Barotrauma

Barotrauma

Improved Vanilla Uniforms - Pockets+Protection (v0.12)
14 Comments
Buggy Boy 31 Oct, 2021 @ 5:03am 
This is interesting, and with your permission I might see if I can incorporate pockets to my Version 14 Uniforms mod (brings back the old uniforms since the recent Ancients update). It makes sense that everyone would have some form of pockets in their uniform, heck you can even see them on the graphics, pouches galore!
Secretguy 9 Aug, 2021 @ 5:26pm 
Very cool,
Runolv 19 Mar, 2021 @ 7:04am 
I think this is an important addition to clothing mode, will suit instead of pockets. :captainclown:
https://i.imgur.com/wCEmHed.png
Prydain 12 Mar, 2021 @ 12:03am 
Ya trying to keep things balanced is always the hardest thing to do but I think you've done a good job with this mod if it means anything. Best advice I can give is go with your gut on what you feel is balanced and you personally have fun with as far as this mod goes. I struggle with the same feeling on my subs all the time and it constantly eats into my playtime as well so I know the feeling all too well XD; :ss13ok:
Bebi Yongsun  [author] 11 Mar, 2021 @ 11:04pm 
tbh I'm too indecisive to make such changes as, just like most of you, I'm afraid to break the balance too much. I just made this first to be a pockets mod only, but I felt most of the uniforms were left behind.
I'm actually waiting for other modders to make a better alternative to this mod, making these actually eats up most of my playtime =3=" Well, if you feel like you want to make your own mod, feel free to take this mod as a reference ^ 3 ^
Bebi Yongsun  [author] 11 Mar, 2021 @ 11:04pm 
@Prydain, I only added 10% burn/laceration protection for uniforms that don't have innate vanilla protection for the sake of giving them some sort of protection... just to prevent them of being left out xD and yes, partly to help with the repairs. Still, wearing engineer and mechanic's attire give the best protection to burns and lacerations (~50%), respectively. Other job uniforms has either disabled effects and I re-enabled/edited some (captain's attire has a disabled 30% gunshot protection in the code)
I was considering to make all vanilla uniforms to have maybe 5-10% natural protection from 'all damage source' instead (I'm still learning new codes from the other major modders out there).

I agree the 6-pocket medic attire is a little too much especially when you wear toolbelts (i forgot about them) I did it because its inventory slots are meds/chems exclusive. Maybe I should return it to 4 pockets as I did before and remove the exclusives again :3 will update this later.
Prydain 11 Mar, 2021 @ 1:52pm 
Hey love the mod since most other clothing mods tend to just break the balance majorly by adding tons of extra resistances or way too many pockets and usually just don't touch the vanilla outfits.

Have 2 questions though:
1. Can you explain the natural protection thing? It just a buff to help other classes repair without needing to grab mechanic/engineer uniforms or?

2. You think 6 pockets for medical might be a bit too much? Allows the medic to basically carry just about everything they need on top of the main 3 items ( Blood bags, bandages, morphine ) when combined with a toolbelt. Maybe 4 pockets like the other outfits would be better?

Just curious about these two things, but love the mod otherwise!
Runolv 22 Feb, 2021 @ 8:54am 
Yeah, it works now. Should be perfect that way. Thank you! :D
Bebi Yongsun  [author] 21 Feb, 2021 @ 9:47pm 
Mod updated.

Clothings with inventory slots now share the same behavior as toolbelts (can only be placed in their respective slots, not able to be put in main slots/other toolbelts or clothing with pockets) to avoid exploits of 'infinite storage'. :3

This in turn also changed the way to pick up/loot clothings as you may need to drop your current gear or use a crate to store them (just like a toolbelt).
Bebi Yongsun  [author] 21 Feb, 2021 @ 9:22pm 
Oh. I didn't think of that, silly me. Well it's nice to have some active feedback, it helps me learn more. I'll try to fix it again for you :3

I admit I won't be able to foolproof this mod. All I could do now is 'reduce the abuse'. And with fingers crossed I hope this won't make changes that will break the vanilla game. Maybe it's best to control the urge to abuse for now... or abuse the HONK out of it. :captainclown:
Runolv 21 Feb, 2021 @ 8:17pm 
See no difference so far. Also i thought that there is more ways to abuse it. Like i can just put the clothes in almost any of main slots... so i guess the cloths then need the same options as a tool belt, but still. Thank you, I like your approach, may The Honkmother be with you. :captainclown:
Bebi Yongsun  [author] 21 Feb, 2021 @ 8:00pm 
@Runolv: Mod updated. Bug fixed. Pls reinstall or re-subscribe~ :3
Bebi Yongsun  [author] 21 Feb, 2021 @ 7:43pm 
@Runolv: Thanks for subscribing :)

To answer that, I didn't actually probed the content for stat balance. I'm a bit new in modding so, I just added inventory slots, really. I've already read some of the suggestions for stat balances but can't remember where. In addition, I fear it is beyond my current modding ability :3 I was hoping someone could figure this out better and make the mod, but I'll try. ^3^

For the endless inventory bug... I started by copying the EK Armory mod's clothing parameters (a pretty cool mod) and found that bug also (with the toolbelts into the clothing), I'd like to report the bug but comments were disabled there. I then instead just copied the toolbelt's parameter to fix that, yet I forgot to include clothing as a restricted item. 😅 I 'might' be able to fix it and update this sooner.
Runolv 21 Feb, 2021 @ 3:18pm 
Nice idea i guess. But what about stat balance? And there is a bug that you can put one clothes in another for endless inventory.