Barotrauma

Barotrauma

Half-Life Combine Module Pack
AM 7 Nov, 2021 @ 7:33pm
Errors noticed [Major ones] Plus suggestions to fix them
1. DNA imprint is Non compatible as a functioning ID card EVEN IF SPECIFYING SPAWN ID CARD TAGS meaning if any secure cabinets have Pick required criteria, a combine job cannot open them

[WORKAROUND FOUND] spawn imprint, in tags type desired values

[suggested fix] remove the DNA imprint and replace with regular ID card seeing as every other class mod uses Vanilla ID cards. if you really want the imprint to be used, rework it into something else ID CARDS ARE HARD CODED IN THE GAME and are required to function with Vanilla and most other modded stuff (mainly doors and secure cabinets)

2. Combine Medics don't know how to recharge health vials or [use any medicine (this is a more general problem with AI)]

3 combine stations are broken as said

[Suggestion until Fix] Omit the combine stations and fix them then add back in when fixed
Last edited by AM; 9 Nov, 2021 @ 10:16am
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Showing 1-15 of 16 comments
SloppyTrainyard  [developer] 7 Nov, 2021 @ 8:14pm 
i'll ask devs if they can can allow for custom ID cards, i didn't put any combine tagged secure lockers/doors, so DNA imprint shouldn't hinder much
also i did state in description that outposts are broken ATM, i already asked devs about possible solutions, now waiting for reply
Last edited by SloppyTrainyard; 7 Nov, 2021 @ 8:17pm
AM 7 Nov, 2021 @ 8:47pm 
Originally posted by SloppyTrainyard:
i'll ask devs if they can can allow for custom ID cards, i didn't put any combine tagged secure lockers/doors, so DNA imprint shouldn't hinder much
also i did state in description that outposts are broken ATM, i already asked devs about possible solutions, now waiting for reply
the imprint does impact vanilla secured lockers and tagged buttons/doors that's the big issue right now with it
AM 7 Nov, 2021 @ 8:49pm 
Originally posted by SloppyTrainyard:
i'll ask devs if they can can allow for custom ID cards, i didn't put any combine tagged secure lockers/doors, so DNA imprint shouldn't hinder much
also i did state in description that outposts are broken ATM, i already asked devs about possible solutions, now waiting for reply
with the new update including the terrorist stakeout mission, custom tagged ID cards are kinda important to secure weapons
ID Card stuff I believe got me killing my friend thinking she was a intruder, I hope these small issues get fixed when the time comes!
SponeBOZZ 22 May, 2023 @ 11:47am 
After the updates, the oxygen supply stopped at the outposts and it seems the reactor disappeared somewhere, so after a while everyone at the outpost starts to suffocate from lack of oxygen
[Suggestion Fix] Hi, when installing the mod I noticed that the faction combines have no name and description and even reputation, but at the same time on different outposts there is a faction icon and individual outposts remade under the style of combines. So what is the reason for the breakage? Or is it normal?
:spycon:
SloppyTrainyard  [developer] 28 Jun, 2024 @ 7:40pm 
couldn't replicate the issue, probably might need to restart the game/reinstall or update the mod
Hello again, I have such a question, since I am not happy with the fact that I put on a combine suit in two slots at once, and I would like to change this suit in the .xml file so that I can put it on only in the clothes slot, but not in spacesuit slot. Is it possible for me to do this? Or more precisely, how should I do this? :lensmakersglasses::spycon:
like this mod just disables when i remove +OuterClothes
and i don't know how to modify mod correctly :steamsad:
SloppyTrainyard  [developer] 29 Jun, 2024 @ 7:12am 
it was intentional choice to avoid putting diving suits on top of combine ones, since latter are designed to work as such

setting wearable slots to "Any,InnerClothes" should be enough

you probably missed a quote symbol or a comma in between
let's try
If my mod still continues to turn off, then I suggest going to discord so I can send screenshots. :spycon:
Yeah, after what i do when you say mod still turning off :spycon:.
There is also one such question about the jobs, since all the skills have been pumped up, as they say, can they make the weapons that the crafting recipe requires, for example, a bombard or an exosuit for the commander and mechanic? :spycon::missing:
Last edited by Пулемётчики; 29 Jun, 2024 @ 10:51pm
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