Barotrauma

Barotrauma

Geth Pulse Rifle
73 Comments
Moon-Shadow 26 Feb @ 11:13am 
For weapons that need a backpack mod.

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.
Moon-Shadow 26 Feb @ 11:13am 
I would also like a hotbar version.

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.
Stephen Hawking 26 Feb @ 7:38am 
i hate having to backpack it every time im done using it. the weapon doesnt even appear to be that large man. its more like an SMG
Stephen Hawking 26 Feb @ 7:37am 
could you PLEASE make a version that can fit in the hotbar?
Lagmanor  [author] 22 Jan @ 1:07am 
@Forgefather_Taco
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.
Moon-Shadow 21 Jan @ 1:52pm 
This weapon needs a back space, new theme based weapons would then have to be inventory space weapons, because if all back weapons would become, you could no longer wear belts or backpacks, which would result in many new hardly usable weapons.

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.
Forgefather_Taco 21 Jan @ 1:30pm 
possible to make a whole mass effect themed mod?
Like mostly outfits and equipment.
Moon-Shadow 28 Sep, 2024 @ 4:53pm 
The update that the character also uses the devices visually.

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.
It's Too Good To Be A Gooner 28 Sep, 2024 @ 9:31am 
:goldencheck: great gun mod for NPC crew, cool sounds, lights and no dmg to the doors.:dealstars: the monsters will experience the trauma :neondeath:
Lagmanor  [author] 28 Sep, 2024 @ 8:53am 
That's okay, don't bother so much :D
Just glad it helped you out!
It's Too Good To Be A Gooner 28 Sep, 2024 @ 8:48am 
(half the time i could pick it up barehanded...but it would drop a copy of itself, lol, the other half of the time i couldnt pick it up at all, unless as i said, i held the APR in my hands equipped) but that is over now so i will delete this comment tomorrow, and the one i made below it too.
Lagmanor  [author] 28 Sep, 2024 @ 8:30am 
No, it stays there all the time - as the UI logic makes it get drawn all the time the item is equipped, no matter if it it equipped as a weapon or as a wearable thing.
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).
It's Too Good To Be A Gooner 28 Sep, 2024 @ 8:25am 
@Moon-Shadow: EK stuff is no longer updated, but thanks for telling me that my Platform for the gunner to stand on is probably the wrong height.... because the NPC Ai is stupid, lol. i only mentioned EK because i assumed ..maybe it was overriding lights with the old Legacy lights and that's the only explanation....that i could think of as to why the light was falling off the gun and duplicating itself everytime i tried to pick it up with bare hands.

@Lagmanor: the light bug is gone (that's great!) :ConfusedZombie:, but the window for the Pulse Rifle Light... isn't that supposed to go away when i put the gun on my back? i forget now.
Lagmanor  [author] 28 Sep, 2024 @ 7:55am 
As far as I see, lua is required for an advanced mechanics that cannot be implemented via simple XML game code, and for their synchronisation between clients in case of multiplayer game.
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).
Moon-Shadow 28 Sep, 2024 @ 7:53am 
It does a few things differently with existing stuff

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.
Moon-Shadow 28 Sep, 2024 @ 7:51am 
Maybe it has something to do with the fact that many mods for multiplayer need Lua.

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.
Moon-Shadow 28 Sep, 2024 @ 7:50am 
Bots crouching is normal if the object they are using is lower than they can stand on use.

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.)
Lagmanor  [author] 28 Sep, 2024 @ 7:02am 
Huh, I don't really think so, light mechanic is kind of game basics and I doubt EK would able to signifiacnlty change that... But I haven't really had any experience of using it, so I cannot be sure.
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.
It's Too Good To Be A Gooner 28 Sep, 2024 @ 6:54am 
in that case, i wonder if using the EK Armory mod could have something to do with how the light functions?
Lagmanor  [author] 28 Sep, 2024 @ 6:43am 
But yeah, over than that, I've got no clue what could've caused this... I really need more intel regarding this, as my own game seems to work fine with it in both game modes.
Lagmanor  [author] 28 Sep, 2024 @ 6:41am 
Try removing those old rifles and replacing them with new ones? Sometimes when you update a modded thing it requires you this, because the old version doesn't just get overwritten automatically.
It's Too Good To Be A Gooner 28 Sep, 2024 @ 6:36am 
all i did was .... create a Customized submarine... with 4 Geth rifles at tier 3 on it, i took 2 of those rifles, put one on my captain and 1 on my mechanic in my own server, after i saved the game and exited the MP campaign, the Geth Light Item spawned on my next load... dropped behind a Water Pump, and i couldnt pick it up, and it kept making the noise Off sound every second or 2.

