Barotrauma

Barotrauma

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Enhanced Armaments
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38.799 MB
25 Feb, 2022 @ 12:44pm
3 Jul @ 5:21pm
342 Change Notes ( view )

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Enhanced Armaments

In 1 collection by Micheny
The Enhanced Armaments Collection
9 items
Description
A Heavily Armed Europa, para bellum. . .


A large mod primarily focused on the instruments of death, from firearms to chemical and radiological weapons (and the equipment to protect against such instruments).


An official expansion is available, Fuel For the Fire

A minor Neurotrauma patch is available.

An official Hazardous Reactor patch is available.

Content:

A fully-custom and one-of-a-kind Reloading feature.
Magazine size and ammo type matters most when it takes a moment or two to swap between them. Don't worry, this process is automated when you reload normally, and can happen even after the weapon is holstered. Lower-grade and bigger weapons take longer to reload to their counterparts. Take the time to understand your weapon, as knowing where it shines and where it falls could mean life and death.

Armed to the teeth

A dizzying arsenal developed from (mostly) existing designs to fuel the brutal conflicts shaping out on Europa and have been adapted to work within the harsh new environment they find themselves in.

Kitted to the Core:


A large variety of protective clothing and armour vests made to protect against the high calibre cartridges that now exist, their weight however may hamper your close quarters capabilities.

Fresh lick of paint

All small arms have been resprited and resounded to look more functional and generally more appealing.

Renegade Weapons and Gear

The primary armaments of the Jovian Separatists, manufactured when Coalition weapons are unable to be taken or for sparking a flash rebellion. Whilst generally inferior to the Coalition's high quality and precision machined firearms, their ease of manufacturing makes them very popular (and infamous) options for Separatists and pirates alike.

Prototype Weaponry

Top of the line, very expensive small arms that are tooled to be superior to most options. They require significant skill to handle optimally.

Vintage Weaponry

Old or abandoned weapons that have been untouched for many years within shipwrecks either brought from Earth or being from long lost weapon programmes, however are only mostly good for selling or collected for display as a result of near non-existent ammunition.

Nuclear Armageddon

A vast array of WMDs are available which can obliterate foes apart, and potentially yourself if you're not careful.

Stitching and Stimming

A small collection of new medical items are available, for enhancing combat effectiveness and plugging up the nastier holes caused by large calibre weapons more effectively.

Dedicated Fabricators

Fabricators used to part balance/de-clutter the normal fabricator whilst being convenient (and likely for more nefarious use without being as easily noticed). No I can't help you if you have no space or are too lazy to do even the most basic of wiring.

Jobgear and NPCset replacements: Captain and Security job loadouts have been altered, alongside Mechanics and Medics.

Abandoned Outpost Warfare:

EHA currently adds 6 new outpost missions, a few of the easier missions being:

Pirate Scavenger Removal

"A large group of scavengers have been found in an outpost looking for supplies. Whilst poorly equipped, their numbers may be problematic to deal with. Beheading the top brass of the scavenging operation will easily prevent anyone else from trying in the future."

Temporary Pirate Outpost Cleansing

"A group of pirates have been found in an outpost looking for a place to set up their operations. Removing them from the outpost would be ideal."

Rogue Coalition Cleansing

"A group of rogue Coalition members have been located at an outpost, likely departing from the Coalition to begin illegal item trafficking or other nefarious practices. Killing the leader alongside their men will be beneficial for both the Coalition and the Separatists."


Credits:

Primary Contributors

Miles: Being the QA tester since the first inception of my mod (bro goes back to November 2021)
SGT.Shorty: A significant portion of sprites and resprites (Renegade Special Rig, some Uniforms, Fractal Weapons, Combat Hardsuit), as well as taking up the torch.
Dilopho-Mos & Lobotomite: Spriters

Spritework and other things

Bohemia Interactive: For a lot of things, including weapon & armour sprites & sounds
Battlestate Games: Various SFX
Leo Varas: Original maker of Yui & Liv Spec Ops characters (Infiltrator and Vanguard helmets)
Popular Discussions View All (12)
12
2
25 Jun @ 3:06pm
Why the heck does the protectorate armor for the coalition look like a dog now?
JerryTheGuy
285
4 Jul @ 10:17pm
Suggestions
Micheny
219
4 Jul @ 10:37am
Questions
Ser
3,612 Comments
Geesemen 10 Jul @ 9:11pm 
Just realized after playing with this mod for many games. Are the renegade combat fatigues using csat hex camo from arma? or am I going inzane.
alexendacott 9 Jul @ 1:12pm 
𒐫
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North 9 Jul @ 4:05am 
The only conflicts that come to mind would be things that also modify the vanilla weapons.
jimmy_handgrenades 8 Jul @ 11:20pm 
are there any known mod conflicts for this?
The_Chudbase 8 Jul @ 6:09pm 
why are the npc dialogues in this mod so corny
alexendacott 7 Jul @ 3:20pm 
i think i forgor
[ST] SGT. Shorty  [author] 7 Jul @ 1:17pm 
giveitem is also valid, and it doesn't require dictation where it goes.
alexendacott 7 Jul @ 1:00pm 
it's spawnitem
you can also do this
spawnitem "Renegade Supp [tab]" inventory
[ST] SGT. Shorty  [author] 7 Jul @ 12:35pm 
Are you putting quotations on either side of it's name?
giveitem "Renegade Suppressor Assault Rifle"
D_a_r_k_k 7 Jul @ 9:36am 
I can't get the Renegade Suppressor assault rifle through the console, it says item not found.