Barotrauma

Barotrauma

The Great Talent Merger of 1.0
92 Comments
Dornam  [author] 22 Nov, 2024 @ 5:13pm 
@Lemniscate you can send them to me on discord, same name there.
Lemniscate 22 Nov, 2024 @ 3:36am 
Good day, can you see my screenshots? Should I have sent them to you? The name spam console open when i get more debuffs, if that helps at all. I have ss sparkys mod for talent merger compatibility. Name spam appeared after installing the mod, if i remove it, its fine.
Lemniscate 6 Nov, 2024 @ 5:42pm 
hmhm, oki, thank you. Ill try to poke around it and see
Dornam  [author] 6 Nov, 2024 @ 4:59pm 
@leminiscate Yeah, I have no idea. As far as I'm aware, I didn't touch anything involving achievements with this mod, and CPR_DDOM is a lua thing to make the "don't die on me" talent work with neurotrauma. If you don't have neurotrauma, that CPR_DDOM error will show in the console when the map loads, but it's not an actual problem.
Lemniscate 6 Nov, 2024 @ 1:35pm 
i have the screenshot of it , but i can write the red one. Error in statuseffect CPR_DDOM - affliction prefab with the idetifier or typ, cardiacarrest, fibrillation, bloodpressure. I dont have neurotrauma, so it cant be that.

result unexpectedError was not handled by Unlockachievements.

I am trying to look what could it be.
Lemniscate 6 Nov, 2024 @ 1:05pm 
hmm, that didnt fix it.
Lemniscate 6 Nov, 2024 @ 1:03pm 
SSparky made patch for gunnery and talent merger to work together, ill try if it wwas that.
Lemniscate 6 Nov, 2024 @ 1:00pm 
Good day, the player name spam persists, while having your mod active. The console forcibly opens once I recieve more afflictions, so im not sure which causes it. I am trying to figure out which mod could be a problem as I dont have mods that change afflictions or char perks.
Dornam  [author] 3 Nov, 2024 @ 7:32am 
@Moonfish sure. Same name on discord if you want to message me there.
Moonfish 2 Nov, 2024 @ 12:32pm 
@Dornam Can I privately message you? I have some things I'd like to discuss and the comments didn't seem like the right place to post. It's nothing bad, I just have a few questions.
Lemniscate 20 Oct, 2024 @ 9:55am 
Got 2 screen shots, 1 is the start of the server and the other is name spam.
Dornam  [author] 19 Oct, 2024 @ 11:16am 
If you could get a screenshot for me, I could see if it seems like anything important, but generally things in yellow text are just info or warnings, neither of which are usually issues. Errors and such are in red text.
Lemniscate 19 Oct, 2024 @ 7:34am 
improved husks mod, too may have something to do with character, maybe.
Lemniscate 19 Oct, 2024 @ 7:33am 
Waifu in the Deep v0.5a is the mod for looks
Lemniscate 19 Oct, 2024 @ 7:31am 
Good day, thank you for your reply, you are kind. No i do not use neurotrauma, letters are yellow. Its just my name being spammed in console so fast i cant scroll up. I do not use mods that change characters talents and stats in any way. The only mod for character I use is one of those waifu mods :D that change look.
Dornam  [author] 18 Oct, 2024 @ 4:57pm 
@lemniscate Is it in purple letters, and are you using neurotrauma?

As far as I know, neurotrauma just kinda does that at the start of every round. I've not experienced any negative effects from that happening, and it seems to stop a while after the map is loaded.

If it's something else that I'm not describing, then let me know with a bit more description, because I've not seen what you're talking about if it's not that.
Lemniscate 18 Oct, 2024 @ 3:50pm 
Good day, Thank you very much for your mod. Id like to ask what to do when a console is spamming my character name in it?
Tarta 14 Aug, 2024 @ 1:20am 
@Dornam Thanks a lot !
Dornam  [author] 13 Aug, 2024 @ 2:12pm 
@Tartapouet Fixed! BTW, the parts of any mod that uses lua to do stuff don't care about mod load order. This was because I override the lua hook for ointment to add functionality for medic talents to affect how much affliction ointment cures, and I didn't catch the change that the neurotrauma fork made when they changed it to reduce condition instead of using the whole item.
Dornam  [author] 13 Aug, 2024 @ 9:35am 
@Tartapouet Huh... I'll take a look at it
Tarta 13 Aug, 2024 @ 2:58am 
This somehow overrides the antibiotic ointment of neurotrauma's fork, which is supposed to behave like antibiotic glue (=item is non-stackable and has 8 uses before being consumed).