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
Lagmanor  [author] 28 Sep, 2024 @ 6:25am 
So I did some tinkering regarding built-in lightcomponent, it should now get removed from the inside of rifle inventory and not get dropped-off it before that. I believe it should also help with the constant turn-off sound issue.
...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.
Lagmanor  [author] 28 Sep, 2024 @ 2:56am 
Got it! Well then, I shall fix that in near days, hopefully I am able to. The rifle might lose its flashlight noises in the process, but well
It's Too Good To Be A Gooner 28 Sep, 2024 @ 2:12am 
i think (i understand a bit more now) this happens only in MP, i believe i encountered this bug a year ago on my Server too. (so it's not new, just looks like ppl dont report it to you mostly because they dont play on a server or they dont care)

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.
Moon-Shadow 27 Sep, 2024 @ 11:19am 
Would it be possible to post a list of all mods so that the modder can also see what mods have been used to see the possible problem.

Some mods don't get along, or maybe show things you normally don't see.
Lagmanor  [author] 27 Sep, 2024 @ 10:18am 
That thing, as you've guessed, is used as flashlight alternative in the rifle. It spawns once you turn the light feature on and gets dropped when you turn it off.
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!
It's Too Good To Be A Gooner 27 Sep, 2024 @ 10:07am 
im playing MP and... the Geth... rifle keeps dropping an item called Geth Light Item, sometimes i cant pick it up, but when i do... (without equipping my Alien Pulse Rifle with the light on) it duplicates the light... and it constantly is making the Light switch Off noise, which is annoying.

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
pavel4win 24 Mar, 2024 @ 2:22am 
Thank you for mod restoring, I delete my version
Moon-Shadow 30 Dec, 2023 @ 4:36pm 
The problem is because of the damage, it only goes well against everything that doesn't fight and waits to be shot.

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.
Moon-Shadow 30 Dec, 2023 @ 4:24pm 
The surface on which the button for the light is, is quite large, well it is movable, but it takes up a lot of space, would be good if you could still reduce the area.

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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.
Moon-Shadow 23 Dec, 2023 @ 2:07pm 
Built-in is also better.

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.
Lagmanor  [author] 23 Dec, 2023 @ 1:05pm 
Updated the thing with something asked by many folks - a flashlight! Not attachable though, but a built-in. More info in the description, enjoy. x)
Moon-Shadow 21 Dec, 2023 @ 9:50pm 
I'm not playing at the moment since the last game update, small break.

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.
Lagmanor  [author] 21 Dec, 2023 @ 8:45pm 
I've hidden this one with some other my mods expecting an update, that's all :D
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.
Moq-Rubiaac; MadCat 21 Dec, 2023 @ 6:59pm 
Good to see this back, it was nifty for saving bullets vs. lighter foes. Out of curiosity, why did you delist it?
Moon-Shadow 28 Nov, 2023 @ 9:31am 
Well, I'll ask the other one where I mean, he might still be making new things, but he hasn't designed any models yet, so i first ask someone who has already made models.
Lagmanor  [author] 27 Nov, 2023 @ 10:17pm 
Hey there again @Moon-Shadow,
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.
Moon-Shadow 26 Nov, 2023 @ 10:17am 
(4)

Or who should i write to who can do it sooner or has time to do it. ?
Moon-Shadow 26 Nov, 2023 @ 10:15am 
(3)

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.
Moon-Shadow 26 Nov, 2023 @ 10:08am 
(2)

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.
Moon-Shadow 26 Nov, 2023 @ 10:08am 
(1)

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.
Moon-Shadow 6 Sep, 2023 @ 7:58pm 
Tested with Mudraptors in the "Winterhalter" from the "Magneto-laser pistol" , also tested the "Alien Pulse Rifle".

Far too weak against mudraptors, i.e. normal ones that the wiki says have 150 life points.

-

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.
Moon-Shadow 6 Sep, 2023 @ 2:26am 
"Alien Pulse Rifle"

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.
Moon-Shadow 5 Sep, 2023 @ 11:53pm 
I'll take a look at the weapon in the editor and see how strong it is.

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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.
It's Too Good To Be A Gooner 29 Jul, 2023 @ 6:41am 
nah, i didnt mean that one but i think they updated the dubstep gun mod, i do use it but the last 60 days or less... the ammo is no longer infinite, and that gun can be even more annoying because i always hear the music ...even when i put the gun away, lol (always gotta pull out the disc). Now that i think about it, that's a way better gun for destroying Ice Spires, thanks! (best to preserve my gatling laser or minigun ammo for the underwear chases) :summercrab2023:
Lagmanor  [author] 27 Jul, 2023 @ 9:45am 
>BTW how do i make the compac version of the gun seen in the picture?<

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
It's Too Good To Be A Gooner 25 Jul, 2023 @ 11:14am 
2- continuation: 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... sometimes that is annoying = hence why i have the nitpick.

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 :UmbrellaLogo:

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)
It's Too Good To Be A Gooner 25 Jul, 2023 @ 11:02am 
you're right, and i kinda use too many mods as is.

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.
Lagmanor  [author] 15 Jul, 2023 @ 9:50am 
By the other hand, if you wish to make a mod that would "fix" it for you in the way you like, I'm totally cool with that. You can even publish it if you want, as long as you give me a credit. ;)


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≖)