Barotrauma

Barotrauma

Harlequin Job
120 Comments
Cthulhu77  [author] 15 Jul @ 7:56am 
It would be possible, but unlikely that I would do it anytime soon. I haven't been following Barotrauma stuff really these days and am busy with other projects and work and stuff.
Ms.PancakeMan 13 Jul @ 8:19pm 
Would it be possible to create versions of your Dynamic Europa and Don't Start With patches that you have for your Acolytes mod but for this mod?
Cthulhu77  [author] 3 Jul @ 12:08am 
Should still work fine. It just requires more honks if you have low skills. You can also dual wield bike horns if you want to help circumvent the skill thresholds a bit. Thresholds on either talent are a bit different but roughly every 25 skill levels will increase the effect.
StrawBurritoJr 2 Jul @ 11:10pm 
Hey just wondering, is the skills that involve the bike horn, so mending melodies and follow the honk, do this perks still work and what is the fresh-hold of what level skill do you need for them to work right?
Vanilla Gorilla 26 Mar @ 10:13am 
still a great mod
Average Toaster Enjoyer 7 Mar @ 8:48pm 
maybe he's trying to hire one?
Cthulhu77  [author] 29 Jan @ 1:11pm 
I'm not sure what you mean. On my end, it is appearing both in the mod list in game and in the job preference menu.
bamsei 29 Jan @ 8:13am 
its not appearing :steamsad:
bamsei 29 Jan @ 7:57am 
can the harlequin appear in the menu?:steammocking:
zwizu. 23 Jan @ 5:45pm 
alright, thank you
Cthulhu77  [author] 23 Jan @ 5:42pm 
I prefer not to. I just don't like doing that. There is a mod channel in the barotrauma discord that you can go to get more direct help.
zwizu. 23 Jan @ 5:27pm 
would you be fine sharing your discord with me so i can have some more in depth guidance?
Cthulhu77  [author] 23 Jan @ 5:01pm 
@zwizu! If there isn't any other mods overriding what you want to change, mod order doesn't matter. Otherwise, I believe barotrauma has their mod order list load things in reverse of most other games with mods. If you wanted them to have it very reliably, you can add the effect to any of the early talents. If you wanted to have it be more thematic, you can add a it to one you think makes the most sense, or add new talent and slot it in somewhere. It's up to you.
zwizu. 23 Jan @ 4:51pm 
aha so it is possible, how does overriding go with submods in this game?
and which talent would be best to modify, or do i add a new one?
Cthulhu77  [author] 23 Jan @ 4:42pm 
@zwizu! You could override the suit and give it a unique tag then have a harlequin talent give you resistance to psychosis while wearing it.
zwizu. 23 Jan @ 4:33pm 
hey ive been trying out barotrauma modding myself, is it possible to add psychosis resistance for a specific equipment piece but for ONLY harlequins? the fool's diving suit from BaroDrama V5 gives psychosis to the wearer and i dont want it to for clowns
zwizu. 29 Oct, 2024 @ 6:52pm 
i have the perk and the recipe, yet it still cant be crafted. i put all the resources in the right spot manually and its still greyed out, i might look into it myself later
Cthulhu77  [author] 29 Oct, 2024 @ 3:15pm 
@zwizu. cant aim Unless you don't have the talent, I am not sure why that would be. The clown talent is using the exact same one as the assistant, so it should work fine. Unless the vanilla assistant is broken.
zwizu. 29 Oct, 2024 @ 3:12pm 
i cant seem to be able to craft the clown crate, is that an issue with the mod or a mod collision more likely?
Cthulhu77  [author] 13 Aug, 2024 @ 5:17am 
@Host Migration The Acolyte was my first ever mod that I have made, that I put up for the public anyways, and I didn't really think to much about it. Eventually I just liked it better when it didn't give you a free person for single player, so I made the other jobs mods that way, I could make another version of the mods where you get them at the start if you would like.
