Barotrauma

Barotrauma

43 ratings
Unused Gear - Alien Armor & Developer Cap
   
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3.982 MB
4 Dec, 2024 @ 12:22am
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Unused Gear - Alien Armor & Developer Cap

Description
Adds in the unused alien armor and developer cap from the game files. Alien armor is obtained via the implacable talent, where it can be crafted at a fabricator under Physicorium Armor and Physicorium Helmet, as well as very rarely in alien ruins. The developer cap is bought at outposts starting in Area 4, as well as rarely in crew cabinets on outposts. There's also an innerwear I threw together to fit alongside the Physicorium Armor called the Physicorium Fatigues. It's gained the same way as the armor.
Fun Fact: The Physicorium Armor's name is hard-coded, which means that was likely its planned name! Same goes for its description.
18 Comments
塔图米 6 Aug @ 10:55am 
I can not activate this mod F3 shows:Failed to add the prefab "Developer's Cap", "devcap" (Barotrauma.ItemPrefab) ... a prefab with the same identifier from "Vanilla" (Content\ContentPackages) already exists; try overriding
Patriots1007 3 Mar @ 1:43am 
That's fair, some people are just after the cosmetics too. I guess if it's not combat efficient, it could be valuable due to rarity at research outposts? I dunno, I'm just pitching ideas for you at this point.
TheStormQueen  [author] 2 Mar @ 5:33pm 
To be honest, the fatigues are just meant to be a cosmetic thing. They're just as likely as the actual set to appear in alien ruins, so you can kinda just find them. They're technically better than most other innerwear, but it's still just innerwear
Patriots1007 2 Mar @ 3:40am 
Ngl, the fatigues don't seem to be very appealing considering the requirement of physicorium to craft. Maybe you could change the armormultiplier value to x0.75 for "lacerations" and x0.80 for "gunshotwounds,bitewounds" since most of the spawn armors give you a standard x0.95-0.90 to most resistances, the exception being veteran separatist fatigues with 0.85% resistances. Maybe you could throw in some burn resistance too, but that would be pushing it in terms of balance I'm thinking.

Sorry for being judgy haha, mod just looked cool and wanted to check it out. The other two pieces do seem pretty balanced, I mean they aren't pressure protected so that's a pretty good reason to use other things like the Exosuit or PUCS, making it not an end all be all in terms of strength.
Dan Murphy Jr. 6 Feb @ 6:24am 
oh dam nvm, it's still made for old human player metrics from the early steam builds, i cbf redoing the sprite either
BTW
masło is almost certainly talking about redone helmet sprites that had their original texture removed from the game to fit the remade human playermodels, but the inventory icons texture was not modified to take out unused icons, probably for change management and performance reasons
diving suits were also redone to fit new human.xml size, position, animations etc
for a while the husk still used the old diving suit, not sure if that's been updated
Dan Murphy Jr. 6 Feb @ 6:19am 
wow someone actually bothered to fix the sprites
RustedRegime 5 Dec, 2024 @ 9:36pm 
:barodev:
TheStormQueen  [author] 5 Dec, 2024 @ 12:30pm 
Ayyyy welcome from Tumblr! I wouldn’t know if this is compatible with Baroverhaul, as I’ve never played with it. If it changes Implacable, though, you’ll need to put this mod above it, as they would conflict
SilkMoth 5 Dec, 2024 @ 11:19am 
hello i finally got here from tumblr. just wanted to say its super cool
also is this compatible with baroverhaul classic?
TheStormQueen  [author] 4 Dec, 2024 @ 8:24pm 
For the alien gear, it's slightly better stats than the standard equipment, but with a +10 to weapons for both pieces. It also slows you down by quite a bit, and I hope to give it lowered psychosis resistance, to make you more vulnerable to it when wearing the armor. As for the hat, it's just basic resistances. Nothing special.