Barotrauma

Barotrauma

Be human pls
23 Comments
Antinous 5 Nov, 2024 @ 12:51pm 
Alright, thanks. I'll take a look at it.
Nupaska  [author] 5 Nov, 2024 @ 12:48pm 
Check how "Let them all in" works
iirc it changes StayInAbyss on monster spawn
Mb you could also change health
Antinous 5 Nov, 2024 @ 12:45pm 
Well, in practice, I just want to halve the HP of every entity as a means of making weapons more deadly.
Nupaska  [author] 5 Nov, 2024 @ 12:42pm 
> something I can make
Make what? change npc health multipliers?
You can, but then you'll need to override those npcs and they will conflict with npcs from other mods like Dynamic europa
Antinous 5 Nov, 2024 @ 12:39pm 
Alright, well, is it something I can make with XML, or would scripting need to be involved? Setting the Vitality Multiplier for Crew and Non-Crew actors.
Nupaska  [author] 5 Nov, 2024 @ 12:27pm 
I have no idea
Antinous 5 Nov, 2024 @ 12:25pm 
Huh, you're right. 1 shot to the head and the bot is lying on the floor bleeding out. Do you know of a way to apply the Campaign's Vitality Multipliers to the Sub and Level Editor?
Nupaska  [author] 5 Nov, 2024 @ 12:24pm 
Also health multiplier seems to be completely broken https://github.com/FakeFishGames/Barotrauma/discussions/15068
Antinous 5 Nov, 2024 @ 12:21pm 
Oh, they are? I should test that again. I recall the Vitality being set to 100 in every run, regardless of the Multiplier.
Nupaska  [author] 5 Nov, 2024 @ 8:14am 
Isn't that what difficulty sliders are for?
iirc health multiplier and campaign health settings are independent
Antinous 5 Nov, 2024 @ 8:10am 
Could you add a Config Menu to tweak how much vitality humans possess? I'd like for them to spawn with 50 Vitality as opposed to 100.

Additionally, it'd be nice if you could modify it for monsters too. I prefer the kind of gunplay where every shot counts, so it doesn't make much sense for a Crawler to survive a .38 Revolver Round to the skull and be okay.
Antinous 23 Aug, 2024 @ 11:01pm 
Hm, maybe the other client didn't have CS Scripting on. I'll do some tests with him and get back to you on that.
Nupaska  [author] 22 Aug, 2024 @ 7:18am 
Idk, i just tried, seems working
Are you sure you're running lua server (selected lua executable in menu / instaled server patch from here https://github.com/evilfactory/LuaCsForBarotrauma/releases/tag/latest )?

I started new campaign on abyssal, disablecrewai, disableenemyai then i shot "Chief mechanic"
With mod he fainted after 4 bullets in the head
Without it still had 50% hp after 6 bullets
Antinous 22 Aug, 2024 @ 6:54am 
This is how it should be in the Vanilla game, so thank you for taking the time to make this. However, it doesn't seem to even run in Multiplayer. I'm not sure why this is, but I thought I should let you know.
Clownicus 5 Apr, 2024 @ 9:57am 
god this is such a great mod , like i hated how the outpost npc's had like 500 health and even direct grenade impacts didnt kill em
Aspen 27 Dec, 2023 @ 6:47pm 
baller
Nupaska  [author] 27 Dec, 2023 @ 6:42pm 
yes
Aspen 27 Dec, 2023 @ 5:11pm 
would this work with THG npc overrides?
Nupaska  [author] 23 Dec, 2023 @ 10:49am 
If you feel like the guards are too hard to kill then yes
Idk, i never played with neurotrauma, i guess there's more ways to kill the guards
Blue Division 23 Dec, 2023 @ 9:55am 
do i need this mod if im using neurotrauma?
Nupaska  [author] 16 Dec, 2023 @ 10:00am 
should work now, but i can't make weaker npcs normal because then events where they receive some hardcoded amount of affliction may break
Nupaska  [author] 16 Dec, 2023 @ 9:48am 
Mod seems to be breaking "Good Samaritan" event [barotraumagame.com]
I need to investigate
Archie 16 Dec, 2023 @ 6:05am 
Thank you! I'm sick of fighting OP enemies