge on custom content types technical limitations, this mod requires you to make a Lua file to register your character as a playable species. It's not as hard as you think it will be
Creating the files needed
  • Once you've finished creating your character, go into your mod's main folder
  • Create a folder named "Lua"
  • Create another folder inside of the "Lua" folder named "Autorun"
  • Create a new file and change it's file extension to .lua (you can name the file anything, it doesn't matter)
After that, your filepath should look like this:



Registering the species
Now, open the lua file you've created in any text-editing program (really, any!), and paste this code snippet into it.
local NHR = require("tonty.NonHumanRaces") NHR.RegisterSpecies("species name here")
Here's an example of what it would look like if you had a character with the species name "Lizardperson":


And now you should be done. Starting a new server with all the mods enabled should list the species in your menu


Parameters (advanced case)
Some species may have special behaviour that requires them to be opted out of some NHR features. They can do so using a parameter table as a second argument when registering a species.
These are the current parameters:
  • uses_default_husk: (bool, true) If the registered species should also opt-in for Human affliction targeting. If false, they will not be able to gain the base game husk afflictions (husk, spineling spines, mudraptor beak). Useful if you have your own implementation.




Known Issues
  • Trying to join a server that doesn’t have this mod enabled could crash your game. Maybe
  • Certain UI elements won't update correctly
  • Yes, registering species is not the most developer-friendly experience. I'm looking for a better method
  • Saving characters could break... really badly
  • Mods that alter the default human character currently have broken sprites if they are loaded after (under) NHR. Loading it before NHR will make them appear correctly.
Popular Discussions View All (3)
27
6 Mar @ 9:18pm
PINNED: user feedback (everybody else)
Michael
17
1 May @ 11:37am
PINNED: developer feedback (as in, the people who make the characters)
Michael
84 Comments
ajair 10 Jun @ 9:16pm 
furries in baro = kino
fluffyboi 27 May @ 1:26am 
Neurotrauma patch plz
Dog Damnit 29 Apr @ 8:03pm 
has anyone figured out a way to add NHR races to Neurotrauma?
Dog Damnit 28 Apr @ 6:32pm 
thanks sir! ill tweak it soon!
Lytho 28 Apr @ 3:58pm 
Thanks, i've only just gotten into Baro, still trying to figure out load order and where what type of mods should go where, appreciate it.
Michael  [author] 28 Apr @ 3:52pm 
If you want to be certain that NHR is set up and ready by the time the other mods run, you should move them under the NHR mod list, but it probably won't matter.
Lytho 28 Apr @ 3:47pm 
the Lua mods should those be placed at the top of the load order or only above the NHR mods?
Michael  [author] 28 Apr @ 2:24pm 
If some things ARE checking for Robot, then there is probably a reason for it. Though it's also possible the check is wrong too.
I can't tell you exactly what to do, you'd have to read the code and see if you can find that out, but the general rule of thumb is if something is written a certain way, there is probably a reason why
Dog Damnit 28 Apr @ 1:58pm 
hello! i wanted your advice on this but, i went ahead and updated NHR x Robotrauma, replaced all the human conditionals with 'neq Robot'. and though this seems to work fine everything works in my multiplayer playthrough, but heres the thing. there were some conditionals with the flag 'robot' not 'neq robot'. should i keep it as neq robot or change em to robot? i got the permission of the creator to upload a fixed version.
Michael  [author] 26 Apr @ 2:32pm 
HuskAffliction support is added. I'll be adding support to Saakra's species shortly.