Barotrauma

Barotrauma

THG Armory - 'Vanilla' Weapon Pack
102 Comments
Gord-X-Sus 29 May @ 10:56am 
Update this mods NOW
Semkay 11 Apr @ 10:20pm 
Does it still work?
kamiowo 29 Mar @ 7:56pm 
ngl that pulse laser gun looks pretty interesting and cool,when we getting this?
kingmagma111 23 Mar @ 6:05pm 
I can confirm, autopistols have the same issue.
Adam (Winter Wolfing it) 28 Jan @ 5:55pm 
not sure if its an oversight or on purpose, but the magnum (and possibly other guns) can fire without aiming, thus leading to shooting when trying to open doors, if the gun is selected at the time.
the ship mechanic was not too happy with me when i blew his kneecap out.
teensarlacc 17 Jan @ 5:32pm 
is there any mod that integrates this mod with the skill tree system? I like the guns but I don't care for all the guns and ammo being unlocked to craft from the start.
Capt. Rhett Phive 6 Dec, 2024 @ 7:47am 
i hope you keep updating and working on your THG mods, imo, they are frankly the best in the game
Flintl0ck 5 Dec, 2024 @ 4:19pm 
how much damage does the blunderbuss deal?
Cataclysm 4 Nov, 2024 @ 12:25pm 
still the best armory on the workshop :steamthumbsup:
c17i4o 29 Aug, 2024 @ 8:03am 
update yo shit bro
Havel L. Krik 16 Aug, 2024 @ 12:53am 
Is it possible to get a standalone mod for just the Rail Rifle, Micro-machinegun, Inferno Cannon, Rhino Weapon System, and the Mobile Coiler?
ALE199 2 Jul, 2024 @ 3:35pm 
ALERT FOR EVERYONE
THESE MODS WEREN'T UPDATED IN A WHILE AS SUCH THEY PROBABLY DON'T WORK TOO WELL, INCLUDING THE MANY BUGS THAT WEREN'T FIXED SINCE THE LAST GAME UPDATE, I HIGHLY SUGGEST NO ONE TO USE IT UNTILL THG COMES BACK.
CobbleSansPyro 25 Jun, 2024 @ 1:37pm 
Pistols still shoot when not aiming. Really annoying when pressing buttons.
SteelWoods 2 Jun, 2024 @ 12:32pm 
When i fire these weapons, the flash from the muzzle is always set right above the gun
Aspen 10 May, 2024 @ 3:24pm 
some of the guns seem to be firing without holding the aim button

also all the talent recopies are still broken
ZT_Zane 15 Apr, 2024 @ 3:25pm 
The cqc assault rifle doesn't work properly, I already went in and edited the xml file so it works properly for me and I can send you the code if you want
Ksarper 21 Jan, 2024 @ 4:50pm 
The author doesn't give a fuck about the comments section
Target Practice 5 Jan, 2024 @ 1:23pm 
Are most of these weapons store-bought only?
mihajlozivanov08 5 Jan, 2024 @ 1:01pm 
what ammo does flintlock use?
JayBird 29 Nov, 2023 @ 2:36pm 
Are Flintlocks supposed to start a fire after every shot?
AGrimmlock 22 Nov, 2023 @ 5:37am 
no items from any thg mods have names for me but weirdly my friend that was playing with me could see names...
Major-EasyKill 8 Nov, 2023 @ 2:40pm 
Hey, I don't know if this has been asked before- but how do you switch to the different fire modes for weapons like the CQC assault rifle? My only prompt is a keybind that doesn't seem to work. Am I missing something?
Black_moons 2 Nov, 2023 @ 1:14am 
Weird, just had the sub-carbine fail to fire extended 45 mags but the SMG fire it fine? I dunno, seems to be randomish and fix itself on round reload? might be a barotrauma bug or tiny diff in how the ammo works vs normal ammo?
ALE199 31 Oct, 2023 @ 2:51pm 
Hey if you need help with the mod I'd be willing to help
Vancroix 31 Oct, 2023 @ 10:57am 
where do I find the CQC assault rifle?
Black_moons 29 Oct, 2023 @ 11:47pm 
SMG can load extended 45 mags, but when you shoot no bullets come out and no condition is used. Sub-carbine seems to fire extended 45 mags just fine
Agitatio 17 Oct, 2023 @ 8:37am 
Are animations or case ejections planned for vanilla weapons?
Daratra 16 Oct, 2023 @ 4:02pm 
I'm getting the error 'Tried to spawn "securitynpcseparatists" with the item "thgvintagesmg". Matching item prefab not found.'

