Barotrauma

Barotrauma

Halo Universe
286 Comments
dead2571 21 Oct @ 11:17am 
So i tested abit, its more so a mix of items on the sub and the traders cause crating basically every last item on our sub fixed it slightly, but it still had issues. And its not every trader only traders that end up selling the armors cause at late game they basically sell most (if not all) sangheili and spartan armor sets (Helmets)
dead2571 20 Oct @ 4:37pm 
Idk if its a combination with another mod, but any chance you could reduce the amount of stuff that is for sale cause in later traders, especially with other mods, the traders can cause some lag when you open their menu due to so many helmets and armors being for sale ontop of other items.
ПΛПО Dragoon  [author] 20 Oct @ 3:48pm 
They didn't have the same modifications. They had more chemical based augments, with less surgical ones. And the 3s had harder training then the 2s did (somehow) since they were trained by a spartan 2.
Gamma did have a few more augments but still not the same amount or type as the 3s.
dead2571 20 Oct @ 2:14pm 
Well 3's were basically 2's but they were made cheaper, with more accelerated training and some modifications that were not legal (for gamma squad atleast). On a modification level as far as I know, (I could be wrong) 3's actually had the same modifications as 2's? They just had less training and actual experience, and didn't use mjolnir armor, they used the SPI armor which didn't have shields (again, meant to be cheaper and expendable).
ПΛПО Dragoon  [author] 20 Oct @ 11:43am 
Thats a surprise someone who's isn't asking for 2s to have every bonus and be the best. I think it being unique for 3s is fine
dead2571 20 Oct @ 11:27am 
Don't do it for the 2's. It was unique to the 3's due to the chemical cocktail they had, well specifically the last company of the 3's, gamma. It basically overwrote their body reacting to the shock, but could cause mental issues so they needed regular doses of another drug.
ПΛПО Dragoon  [author] 20 Oct @ 10:56am 
It doesn't currently but I guess I could add that in. There is a perk that does that I think so ill see if I can copy that code and add it to the 3s and maybe the 2s.
dead2571 20 Oct @ 9:06am 
Makes perfect sense, I just wanted to make sure rather than having to test all dozen of so of a gen to check. I do like that gen 3 is for better strength and gen 2 is for speed. Gives a reason to use one over the other based on how you want to play. Also imagine our surprise when we found spartan III and spartan II genetics on a wreck. We figured only IV would be available so that was surprising. Curious, does III give you the ability to remain conscious at 0 health for a short period of time? Like that one spartan III (Whose name I forgot) whose basically internals were uh...rearranged, by a needler and he was talking with fred like nothing was wrong one second before dropping dead the next.
ПΛПО Dragoon  [author] 20 Oct @ 8:46am 
Yes! In the past I did give them differences not only to resistances (like HOD armor giving more explosive protection) but also to stats (Like Pioneer give more to Helm or science).

However it became difficult since people wanted more and more armors from each gen. And to figure out how to balance them all to be different but still in line (since I was still adding armors). I also was worried I might make one set be more worn than others. I thought about going back and adding variations but with all the armor it would be a big task
dead2571 20 Oct @ 8:33am 
I am guessing for the spartan armor, that while there is a difference between gen 1, gen 2, and gen 3 in general in terms of overall protection and the techsuits (gen 2 seems to be faster but weaker than gen 3, and gen 3 seems to be stronger but slower than gen 2), I am guessing for armors within the same gen don't have differences? Like mark v vs hyabusa under gen 2. I assume its only looks that change within the same gen?
dead2571 15 Oct @ 2:46pm 
Fair enough, overall still a great mod man, keep up the great work!
ПΛПО Dragoon  [author] 15 Oct @ 2:20pm 
I think you are correct, also yes I am planning on adding covenant subs and weapons. Just hit some mental road blocks
dead2571 14 Oct @ 9:45am 
And both my quotes were about being in armor, maybe just lore conflicting with itself? Wouldn't be the first time. *Cough cough* fall of reach book vs game *Cough cough*
ПΛПО Dragoon  [author] 14 Oct @ 9:21am 
I don't think you've been rude or an asshole. At least not to me I thought we were more just discussing how audio work in Mjolnir helmets.

I know where the quote was from, I found it while looking up the helmets. I'm not someone who thinks he is right 100% of the time. So I went to see if I misunderstood or misremembered it.

The receiver can pick up on sound, that doesn't mean it's clear. Just that it can pick up on the sound. Usually to get clear sounds you need a recorder close to it. Even with amazing hearing, sound will be distorted. If the sound of whispering is clear then it's being made loud, which means it can cause damage if the sound were to suddenly go higher.

