Barotrauma

Barotrauma

Non-Human Races Base
84 Comments
ajair 10 Jun @ 9:16pm 
furries in baro = kino
fluffyboi 27 May @ 1:26am 
Neurotrauma patch plz
Dog Damnit 29 Apr @ 8:03pm 
has anyone figured out a way to add NHR races to Neurotrauma?
Dog Damnit 28 Apr @ 6:32pm 
thanks sir! ill tweak it soon!
Lytho 28 Apr @ 3:58pm 
Thanks, i've only just gotten into Baro, still trying to figure out load order and where what type of mods should go where, appreciate it.
Michael  [author] 28 Apr @ 3:52pm 
If you want to be certain that NHR is set up and ready by the time the other mods run, you should move them under the NHR mod list, but it probably won't matter.
Lytho 28 Apr @ 3:47pm 
the Lua mods should those be placed at the top of the load order or only above the NHR mods?
Michael  [author] 28 Apr @ 2:24pm 
If some things ARE checking for Robot, then there is probably a reason for it. Though it's also possible the check is wrong too.
I can't tell you exactly what to do, you'd have to read the code and see if you can find that out, but the general rule of thumb is if something is written a certain way, there is probably a reason why
Dog Damnit 28 Apr @ 1:58pm 
hello! i wanted your advice on this but, i went ahead and updated NHR x Robotrauma, replaced all the human conditionals with 'neq Robot'. and though this seems to work fine everything works in my multiplayer playthrough, but heres the thing. there were some conditionals with the flag 'robot' not 'neq robot'. should i keep it as neq robot or change em to robot? i got the permission of the creator to upload a fixed version.
Michael  [author] 26 Apr @ 2:32pm 
HuskAffliction support is added. I'll be adding support to Saakra's species shortly.
Michael  [author] 25 Apr @ 12:31pm 
NHR x Robotrauma is currently bugged and will make all characters other than Human use Robot medical. Since it's a third-party mod, I can't do anything about it, but that's why those afflictions aren't working. Disabling it (if possible) will fix the issue.

I can't fix husk infections not working right now since that can cause crashes if a given mob doesn't actually have a husk form, but I can confirm the IsHuman conditional does work.
midday's night 24 Apr @ 2:12pm 
I'm using your NHR Species Pack and i found some problem healing non human character, what i found is afflications that have Conditional IsHuman="true" tag can't be cured while afflications without it husk infection may not effect the character at all, do you have any idea how to fix this?
Michael  [author] 23 Apr @ 7:43am 
Ah, I see. Put the EuropaWaifu mod earlier in the load order, before NHR.
Anywhere above Non-Human Races should make the sprites load properly.
This is happening because the default human character gets loaded before the override does, which obviously breaks things. I'll add a section in known issues for it.
Azkarna 22 Apr @ 7:34pm 
It's EuropaWaifu++, my bud doesn't like playing without it and my other friends wanted to play as the animal species instead

I've tried switching around the load order a few times but it doesn't seem to wanna work regardless of the way I swing it
Michael  [author] 22 Apr @ 4:43pm 
There isn't any reason to my knowledge that those mods can't work with this. Which mod specifically?
Azkarna 21 Apr @ 2:09pm 
Does this mod have compatibility with other mods that modify the humans' appearance? I'm trying to get it to work in a friend's modpack right now but it doesn't seem to wanna play nice
Michael  [author] 20 Apr @ 11:30am 
Fixed.
Michael  [author] 20 Apr @ 10:22am 
The flexible appearance menu is seemingly failing to load sprites.
Argos 3 Apr @ 11:58pm 
Does not work in Single Player.
Morbidly a beast 28 Mar @ 12:12pm 
I've got no idea on how to get this mod to work. I simply downloaded the mods, put them in the order shown and yet there is not option in the lobby to choose my race. Have I done something wrong or is it something to do with the mod?
Harzy 25 Mar @ 2:57pm 
Hi! So, I've been running a modded campaign with everyone as a furry and, long story short, it seems like none of our crew is able to get infected with Husk. Would anyone have any insight on whether using NHR races disables husk infection, or am I alone in this particular issue?
Archer 24 Jan @ 8:50pm 
[Albuqualbuquerqalbuquerqualbuquerquealbuquerque.]
Archer 24 Jan @ 8:43pm 
"But, doctor, the recursion! It'll take hours to complete."
"Yes, yes... yes! "
xDeathBaitx 1 Jan @ 4:55pm 
When I start a new campaign, the race selector doesn't show up. I've disabled all mods except, in order,

Flexible Appearance Menu
Non-Human Races Base
Ratmen
Lupine
Lizards

I have the LUA serverside and client installed using the new installation method and have C# scripting turned on.

Is there something else I'm missing? :o
EZgreen01 30 Nov, 2024 @ 6:29am 
it does
Skyfinder 29 Nov, 2024 @ 9:44pm 
does this not work in single player campaign?
HΛZMΛT 14 Nov, 2024 @ 11:48am 
Adding to what others say: if you do multiplayer EVERYONE needs to have C# (alongside everything else)
ScaredyFox 14 Nov, 2024 @ 6:23am 
Can Confirm what Cornelius said. Could get it to work only by enabling C#. Super odd if you don't use C#.

Atleast it works tho
Cornelius 13 Nov, 2024 @ 5:55pm 
@Michael Maybe it's another mod in my mods list, all I know I don't see *any* of these without having C# enabled.
Michael  [author] 13 Nov, 2024 @ 12:30pm 
This bug is so confusing… I don’t use any C# in my code, it’s all in Lua…
Cornelius 12 Nov, 2024 @ 6:02pm 
You should REALLY add a note here regarding how this mod needs CSharp support enabled to function. C# support is no longer default enabled in the newest versions of Lua For Barotrauma
Michael  [author] 9 Nov, 2024 @ 6:36pm 
Non-Human Races is dependant on Flexible Appearance Menu to work correctly. You need both of the mods enabled for everything to work.

For races... I honestly am not sure what would happen. Ideally, you all have the mods downloaded and enabled, but if someone just joined a server without anything installed, it should work?

My biggest concern is if a client has a race loaded that the server doesn't have. It could crash, since the client would attempt to load a character that only exists on their side, but that depends on how Barotrauma handles loading packages.

TL;DR, only one way to find out, I guess?
HΛZMΛT 9 Nov, 2024 @ 4:52pm 
Hypothetically
If I were to host a public server
Does everyone have to have just this atleast enabled on their side or does it require both This and Flexible Appearance menu
And is it required that they have whatever playable race thats on the server enabled too?
CappyFox 4 Nov, 2024 @ 10:52am 
Also whats that protogen(?) mod? owo
CappyFox 4 Nov, 2024 @ 10:03am 
There seems to be an issue with the newest update of LUA or something where, with flexible appearence menu, the stuff just- doesnt show.
NHR still works i- think? If i join a already in progress game its fine but
For a new game the option just isnt there anymore lol

@Michael plz fix uwu
HΛZMΛT 2 Nov, 2024 @ 5:46pm 
Now I need a guide on how to hide clothing because theres no way I'm getting all of those to render properly.
HΛZMΛT 1 Nov, 2024 @ 5:16pm 
@Michael I have been following your guide and the references you posted alongside it, it has been very helpful for me (An aspiring novice) to put this thing together, and the final problem on the way to making it WAS that it didn't support fish ragdolls, being the only errors and crash I'd get trying to load in. (Assuming I did everything properly, I only got my head sprite to work after looking through @Saakra 's Lizardmen mod, Thanks to you both!)
Michael  [author] 1 Nov, 2024 @ 4:40pm 
If your mantis character breaks the game with NHR but works perfectly fine without the mod, I would appreciate it if you uploaded it so that I could try and figure out what's going wrong
Michael  [author] 1 Nov, 2024 @ 4:35pm 
@HΛZMΛT, I updated the NHR base to enable FishRagdollParams support, but I can't guarantee that it works since... well, there aren't many playable fish to test with

After trying to retrofit a mudraptor into NHR I found some bugs with Barotrauma that you should know:

Not following these will crash the game :
* Playable Characters must have (from what I've found so far) the "HasInfo" and "SpecifierTags" attributes set to "True", or else they won't be able to create a CharacterInfo (which is kind of important)

Not following these risk crashing the game :
* Playable Characters must have the <Vars>, <MenuCategory /> and <Pronouns /> set
* Playable Characters must have atleast 1 <Head> in a <Heads> element
Michael  [author] 1 Nov, 2024 @ 2:57pm 
I’m right here…
Onikage-056, God of Animatronics 1 Nov, 2024 @ 2:17pm 
Problem: The Flexible Appearances Menu is no longer being updated/supported by its' creator.
Michael  [author] 1 Nov, 2024 @ 5:55am 
Oh my god I knew this was going to happen eventually
Give me like a day
HΛZMΛT 31 Oct, 2024 @ 3:20pm 
Tried to make a mantis a playable option, but,

Exception: Unable to cast object of type 'Barotrauma.HumanRagdollParams' to type 'Barotrauma.FishRagdollParams'. (System.InvalidCastException)
Target site: System.Object ChkCastAny(Void*, System.Object)

>*Looks inside Non-Human Races Base mod*
>"Doesn't support fish ragdolls"
>There goes my weekend

On a more serious note when do you intend to add support for fish ragdolls?
Arctic Fox 29 Oct, 2024 @ 10:52am 
And it looks like your mod could benefit from such a feature, yeah.
Arctic Fox 29 Oct, 2024 @ 10:51am 
@Michael, I'm working on some furry mod and found your work here just awesome.
But there was a catch - I wanted my mod to change NPCs too. So I've done some awful c# coding and made a harmony injection.
As I'm not even close a C person, my code kinda sucks. Moreover, now it's just in proof-of-concept stage (hardcoded species names and other stuff).

So, my point is - would you be interested in such work to add in your mod here? It's not a big deal in code, really, I just don't know how to add there races list from your mod so it could be used in randomizer (cause my code is in C# and your is lua and as I said earlier - I really don't know c#. And lua. And harmony at all). :)
Templarhelmet 29 Oct, 2024 @ 2:17am 
alright, thanks
Michael  [author] 24 Oct, 2024 @ 3:11pm 
* No, unfortunately it only works in multiplayer because the main menu is loaded before LuaCs lets you run mods (to my knowledge). You can host a private server with Lua for Barotrauma enabled, though.

* You don't need C# enabled, no.
Templarhelmet 24 Oct, 2024 @ 7:58am 
is there a way to use this in singleplaye?
since singleplayer doesnt have the same appearance menu as the multiplayer
also, is C# for baro necessary?
Michael  [author] 23 Oct, 2024 @ 10:01am 
works with the new update... splendid...