Barotrauma

Barotrauma

Enhanced Armaments DynamicEuropa Patch Fix
20 Comments
Kami-Nist  [author] 28 Jun @ 11:29pm 
@Dilopho-Mos! I'll look into it soon, see if I can bring those back
Dilopho-Mos! 28 Jun @ 6:55pm 
Could you bring an update to this? Enhanced Armaments just removed Caseless Rifles and those were present in quite a few of the NPC loadouts for this mod T_T
RatKing ッ 13 May @ 7:43am 
Thanks for the Response!! yea I am hosting a PermaDeath Ironman campaign with immersive mods for alot of people and am having lag issues with the server and its really affecting morale. im trying all I can to fix any errors and incompatibility
Kami-Nist  [author] 13 May @ 1:56am 
If its a warning, it would be safe to ignore it for now. I haven't been around on Barotrauma for a long time due to being busy with my studies in college, but I'll see if I can get around to specifying an amount for both to get a fix for it.
RatKing ッ 13 May @ 1:52am 
I got something similar going on it wont let me copy and past it but it says the same thing for riflebulletdepletedfuel the base item riflebullet. and shotgunshelldepletedfuel base item shotgunshell..... plz help meh
OniTJI 26 Dec, 2024 @ 4:59pm 
Forgot to mention but the error is:
"[Enhanced Armaments] WARNING: Potential error in item variant "riflebulletdepletedfuel": the base item "riflebullet" requires x2"* to fabricate. The variant only overrides the required item, not the amount, resulting in a requirement of x2". Specify the amount in the variant to fix this."

Tho I don't think its your mod doing this. Same applies to depleted shotgun shells (x2 plastic)
Kami-Nist  [author] 21 Dec, 2024 @ 7:09pm 
@OniTJI Mkay. Thank you for checking for errors and such. I'll edit the description to also include checking for mod errors or compatibility when using EHA Addons.
OniTJI 21 Dec, 2024 @ 7:03pm 
No errors besides crafting outcome being different for a rifle round iirc, Ill get the exact error when I swap to modded. I have no plans on using RRR until they update, Its just something I noticed in their description.
Kami-Nist  [author] 21 Dec, 2024 @ 1:47pm 
@OniTjI try doing that mod load order and see how it goes. When I made the description I was constantly tweaking my own load order to see if my own patch would fix the loadout presets. I didn't take into consideration that FFA and RRR should be loaded above EHA.

If it turns out that's the proper way it should be, I'll update the mod description when I get back home.
OniTJI 21 Dec, 2024 @ 6:43am 
OniTJI 21 Dec, 2024 @ 5:08am 
One more thing, isn't Fuel for the Fire/FFE meant to be loaded above EHA not below it? atleast thats what it says in the FFE description.
Ex:
EHA DE Patch Fix
EH+FFE
EHA
DE
Kami-Nist  [author] 20 Dec, 2024 @ 6:01pm 
@Hammer Goblin no problem!
Hammer Goblin 20 Dec, 2024 @ 4:31pm 
ᕙ( •̀ ᗜ •́ )ᕗ Thanks Kami~
OniTJI 20 Dec, 2024 @ 3:51pm 
Ah, thanks for the headsup. I just learned about the original patch mod like a week ago. :mhwgood:
Kami-Nist  [author] 20 Dec, 2024 @ 3:50pm 
@OniTJI it doesn't work anymore. When DE updated somewhere around August, the original patch didn't work. Outpost guards would spawn with vanilla items and loadouts presets rather than Enhanced Armaments loadout presets. This patch aimed to fix that, and it does.
OniTJI 20 Dec, 2024 @ 3:41pm 
loriANS 20 Dec, 2024 @ 10:26am 
Thank you so much!!
Hammer Goblin 20 Dec, 2024 @ 8:09am 
Hope you maintain this, for our good man SCP-John EHA. ♥
Kami-Nist  [author] 8 Dec, 2024 @ 5:22pm 
@malsala23 thank you for the kind words :)
malsala23 8 Dec, 2024 @ 8:52am 
Thank you so much for making this bro.:steamthumbsup: