Barotrauma

Barotrauma

Wreck Corpses [Ru En]
41 Comments
arb0 1 Jun @ 7:52pm 
Havel
> 🎵You can't always get what you want 🎶
> 🎶 But if you try sometime you'll find🎵
> 🎵 You get what you need 🎶
Havel L. Krik 30 May @ 7:40am 
"be glad" :steamthumbsdown:
I'd "be glad" if both mods were one.
Battle Engineer  [author] 30 May @ 4:16am 
some people only want wreck changes,
the moving of the mech isnt meant to be fast, yah its meant to be super slow...be glad i didnt add the radiation to it like i wanted (it was meant to leak rads)
Havel L. Krik 30 May @ 1:07am 
True, but why not have them as one?
One lets you get the suit from an enemy while the other only has a small chance of spawning.
On a side note, transporting the wreck of a mech is easier when water is not involved (unless there is a way that doesn't require you to walk the mech to the Fabricator).
Also, it makes for less mods to use.
Battle Engineer  [author] 29 May @ 10:55pm 
they should just work, either mod also lets you repair them
Havel L. Krik 29 May @ 7:16pm 
Wait, you have a mod that modifies the Exo-husk to drop a Ruined Exosuit when killed, and you have a Ruined Exosuit in this mod... What id you combined the two?
Nobaru 24 May @ 7:55am 
I forgot that I also used "New Wrecks For Barotrauma (With Sellable Wrecks)".

Take your time. It's still a fantastic mod. It really enhances immersion when exploring wrecks. :steamhappy:
Battle Engineer  [author] 23 May @ 8:13pm 
ill look into this, let me do some testing
Nobaru 23 May @ 4:35pm 
<Workshop name="Lua For Barotrauma" id="2559634234" />
<Workshop name="Performance Fix" id="2701251094" />
<Workshop name="Soundproof Walls" id="3153737715" />
<Workshop name="Better Charging" id="3349452723" />
<Workshop name="Smarter Bot AI" id="3343911734" />
<Workshop name="Blueprints" id="3301014847" />
<Workshop name="Small Plants Vanilla Fork" id="3389758993" />
<Workshop name="Submarine Overhaul" id="2957837011" />
<Workshop name="Quick Interactions" id="3438745304" />
<Workshop name="Press R to Reload" id="3413495302" />
<Workshop name="Captain Navigation Terminal Hotkeys" id="2851646527" />
<Workshop name="ADV Beacon Stations" id="2544952900" />
<Workshop name="Visualize Motion Detector Range" id="3309211606" />
<Workshop name="Immersive FOV" id="3343964771" />
<Workshop name="Remove GUI Window Position Restrictions" id="3157899228" />
Battle Engineer  [author] 23 May @ 4:04pm 
what? any other mods on?
Nobaru 23 May @ 1:40pm 
It seems there’s a bug that corpses from this mod lying around as husks or even wandering around. I hope this can be fixed.
Spartan 20 Jan @ 7:32am 
Ayy it works now! Thanks man!
Spartan 19 Jan @ 9:41pm 
None. I just tested it after doing a fresh reinstall of the game too.
Battle Engineer  [author] 19 Jan @ 5:41pm 
mod list? trying to reproduce
Spartan 19 Jan @ 7:00am 
No, I'm not seeing anything in the debug console.
Battle Engineer  [author] 19 Jan @ 4:42am 
odd, any errors?
Spartan 17 Jan @ 11:34am 
Exosuit repair isn't working, all materials disappear upon completion.
Zee 29 Nov, 2024 @ 12:19am 
Seems like some of the wreck corpses are still vanilla?
I think @Theta 198 is on the money.
Battle Engineer  [author] 22 Oct, 2024 @ 2:20pm 
they shouldnt?
Nobaru 22 Oct, 2024 @ 2:03pm 
I guess corpses inside wrecks could also now be husks playing dead, might conflict with this mod's functionality?
Battle Engineer  [author] 30 Jul, 2024 @ 4:53pm 
how odd
Aditor 30 Jul, 2024 @ 11:18am 
It seems like the exosuit repair crafting does not work?
Whenever i craft it, it does not yield the exosuit, it takes away the materials (including broken exosuit) with no resulted exosuit
therealultros 16 Jul, 2024 @ 7:26am 
looks like only "captaincorpse1" and "mediccorpse1" are affected
therealultros 16 Jul, 2024 @ 7:23am 
@Alexander it looks like when they changed stack sizes, they also changed some item tags. "shotgunammo" -> "shotgunshell" and "acidgrenade" -> "chemgrenade".
HDC 4 Jul, 2024 @ 9:13pm 
How about the compatibility of this mod? Let's talk about it (like a wetsuit overhaul):Tokyoheart:
Battle Engineer  [author] 21 Jun, 2024 @ 10:33pm 
odd? those are base game items
Alexander 21 Jun, 2024 @ 8:51pm 
Thanks for your good work, this mod is a must have for me but I keep getting "Matching item prefab not found" error whenever a corpse attempts to spawn carrying "shotgunammo" or "acidgrenade" for example. Could it be a load order conflict?
I3eauLeBoi 11 Mar, 2024 @ 1:25pm 
Cheers for still working on it.
Battle Engineer  [author] 8 Dec, 2023 @ 11:14pm 
for future reference: its spawnitem Skeleton1 inventory
TheDestroyer2103 8 Sep, 2023 @ 1:28am 
Aight, thanks
Battle Engineer  [author] 8 Sep, 2023 @ 12:10am 
im assuming you meant the bones, check the change logs for the command
Battle Engineer  [author] 7 Sep, 2023 @ 11:38pm 
what are you trying to spawn?
TheDestroyer2103 7 Sep, 2023 @ 11:14pm 
Is there a way to spawn them with console commands?
Battle Engineer  [author] 18 May, 2023 @ 6:48pm 
corprses.xml
GVLT 18 May, 2023 @ 1:47pm 
What do I edit to remove weapons and exos from spawn?
sharaj00 16 May, 2023 @ 4:23am 
cool, i'm trying to get something like this in my mod
Battle Engineer  [author] 14 Mar, 2023 @ 11:38am 
it should, no reason it would break on any update
[TC] Toaster Oven 14 Mar, 2023 @ 11:33am 
Does this still work for 1.0?
Battle Engineer  [author] 25 Nov, 2022 @ 10:59pm 
it seems to work for me, ill update the mod to see if that helps but other then telling me what the console says, theres not much to do. please give console log if it happens again
Battle Engineer  [author] 23 Nov, 2022 @ 6:25pm 
ill see if it happens to me, give me a bit
MIRROR 19 Nov, 2022 @ 4:51am 
nise