Maybe it's like a super advanced parabolic microphone but in that case there'd be issues with the helmets.
It's not what I personally think. It what lore says. My quote directly explains the ability to hear things clearly without armor
dead2571 14 Oct @ 5:15am 
The quote I listed was from the fall of reach. And personally it doesn't make sense for sound recievers picking up a sound at that distance that is a whisper, would be muffled since it can then just directly play that sound through the speakers they obviously have inside the helmet they use for communications. However its your mod, a great mod still and what you says goes obviously and I don't wish to seem like an asshole about it. Which I hope I haven't come across like that, if so I apologize. On another note, do you ever plan on making sub weapons? I would say like a mac gun but that is basically just the rail gun the game already has, but like covenant ship weapons for the sub and such?
ПΛПО Dragoon  [author] 14 Oct @ 3:46am 
"Each Spartan—selected from an early age and trained to the pinnacle of military science—had undergone multiple augmentation procedures: biochemical, genetic, and cybernetic. As a result, a Spartan could hear a pin drop in a sandstorm, and every Spartan in the room was interested in what the Captain had to say. If you 're going to drop into hell, CPO Mendez, the Spartans' first teacher, had once said, you may as well drop with good intel."

From first Strike. The Spartans cybernetic/genetic augments and training allow them to hone in/filter sounds. Yes the armor can pick up on the sounds 100 meters away, but this just lets the spartan hone in on it. It doesn't mean it's not muffled or without sound pollution.

And yes it is a disadvantage in combat. Which is why Spartans have still been ambushed or surprised. Even with motion sensors. The trade off is having armor strong enough to make bullets bounce off of it, and later having shields to negate dmg entirely.
dead2571 13 Oct @ 9:07pm 
In the books, there are times where chief hears things multiple rooms over and will stop moving to listen.When on the autumn, the captain wishes to talk to the chief in private and chief says "Sir unless you wish to leave the deck, the spartans will hear everything we say". From what I understand, the spartan suit has external receivers that can pick up sounds. Cause that same book a few pages earlier says "The sound receivers in their armor could pick up a whisper at a hundred meters". Same goes for communication with people outside the suit, but I just assumed external speakers like star wars clone helmets. And it makes sense cause otherwise you are at a disadvantage in a combat situation if your hearing is impaired. However if you wish to leave it for balance, I completely understand. Was just something I was curious on.
ПΛПО Dragoon  [author] 13 Oct @ 6:40pm 
Lorewise it makes sense. You are wearing a helmet. It's not muffeld in halo games because it's a game where the helmet doesn't come off. It would mess with the sound to have it be that way, and the price for "Immersion" would be far too high.
With the voices coming out of the helmet being muffled the same would be for the other way around.

And not exactly. I'm working on weapons having unique properties
dead2571 13 Oct @ 8:08am 
Just figured I’d ask cause from a balance perspective it doesn’t really change anything, from a lore perspective it seems weird. Just a personal preference really. Oh and question about gameplay. If a weapons description says it has visr link, does that actually have an effect on its own?
ПΛПО Dragoon  [author] 12 Oct @ 10:57pm 
Theya re supposed to be muffled. I guess ill check on the odst helmet
dead2571 12 Oct @ 7:32pm 
Hey! First let me say thanks for fixing the fuel rod issue I was having, my friends and I are having a great time with this mod so keep up the great work. On another note, I saw a few months back someone mentioned it. Any chance we can still get the muffled sound effects for the mjolnir armor removed? (Specifically the helmets) as I find myself using the odst helmet over the mjolnir one (Atleast gen 1) simply cause it doesn't muffle everything and still has an oxygen slot.
ПΛПО Dragoon  [author] 6 Oct @ 3:15pm 
I'm gonna just redo the medium one then. Sometimes something is stuck or hidden and it's probbly something I'm over looking. Then Ill update
dead2571 6 Oct @ 2:56pm 
I used every covenant blueprint I could find, the pulse, storm, and repeater never unlocked. So i am not sure what is going on there? But thanks for the upcoming fixes to the ammo! Great mod all around still.
ПΛПО Dragoon  [author] 6 Oct @ 2:37pm 
The pulsecarbine does unlock with Blueprint the Storm rifle and Plasma repeater uses.
You didn't use the Cove medium blueprint. If your in the editor you should see it alongside the other blueprints.

As for the carbine magazine I see the issue and have it fixed. Same with fuel rod. The fix is in and ill update it soon

