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You can build all of them yourself and the basic model, and extra buy the basic model, no perks needed.
And best of all, many of them can put a weapon that would otherwise be carried on your back and take up belt space in these extra weapon slots.
“Modular Backpack” was the last one I used, but there is now another mod that is allowed and fixes a few problems that have arisen over time from game updates.
“Modular Backpack (Forked)” Since I'm not playing at the moment, I haven't gotten around to it yet.
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I use one for my combat diver that is enhanced with ore slots, so extra space for ore only, and another “backpack” with weapon space when I have a weapon that needs the belt space.
But my combat diver and my doctor use a case from another mod for the hotbar that has 6 stack slots, and not these Medi backpack.
A recipe is ok for this, to make this weapon together with something that you can equip it with.
What is not necessarily possible at the beginning if you find one of these early on, maybe the scrap that the Ruin Guardians leave behind as building material for it.
The modder who made this weapon also made the mod “Magneto-laser pistol”, where a recipe uses this scrap from guardians.
It is definitely possible technically, yet creating a mod of such size would be a quite demanding amount of work.
Not really down for taking it in my hands. Too many stuff to make, yet too little things to use imagination with. Personally prefer the opposite. Harder to get... problematic.
There are already mods where Mass Effect optical diver suits are available, I don't know if they are from there but from the side there is not so much optically, the ones from Mass Effect the symbols are in front can't remember that they are on the side.
Only no weapon mods from Mass Effect, neither back nor inventory space.
Problem is the balance, this one has infinite ammo, is per shot similar to other weapons but overheat, and only Mass Effect 1 has infinite ammo, and many weapons that have infinite ammo don't do much then either sence, same from same.
I have been using a mod for a long time where you can build backpacks, so I can also use back space weapons, the only way I can use this weapon, the animation works there too.
Like mostly outfits and equipment.
The developer should have better built in a function that you as a submarine manufacturer or modder who changes the appearance of things that have an option that NPC and players do not hang so strangely on the things, either set position or turn off.
I have in a small rebuilt and uploaded submarine, also “Fabricator” and “Deconstructor” which I made optically smaller so that it fits into the small space, and my character always squats down when using it. / I'm also modifying another submarine, but at least it has enough space, and only then will I self build one, but it's not much bigger than the first one.
This animation is stupid with some submarines that Place things differently because of the design, and then it always looks stupid when NPC's hang so strangely on things.
Just glad it helped you out!
Wish I could do anything about it, but it seems pretty much vanilla thing (think of medical scanner that only works when you wear it).
@Lagmanor: the light bug is gone (that's great!)
Either way, my mods would only require lua if I was actually scripting on it, and so far I am definitely not going to, no matter how cool and handy it is (I'm not an actual programmer for this, thank you very much lol).
It's simple Just test the gun, if the flashlight still falls out. / Without the EK mod to see if it still happens.
Otherwise you need a patch mod for EK.
Important no customization that it needs EK, because EK changes so much, and not everyone likes to have Ek.
One made a good light mod for tools, then started with EK, and remade his tool mod which needs EK because he made stronger light that doesn't work without EK, and deleted his other still working light tool mod, which now forces others to use EK, most just do without this light mod because they don't want EK.
I don't want to have to use a mod to be able to use other mods if those mods the Game change too much like the EK does.
I don't know what Lua does, except that things are mutually for players.
And if mods need Lua for multiplayer, then they only need it for multiplayer and you don't need Lua for single player.
The developer made an update some time ago that bots and players use things in the environment and that it is visually displayed what they use, as they stand far away without you knowing what they are really doing, for multiplayer as a player it makes sense if the traitor mode is used. (Illogical traitor mode, there is no Escape system.)
My best guess is that there's something that automatically unloads your gun when you put it in, resulting the rifle to get its flashlight thing dropped off (but again, it was set to dissapear instantly when it's not contained).
As for mod, I wasn't using any known mechanics from other mods to create this one, it shouldn't rely on anything beyond vanilla.
i havent posted my Orcas yet, but my Kastrull subs are up (i dunno if the sub caused the error, kinda unlikely though, but NPCs do act odd sometimes like crouching for no reason when using a turret in 1 spot, or falling into the duct by the Kastrul reactor, but i digress that's pretty much the whole story of what i did) As i said earlier, i could only pick up the Light Item (without it duplicating) if i had the alien light on and equipped in my hands....on MP
...and I made both projectile and flashlight items into locked state, so they shouldn't be available to be grabbed off in any case (at least I hope; how in whe word did you manage to anyways lol??).
