Barotrauma

Barotrauma

NHR x Robotrauma
27 Comments
Dog Damnit 28 Apr @ 1:56pm 
thank you! ill upload one sometime
Goblin Conscript  [author] 28 Apr @ 1:32am 
absolutely
Dog Damnit 27 Apr @ 2:53pm 
understandable, would it be alright if someone else took up the mod to keep it updated meanwhile?
Goblin Conscript  [author] 27 Apr @ 12:13pm 
I haven't been playing barotrauma or had time recently unfortunately
Dog Damnit 26 Apr @ 11:26pm 
just did the fix myself following Michael's instruction. opening every .xml in the mod with notepad++ then replacing the lines with the find and replace (CTRL+F), and saving em it fixed the problem entirely. very easy and quick to do if you dont mind doing it and updating this mod, please!!
thank you
Dog Damnit 26 Apr @ 10:53pm 
i can confirm this, any non human character that isnt a robot seems to use robot medical system. cant use morphine, but also cant use wrenches and such to heal. so youre SOL
Michael 26 Apr @ 2:52pm 
Also I had to remove this from the collection since it was breaking. Sorry.
Michael 25 Apr @ 12:15pm 
All of the overriden files also just look somewhat old, so it might be a good idea to copy over the new .xmls from Vanilla and then edit those.
Michael 25 Apr @ 12:11pm 
The way Robotrauma handles figuring out what a robot is for item handling breaks NHR compatibility. Currently, the broken items check to see if your character's species name is "human", so anything that isn't a literal human will fail.

You want to replace all the conditionals in the mod that look like this:

<Conditional SpeciesName="Human" />

Into this:

<Conditional SpeciesName="neq Robot" />

So it'll instead check to see if a character isn't a robot, which will fix it.
Dog Damnit 25 Apr @ 2:06am 
i appreciate the reply. and for anyone in the future it does work. seems like all the items are put into the regular merchants lootpool, there is no kat-e to worry about.
Goblin Conscript  [author] 25 Apr @ 12:47am 
I don't use it so I have no idea
Dog Damnit 24 Apr @ 9:16pm 
will this work with dynamic europa?
Literally a Can 7 Mar @ 1:38am 
Great mod, super fun, just have a major issue I can't quite figure out. The afflictions robots get that require custom things to repair (blunt force trauma, burns, bite wounds, lacerations, internal damage, gunshot wounds, and deep tissue injuries) are unhealable on the other NHR races (rats, lupines, and lizards) through medicine. Have to use the Lazarus frame for those. Not sure quite how to fix this coding wise, since I don't fully understand what tag makes that happen in this mod. Any help would be super appreciated.
Goblin Soup 19 Feb @ 7:57am 
THANK U SO MUCH, I GET TO BE BEEP BOOP NOW!
Versus 28 Jan @ 11:13am 
holy shit someone actually pulled it off, good job!
Rocky Stone Rogers 2 Dec, 2024 @ 10:40am 
i think the update broke the robot affections
Goblin Conscript  [author] 30 Nov, 2024 @ 12:44pm 
Also see my reply to Nylan at the bottom if you have any interest in trying to make other addons or versions of RT work like this one does. I created this mod simply by reverse engineering the original RT and playable robots.
Goblin Conscript  [author] 30 Nov, 2024 @ 12:41pm 
I did not make the mod with RT- in mind, because my goal was simply to prevent the possibility of AI from becoming robots as the host I play with does not like it and I really really wanted to play as a robot.
Goblin Conscript  [author] 30 Nov, 2024 @ 12:41pm 
This wouldn't interact with that mod in any way as far as I can tell, but the way this mod is set up is that robots are now a separate playable race with the robotrauma afflictions changed to apply to that robot race instead of only applying if the human character's gender is robotmale (how regular RT works). This means that, theoretically there are two possibilities - the mods either 'work together' which would largely be pointless as the fact that mod uses the original gender system means AI would still spawn as robots and such anyway, while the robots from my mod would still experience the full afflictions list - OR the second possibility is that because my mod does not change the identifiers of the afflictions, they might fight eachother and one or the other will have its afflictions overwrote and thus not apply to either my mod or their mod's robots - or any manner of insane possibilities. This is why I put 'DO NOT USE ORIGINAL ROBOTRAUMA OR PLAYABLE ROBOTS' in the description.
Goblin Conscript  [author] 30 Nov, 2024 @ 2:30am 
Probably not because I've never heard of it and it entirely works as a different species rather than a third 'gender' like the original robotrauma.
Skyfinder 29 Nov, 2024 @ 9:13pm 
does this work with the robo "lite" rebalance?
Michael 28 Aug, 2024 @ 5:54pm 
peak...
Goblin Conscript  [author] 21 Aug, 2024 @ 11:47am 
I don't like neurotrauma and I have other things to work on so unlikely that I will work on that... Though if you know how to reverse engineer mods yourself the secret to making a compat patch for NT and this would be replacing this;

<Conditional ismale="true" />
<Conditional isfemale="true" />

with

<Conditional SpeciesName="human" />

and

<Conditional ismale="false" />
<Conditional isfemale="false" />

with

<Conditional SpeciesName="robot" />

It's essentially just a search for every gender reference in the xml files as original RT handles robots as a third gender for humans, whereas NHR makes them a truly separate species, which is why anything for original RT would be incompatible.
TheNylan 21 Aug, 2024 @ 10:57am 
oh my deadass just notice this mod is one day old, sorry if im demanding too much!
TheNylan 21 Aug, 2024 @ 10:57am 
this mod is great, having the race separate and with its functions! but I would be encountering a problem, it seems not to be compatible with the patches I have, the NT cybernetics specifically and immersive repairs, is there any chance that it can work with those patches?