Barotrauma

Barotrauma

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[SC] RED-STAR SUPREMACY
   
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1.846 MB
8 Dec, 2024 @ 1:31pm
5 Jan @ 8:33am
9 Change Notes ( view )

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[SC] RED-STAR SUPREMACY

Description
ATTENTION: AS LONG AS YOU SEE THIS TEXT, IT MEANS THAT THE MOD IS STILL SUPPORTED AND ACTIVELY UPDATED!

The mod has been updated to Barotrauma stable game version: 1.7.7.0

The last updated version ot the mod: 0.0.9
You can see the list of updates in a separate tab on the mod page on the top right. The latest update list is at the very bottom of the mod description.

All you need is an installed licensed version of Barotrauma on Steam.
DLC Supporter Pack - is not needed!

This mod does NOT require any other mods to work!
But in any case I advise you to install:
Lua For Barotrauma (Including the client version) and Performance Fix.
My mod does not load your system, this is a simple recommendation from me in case you use huge mod collections!

I recommend (they're not necessary!) in combination with my mod, such mods as:

- Lua For Barotrauma (Including the client version of Lua).
- Performance Fix.
- BaroTraumatic and BaroTraumatic Creature Pack.
- R-278 “Dugong”.

How to install mod:

1. Click the “Subscribe” button for the mod, on the mod page in the Steam Workshop.

2. Wait for the download of the mod files in your Steam downloads.

3. Launch the Barotrauma game in your steem library by clicking the “Play” button.

4. Once the game has launched and loaded, click “Mods” in the main menu under “Customize”.

5. You should have your customizations open under the Mods tab, move the previously downloaded “[SC] RED-STAR SUPREMACY” mod from the right column (Disabled Mod Packs) to the left column (Enabled Mod Packs) and click “Apply” at the bottom right of the customization window.

6. You can now start the game with the mod enabled. Have a good game! GL HF!

Everything in the mod is independently created and does NOT replace anything from the vanilla game: items/beings or anything else.
Therefore, the mod should be compatible with all other different mods.

You can safely install the mod even on already running campaigns that you are running with other mods, my mod should not break anything because it does not affect the game itself by overwriting vanila files and other mods.

The mod is balanced for vanilla game, quick sessions with different modes and full campaign, BUT if you use mods that affect and change in any way the characteristics of creatures, their health, like Neurotrauma mod, then I can not guarantee balanced gameplay, weapons from my mod may be too strong or too weak for gunpaks overhaunl like COR or EHA.
Although quite good for a regular mod pack with BaroTraumatic.

Description:

The modification aims to add items from the Soviet/post-Soviet era, CIS countries, especially the country of the Russian Federation.
In the modification will be added gear, equipment, weapons: close combat, grenades, firearms (pistols, rifles, shotguns, grenade launchers, automatic rifles, carbines, sniper rifles, automatic rifles, machine guns, submachine guns). As well as equipment in the form of clothing, backpacks, offloads and body armor, including exoskeletal vests.

Features:

- The focus even on various little things like rendering the magazine when it is present in the weapon itself. Unique sounds for each weapon.
- The mod adds real life examples of everything, as well as various prototypes that have been or are still in development IN REAL LIFE.
- Full customization of the weapons. (WIP!)

Added:

x8 Weapons:

- For 7.62x39mm caliber weapons: AK-47, AKM and AK-103 assault rifles.
- For 5.45x39mm caliber weapons: AK-74, AK-74M and AK-12 assault rifles.
- For 7.62x54Rmm caliber weapons: PK machine gun.
- Rocket Launcher: RPG-7 rocket launcher.

x4 Ammos:

- x1 standard 7.62x39 mm cartridge.
- x1 standard 5.45x39 mm cartridge.
- x1 standard 7.62x54R mm cartridge.
- x1 standard PG-7VL launch projectile (shaped charge).

x5 Ammunition:

- x2 7.62x39mm 30-round magazines.
- x2 5.45x39mm 30 round magazines.
- x1 7.62x54Rmm 100 round box.

x3 Crates:

- x3 boxes (ammocrate, guncrate, militarycrate)

x1 Tools:

- x1 mobile ammo box (can be put in inventory)

There are no viruses in the mod, you can also safely check it with your antivirus or on the site virustotal
To run the mod and the game does not need to disable the firewall and / or antivirus:

https://www.virustotal.com/gui/file/e881a7dc13e610ccd4673e0f1112318e0f4bce2f27cf34cd63230db29018586f

Last scan-check: 2025-01-05 16:56:31 UTC

(Every time I update the mod, I upload the entire mod folder as an archive to VirusTotal, but you can also do it yourself)

A huge thank you to all those:

People who have liked, commented and added the mod to their favorites are very motivating to continue to support development and updates for this mod!
Even made it to the best of the week category! Thank you very much!
And also to the people:
MaruGrrrr
Zhora Dismember
To the Barotrauma community, including the users of the Discord server for Barotrauma/Barotrauma modding and all other mod creators!