With this mod enabled (above or below NT-Fork, dosen't matter), antibiotic ointment doesn't stack, yet is still consumed immediately upon its first use, which is problematic for treating burn injuries because you have to carry an entire crate of the stuff.

Thanks a bunch for your mods, they're great fun!
Dornam  [author] 6 Aug, 2024 @ 5:48pm 
@Havel Not one that I've made, and it's not something I'm interested in making, but it's fairly simple to make a local version of this mod with that change to use in your own game.

1. Copy the mod files into your localmods folder,
2. Copy each talent tree in the TalentTreesnew.xml file and paste it into every other class's talent tree list in the same file.
3. Activate the local version of the mod in your mod list instead of my published one.
Havel L. Krik 6 Aug, 2024 @ 5:13pm 
Is there a version that allows you access to all Talent Trees?
minigosya 1 Jul, 2024 @ 7:11am 
@guns thx a lot!
guns 1 Jul, 2024 @ 6:11am 
@Dornam Hi are you using patching correctly? When pressing Chemmaster buttons, NTPharmacyPatch.lua throws an error at (38,4-65): attempt to index a nil value. If you access variables from another mod, use this:

Timer.Wait(function() >access variable from another mod< end,1)
Dornam  [author] 27 May, 2024 @ 2:02pm 
Please let me know if anything is broken, wrong, or you think something should work differently. I tried to keep everything as close to the original talents, while also integrating the new stuff as well.

I'm assuming everything should function just fine, but I'm only one person, so let me know if there's anything I missed in my testing.
Dornam  [author] 14 May, 2024 @ 5:35pm 
@captain happy are you using neurotrauma? If you're not, you can ignore those, since they don't do anything without neurotrauma.

Otherwise, yeah, I haven't touched my mods since the update, and there's some stuff that needs fixing. Also the new neurotrauma fork will probably need some integration, since they're planning on changing some stuff in it.
Captain Happy 14 May, 2024 @ 4:31pm 
Error messages appear upon initiating a level. There are 3 error messages pertaining to the affliction prefabs with identifiers "cardiacarrest" "fibrillation" and "bloodpressure" being missing.
Dornam  [author] 14 Apr, 2024 @ 11:48am 
@IceRoadTrucking As far as I'm aware, mods that change the talent trees are inherently incompatible with each other. I've not played with immersive repairs so I don't know what it changes for talent trees.
IceRoadTrucking 13 Apr, 2024 @ 8:13pm 
Any chance at a compatibility patch for Immersive Repairs? With both mods installed (multiple load orders) a few different mechanic skills are hidden/changed. Awesome mod! Thank you.
h 21 Dec, 2023 @ 3:32am 
Yeah, I decided to do just that after I posted the comment so I could keep a backup in case anything ever happened.
Dornam  [author] 21 Dec, 2023 @ 1:46am 
@h I've not made an "all talents on all classes" version, and I don't plan on doing so since I won't be using it, but it's a pretty simple change if you want to make a local version of the mod that has all talents for all characters.

1. Copy the mod files into your localmods folder,
2. Copy each talent tree in the TalentTreesnew.xml file and paste it into every other class's talent tree list in the same file.
3. Activate the local version of the mod in your mod list instead of my published one.
h 20 Dec, 2023 @ 11:19pm 
Is there a version that allows you to use all talents on any character? The other authors seem to constantly delete their versions of it.
Lurivar 16 Dec, 2023 @ 3:28pm 
Nice ! Thanks !
Dornam  [author] 16 Dec, 2023 @ 2:21pm 
@Lurivar update is out with the new talents, and a couple of changes to the assistant's greyshirt talent tree.
Lurivar 16 Dec, 2023 @ 6:55am 
Hey @Dornam. Do you plan on updating this with the new assistant talents from the winter update?
꧁ღⳆ⧹EvelithⳆ⧹ღ꧂ 17 Nov, 2023 @ 7:23pm 
Thank you :hearts:
Dornam  [author] 17 Nov, 2023 @ 11:16am 
No, it should work fine. I haven't tried it myself, but I had a conversation a couple days ago where someone said that if the talents you're specced into don't exist anymore, the talent points assigned to them get refunded automatically. I've not tested it myself, but if that doesn't work, you're only a couple of console commands away from getting more talent points to fix it.

