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Somewhere there should be a movable button if you are wearing a backpack that can have light, or generally something that is not permanently on.
These movable areas where there is a button usually end up at the bottom of the screen, but can also appear on the side.
If it is there, and you press the button on it, and nothing happens even though there is a battery in the right place that has power, then there is some kind of bug.
If it is related to the mod and the newer game version, you should switch to the “Forke” version linked above, as it is still being updated to work with the game, and it also removes a performance problem that this mod causes here over time.
Modular Backpack (Forked)
It works.
If it does not work for you then you have some mods that do not work with the original and the new version.
I only know the “Weapon holder” that was brought back as an extra item without changing the original, I didn't pay attention to the name if it is called “Modular Holders”, but the name would have to be adjusted in the description in the mod if it is.
The weapon holder from this mod is built in the Fabricator, equips it like weapons with double click, and target, gets a display where it is shown when you set it, and confirms with E to place it, to these all backpacks from this mod can then be attached.
The original weapon holder can only hold the weapons, the modified one can hold both weapons and backpacks.
At least it would make sense to call it “Modular Holders” if it is for weapons and backpacks than just for weapons like the original one that is only available in the editor.
What I don't know anymore is whether the backpacks from the developer can be loaded when you put them there.
These mod backpacks can be loaded when you put them on the weapon holders.
The weapon holders should still be possible for all mod backpacks, and smaller ones should also go into the case slots of lockers.
If small ones go everywhere in the locker, many would take advantage of that, and some would get performance problems because of the problem of too many objects in a submarine, to compensate for this, stack sizes were increased and suitcases were moved to their own places.
I am considering putting the smaller backpacks in container slots so there is a clear line between a backpack you can quick swap and the larger carry rigs for ammo and large amounts of bulky items like machine guns etc.
Which fixes some of the issues that occur with the mod over time through game updates from the developers.
I'm not playing at the moment so I haven't looked at the other one yet.
This backpack mod with load mechanics already existed before the developers added the mechanics, the new mod is supposed to fix the problem of the additional overload.
The overload from this mod was also much weaker before the game update.
Originally there wasn't even a backpack, so the basic model that exists in this version with 9 slots has one less than what the developers made with 10, this one with 9 you don't even notice the load.
Only the Typs from Heavy Load Backpacks make you very slow, but it's still faster to get and take something fully loaded than to have to go somewhere several times, and extremely slow with the ammunition boxes and railgun shells, on End go with this for Loot.
Unfortunately, they can only be carried in the heavy weapons Slots if you install one of these in this backpacks.
Otherwise one that you hold in your hands.
Everything that goes into the hotbar also goes into these backpacks, except for a mod that makes heavy weapons usable for the hotbar, nothing has been done to make backpacks work.
There is a hotbar mod where all original heavy weapons go into the hotbar, which also ignores the weight of the weapons for the hotbar because there is no weight system for them, just as there is no weight system for clothing and no weight system for medical cases from other mods that are for the hotbar.
That's the name in the editor, and that should also be the name in the “Fabricator”.
In a Barotrauma Wiki looked at what it is called, because my game is in German and these things are then called differently, and I no longer know what it was called.
There are submarines that also have such "Weapon Holder", they are originals in the game, but this mod here makes it possible to build them in a running game and insert them into a submarine, so you don't have to equip the submarine with them in the editor beforehand.
I forgot how to put them on the wall, so the back walls, it's a bit awkward if you don't customize submarines yourself in the running game, I only use submarines where you don't have to customize anything so no rewiring.
From the Time i use this mod only used 2 submarines, one that doesn't have enough space for mounts so I stored one in the “Fabricator” and use one. / And a submarine that already has "Weapon Holder" where I have 2 characters with a backpack and one on a "Weapon Holder".
This mod contains and the newer version should also have it, in the “Fabricator” there is a recipe with which you can make a holder that you can make in submarines on the walls, to these go these backpacks.
Maybe in the other mod it also goes into a closet, at the moment I'm not playing and haven't gotten to look at the other mod yet.
My version is updated to work with newer ammo types and other issues this older mod had problems with along with being much better about not causing huge amounts of lag.
Since this mod is no longer updated I will try to keep the fork updated as best I can, submit any feedback over there.
The huge backpacks I do not use anyway there are only 2 where made on holders, because of submarines empty gun ammunition and railgun shells, and the other because of other stuff.
