Barotrauma

Barotrauma

Enhanced Armaments + FFE Neurotrauma Patch
42 Comments
Cynnobin 12 Jun @ 10:45am 
Could you update the durasteel alloy knife and combat knife to work with neurotrauma and have them be able to remove bandages
[ST] SGT. Shorty  [author] 12 Apr @ 10:31am 
Hm. Gonna have to double-check this, then.
Krzeszny 12 Apr @ 9:57am 
Hm, I found them in a wreck
[ST] SGT. Shorty  [author] 12 Apr @ 9:10am 
It's a problem from this mod, but it isn't much of an issue, as it's spawning is disabled, since NT already has tourniquets.
Krzeszny 12 Apr @ 8:44am 
Combat Tourniquets from this mod have invisible icons. Is it a problem with this mod or a dependency?
Vault 21 Mar @ 12:56pm 
Niche ask, but it seems that the Syringe Shotgun isn't a big fan of working with some items NT overwrites (For some reason it wont work with morphine :[ )
Bebismannen 18 Jan @ 12:34pm 
Adrenaline autoinjector should probably stop cardiac arrest, but is not overhauled by this patch
Piggies Go Moo 12 Oct, 2024 @ 3:54am 
The wasting disease syringe and luneavirus syringe don't seem to work. I am using the Neurotrauma Fork.
[ST] SGT. Shorty  [author] 23 Jul, 2024 @ 12:19pm 
This one is only used when FFE is present, otherwise use the other one.
DadWentForCigs 23 Jul, 2024 @ 12:02am 
If I'm using this patch, I don't need your other one do I?
[ST] SGT. Shorty  [author] 19 May, 2024 @ 5:57pm 
No clue.
chunky_ragu 19 May, 2024 @ 3:10pm 
Howdy! Was wondering if you knew if this was compatible with the Neurotrauma Fork, as the original has been retired. Thanks so much for your time!
[ST] SGT. Shorty  [author] 14 Feb, 2024 @ 4:07pm 
Should.
MonsterKillers1973 14 Feb, 2024 @ 2:21pm 
still working ?
[ST] SGT. Shorty  [author] 3 Nov, 2023 @ 3:24pm 
I won't remove it, as that may do something unexpected, but I will reduce its' recommendation below that of a NT one.
MajorMoth 3 Nov, 2023 @ 3:00pm 
I vote for removing the combat tourniquet - it currently serves no purpose and additionally clogs up the suitable treatments not allowing the actual neurotrauma tourniquet to show up in cases of an artery bleed.
[ST] SGT. Shorty  [author] 3 Nov, 2023 @ 2:21pm 
Needles, yeah, that's first-aid, sure.
Drainages require a surgical procedure.
Echo 3 Nov, 2023 @ 2:09pm 
could you make needles and drainages consistent? Preferably make drainages also fit CFAK.
Otherwise it's perfect.
[ST] SGT. Shorty  [author] 3 Nov, 2023 @ 1:31pm 
Or separate the roles of the kits, making one not able to overlap the other.
MajorMoth 3 Nov, 2023 @ 11:08am 
you could also just make the CFAK have 6 slots for medical items and make the surgery kit into what currently is the CFAK (8 slots for medical items)
Echo 3 Nov, 2023 @ 2:04am 
Guess that would work, yes.
[ST] SGT. Shorty  [author] 2 Nov, 2023 @ 5:44pm 
Well, most surgical tools, as Tweezers, Trauma Shears, and Sutures count as them, so I had to do a very long exceptions list for each individual surgical item that wasn't them.
[ST] SGT. Shorty  [author] 2 Nov, 2023 @ 5:28pm 
What if the Surgery kit was the only one able to hold surgery tools?
Echo 2 Nov, 2023 @ 5:07pm 
You keep comparing it to the toolbox, but keep in mind that the combat first aid kit also has 8 slots and can fit into clothing as well.
The only downside to using the CFAK is the fact that it can only store 8 sutures in 1 slot. Other than that it is completely superior.