Host Migration 11 Aug, 2024 @ 4:32am 
I didn't know the job wasn't a default crew member upon single player creation, that's my bad. I do wonder if it's intended for the acolyte to be a default crew member job on single player games however.
Cthulhu77  [author] 10 Aug, 2024 @ 3:04pm 
@Host Migration Did you forget to activate the mod? I just opened a fresh game with the mod and it works fine.
Host Migration 8 Aug, 2024 @ 2:24pm 
Doesn't seem to work
Cultist ⁧⁧ ඞ 19 Apr, 2024 @ 8:36am 
Ah, so I may as well use it anyways, it may not have one of the reasons I do the Clown tree but at least it gives some other chump something to immerse themselves in, thanks!
Cthulhu77  [author] 18 Apr, 2024 @ 9:28pm 
@Cultist ඞ It does not affect the Clown tree of Assistant.
Cultist ⁧⁧ ඞ 18 Apr, 2024 @ 9:18pm 
Looks really interesting, almost inclined to use it if not for it lacking the 1 goal I go for, still really cool.
Question, does it affect the Clown tree of Assisstant?
[TFJA] DJL66 3 Nov, 2023 @ 5:36am 
Could always add a skill that lets you craft wild eggs into "clown" versions of the eggs that you can hatch and are friendly towards the crew
Cthulhu77  [author] 29 Oct, 2023 @ 12:10pm 
@Bricriu I could probably do it if I were to override the mudraptor and crawler, but I would really like not to do that, just to keep my mods as compatible as possible with as many mods as possible. The effect itself it not one I really liked. Having very common monsters ignore you while you do nothing felt very strange to me. The idea is not off the table though. I will think some more on it, probably after I finish the Coalition Job mod.
Saint Bricriu 27 Oct, 2023 @ 10:29am 
Just had an idea for another clown skill, dunno if it's real fuckin difficult to program, but making it so small animals like Mudraptors and Crawlers ignore Clowns as a "Beast tamer" could be pretty neat! Sorta like Assistant's Play Dead skill.
Xiivait 10 Oct, 2023 @ 12:16pm 
All your jobs are very lore friendly, balanced, thematic, cool, the best jobs ever 10/10
Cthulhu77  [author] 4 Sep, 2023 @ 5:58pm 
@FarmerDave The amount that is fixed is dependent on your skills. You just need to pass certain thresholds. The amount fixed will be very minimal if you your skills are very low. If your skills are low then it will be a few honks per percent so it will be hard to notice if you aren't just checking the numbers all the time. You can dual wield bike horns to mitigate that if you have very low skills.
FarmerDave 3 Sep, 2023 @ 9:32am 
yo for the honk ability that allows you to fix mech and elec stuff do you have to be the exact level thats required or is it bugged
Riverina 22 Aug, 2023 @ 8:50am 
Me out here making a Class mod myself- I see Gas's Comment like "Dam son, Anyway time to make Melee Combat focused Class."
gas 27 Jun, 2023 @ 11:30am 
Just try to make it more original than just "melee security but gimmicky"
Cthulhu77  [author] 27 Jun, 2023 @ 8:00am 
@gas I do think there should be a version of the clown that leans more towards a joke job, but I wanted to make job that you could use. Maybe I will make one when I am done with the other faction jobs I want to do, if it isn't already done by someone else by then. I am also a bit confused why I would add generally useful things like healing powers when the goal would be to make more of a joke job. Also, it is a more slow acting and weaker version, but there is already a talent that gives pressure immunity included among the talents.
gas 26 Jun, 2023 @ 10:48pm 
I suggest making it more of a joke job, as dumb as it sounds. This way it's just a gimmicky, bad security officer. Why not make the clown actually good at entertaining the crew? How about a talent for ragdoll fall damage resistance, so that you can jump into ballasts? A portable drumset, for badum-tss on the go? Maybe combine this with healing powers for a support style role, or make the clown pressure immune again for extra utility on diving missions.
Izzybee 28 May, 2023 @ 2:56pm 
Understood captain. Thank you for letting me dump all this and for your time. Highly appreciated.
