Barotrauma

Barotrauma

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Enhanced Armaments DynamicEuropa Patch Fix
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23 Nov, 2024 @ 10:36pm
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Enhanced Armaments DynamicEuropa Patch Fix

Description
Fix for the Enhanced Armaments DynamicEuropa patch.

To those who play with DynamicEuropa and Enhanced Armaments, the recent patches to DynamicEuropa borked itemset spawns for security guards for Separatists and Coalition when used with Enhanced Armaments and the DE patch. This is the fixed version of the patch and requires a specific load order for it to work. Also removes pressure stabilizer from DynamicEuropa on security guards.

Load order:
Enhanced Armaments DynamicEuropa Patch fix
Enhanced Armaments
DynamicEuropa

For any Enhanced Armaments addon like EH+FFE or RRR Armaments, just add above Enhanced Armaments but underneath the patch fix.




Notes:

  • I might not maintain this mod unless something critical breaks or if theres a significant bug encountered during my or anyone else's playthrough that hinders progression or loadout generation for outpost guards.

  • You can use EHA Addons, but check for errors such as wrong ammunition being crafted, etc. I'll maybe try to add new ammunition types from EHA and or its addons made by other community members, but that depends on the amount of free time I have.

  • The warnings provided in the console by other members who have this mod installed is possibly only in the Enhanced Armaments mod and has nothing to do with this patch. The only thing this patch does is:
    • Fixes outpost loadout generation for NPCs to use Enhanced Armament equipment such as Armor and Guns.
    • Removes the Pressure Stabilizer that the DE devs added (and removed a while ago, so its redundant.)

Credits:
Micheny for making this patch for DynamicEuropa in the first place
20 Comments
Kami-Nist  [author] 28 Jun @ 11:29pm 
@Dilopho-Mos! I'll look into it soon, see if I can bring those back
Dilopho-Mos! 28 Jun @ 6:55pm 
Could you bring an update to this? Enhanced Armaments just removed Caseless Rifles and those were present in quite a few of the NPC loadouts for this mod T_T
RatKing ッ 13 May @ 7:43am 
Thanks for the Response!! yea I am hosting a PermaDeath Ironman campaign with immersive mods for alot of people and am having lag issues with the server and its really affecting morale. im trying all I can to fix any errors and incompatibility
Kami-Nist  [author] 13 May @ 1:56am 
If its a warning, it would be safe to ignore it for now. I haven't been around on Barotrauma for a long time due to being busy with my studies in college, but I'll see if I can get around to specifying an amount for both to get a fix for it.
RatKing ッ 13 May @ 1:52am 
I got something similar going on it wont let me copy and past it but it says the same thing for riflebulletdepletedfuel the base item riflebullet. and shotgunshelldepletedfuel base item shotgunshell..... plz help meh
OniTJI 26 Dec, 2024 @ 4:59pm 
Forgot to mention but the error is:
"[Enhanced Armaments] WARNING: Potential error in item variant "riflebulletdepletedfuel": the base item "riflebullet" requires x2"* to fabricate. The variant only overrides the required item, not the amount, resulting in a requirement of x2". Specify the amount in the variant to fix this."

Tho I don't think its your mod doing this. Same applies to depleted shotgun shells (x2 plastic)
Kami-Nist  [author] 21 Dec, 2024 @ 7:09pm 
@OniTJI Mkay. Thank you for checking for errors and such. I'll edit the description to also include checking for mod errors or compatibility when using EHA Addons.
OniTJI 21 Dec, 2024 @ 7:03pm 
No errors besides crafting outcome being different for a rifle round iirc, Ill get the exact error when I swap to modded. I have no plans on using RRR until they update, Its just something I noticed in their description.
Kami-Nist  [author] 21 Dec, 2024 @ 1:47pm 
@OniTjI try doing that mod load order and see how it goes. When I made the description I was constantly tweaking my own load order to see if my own patch would fix the loadout presets. I didn't take into consideration that FFA and RRR should be loaded above EHA.

If it turns out that's the proper way it should be, I'll update the mod description when I get back home.
OniTJI 21 Dec, 2024 @ 6:43am