I guess it really is not easy to balance in a new item in an already fully saturated area...
[ST] SGT. Shorty  [author] 2 Nov, 2023 @ 1:54pm 
If it had 4 more slots, it would be on-par with the Surgical Toolbox on storage, and make it a direct upgrade.
It is a small item already, meaning it can fit in your uniform & vests, unlike its' counterpart.
Echo 2 Nov, 2023 @ 1:44pm 
Yes, forgot about the suture thing. That is also a big plus.
An extra slot for 4x needles and 4x drainage could be helpful. Also I am currently at the box's capacity with more stuff I could put into it, that being implants (Neck and Osteosynthesis).
So you _can_ get some use out of more slots.
At that point it would be a bit too powerful though.
[ST] SGT. Shorty  [author] 2 Nov, 2023 @ 1:11pm 
To note, you can't stick the Surgical Toolbox onto your vest, like an CFAK, making the CSK more mobile at the cost of capacity.

It also holds more of said surgery items, like Sutures, up to 16 instead of just 8.
[ST] SGT. Shorty  [author] 2 Nov, 2023 @ 12:56pm 
Considering you'll use only 8 tools at a time max, there's no real way to make it better, other than giving it another column for holding things like Disposable tools. (In case you're not a trained surgeon, that has "Rinse and Repeat.")
Echo 2 Nov, 2023 @ 9:01am 
I personally use it to know in which container I have my surgery tools. Before the surgery kit, everything was inside a combat first aid kit and hard to tell.
But yes I agree, it is essentially a worse CFAK right now. Not sure if adding more slots to it would be a good idea though.

I can, however, not offer an alternative idea
MajorMoth 2 Nov, 2023 @ 8:20am 
With how it is currently, the combat surgical kit is a worse and more expensive version of the combat first aid kit (same amount of slots, but can only fit surgical items) and with the new changes to neurotrauma itself (drills and saws fitting into the toolbox, and the multipurpose scalper freeing up to 5 slots) there's no need for extra surgery tool storage since you can fit everything you could ever need in the surgery toolbox.
The only thing I can think of to make it a viable item is increasing its capacity to 12 items, and essentially making it a small version (fits in clothing/backpack) of a surgery toolbox. I'd also adjust the recipe to make it more expensive (possibly requiring the surgery toolkit itself).

Another thing about this family of items is that they don't show a list of contents when you hover over them just like other containers do. It'd be great if you fixed that issue.
[ST] SGT. Shorty  [author] 29 Oct, 2023 @ 9:02am 
good idea.
Echo 29 Oct, 2023 @ 7:11am 
Hey Shorty, could you make the scp_surgicalkit act as a container just like scp_smallcivkit and scp_armykit?
Maybe only allow surgical items + sutures in them or something.
S.S.Mogeko 10 Sep, 2023 @ 10:09am 
Thanks
[ST] SGT. Shorty  [author] 10 Sep, 2023 @ 7:20am 
@S.S. Mogenko

Sorry, man, wasn't told it was shifted on the sheet, and I never checked it myself until recently.
[ST] SGT. Shorty  [author] 9 Sep, 2023 @ 10:43pm 
There is no conflict, it was just a change of placement in the Sheet. I think I got it. Updating soon.
S.S.Mogeko 9 Sep, 2023 @ 10:23pm 
Reinstalling the mod did not fix it?
I think you perchance created a conflict with a mod i have...
Great, now i have to go through my whole modlist...
[ST] SGT. Shorty  [author] 8 Sep, 2023 @ 10:31am 
It uses EHA’s files as a reference for the image, meaning it may just need that to be reinstalled.
S.S.Mogeko 7 Sep, 2023 @ 9:16pm 
That did not Fix the issue
[ST] SGT. Shorty  [author] 6 Sep, 2023 @ 7:34pm 
EHA thing, update that.
S.S.Mogeko 6 Sep, 2023 @ 4:37pm 
The Combat First Aid Kits Are Invisible?
[ST] SGT. Shorty  [author] 31 Aug, 2023 @ 11:54am 
Mutually Exclusive means they are independent of one-another, and cannot co-exist.
S.S.Mogeko 30 Aug, 2023 @ 10:07pm 
Do we use this instead of the other one if we are using FFE or do we use both?