Cthulhu77  [author] 28 May, 2023 @ 2:27pm 
That sounds cool. Makes me think of Destroy All Humans, or Star Wars, or XCOM. Definitely would need to know lua to attempt to make something like this.
Izzybee 28 May, 2023 @ 6:47am 
(I had to split this into a few messages because steam V:) This class would branch out into a strong 3-tree control style character, ranging from a tree supporting team mates in some capacity by amplifying them. You could have a tree dedicated to stunning and slowing monsters with a in-built weapon for the class or something of that sort, and blinding them could be real fun. The hardest of the idea's I had would be a sort of "telekinetic" focused tree, where using your extended grab range to pick up objects around you like garbage on the floor, id's and spare batteries, and catapulting them at foes for massive blunt damage. Imagine picking up a thrown grenade on the floor and doubling your chucking distance with a telekinetic chuck, plain and simple killing the monster with the impact of the grenade alone, or expending health or oxygen from a special vest, to massively boost team mate turret fire rate and HP regen.
Izzybee 28 May, 2023 @ 6:47am 
So I always figured there would be some way to tap into the power aliens once held, or use some sort of plant or organ in a monster to enhance ones ability to affect the environment around them. The idea start with the thought : "What if I could pick up that spent harpoon across my ship and throw it clean through my buddies head? That'd be pretty funny." Then I got to thinking, extending the characters reach range to pick things up could be VERY cool. This class would potentially start off a lot like this class, where it's first perk-line does not contain 5 generic perks but 1 specialized perk. (Or 3 for different types of psychic starts with distinct advantages over eachother.). This (these) opening ability(s) all allow you to extend your reach far and grab objects much farther away from you than another character.
Cthulhu77  [author] 27 May, 2023 @ 7:48pm 
@Callschanov Bhugavich Thanks! I'm glad you enjoy them! I have thought about just opening up something for people to donate if they so desire, but no plans for commissions. I have a feeling I'd need to know lua or something to make what you have in mind, but I'm all ears if you'd like to share your idea.
Izzybee 27 May, 2023 @ 7:29am 
Dear Cthulhu, still a huge fan of your amazing mods, as are my friends. I cannot contain my excitement at the thought of a sort of Psyker / Psychic class that can manipulate objects or enemies from afar. I have many ideas for such a thing, but no money currently. Do you perhaps, take payed commissions for jobs or generally are you receptive to ideas?
OniTJI 3 May, 2023 @ 11:18am 
Yeah I may have overreacted, I played a few months before 1.0, although not for long.
Cthulhu77  [author] 2 May, 2023 @ 10:36pm 
@OniTJI Load order does not matter. I'm not sure if you were playing barotrauma before the holiday update, but it is a weaker version of what the clown used to have. You are required to level all of your talent trees to gain the full effect and there is no other benefit. I don't see the "Under Pressure" talent as very strong. I see it more as a nice convenience since I have not died to pressure since the first few times I have played barotrauma.
OniTJI 2 May, 2023 @ 5:10pm 
Under Pressure is CRAZY THOUGH WTF
OniTJI 2 May, 2023 @ 4:40pm 
Does Load Order matter?
Cthulhu77  [author] 10 Apr, 2023 @ 1:21pm 
That is not possible, at least without lua or something else like it. The closest thing I could do to that would be 100% reapers tax resistance. I have been thinking about changing or adding a bit more to playing the part, not sure yet.
Saint Bricriu 10 Apr, 2023 @ 8:31am 
buff/nerf idea for Playing the Part or Accident Prone: Gives Harlequin the ability to count as an assistant for all the talents which say "The Death of Assistants do not count." Instead of its current buff. I find given all the detrimental downsides of the entire Fool traitline, that sort of insurance could be quite beneficial in ensuring that the clown need not fear Death.
Clown 6 Apr, 2023 @ 11:02am 
Blessed creation friend, may the Mother treat you well :captainclown:
Cthulhu77  [author] 5 Apr, 2023 @ 9:15pm 
Glad to hear it!