You will likely not need to update your gun prefab for all the changes to apply properly.
Let me know if that helps.
but im not 100% sure, i got a amnesia issues.... been testing for hours on Offline Campaign and the bug never shows up there. so again, it only shows up in MultiPlayer.
Some mods don't get along, or maybe show things you normally don't see.
The real question is, why doesn't your light item dissapear right away once it gets dropped, as it kinda should be. Wonder if that could be mods like Performance Fix.
That doesn't seem to be happening for me, nor SP nor MP games - but I'll see it through for possible solutions. Thanks for your feedback!
this is a bug that is annoying, BTW it doesnt duplicate the Light Item when my Alien Pulse Rifle is euipped with the light on, so that's the only relief i got, i can toss the spawning item outside of my sub. this definitely could use a fix, lol. also i assume this wouldnt happen at all if the APR can go on the toolbelt ^^ ^^ but i know you dont want that. now i gotta decide if i wanna toss this, as it was gonna be my NPC guns on my bot crew
What can fight, Crawlers as they can't take much, people only if you start first before you take too much damage, Husk if they are far below you and they need ladders or are in water with a lot of distance.
It's good that it doesn't do burn damage like the laser pistols, which would make it too powerful with the rate of fire, but anything else that is really dangerous has good resistance to what this Rifle does.
Therefore, do not classify it as a heavy weapon that you can carry in your inventory rather than just on your back where belts and backpacks do not go except for backpack mods that have a heavy weapon slot, what the Problem is only manual to give to slot.
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Is it possible to make the weapon to 2 Version Typs to make that you can carry in the normal equipment bar, and visually appear on your back when you don't have it in your hands when you use a belt, or under the light button wear one for visually visible on the back, that it also works optically with backpack mods and the new backpack.
Since it does a too little damage to be considered a heavy weapon.
I have a backpack mod that has a heavy weapon slot, but it is apparently not possible with any mod that you double-click on the weapon to get it into these slots, only manual, which makes heavy weapons cumbersome to unusable, and without a belt you don't need to go anywhere, otherwise you would have to use crate mods for main inventory if there is such a thing with balance.
Since there is a technical problem when using flashlights on weapons and equipment.
The developers had at the beginning with the Gaus harpoons the problem that with each shot the flashlights are heavily discharged, so the consumes for each shot of the weapon also energy of the flashlight, partly still occurs but no longer with all other weapons that do not need a battery for shooting.
Some mods can make it so that the flashlight batteries are not discharged, while other mods are discharged, some as bad as the original per shot the same energy if it is a battery operated weapon.
If you remove mods, this does not mean that the mod disappears in the game, so everything you have built or found is not more here.
Because if someone deletes a mod, the content is gone for everyone, because Steam makes an update of the mods and the respective is then gone, as it is with hiding I do not know.
So things that you build, you have to rebuild, and if it has rare material like the other mod for laser pistols that you may not be able to build anything at all, and plans are missing, and for this mod that you first have to find one of the Rifles that are so rare anyway.
It is kind of more convenient way for me, but if people need my mods that badly, I'm reopening them before the actual update. That one doesn't seem to be broken anyways :P
Honestly absolutely surprised and stunned to see such an instant reaction on my mods dissapearing, guess that means They're somehow good even, that really means a lot to me.
Sorry, don't know who'd help you with that one. I don't know many Barotrauma modders actually (personally at least), I'm kind of lone sailor here. :P
I wanted to do such mod myself sometime in the future, but as of now I'm enturely out of the whole Barotrauma thing; feeling kinda tired.
Or who should i write to who can do it sooner or has time to do it. ?
I'm asking here because you can see on 2 hand weapon mods that contain models that don't exist in the original game and are probably not included in other mods.
I can see that they have the ability to create something like that.
And if they make this mod completely their own, without taking anything from the no longer existing or the new one, they can make this mod too.
Give not a rule that only one person is allowed to make a mod like this, as long as you don't take things from others that aren't approved.
It bothers him so much that his old one is more popular than the new one that he deletes the old one and forces everyone to needs EK to use the new one.
