Barotrauma

Barotrauma

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Job Starter Gear Rework
   
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19 Aug, 2024 @ 3:10am
21 Apr @ 2:46pm
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Job Starter Gear Rework

In 1 collection by LeCrazyy
Jolly Underwater Crashing mods
5 items
Description
Not a big fan of every class having loadouts that mean nothing? Miss the loadouts letting you choose a more specific set of gear to start with? Well this mod is here to fix that.

This mod re-introduces loadouts actually being unique with each class having multiple to choose from, all changing what items you start with and not just the clothes you wear.


In general the starting gear is higher than what is given now, but this is balanced by the second part of this mod: Respawning does not give any additional gear aside from the clothes on your back. No longer will you be flooded with 700 tools after a rough mission.


And it doesn't stop there, this mod introduces several new pieces of headgear that come as starter gear to further diversify the fashion onboard the submarine, each one giving some small stat boost and/or protection to give a reason aside from style to wear it and not just equip a helmet at first opportunity.


Detailed info on loadouts can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3311929735

Overrides
This mod does override things, so keep that in mind when choosing load order (mod at top of mod list takes priority for overrides)
  • Baseball Cap is overriden to give a +10 mechanical boost, this is a minor thing.
  • All vanilla jobs are overriden to give the new loadouts, this is essential to the mod so it is highly recommended to put this mod at the top unless a patch exists.

If you encounter any issues or bugs lemme know and for the more daring of you, feel free to dig around in the code and use it for your own modding needs. (Just be prepared for some baro xml jank behind the scenes)
Popular Discussions View All (1)
0
23 Aug, 2024 @ 9:11am
PINNED: Patches
LeCrazyy
34 Comments
Havel L. Krik 2 Sep, 2024 @ 4:44pm 
Hmmm.
LeCrazyy  [author] 2 Sep, 2024 @ 4:39pm 
Yes, technically its a buff as you don't have to worry about the respawning nerf.
In general expect a lot more variety in your bots you hire, but this comes at the cost of needing to make sure you have spare tools ready in case you roll a bunch of loadouts with limited tools.
Havel L. Krik 2 Sep, 2024 @ 4:14pm 
Does this mod have any affect in solo campaign?
Mara 29 Aug, 2024 @ 3:29am 
@BRAVOBANANA
Can confirm, this works seamlessly with Baroverhaul as far as I have played.
LeCrazyy  [author] 29 Aug, 2024 @ 3:15am 
I did comment the code to try and make it more readable, so feel free to take a peak and mess around
LeCrazyy  [author] 29 Aug, 2024 @ 3:15am 
With a bit of xml knowledge yeah, but nothing in game I'm afraid, that being said its a bit convoluted to change both the actual stuff that spawns and the items that show on the selection. As they are two separate sets of items for technical behind the scene jank reasons.
ZacryZean 29 Aug, 2024 @ 2:53am 
Hey are these editable?
LeCrazyy  [author] 27 Aug, 2024 @ 3:59am 
no prob
Civil Servant 27 Aug, 2024 @ 3:57am 
ok thanks:captainclown:
LeCrazyy  [author] 26 Aug, 2024 @ 3:56pm 
Looking at the code of Immersive Repairs it doesn't override jobs at all anyway so is pretty much compatible in that regard.