Barotrauma

Barotrauma

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EuropaWaifu++ (Non-xpath Version) + Neurotrauma
   
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File Size
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7.580 MB
3 May, 2024 @ 4:55am
2 Apr @ 4:22am
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EuropaWaifu++ (Non-xpath Version) + Neurotrauma

Description
A non-xpath EuropaWaifu++ x Neurotrauma patch that's actually up to date?! (may not actually be up to date)

Place above EuropaWaifu++ non-xpath and Neurotrauma in your mod list.

This copies the new Neurotrauma wheelchair and 'prone' animations, as well as sprite support for amputations and such while running EW++ non-xpath.

Also includes: Wearable scanner HUD, a surgeon outfit, mask and surgical drapes for you crazy people that like to play with curly's NT surgery plus ultra and make an entire vanilla job useless.

NT Cybernetics Enhanced is "functional". Cyberlimb sprites do not currently show.

This does not override voices for Neurotrauma damage, as such I also highly recommend adding the sound patch by Ulasp https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3060110218

There's some weirdness with the sprites if you manage to cause a traumatic head amputation on a human (is this even possible without debug commands/mods?), but it doesn't affect gameplay.
10 Comments
Rika  [author] 1 Jul @ 9:39pm 
It's the same sprite sheet.
킨제유만 1 Jul @ 6:10am 
I think you can use the sprites in the mod in the link below.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3055735095

Here's a picture of the limbs.

You'll probably need permission from the modder.

Hope this helps.

[Google Translate]
Rika  [author] 2 Apr @ 4:25am 
Changing the sourcerect values makes it use the regular limb sprite. Making it exclusive also removes the default limb (which was the issue with the cybernetic sprites and regular limb sprites overlapping). As for why the exclusive sprite was false to begin with, I have no idea.

The cybernetic part of the sprite sheet isn't scaled or lined up properly, and the upper arms in particular are too long. I'll leave it in there in case someone else wants to have a look at it or fix it themselves, but for the time being, cybernetics are going to look like regular limbs.
Azure 16 Mar @ 2:15am 
I fixed cybernetics limb depth issue
1. make cybernetics limbs conditionalsprite exclusive="True"
3. make cybernetics limbs have same limb depth as normal limbs
2. place cybernetics sprites in the same position of original limbs
for example sprite SourceRect of RightArm is "272,0,64,96" so cybernetics RightArm sprite SourceRect should be "272,0,64,96" too

if I get it correctly
- exclusive means when the conditional sprite is active it will hide normal sprite then why this should be false in the first place?
- many clothes inherit SourceRect and Origin of that limb if cybernetics limbs have different SourceRect / Origin it surely will cause problems
bamsei 31 Jan @ 12:09pm 
where do I put thi
0.o 5 Nov, 2024 @ 6:42pm 
Thank you for your answer.,I compared the two versions of the picture.,One side is big and the other is small.,Version updates plus different mod versions are estimated to be handled only by the original author.,But the original author of EW++ was also disgusted by the version update.,It's quite helpless.
Rika  [author] 4 Nov, 2024 @ 7:00am 
Whoever did the sprite for the original NT cybernetics patch didn't line it up properly, and the game renders both for some reason. It shouldn't take much to modify the cybernetic sprite to cover it up properly.
0.o 3 Nov, 2024 @ 11:29am 
I don't know why, with NT Cybernetics, there will be an extra section of the character's robotic arm, is it just the reason for the image error?
Rika  [author] 10 Oct, 2024 @ 7:30am 
The difference on most of the cyber limb sprites is +/- 0.01 depth, even if I match it to the non-cyber limb depth exactly, they'll still show up over clothing items if the clothing item doesn't hide the limb sprites.
Numidyum 10 Oct, 2024 @ 5:27am 
Cyberlimbs show over clothes, can you increase their depth a bit?