Barotrauma

Barotrauma

Robotrauma Remake + Neurotrauma (Transference Patch)
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Kaofan  [developer] 8 Jun @ 5:26am
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Last edited by Kaofan; 9 Jun @ 3:57am
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Showing 1-15 of 22 comments
Deograg 8 Jun @ 5:51am 
NT surgery plus doesnt work with it, triage card and artificial brain afflictions are duplicated, asking to put surgery above the patch, which is impossible. Just kicks the surgery out of the mod list. Same issue as with the original patch
Kaofan  [developer] 8 Jun @ 5:55am 
Originally posted by Deograg:
NT surgery plus doesnt work with it, triage card and artificial brain afflictions are duplicated, asking to put surgery above the patch, which is impossible. Just kicks the surgery out of the mod list. Same issue as with the original patch

From what I know, "NT Surgery Plus" had its own problems, and I think even the original mod author gave up and another mod author took over.

Edit: If the "NT Surgery Plus" mod causes problems, it is better not to use it
Last edited by Kaofan; 8 Jun @ 5:57am
Tandom 9 Jun @ 7:05pm 
Artificial brains stays after putting someones brain back in there body.
@Kaofan

First, let me explain the 'error' that I mentioned.

"color:#9370DB"[EuropaWaifu 2]"color:end" Sprite "(game path)/WorkshopMods/Installed/2948283083/Characters/Human/Human_robotmale_heads_mask.png" not found!

If the above message appears repeatedly,
and you exit by pressing another menu in the new game start,

WASAPI capture proxy reset failed: failed to initialize audio client (HRESULT 0x80070005)
WASAPI capture open failed: HRESULT 0x80070005 (2)
alcCaptureOpenDevice failed: exception thrown (Device reset failed)
Alc.CaptureOpenDevice attempt 1 failed: error code 40964

These messages will appear.

When you restart later, the original character form + robot will appear.

[Use Google Translator]
Kaofan  [developer] 30 Jun @ 3:00pm 
Originally posted by 킨제유만:
@Kaofan

First, let me explain the 'error' that I mentioned.

"color:#9370DB"[EuropaWaifu 2]"color:end" Sprite "(game path)/WorkshopMods/Installed/2948283083/Characters/Human/Human_robotmale_heads_mask.png" not found!

If the above message appears repeatedly,
and you exit by pressing another menu in the new game start,

WASAPI capture proxy reset failed: failed to initialize audio client (HRESULT 0x80070005)
WASAPI capture open failed: HRESULT 0x80070005 (2)
alcCaptureOpenDevice failed: exception thrown (Device reset failed)
Alc.CaptureOpenDevice attempt 1 failed: error code 40964

These messages will appear.

When you restart later, the original character form + robot will appear.

[Use Google Translator]

Oh... I didn't expect this bug. It's a bit of a weird bug if without resetting the game such an error appears, but with resetting it doesn't. It's really weird.
I'll ask the creator of EuropaWaifu2 if he can apply this patch (Robotrauma Remake + Neurotrauma (Transference Patch)) as well.
Kaofan  [developer] 1 Jul @ 7:11am 
Originally posted by 킨제유만:
I'll ask the creator of EuropaWaifu2 if he can apply this patch (Robotrauma Remake + Neurotrauma (Transference Patch)) as well.

It would be good because then it would eliminate this error and no one would have to do the required restart of the game
I tried to fuse it myself once, but the robot's head got too big... I often see problems like this.

I guess it's because my skills are lacking. Maybe...

My guess is that EuropaWaifu2 'if' it's true that neurotrauma is applied, but it seems certain that the body application (NT Cybernetics Enhanced related) in this mod is not applied to humans. I'd like to know if this is true.

The biggest problem with modding is that each element must fit together exquisitely, which is not easy.

As applied to EuropaWaifu2, neurotrauma 'if' it is applied properly should not be applied to the robot,

and the unique body of EuropaWaifu2 must be maintained...

In addition, it seems like it will be a difficult task to apply the fact that the prosthesis does not apply to the human body.

It is beyond my ability.

Since I left a comment on the EuropaWaifu2 discussion, I'll do it whether you see it or not.

Well, I'll stop here for now.

[Using Google Translate]
I'll do it whether you see it or not. ---> I think the modder will do something about it.
Kaofan  [developer] 1 Jul @ 8:43am 
Originally posted by 킨제유만:
I'll do it whether you see it or not. ---> I think the modder will do something about it.