My question would it be possible if you could make a mod that gives welders and plasma cutters light like a flashlight, via a small area that is movable to have a button to turn on and off above the inventory bar.
Also for both scooters that you can turn the light on and off without having to drive.
The no EK or other mods need / flashlights can have the error are consumed faster when tools are used, so without if that happens and directly the light to switch.
All other mods that give tools light either don't work at all, or need EK or other mods, or are part of mods that change too much of the game, like the "Tool Lights Reborn" which makes it too bright and needs EK.
Yesterday there was the mod "Tool Lights"
It was still working, but the modder thought he had to delete it now to take his new one, which has been around for a while and is less popular, which EK needs.
EK does not even list what it changes in the game, and all possible mods need a patch if you want to use EK, which every modder would have to do for his mod, even if the modder himself does not use EK and therefore does not know it.
Far too weak against mudraptors, i.e. normal ones that the wiki says have 150 life points.
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Wiki says that's how I should have written for veteran, I only had normal hyphen, but would have gone worse Wiki says 300 life points.
mudraptor_veteran
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But the rifle doesn't do any burn damage either, and as normal damage against Modraptor it's much too weak.
I will test it against "Crawler" and "Husk".
It's strong against bots without body armor, I forgot to test it against bots with body armor.
I tested this together with the "Magneto-laser pistol".
For the fact that it has infinite ammunition, which still recharges quite quickly, as long as you don't have empty Weapon where it then takes until it starts to charge.
At least it doesn't do to extrem damage, since it is a 2 hand weapon that is only carried in the hands, bots unfortunately can't use it.
Can only be worn instead of a belt, if you change character bots will put it in place themselves if there is room.
Backpack mods that include a heavy weapon slot, like "Modular Backpack" which you have to build first, unfortunately bots take the weapon to the next locker, but that's more likely due to the mechanics of the backpacks that bots can't see that.
Which I don't know if bots can use weapons that you have to hold in your hand, at least they don't get lost.
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Unfortunately, I can't find anywhere a laser weapon that uses batteries as ammunition, i.e. rechargeable, and as a compensation does rather little damage.
And of course you could also build the weapon in better quality where the damage increases slightly, and batteries with higher quality give more shots.
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But somehow there are only energy weapons that kill everything with 4 to 5 shots , so player bots in the editor , doors often need only 4 hits , Partly weapons that can recharge ammo at the station as well as where you have to rebuild or re-fuel in the manufacturer.
And have 20+ shots , and fire rate often well over 5 shots per second and even what has only 2 per second again a lot if it is so strong , and much does high tissue damage and bleeding.
That appearance is shown whenever you put this rifle inside weapon holder or into your belt slot (so it's being shown on your character's back). That has no gameplay mechanics influence and is just a cosmetic part - you know, to make it feel more like Mass Effect weapon.
>ALSO i already have a gun mod that has infinite ammo and fits on inventory slot, but it plays MUSIC when i use it, lol...<
Hah, I thought you meant a different mod here before checking the URL. :P
so you are kind for responding and i know you are correct, but im still rather spoiled so i shall wait for someone to create a fix, like you say that allows me to put it on inventory slot :P and i know exactly who to beg...2 people come to mind, maybe 3
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2824384273
so yeah i use this mod and it's great especially for destroying any ice in caves or the ice spires blocking my bot from entering the cave.
still... gotta say, Hold On, ima let you finish, but i gotta say if your mod was in the inventory slot, it would be the greatest mod of all time (to quote Kanye West)
but this toolbelt in hand stuff is a hassle. then again i see inventory like pockets, so i get why many people dont want that..gun fits everywhere stuff, but since your gun has a compact mode...it just feels like it makes sense for it to be in a pistol slot, ya know?
:S how did it take me so long to see you responded, sorry i really missed this...only caught it for some reason when i turned on Killing Floor, i got like 10 msgs and im like wtf? in 1 day?
back on topic... you are correct, im just nitpicking something which i believe... makes the mod less than perfect. BTW how do i make the compac version of the gun seen in the picture? do i press R or something? i already have R on uhh, the Ava suit from Aliens and Humans, the mod from the guy who made the AVP stuff.
P.S. By the way, if you were looking for a pocketed-type gun with *practically* limitless ammunition, I suggest checking on another my mod called "Magneto-laser pistol".
*hint-hint* (͠≖ ͜ʖ͠≖)