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I put items in files named the same as the vanilla files, so I can find them after updates.
Make a new xml file, name it whatever, add opening <Override> <Items> tags, leave some blank lines, make closing </Items> </Override> tags, then put your <Item> ... </Item> in between. You can have multiple items, items from different files, doesn't matter.. Add your new file to filelist.xml, making sure to duplicate one of the existing lines starting with Item, save, should be right to go.
I added copied the entire code to an xml named same thing into your mod folder to try and make a patch in a set location but when I added it as you said basically copied your files but deleted all items and pasted in the clown mask code adding the contain items and status effect but nothing worked it seems
If you've made a new .xml file, you need to add it to filelist.xml in the mod's base directory. Copy one of the existing lines that ends in .xml, paste it anywhere in that list on its own line, change the name to match your new file.
@Spartan Draco The first version of this mod didn't have special oxygen bottles, it had red diving suits that were new items therefore didn't overwrite the vanilla ones. It was cumbersome, if you left one normal suit for yourself and replaced the others for bots, bots could still take it. That ended like... a year ago? IDK, it's been a while.
It's due to how Barotrauma modding works. Maintaining compatibility with other mods is a pain, I don't want to do it.
I don't mind if people make their own compatibility patches or add compatibility with these bottles into their mods.
Instructions for how to make items compatible with the new bottles can be found in the comments, around 8th September 2021.
It's very easy to make the changes, maintaining them is the problem.
Thanks for creating a mod like this!
If that mod changes an oxygen source, it would change the diving suits as well, which is overwriting the changes my mod makes to diving suits to give oxygen and at what rate.
The suit would still be able to accept my bottles (because they're a generic oxygen source so they're allowed the slot), but you'd immediately suffocate because the code telling the game this bottle in this suit provides oxygen is overwritten by the other mod telling the game their item in this suit provides oxygen.
I think i had it deactivated the last time i tried your mod but i try it again and let you know if it works.
Thx anyways for the hint - thought it changes the item (oxygen tank) and not the diving suit.
Fixed with copying reg_DivingSuit.png from Barotrauma\Content\Items\Diving into mod dir.
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.0" comparison="Or">
<Conditional IsDead="false" />
<RequiredItem items="oxygentankunlimited" type="Contained" />
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" Condition="-0.0" comparison="Or">
<Conditional IsDead="false" />
<RequiredItem items="oxygenitetankunlimited" type="Contained" />
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" SpeedMultiplier="1.3" setvalue="true" comparison="Or">
<Conditional IsDead="false" />
<RequiredItem items="oxygenitetankunlimited" type="Contained" />
</StatusEffect>
Paste them at the end of the StatusEffect blocks in the divinggear.xml of whichever mod is top dog for each item.
The other mod might not use divinggear.xml, but somewhere in the mod there will a .xml file with those items defined, just look for the matching item identifier.
This step I don't think is needed but just in case
You may need to edit the <Containable items...> tag for each piece of diving gear. You need to add my oxygen bottles to the other mod, so the game knows the bottles can go inside. I think
e.g. <Containable items="oxygensource,weldingtoolfuel,oxygentankunlimited,oxygenitetankunlimited" />
A few lines of copy and paste will get you going, copy from this mod to whatever mod is top dog in your load order. I think if you hover over the items in game it now tells you what mod it's loading from.
Open up this mod's files, open divinggear.xml.
Note each item has an identifier, the first is "divingmask".
Each item will have a block of <StatusEffect ... > tags. Look for the three towards the end of the divingmask item that have a <RequiredItem items="oxygenitetankunlimited" or "oxygentankunlimited".
Do you run any mods that change the vanilla diving suits? Did you buy the special unlimited bottles?
If you have a look at the files for this mod and the transparent diving suit mod, you'd be able to see what to do to make a compatibility mod. Look at divinggear.xml in this mod, look at status effects for each respirator/suit. The transparent diving suits need the appropriate status effects added for each of the unlimited bottles, and the unlimited bottles added to the containable items list.
can there be a fix?