Barotrauma

Barotrauma

RRR Armaments
227 Comments
Starempire42 23 Jul @ 4:16pm 
THANK YOU SO VERY MUCH, I shall report back if there are indeed any issues
Destroyer1104  [author] 23 Jul @ 12:09pm 
It's finally out :P, let me know if there are any issues or more serious bleed offenders
Starempire42 21 Jul @ 11:02am 
Fair enough lol, I shall be waiting for that bleed nerf to come out eventually :)
Destroyer1104  [author] 21 Jul @ 10:46am 
I really didn't feel like it lol, one of these days
Starempire42 21 Jul @ 10:45am 
Darn the man forgot :steamsad:
Starempire42 17 Jul @ 6:25pm 
@Destroyer1104 thanks! :steamthumbsup:
Destroyer1104  [author] 13 Jul @ 9:48pm 
Will do so over the course of the week
Starempire42 13 Jul @ 5:19pm 
@Destroyer1104 Any chance you can nerf the bleed damage? it's extremely busted and annoying to deal with.
Jpzm333 6 Jul @ 12:58am 
@Destroyer1104 That is fine. I am curious on why you see the LMG as not being useful? It is the in-between of the Assault Rifle and heavier GPMG.
Destroyer1104  [author] 6 Jul @ 12:03am 
@alexendacott What?

