Barotrauma

Barotrauma

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The Great Talent Merger of 1.0
   
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16 Mar, 2023 @ 6:47pm
13 Aug, 2024 @ 2:07pm
15 Change Notes ( view )

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The Great Talent Merger of 1.0

In 1 collection by Dornam
Rift Den 1.0 mod list
21 items
Description
This mod is a complete merging of the old and new talent trees from the original talents, and the talents at the 1.0 release.

Every class received a full rework of what's in each of their trees and general talents, to lesser or greater degrees, depending on the class. I've tried to keep all talents and buffs from both old and new talent trees available in some form or another, while also consolidating trees into more cohesive identities that some of them lacked.

Anything that didn't fit in talent trees was added to general talents, as well as some of the useful parts of talent trees that I considered underperformers or useless. These trees are still available in addition to the reworked and merged talent trees if you want to use them while using this talent mod.

New advanced tools in engi & mech talents. Compatible with neurotrauma & NT cybernetics. Place above cybernetics in mod load for the right recipe for some items, but still works when placed below.

I ran out of room in the description, so I had to put the engineer & medic changes in the change notes.
The full list of changes is also in this google doc[docs.google.com]

Captain:
Consolidated the good parts of the old and new trees together and made sure everything seemed useful.

Gunslinger
  1. Combined "Gunsmith" general talent & old "Once Upon a Time in Europa"
  2. Brought back old "Tumble" | buffed "Quickdraw" damage 25% -> 100%
  3. Combined old & new "Drunken Sailor" buffs | restored old "Sailor with No Name" and changed the additional stats to an firerate buff (1.0 "Sailor with No Name" is still available in general talents)
  4. Combined the old "Bounty Hunter" marks on kill with the new "Big Guns" talent

Skipper - The commander & team buffs tree
  1. Brought back old "Commander"
  2. "Lead by Example" moved here | old "Trust Building" restored
  3. New "Camaraderie" general talent moved here | "Inspire to Battle" restored
  4. Old "All Hands on Deck" restored | "Family" still available as a choice

Politician
Directly copied.
Commendations & medals exp reverted to their higher values. "Figurehead" now gives a medal in addition to the commendation from "Commendations" instead of replacing them.


Security Officer
Probably the least changed class, as it had pretty decent talents and subtree identities. I mostly changed the frogman spec, shifted some talents, and brought back old ones, while buffing up some of the underpowered new talents.

Frogman - Diving combat tree
  1. Swim speed from 1.0 "Daring Dolphin" and damage reduction while swimming from 1.0 "Easy Turtle" added to "Boarding Party"
  2. 1.0 "Scavenger" unchanged | Old "Warrior Poet" restored to T2
  3. 1.0 "Slayer" unchanged | Old "Buccaneer" restored minus the boarding axe recipe as it's already in T1
  4. Old "Dual Spec-Ops" minus the talent points and with the thermal goggles recipe added | 1.0 "Spec-Ops" unchanged

Enforcer - Tanky/stun/bleed tree
  1. 25% max HP bonus from old "Enforcer" added to "Pacifier"
  2. old tackle ability restored to "Beatcop" and buffed into a useful amount of stun duration. No longer affects allies. | 1.0 "Stonewall" unchanged
  3. unchanged
  4. unchanged

Gunner - Rifleman, turret operator, ammo crafter, & explosives tree
  1. unchanged
  2. Old "Expert Commando" minus bleeding recover | 1.0 "Tandem Fire" no change
  3. 1.0 "Extra Powder" unchanged | Added double ammo craft 1/mission to "Gun Runner"
  4. unchanged


Medical Doctor - See patch notes for full changes
Added a new combat & rescue tree. The old xenologist tree was restored if anyone wanted it, and chemist was still included as well.
All talents fully compatible with neurotrauma except vitamin supplements.


Engineer - See patch notes for full changes
Mostly restored old talents and shifted things around between the general talents and subtrees.


Mechanic
There were just too many fun things in both 1.0 and the old talent trees, so I reorganized the talents to more cohesive trees, and added another one to include all of the mechanic's archetypes.

