Barotrauma

Barotrauma

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Jobs+
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497.803 KB
29 Apr, 2020 @ 7:32pm
29 Oct, 2021 @ 4:22am
17 Change Notes ( view )

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Jobs+

Description
This mod is currently discontinued.

I'm sorry everyone, for now I just lost interest in the game. Maybe I'll pick it up again when 1.0 arrives. In the meanwhile, if anyone is interested to pick this up and update it, please feel free to do so.

Into The Abyss version
There is now a version available for the ITA mod. Make sure to put it beneath ITA in the load order. I recommend to reload Jobs+ in the settings after every game restart since the load order doesn't always load them correctly in my experiences.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2363990564

Only play with either VANILLA or ITA version, not both at the same time.

Submarine
I've created a submarine, which utilises all the roles:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2085497233

Description
This mod modifies vanilla roles and adds a few new ones (inspired by SS13):

  • Executive Officer (2nd-in-command. Keeps everyone running their job. He can't steer a sub though; the Navigator does that instead)
  • Chief Engineer (Supervisor for all systems and leads all technical personnel. Has more XP in electrical and only slightly less XP than a mechanic)
  • Paramedic (Out-of-medical-lab medic. Slightly better trained with weapons for ruin/wreck operations)
  • Combat Diver (Diving squad leader. Trained in combat and mechanical expertise for breaching doors/hatches and kill everything on sight)
  • Quartermaster (Material management. With help of the Janitor, he keeps the sub clean, fills every storage cabinet and provides ammunition for all weapons. He can fabricate well, but he shouldn't repair mechanical things)
  • Navigator (Drives the sub if the captain can't or doesn't want to. Depending on the sub, he also could use a separate sonar terminal, help diving squads locating things and use/maintain exploration drones)
  • Guard (patrols the sub, arrests suspect crew mates and keeps them at a safe place. He is authorized to lock doors )
  • Chief Medical Doctor (The crafting and knowledge medic. Boss of paramedic)
  • Head of Security (mostly like security officer but the role is now limited to one person, who's responsible for security and the armory on board and he assembles diving squads for salvage missions and hands them weapons. He commands the warden and combat diver)
  • Janitor (Often there are diving suits and other things all over the place and corpses fill the corridors of the submarine. He's the one who cleans up after emergency cases and fights)
  • Passenger Can't do anything useful but might pay a lot for a transport. Or he doesn't because he sneaked onto the sub as a stowaway.

About restricted doors
There might be issues with restricted doors. Unfortunately, there's not much I can do about this from my side. With new jobs come new spawnpoints in the editor. Since most subs are made with vanilla spawnpoints and their own id card settings, my jobs won't have access if there are doors with specific id tags (e.g. security_id for the security officer). Only Captain, Engie and Mechanic use their vanilla spawnpoint so there shouldn't be a problem about them. For the other jobs, the only solution is to load the submarine into the editor and re-create spawnpoints with my jobs (and edit their id card settings or remove id card settings from doors in the 'picked required' field).

Additional Notes
Basically, I just took all of the selectable role outfits and created new roles with slighty altered stats for them. So please don't expect any new spectacular things in this mod. I wanted to try some things for fun and this mod became the result. I thought maybe others would like to play with it, so I decided to release it to the open. It's probably played best in a serious/RP enviroment with many people and on a sub built with this mod in mind (Cargo bay for the QM, 2nd navigation/sonar terminal and a search drone for the Navigator, a waste removal system for the Janitor, locked up armory for the HoS, etc...)

Most roles are hireable in solo campaign mode. Not sure if it makes sense to play a solo campaign with this mod though.

It should be compatible with other role mods, as long they only add new ones and don't override vanilla roles. (e.g. Clown and Prisoner role should work). If you still try to use it with other role changing mods, try to put my mod beneath the others in the load order to overwrite the others. Since a restart for the game made the load order kinda disfunctional in my experiences, I recommend to reload Jobs+ in the settings after every game restart.

Text is english and german. The english text might have some misspelling or grammar issues.

If you have suggestions about the start items/stats/limitations or if you find flaws in the english text, feel free to give feedback. :)
59 Comments
d_mini10 24 Jun, 2024 @ 5:56pm 
Hey do you think that you can make this mod work with Hungry europans
thecrazy13 16 Mar, 2023 @ 6:10pm 
@MoonCapri they're probably not going to, seeing as it looks like they've abandoned this for a while now, I would check out MasonMachineGuns version for now which from what I know is currently in progress for updating to 1.0 (knowing Mason, it won't take too long)
MoonCapri 14 Mar, 2023 @ 10:54pm 
ay buddy, guess what? Barotrauma 1.0 came out recently (3/13/2023) so you planning to revisit this mod?
Заря 26 Dec, 2022 @ 4:07am 
Who can help create a mod where there will be only 1 role without things?
MasonMachineGuns 18 Dec, 2022 @ 10:35am 
ryanrockstar2008 2 Nov, 2022 @ 4:35am 
what happened to the mod
Pilot 16 Jul, 2022 @ 8:27am 
Dosent work
when enabling mod game shit out many errors and cant toggle it to play
DEADLEAD 14 Jul, 2022 @ 10:41am 
can you not get talent trees for the charecters we are kinda stuck cuz only our captain can use his tallent tree lol
IAmSpartacus 29 Dec, 2021 @ 7:58pm 
well legs and arms/bodies? Not sure why?
IAmSpartacus 29 Dec, 2021 @ 7:54pm 
I think this mod is making civillians on base missing their legs for some reason?