Barotrauma

Barotrauma

HydrArmaments
10 Comments
russian sleep experiment  [author] 20 Jul @ 3:08pm 
when i get back to barotrauma modding i'll heavily consider this, probably grab some nicer ingame photos aswell
HOLY & DIVINE OP-4 20 Jul @ 9:17am 
Oki, TYSM! ^_^ You’re amazing for that lol!
I’ll test some stuff for you if you want!?

I’m currently running a modded singleplayer campaign; but once I finish it I’ll probably start to try this out more completely & compare the gameplay and handling more in depth between this & OG EHA Stuff.

Btw, I believe that adding some extra close up weapon images to the mod’s page would make a really great QOL addition for most subscribers! Mainly to compliment the change list and for memorization of improvements made over OG EHA.
The images could be close ups of the weapons & upgradable armor systems, ammunition(s) components, medical, etc.
russian sleep experiment  [author] 17 Jul @ 10:19pm 
there's still some stuff i would like to add whenever i get back to working on this again changing around some sprites to some stuff that i think would look a little better, fixing the really incomplete vintage weapons crafting system, and other little tweaks and balances to keep this mod running smoothly on our server.
russian sleep experiment  [author] 17 Jul @ 10:19pm 
- changed quite a few sprites around, there's quite a few of those changes but the ones i remember the most are the renegade outfits and heavy helmets for both factions, some medical items, and quite a few weapons have been replaced with sprites me and the others giving opinions really liked.
- the armor crafting system has been changed, which was controversial originally, but i believe that it allowing you to upgrade your current armor is better than having to deconstruct it.
- any sort of bioweapon or latex has been removed, we had lots of issues with that stuff during campaigns so we decided to remove it for the betterment of humanity.
russian sleep experiment  [author] 17 Jul @ 10:19pm 
it's hard to remember but yes i can quickly list some of the stuff we kept/removed/changed

- readded weapons: m249, rpk, m24, t5000, rhino, makarov, double barrel, minigun, and anything else that has been removed from eha recently, due to this mod being a fork of an older version of it.
- added a few weapons: spectre m4, hi point carbine, and m60.
- carried over a few weapons: m1 garand, spas 12, and basically any of the other old renegade fftf weapons.
HOLY & DIVINE OP-4 17 Jul @ 9:23pm 
Hey, I know this is a bit of a really big ask--but could you please add some kind of exact listing of everything that this mod has & doesn't have? Compared to regular EHA &/Or The FFTF Expansion Pack? Or most likely just providing a hyperlink, that of which takes you to one?

I feel as though it'd really help people to better understand the key differences between this Mod, And the original EHA &/Or it's FFTF Exp. Pack. Besides being a slightly more appealing & downsized version which feels far more gritty, realistic, and somewhat grounded within 21st Century Europan Sub-Aquatic Combat. :csgogun::wogtarget:
russian sleep experiment  [author] 26 Jun @ 2:36pm 
should be fine? but i would load whichever mod you prioritize the most first in the load order
Amaris 26 Jun @ 5:33am 
Would this and Baroverhaul (both versions of it) be incompatible with each other (e.g. damage or crafting quality talents not applying correctly) or should it be fine to load both?
russian sleep experiment  [author] 12 Apr @ 9:32am 
i don't think so, but we've used this branch of EHA on campaign before and it's worked perfectly fine
stanky 12 Apr @ 3:58am 
is this patched already for DynamicEuropa?