As far as I know, all talent mods override the same files, so they're inherently incompatible. It wouldn't be a hard version of this mod to make though if you wanted all talents on all classes. You'd just have to make a local version of this mod and copy/paste each talent tree into the other ones in the TalentTreesnew.xml file.
꧁ღⳆ⧹EvelithⳆ⧹ღ꧂ 17 Nov, 2023 @ 3:56am 
Hi there! Quick question, I have started a run some days ago and just found your mod. Do I need to restart my run after activating this. Oh and second question, even if it sounds stupid, it's not quite apparent to me, is this mod incompatible with other mods like "All The Talent Trees"?
Dornam  [author] 14 Nov, 2023 @ 8:20am 
@Skeleboner No, since the new effect for the hammer is actually useful instead of being a meme, like the old one was.

Depends. Already existing talents are easy to mess with being that they already exist and you can change numbers or effects to your liking. Making new ones generally isn't too hard, but it just depends on the effects of your talent.
Whiffney Houston 13 Nov, 2023 @ 10:23pm 
Does True Potential return the Toy Hammer's implosion too?
Also, as an aside, how hard are talents to work with? Plan on making some of my own soon
Dornam  [author] 12 Nov, 2023 @ 9:52am 
Huh, that scooter was directly copied from the rads scooter mod, so I'll let the mod author know too.
Lurivar 11 Nov, 2023 @ 4:04pm 
@Dornam Noticed a small bug when using a Volatile Fulgurium Fuel Rod inside a RADS scooter. The console throws an error as it's trying to convert a string to a number, because the StatusEffect <StatusEffect type="OnUse" target="Contained" targetslot="0" Condition="-0,0625"> has the condition value written with a "," instead of a "." like the others.
Lurivar 29 Oct, 2023 @ 2:46pm 
Patch done and available here if anyone needs it : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3065722159

I ended up making the recipe available if you take the second talent option since it's a separate mod so no one should be confused by what it is supposed to be.
Lurivar 29 Oct, 2023 @ 11:02am 
Thanks for all the info ! I'll see if I can manage making it myself, else I'll ask the other mod creator.
Dornam  [author] 29 Oct, 2023 @ 10:49am 
@Lurivar It'd probably be a better idea for the other mod maker to make the cartridges not require a recipe unlock, since you need that talent to unlock the gun recipe anyway. I'd have to add all the stuff for an item that isn't relevant to this mod, and anyone not using enhanced reactors would just be confused about this extra useless item.

If you wanted to make a patch for that yourself, you could just get the xml for the cartridge item and remove 'requiresrecipe="true" ', put '<override>' before and '</override>' after the item. Then put the patch above enhanced reactors in your mod load order.
Lurivar 29 Oct, 2023 @ 9:40am 
@Dornam Really incredible mod ! Do you think it'd be possible to make it compatible with the "Enhanced Reactors" mod by making the second "Nuclear Option" talent also give the ability to craft the Nuclear Cartridges needed for the Rapid Fissile Accelerator ?

Or would it be best to ask the other mod creator instead ?
Dornam  [author] 22 Oct, 2023 @ 10:03am 
@a Glass of Milk I added the new assistant talent, but I couldn't replicate dementonite tools being non-craftable. When I checked, the recipes were visible in the fabricator. I also fixed that a while back on another patch, so try updating it and see if the recipe appears afterward.
a Glass of Milk 22 Oct, 2023 @ 6:18am 
@Dornam I appreciate it man, I'm not even joking when I say this is my favorite mod because I really missed a lot of the old talents and it just fits so well, while making the game still feel "vanilla" and not an entirely different game
Dornam  [author] 21 Oct, 2023 @ 6:01pm 
Huh, I'm pretty sure I put out an update for dementonite tools recently, but I'll look.