I only have your mods installed (Weapon Pack, Armory and NPC overrides). Any idea what that's about?
ALE199 25 Sep, 2023 @ 1:20pm 
also the Makeshift Rifle still does not take .38 ammo
applejackcats 23 Sep, 2023 @ 10:46am 
I have no idea what the cause is but NO thg items (turrets,armor,weapons) have names for me. They appear as blank items but everything else works fine. No other mods have this issue. It gives me a warning that "item has no name" for every item. But I checked the XMLs, they absolutely all have names. No idea what the issue is
ALE199 22 Sep, 2023 @ 2:17am 
Ok I figured it out, there seems to be a compatibility problem between this mod and AUG

Failed to load "C:/Users/varan/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2975929734/Items/Weapons/WeaponParticles.xml": Failed to add the prefab "bulletshell" (Barotrauma.Particles.ParticlePrefab) from "AUG Guns Revived" (C:\Users\varan\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2975929734): a prefab with the same identifier from "THG Armory - 'Vanilla' Weapon Pack" (C:\Users\varan\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2966487783) already exists; try overriding
at Barotrauma.PrefabSelector`1.AddInternal(T prefab, Boolean isOverride) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 116
RustedRegime 20 Sep, 2023 @ 11:57am 
Makeshift shotgun has wrong descriptor
ALE199 20 Sep, 2023 @ 12:56am 
nvm now after re-downloading it, it works
ALE199 20 Sep, 2023 @ 12:17am 
there seems to be an error but I can't find why. I'll try to get the clean logs
RoboTreeEXE 19 Sep, 2023 @ 6:02pm 
Minor bug: Rhino Weapon System's container icons are reversed
RustedRegime 17 Sep, 2023 @ 5:21am 
I dont like the animations that much, it doesnt feel like vanilla anymore that much.
Ecologist4 12 Sep, 2023 @ 5:09pm 
@John Wick To my knowledge, the makeshift rifle takes rifle rounds
Gordan Ramsme 12 Sep, 2023 @ 4:54pm 
What bullets does the makeshift rifle take, it doesn't take the revolver rounds like I thought it would or is it bugged atm?
RemieSchwarzkopf 8 Sep, 2023 @ 2:46am 
The bullet spawn on the vintage rifle comes out of the scope, not the barrel. This cause the aimpoint to be misaligned, making me keeping missing my target. Got infected the waste (I play DynamicEuropa) too many time bc of this
caninmyham  [author] 4 Sep, 2023 @ 11:23am 
@Cultist Should be hotfixed
Cultist ⁧⁧ ඞ 4 Sep, 2023 @ 7:04am 
My campaign is now complaining that the mod "THG Armory - 'Vanilla' Weapon Pack" is missing from the load order and that the "THG Armory - 'Vanilla' Weapon Pack - Animation Update" was not part of the campaign :X
caninmyham  [author] 3 Sep, 2023 @ 5:10pm 
@Ecologist4 Thank you for the feedback, I honestly had no idea why the flashlight was screwed. I've been on a bit of a haitus, but i plan to release a little update for the weapon mod today to address some of these oddity issues and misc. complaints.

@SeverinNyx As for the PDW, it's gone even on my side - i really don't know what happened with that, as i never INTENTIONALLY deleted it, but i suppose i must have by accident at some point or another. I will likely re-implement it as well with the coming update.
Snake 2 Sep, 2023 @ 8:15am 
This is great but we could really use an old-world revolver, perhaps one chambered in gods caliber?
Mantha 2 Aug, 2023 @ 5:02pm 
rifle carbine can be stored in inventory, but sub carbine can't? That doesn't make much sense. The sub carbine should be slightly smaller than the rifle carbine so it should be able to fit in your inventory.
Ecologist4 29 Jul, 2023 @ 3:23am 
@SeverinNyx
After seeing your comment I checked the mod's code for any reference to the PDW, nothing came up. The image for the weapon seems to be stored in the mod's files but not used, unless I'm mistaken I believe weapon isn't actually in the mod right now.
SeverinNyx 28 Jul, 2023 @ 11:04pm 
I am apparently unable to find the PDW (Personal Defense Weapon) in the editor menu, is anyone else having this problem?
Mantha 27 Jul, 2023 @ 5:09pm 
Hot damn, it worked. Thanks man!
Ecologist4 27 Jul, 2023 @ 12:26am 
@Mantha
The hash code is stored at the end of the "contentpackage" line in the filelist.xml file of the mod, it should look like "expectedhash=..." completely delete this to allow Barotrauma to load this file.
Mantha 26 Jul, 2023 @ 8:31pm 
@Ecologist4
What is the hash code and how do I remove it?
Ecologist4 25 Jul, 2023 @ 3:12am 
The inverted flashlight bug on the auto pistol is caused by a wrong true/false parameter in the item's xml code, in the items first "ItemContainers" line if you switch the "hideitems = true" to false it solves the issue. A fixed line of code looks like this :
<ItemContainer capacity="1" maxstacksize="1" hideitems="false" containedstateindicatorslot="0" containedstateindicatorstyle="bullet" containedspritedepth="0.56">
(It's best if you copy this mod to the localmods file, then remove the hash code in the filelist, so that you can avoid conflicting with the steam workshop)