@Jzpm333 I used to have an RPD type weapon for the renegades but currently i don't see a way to bring it back while also being useful
Regarding the other weapons you want me to restore I personally don't like them and don't want to put in the work for that at the moment so best I can do is put it on the to-do list but can't promise that I'll follow through with it
alexendacott 4 Jul @ 9:08pm 
wait does this mod have the gun tree
Jpzm333 4 Jul @ 12:11pm 
I also remember that there was a gun that was the MCX Spear in Enhanced Armaments before, I think it was known in-game as the Coalition Heavy Assault Rifle. The precision rifles are weapons that were also previously in Enhanced Armaments that are also not in this mod as well as the Improvised Pistol. Sorry for mentioning a lot of stuff. Just miss these weapons and would love to have them restored one day.
Jpzm333 4 Jul @ 10:37am 
There is only one light machine gun which is the Coalition Light Machine Gun. Is there no generic and renegade equivalent to this gun? Also, I believe that when I played with Enhanced armaments years ago that there was also a caseless LMG.
alexendacott 3 Jul @ 11:06am 
phew thank you
Destroyer1104  [author] 3 Jul @ 11:01am 
This mod still has them
alexendacott 3 Jul @ 10:30am 
they deleted the big bore and caseless and the prototype rifle AHHHHHGGG
Destroyer1104  [author] 1 Jul @ 8:23am 
Should be fixed now
asbestos snorter 1 Jul @ 7:41am 
Hi, it seems that empty oppressor heavy pistol burner mag cannot be reloaded in a reloading fabricator, the recipe for it requires normal oppressor mags. Meanwhile the heavy submachine gun burner mag can be reloaded with either mags.
Destroyer1104  [author] 29 Jun @ 12:02am 
Should be fixed now
Jpzm333 28 Jun @ 5:15am 
The coalition Oppressor Shotgun's flashlight works properly when facing the right side but when facing the left side the flashlight still points towards the right and not where the gun is facing.
Jpzm333 22 Jun @ 2:24am 
Hmm, I guess it might be that and is just not named properly in the EHA patch notes.
Destroyer1104  [author] 22 Jun @ 1:40am 
Are you sure you don't mean the Prototype Automatic Rifle? If that's the one it still exists in this mod, don't think I've seen any other prototype gun go under that name
Jpzm333 22 Jun @ 12:00am 
Plainstrider and Renegade Grenade Launcher both work with no obvious issues. Checked the change log of EHA and found one more weapon that could be restored. The prototype rifle, it is also not in this mod.
Jpzm333 21 Jun @ 3:46pm 
Incredible. I did not expect to be able to use them again so soon. Thanks a lot for the quick update.
Destroyer1104  [author] 21 Jun @ 2:29pm 
Reasonable request, both are restored and the Planestrider got a rebalance to keep it a relevant gun. Have fun and let me know if there are any issues
Jpzm333 21 Jun @ 8:35am 
The Plainstrider and Renegade Compact Grenade Launcher, two weapons that were removed from the main mod are also not in this mod. Is there a possibility that these will be added in the future? So that they may be used again?
North 20 Jun @ 5:04pm 
the king has updated again, well done
Destroyer1104  [author] 19 Jun @ 10:35am 
Currently I'm only doing bugfixes and trying to keep the mod atleast somewhat up to date so that it is usable for anyone doing new campaigns. New and planned content is on hold likely until the new DLC releases. As mentioned before EHA purging their weapons does not affect this mod, in fact it was one of the reasons I made it in the first place.
North 19 Jun @ 10:10am 
I hope (if/when you come back to baro modding) that you'll continue to support this mod, especially since as noted below EHA has purged a huge portion of their roster.
Destroyer1104  [author] 17 Jun @ 9:16pm 
That should not affect this mod
N0nam21 17 Jun @ 3:53pm 
Just notifying the author
Micheny 17 Jun @ 3:42pm 
impatient huh?
N0nam21 17 Jun @ 3:27pm 
Well EHA just purged a bunch of guns
Destroyer1104  [author] 16 Jun @ 1:47am 
Will look into it on wednesday, it is likely an issue on my end
N0nam21 15 Jun @ 10:25pm 
Flammandegevär and Förorendekanon don't seem to be changing the bullets at all, though it might be a mod conflict on my end.
Scoober 8 Jun @ 8:25pm 
Thanks Bo. I'll try. if i come up with something nice, i'll let people know.
North 8 Jun @ 4:23pm 
@Scoober You could also look at the mods in N++ and learn how to add 'poisoned rounds' for yourself! It's good anyways to see how things work under the hood :)
Destroyer1104  [author] 8 Jun @ 1:20pm 
Neither I nor the EHA devs are slaves and I don't feel like adding that to my mod, especially since I'm not too interested in the game at the moment
Scoober 8 Jun @ 12:34pm 
Listen, i've asked the devs of EHA for like, nine different times, so now i ask you.
Are poisoned rounds and more traps a possibility? Thanks.
Destroyer1104  [author] 8 Jun @ 2:45am 
Should be fixed now
Thingamabob 7 Jun @ 2:42pm 
The Flammandgevar and Fororendekanon both give a "OUT OF AMMO" popup despite being loaded with both their respective devices and ammunition, and do not fire. Additionally the Avtomat doesn't fire either when loaded.
[TLP] lucazz'tuoi 2 Jun @ 3:08pm 
or the universal one "i can read that the smg magazine is from this mod and ammo box from enhanced armament"
[TLP] lucazz'tuoi 2 Jun @ 3:06pm 
smg ammo magazine cannot be stored inside rifle ammo box
Destroyer1104  [author] 1 Jun @ 12:30am 
Should be fixed now
North 31 May @ 2:59pm 
Hey so I think the Prototype Caseless Assault Rifle's magazine position is screwed up--looks like someone bullpupped it
Destroyer1104  [author] 30 Apr @ 12:35pm 
It should still run fine with the mods listed in the mod load order
Lord Castellan Majorian 30 Apr @ 7:59am 
What's the compatibility of this looking like now.
ProdiJy2000 23 Mar @ 1:13pm 
So why not call it the M134 minigun because it pretty much looks the part. Also if its possible it could push the player back like the fire extinguisher in water. In vanilla weapons they become more inaccurate when moving so there is some code somewhere for decreasing accuracy when moving.
Destroyer1104  [author] 23 Mar @ 5:16am 
Ok
[ST] SGT. Shorty 22 Mar @ 8:21am 
If you use this inside the items;

<Upgrade modversion="?.?.?" (Qualities to change) />

When the game detects the item is out-of-date, it will update the item mid-campaign to the current-most version of it.

example:

<RequiredItems excludeditems="sgt_gaugeset" msg="ItemmsgAmmoRequired" type="Contained" tags="65ammo">
<Upgrade modversion="1.1.0" excludeditems="sgt_gaugeset" />
</RequiredItems>

Even though we may not agree with you on some of your changes, I still want to help.