For the grunt and Kig-yar armor. They are or were being worked on. They were supposed to be buyable until I add the color varients to be craftable, but I see there was an error and they aren't available. I will fix that to make them buyable then figure out the crafting requirements
dead2571 6 Oct @ 1:47pm 
Oh and another thing, the pulse carbines never unlock with any of the blueprints, and one of the carbine magazines, the one that uses uranium, does not unlock either, only the other one that uses subanese crystal which can only go the blood of suban carbine, the other carbines require the other magazine which none of the blueprints unlock. You also never unlock the recipe for the plasma repeater, pulse carbine, or storm rifle for basic weapons and then a handful of the unique weapons, that being the rapidfire pulse, the riven mangler, the stalker ultra, and the unbound plasma. Though I figured the unique variants were not meant to unlock, same with the armors for the elites and why the kig-yar and unggoy armor in the mod isn't even in the fabricator since you are not meant to wear them.
dead2571 6 Oct @ 1:16pm 
So I was testing it in the editor with only the halo mod enabled, nothing else. And noticed that the korva, the one I made in the run with my friends, uses a different ammo than the gespu but you can only make the ammo that the gespu uses at the covenant fabricator, not the ammo for the other two? And the gespu stops firing after the first shot until you replace the ammo in it despite the ammo not depleting.
dead2571 5 Oct @ 7:16pm 
The EK mods, barotraumatic, dynamiceuropa, and a gene splicer mod. And then some custom subs.
ПΛПО Dragoon  [author] 5 Oct @ 5:09pm 
There are 3 fuel rod guns, and I just tested with the Korva and Pez'tk and it worked with those two.

Whats your mod list?
dead2571 5 Oct @ 1:53pm 
I cannot put the halo fuel rod shot into any of the fuel rod guns for some reason but may just be a mod conflict, will be testing when able.
小猫仔 7 Sep @ 6:30am 
No problem. I can help but I not been involved with this mods before:dgjoy:
ПΛПО Dragoon  [author] 5 Sep @ 9:21pm 
I don't know, I can try to make one for a few different languages but I've never done it before
小猫仔 5 Sep @ 7:50pm 
Could you provide multiple language versions? Since using pure English is a bit challenging, could we use ChatGPT for translation?
ПΛПО Dragoon  [author] 2 Sep @ 11:26am 
An update with some minor fixes and changes are done.

Also thank you for the kind words The Pale Knight, I'm trying my best!
The Pale Knight 1 Sep @ 2:58am 
Hey Dragoon, Doesn't seem like this is said enough, But thank you. Thank you for putting in so much time and effort into this mod, and this game. It's really fun, and well designed, considering the limitations of the game itself. :haloduelist:
ПΛПО Dragoon  [author] 30 Aug @ 12:53pm 
You just place them like with planters. Hold right click and press e
Rai 30 Aug @ 10:16am 
How or where do I place the fabricators?
ПΛПО Dragoon  [author] 16 Aug @ 6:50am 
3 things.
1.@þewé No playable yet. As stated there a bugs and issues with multiple playable species. A base game bug. There was some talk about fixing it but I'll have to check in. If it's I honestly could just release a mod with them

2.@Bin Titties The crew currently get random jobs. I orginally had them doing a specific one, however then the base game glitched. And had hem being humans. So now it's random

3.@Bin Titties No it's not, Ill get the brute fixed
Bin Titties 16 Aug @ 12:32am 
I went and started buying the different covernent crew to see what roll they fill in and the brute was instantly considered at enemy and was killed. is that normal?
þewé 14 Aug @ 3:07am 
playable coves yet?
ПΛПО Dragoon  [author] 3 Aug @ 1:50pm 
That wasn't previously reported. There is nothing about it in the last 4 pages of bug reports.
Also I don't see an issue on my end.

Take a screenshot or just copy the error and paste it in bug reports
PVT-Cabose 2 Aug @ 4:27pm 
is this going to be updated for the new baro update? I am experiencing the previously reported bug of the game failing to find sentinel models which is causing missions to clear out sentinels to be bugged and instantly complete
ПΛПО Dragoon  [author] 8 Jul @ 1:55pm 
I might be able to do that! Ill see
spookynova backshots 8 Jul @ 9:11am 
gotcha, sorry I assumed. Small request but is it possible to make the enviromental sounds clear? Like remove the audio effect of muffled sounds from the armor.
ПΛПО Dragoon  [author] 3 Jul @ 8:53pm 
I put more work Into the MJOLNIR then the ORION . I didn't rush them and ORION doesn't let you go Diving without the techsuit. Which is the same for MJOLNIR.

I don't know if you are dealing with a bug or glitch. Or confusing it with something else.

Also none of them do anymore. They did in the past but I was experimenting without it. That way players might still the the other scanning items.
spookynova backshots 3 Jul @ 7:41pm 
Does any of the MJOLNIR come with a mineral scanner?
spookynova backshots 29 Jun @ 1:49am 
Found out how to get it working, but it feels like you rushed MJOLNIR and worked on ORION a lot more, since ORION seemingly allows you to go diving while MJOLNIR lets you get crushed by water pressure.
spookynova backshots 28 Jun @ 10:38pm 
How do I use the MJOLNIR Fabricator? How do I place it down?
ПΛПО Dragoon  [author] 15 Jun @ 3:58am 
I need information. Are you getting an error when you try to accept it?
if you have a log go post it in bug, glitches and errors
If you aren't getting anything in the logs can you tell me more of whats happening
blizzardcaster 14 Jun @ 9:18pm 
cant accept added missions
ПΛПО Dragoon  [author] 3 Jun @ 2:22pm 
I added a discord at the bottom of the mod page for those who want one