I use 2, 1 big weapon and 9 slots, and the one for ore which has 9 normal slots and 6 ore, the one for ore for my combat Diver to go out and the one with weapon slots for stations against pirates and all beacons.
I don't remember but I think I last used the medical version for Art too, started again shortly afterwards and since then 2 months have passed where I didn't play, so I don't know if I liked it anymore. / Made a break because of another submarine to new build, and 1 Guid in 2 languages with 2 things you can only do yourself because there are no mods for it which is useful for the submarine as level 3.
Yes, some of them should be optically a little smaller, the really big ones look like this in real life you would fall over with them, even when they are empty.
This mod is based on backpacks that are visually stable under pressure.
In the game there are some things that should not be able to withstand this pressure in Barotrauma, for example bottles containing medicine, which are made of normal glass that strangely enough is created out of nothing when this medicine is produced.
The developer wants to make so many things more real, and then makes a visually tiny backpack with 10 or 12 compartments.
The game will not fail because of the mod “Modular Backpack”.
Problem could be because of robot design, it directly imitates “Wanzer” suits from “Front Mission” / Advantage the rights have somehow no fixed owner.
So they can copy whoever they want if they have free content rights.
But at least you can see such ideas “Modular Backpack” somewhere else.
Maybe there is something in the game that will be included in a mod in Barotrauma.
Just use a “Modular Backpack” to upgrade your stuff, instead of other games where it's mostly suits, and rarely anything else.
The preview for the minimum system requirement should still change, otherwise very few with high-end PC's with high i7 and medium graphics cards, let's see how the game will be.
Only the mod “Modular Backpack” has optically several different, in the game, however, currently all optically the same, if the game is finished and that would be like the mod, then it would be well imitated.
And test started when you have inserted a battery in the marked compartment.
And when you are in the water then turn on the movable button that you can pull anywhere.
Consumes energy even without driving, but only very little, so to turn on and off.
Normal movement for slow movement, and Run moving for fast movement.
Since there is the possibility to attach it together with a small one to a backpack.
So you can have a large weapon with you where the belt would otherwise be, and still use a backpack.
Such a backpack that has a holster is useful if you have heavy weapons from mods that are not made for the normal inventory and are not counted by heavy weapons in the inventory carrying mods.
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Strangely enough, you can also wear the holster instead of a belt, but it doesn't help because it only has room for 1 weapon.
It works for me.
How would I recognize that something is not running correctly. ?
It makes no sense that you can't wear a belt if you want to carry a heavy weapon on your back, the belt is not on your back and was still in the game before the backpack, and heavy weapons are not worn on the hip are also worn on the back in the game.
And there are mods that make heavy weapons portable in the inventory, but this only refers to the original weapons.
I don't need more weapons that are almost like the originals only stronger, just to be able to carry heavy weapons in the inventory because someone adds more weapons to his mod.
You can't even find a single mod that removes the psychosis effect from the "Alien Pistol", only ones that change all the other weapons.
Changes the normal belt so that it has additional stats.
The weapon holder, can be built as above, i.e. in the Fabricator.
In the editor I have made these on the wall there go all kinds of backpacks on it, of course only one per holder.
I just don't know how to get these parts on the wall anymore, in another mod that also has things to place, something is indicated with E hold or press while holding mouse buttons on the wall, should then work the same way here.
I don't know if this backpack needs a battery, it would have a marked inventory space for a battery.
There is either a small button near the inventory, or somewhere else if it is different from player to player. / There is a button that you have to press.
If there is no button and the light is not on automatically, then some mod is doing something about it or an update of the game has caused the light to stop working with this mod.
The problem is the wall mounts that can not be built originally, and are customized by the mod that you can build them, no matter how much space is in a submarine I can not build them anywhere.
Also tested in the editor in a Dugong where also made extra space that nothing is in the way, where I built one directly and wanted to attach it to the wall as you would install it in a campaign in his submarine, but it goes nowhere where.
My diver carries one that not Restriction, and a heavy load version stored in the manufacturer, which I always have to take out when I want to make something that needs all the places from manufacturer.
You can recognize mods when they add things without changing or replacing original things.
This mod uses the original items.
Important for things that need oxygen bottles, only the no quality have, others do not work, so buy if you do not have a character who can still build them without quality.
For things that need more places than the manufacturer has, only works with submarines that have an attached cabinet, if the inventory does not count.