Yeah, I saw that you wrote there, but I don't know if they'll do it.
Kaofan  [developer] 1 Jul @ 8:50am 
@킨제유만

"My guess is that EuropaWaifu2 'if' it's true that neurotrauma is applied, but it seems certain that the body application (NT Cybernetics Enhanced related) in this mod is not applied to humans. I'd like to know if this is true." - That is, the "NT Cybernetics Enhanced" mod with this patch and Neurotrauma creates a whole Robot body that only uses "NT Cybernetics Enhanced", without it (because I tested it) the Robot's body completely did not exist, just like in a normal human, as if there was no organ at all. I do not know exactly how Neurotrauma works, but I know that without the "NT Cybernetics Enhanced" mod that introduces a complete robot body, the characters will be like jelly without limbs
Originally posted by Kaofan:
@킨제유만

"My guess is that EuropaWaifu2 'if' it's true that neurotrauma is applied, but it seems certain that the body application (NT Cybernetics Enhanced related) in this mod is not applied to humans. I'd like to know if this is true." - That is, the "NT Cybernetics Enhanced" mod with this patch and Neurotrauma creates a whole Robot body that only uses "NT Cybernetics Enhanced", without it (because I tested it) the Robot's body completely did not exist, just like in a normal human, as if there was no organ at all. I do not know exactly how Neurotrauma works, but I know that without the "NT Cybernetics Enhanced" mod that introduces a complete robot body, the characters will be like jelly without limbs
What that means seems to be that the ragdoll isn't being applied properly.
Echo 5 Jul @ 2:01am 
Hey there,

you've got a few complaints about NT Surgery Plus so I took a look at it.

You have invalid XML in your Afflictions file which causes the incompatibility.

You can not have an XML structure like this:

<?xml version="1.0" encoding="utf-8"?>
<Afflictions>
<Affliction</Affliction>
<Override>
<Affliction</Affliction>
</Override>
</Afflictions>

You need to put new afflictions and overrides in their own files, like this:

<?xml version="1.0" encoding="utf-8"?>
<Afflictions>
<Affliction></Affliction>
</Afflictions>

<?xml version="1.0" encoding="utf-8"?>
<Override>
<Afflictions>
<Affliction></Affliction>
</Afflictions>
</Override>

While the game accepts your file, it does not load the overrides properly and thus boots out one of the two mods, whichever came first.

Split that file up and that issue disappears.

---

The new issue afterwards becomes a load order conflict.

NTSP needs to be listed on top of your patch because of the overrides.
But NTSP needs to be below NT Cybernetics Enhanced because it depends on NTSP's items being loaded already (cyber organ recipes).

There are heaps of other issues with load order, like you suggesting NTCE below NT even though the author of that mod explicitly states that NTCE needs to be loaded above NT.

Considering that there is zero difference in your overrides to the existing afflictions in NTSP, I suggest you simply remove them altogether.
In my tests that fixed all compatibility issues with NTSP.
Kaofan  [developer] 5 Jul @ 3:34am 
Originally posted by Echo:
Hey there,

you've got a few complaints about NT Surgery Plus so I took a look at it.

You have invalid XML in your Afflictions file which causes the incompatibility.

You can not have an XML structure like this:

<?xml version="1.0" encoding="utf-8"?>
<Afflictions>
<Affliction</Affliction>
<Override>
<Affliction</Affliction>
</Override>
</Afflictions>

You need to put new afflictions and overrides in their own files, like this:

<?xml version="1.0" encoding="utf-8"?>
<Afflictions>
<Affliction></Affliction>
</Afflictions>

<?xml version="1.0" encoding="utf-8"?>
<Override>
<Afflictions>
<Affliction></Affliction>
</Afflictions>
</Override>

While the game accepts your file, it does not load the overrides properly and thus boots out one of the two mods, whichever came first.

Split that file up and that issue disappears.

---

The new issue afterwards becomes a load order conflict.

NTSP needs to be listed on top of your patch because of the overrides.
But NTSP needs to be below NT Cybernetics Enhanced because it depends on NTSP's items being loaded already (cyber organ recipes).

There are heaps of other issues with load order, like you suggesting NTCE below NT even though the author of that mod explicitly states that NTCE needs to be loaded above NT.

Considering that there is zero difference in your overrides to the existing afflictions in NTSP, I suggest you simply remove them altogether.
In my tests that fixed all compatibility issues with NTSP.


But I also noticed that you entered the wrong scheme for "Override", because the correct one looks like this:

<?xml version="1.0" encoding="utf-8"?>
<Afflictions>
<Override>
<Affliction></Affliction>
</Override>
</Afflictions>

Because this scheme is also used in "Items":

<?xml version="1.0" encoding="utf-8"?>
<Items>
<Override>
<Item></Item>
</Override>
</Items>

But that's such a small detail

And thank you for this information, I will fix the Afflictions.xml file
Kaofan  [developer] 5 Jul @ 3:42am 
@Echo

And how about you also provide the loading order using the NTSP mod. Because I have never tested it so I would like to know the loading order
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