Machinist - The return of tinkering!
  1. Old "Tinkerer" returns! Unchanged
  2. "Quickfix" moved to T1 general talents and renamed to "Modular Repairs" | "Mass Production" unchanged
  3. "Hull Sealer" reworked into "Safety Precautions" - Tinkering with items repairs them, and you can tinker for additional 10 seconds. | "Overclocking" unchanged
  4. "Robotics" moved here, tinkering with devices powers them added from old T4 tinker talent

Technician - Sub maintenance & upgrade tree
  1. Old "Safety First" restored
  2. "Hull Fixer" moved to T2, unchanged
  3. Old "Crisis Management" restored. Changed repair speed to hull repair speed. | "Quickfixer" moved to T3, unchanged
  4. "Let it drain" moved to T4 and combined with the sub tier upgrade from "Iron Storm", and the 40% over max repair condition from 1.0"Tinkerer"

Scrapper - The return of scrap mechanic!
  1. Old "Scrounger" restored, deconstructing scrap gives mechanical skill bonus added from old "Elbow Grease"
  2. Old "Miner" restored
  3. Old "Artisan Smith" restored minus the mechanical skill bonus, and with the crew-wide tool crafting quality bonus from 1.0 Tool Maintenance
  4. "Scrap Savant" restored, scrap cannon recipe from "Iron Storm" added to it

Brawler
  1. Unchanged
  2. "Multifunctional" moved from general talents to T2 | "Heavy Lifting" and "Mudraptor Wrestler" moved to general talents
  3. "Berserker" and "Foolhardy" combined | old "Pyromaniac" restored, fuel & O2 tank quality increase added from old "Canned Heat"
  4. Melee power & max HP from mechanical skill from old "Elbow Grease" added to "MECHanic"


Assistant
All of the 1.0 tree were kept, and restored the old jack of all trades subtree.

Grayshirt
  1. No change from 1.0
  2. No change from 1.0
  3. Old "Still Kicking" restored | Combined "An Apple A Day" and "Insurance Policy"
  4. No change from 1.0

Apprentice
  1. No change from 1.0
  2. "Logistics System" moved to general talents & increased to max 5 shelves
  3. No change from 1.0
  4. Restored old "Graduation Ceremony", new version is still available as a choice

Clown - Unshackled from the bonds of the diving suit!
  1. Reverted "Enroll Into Clown College" to old buffs, added the useless clown crate recipe for free, rolled 1.0 "Inspiring Tunes" skill bonus and "Slapstick Expert" into it.
  2. Reverted to old "Water Prankster" talent
  3. Restored old "Inspiring Tunes", and rolled "Chonky Honks" into it | 1.0 "Psycho Clown" unchanged
  4. Kept 1.0 "True Potential" and added old damage resistance buff & honk to heal back to it.

Jack of All Trades
A great tree for getting high stats that I don't know why they removed. Unchanged from its old incarnation.

Based on the orginal Old talents + New talents mod by Rednaxzio, with some help from them as well
Popular Discussions View All (1)
0
21 Jan @ 10:36am
bug report - incompat. with curly's nt surgery plus
MajorMoth
92 Comments
Dornam  [author] 22 Nov, 2024 @ 5:13pm 
@Lemniscate you can send them to me on discord, same name there.
Lemniscate 22 Nov, 2024 @ 3:36am 
Good day, can you see my screenshots? Should I have sent them to you? The name spam console open when i get more debuffs, if that helps at all. I have ss sparkys mod for talent merger compatibility. Name spam appeared after installing the mod, if i remove it, its fine.
Lemniscate 6 Nov, 2024 @ 5:42pm 
hmhm, oki, thank you. Ill try to poke around it and see
Dornam  [author] 6 Nov, 2024 @ 4:59pm 
@leminiscate Yeah, I have no idea. As far as I'm aware, I didn't touch anything involving achievements with this mod, and CPR_DDOM is a lua thing to make the "don't die on me" talent work with neurotrauma. If you don't have neurotrauma, that CPR_DDOM error will show in the console when the map loads, but it's not an actual problem.
Lemniscate 6 Nov, 2024 @ 1:35pm 
i have the screenshot of it , but i can write the red one. Error in statuseffect CPR_DDOM - affliction prefab with the idetifier or typ, cardiacarrest, fibrillation, bloodpressure. I dont have neurotrauma, so it cant be that.

result unexpectedError was not handled by Unlockachievements.

I am trying to look what could it be.
Lemniscate 6 Nov, 2024 @ 1:05pm 
hmm, that didnt fix it.
Lemniscate 6 Nov, 2024 @ 1:03pm 
SSparky made patch for gunnery and talent merger to work together, ill try if it wwas that.
Lemniscate 6 Nov, 2024 @ 1:00pm 
Good day, the player name spam persists, while having your mod active. The console forcibly opens once I recieve more afflictions, so im not sure which causes it. I am trying to figure out which mod could be a problem as I dont have mods that change afflictions or char perks.
Dornam  [author] 3 Nov, 2024 @ 7:32am 
@Moonfish sure. Same name on discord if you want to message me there.
Moonfish 2 Nov, 2024 @ 12:32pm 
@Dornam Can I privately message you? I have some things I'd like to discuss and the comments didn't seem like the right place to post. It's nothing bad, I just have a few questions.