Known issues:

[POSSIBLE, but doesn't mean it is!]

- Some sounds may be too loud or too quiet.
- Some textures may be too bright or dark, you can see glare of light on them.
- Crafts, prices, obtaining, and characteristics may not be properly balanced, either to the weak side or to the strong side.
- Role perks may not properly affect weapons.

[EXISTING problem.]

- The weapon on the back does not display the ammo attached, even if it is on the weapon itself.
- When quickly selecting a weapon, it is transferred immediately to the back instead of being picked up in the hands.

Last changelog update:

Update: 5 Jan @ 7:33pm

UPDATE!

New version of the mod: 0.0.9

[01/05/2025]

New features:

— Added 1 new weapon under the existing caliber 5.45x39mm - AK-74M (“Automatic Kalashnikov 1974 Modernized”) (Slightly better than AK-74).
Popular Discussions View All (1)
0
3 Jan @ 5:51pm
PINNED: Bug-Report | Баг-репорт
Sharm
20 Comments
Sharm  [author] 11 May @ 12:58pm 
@Mang[O],

Лично Я - Нет. Но любой другой желающий пользователь может это сделать.
Mang[O] 9 May @ 12:49pm 
есть вариант добавить какую-то совместимость со стакающими модами?
Sharm  [author] 2 May @ 8:30am 
@龍神,

Some of it only fires slowly when the weapon skill is low, when it's high it fires fast enough. If I would make the speed even higher, the weapons would be too strong, or I will have to lower their other characteristics instead of speed, but then the same AKM will be about as strong as vanilla SMG, which makes no sense.
The main point, just raise the skill of the weapon.
龍神 30 Apr @ 1:10am 
Good mod, but the weapon shoots slowly:eaglegrin:
Sharm  [author] 8 Jan @ 3:07pm 
@Evenko

That's a great solution!
Like I said, for the balance, the prices are high ONLY ON THE START OF THE GAME ON HIGH DIFFICULTY and that's it.
When you reach a reputation closer to 100 and have perks that give discounts, prices will become cheaper x2 times minimum.

IMPORTANT ADVICE
A little tip from me, there is a mechanic in the game, depending on the TYPE of your destination stop: outpost, town, mine or military base - prices also change, and on military bases prices are MUCH LOWER than anywhere else. Just so you understand, from those prices that I set up, on the same military outpost the price drops to 75%.
If you are not on military base the prices go up many times over the price I made.
And you can sell all this items and guns only on military bases.

Crafting will be completely redone, as I want to add special items needed for crafting, like sets of weapon parts and tools needed for crafting. Including a new military workbench and a new specialist role.
Evenko 8 Jan @ 12:01pm 
I have a couple of ol'Ak47s in my boat, I made them instead of buying it, i think material wise it worth more than buy, i am not asking you to lower its price. I lover its reability and capability to clear caves. :steamhappy:
Sharm  [author] 8 Jan @ 10:21am 
@Evenko
Prices are relatively high for the maximum difficulty of the game at the beginning, that's right.
Prices are increased due to low reputation.
Raising reputation quickly is not a problem, it's about for doing ~20 missions.
If you take RPG-7 or PK - as an example, then yes.
Prices are high and crafting is difficult, but that's because of the power.
RPG-7 with shaped charge shells almost always vanish players in vanilla armor and maybe even in heavy divingsuit aka exosuit.
Guardians, Hammerheads, Molochs, and others of similar level are ideal targets for such weapons.
It's a balance, you have to pay for such power or craft it, crafting is not difficult, it's just a matter of skill level for crafting.
The mod is essentially balanced for vanilla gameplay, powerful weapons are hard to get, so it should be.
However, if I see a complaint from a few at least players, I will try to lower the prices. I may have miscalculated as I thought. I would appreciate any feedback.
Evenko 8 Jan @ 7:48am 
the NPC sells it at a high price :(
Sharm  [author] 5 Jan @ 7:33am 
@Hanlig

1. About tags for ammo, I wanted to correct it as you said, but I remembered that there are magazines that do not fit the weapons, although the caliber is appropriate, such as the AK-74 and RPK-74, so I left it as it is.

2. About the backpack, I did not finalize my original idea and left it as it is for now, although it is really very disturbing and not comfortable.
I wanted to make a separate item in the form of a belt, which hangs on the back and only in the case of the presence of this belt on the back, should be available to hang weapons on the back. I didn't finish the belt, so I left it as is, for now.
Hanling 4 Jan @ 9:19pm 
Please don't make Holdable slots="Any,RightHand+LeftHand" & Wearable together
It would be annoying if the character's backpack slot has no items.

Or this is what you want?
If character didn't wear backpack, the weapon will switch between the backpack and both hands. If character did wear backpack, the weapon will be in the normal slot