Barotrauma

Barotrauma

BaroTraumatic Lite-ish
76 Comments
[]Herz[] 23 Oct, 2024 @ 5:24am 
@ KajJyn + "Barotraumatic Creature Pack" below of your Load Order.
Lumara  [author] 6 Oct, 2024 @ 11:45am 
Hi KajJyn,

Sometimes sometimes you gotta do it manually.

1.) Unsubscribe from both my mod and OG mod via workshop.
2.) Go to you AppData file (type in %appdata% in your search bar)
3.) This will put you in a folder called "roaming". Go up one file path to "AppData".
4.) Go into Local>>Daedalic Entertainment GmbH>>Barotrauma>>Workshopmods>>Installed
5.) Find folder 2518816103 and delete it. (This is OG barotraumatic.)
6.) Find folder 2929893144 and delete it. (This is my mod.)
7.) Verify you game files for Barotrauma.
8.) NOW resubscribe to my mod via the workshop.

This should hopefully solve it. If not I'm afraid I'm out of solutions as it's simply not on my end.
KajJyn 6 Oct, 2024 @ 10:59am 
I'm getting the same error as @Herz listed here earlier, but even after trying the solution you posted I'm still having this issue... :/
[]Herz[] 28 Sep, 2024 @ 10:38am 
I did it the way you described and it seems to work now. Thank you.
Lumara  [author] 28 Sep, 2024 @ 9:09am 
Hi Herz,

That is a strange error. That is the same ID for the OG mod, but the dependency it is claiming for my mod is untrue. I even went and checked with my game and it does not reflect the same error.

Please try fully unsubscribing to both my mod and OG Barotraumatic if you are subscribed to that. Then, verify your game files with steam. Then subscribe to my mod and try again.
[]Herz[] 27 Sep, 2024 @ 11:52pm 
Hey Lumara, unfortunately the game crashes when you start a game or click test in the editor.
----->
Exception: "BaroTraumatic Lite-ish" depends on a package with name or ID "2518816103" that is not currently installed. (Barotrauma.MissingContentPackageException)
Lumara  [author] 23 Sep, 2024 @ 5:09pm 
In case anyone comes here wondering: I'm aware there was an update to the game that will require an update to the mod. I'm keeping an eye on the original mod and it looks like they are trying to sort out bugs. When it looks stable I'll update this mod.
FreeGamer 8 Aug, 2024 @ 4:38am 
sounds good, I was just wondering since they do tend to update barotraumatic every week or so. But since most of it is small fixes or slight balance changes (which don't rly affect this mod since it's a rebalance anyways duh) it shouldn't be a problem at all if you occasionally grab the most stable version of it and use those values to update this mod.

Keep it up :steamthumbsup:
Lumara  [author] 7 Aug, 2024 @ 6:39pm 
I've kept up with it since early 2023 and for now I intend to keep it fairly up to date (my last update was a month ago.) I'm not playing regularly so I am not keeping tabs on the OG mod, so feel free to let me know if you feel like this needs to update. Usually their updates just move the monster spawns around and aren't critical which is why I'm not overly worried.

That said, the OG mod looks tamer than it used to be at a glance (at least with spawn numbers.) I haven't played it in a while.. but you might give it a shot first. You can also swap between the OG mod and this one in the middle of a campaign without issue as well.
FreeGamer 7 Aug, 2024 @ 2:42pm 
any info on how up-to-date you intend to keep this mod with the og barotraumatic
Sam 27 Jul, 2024 @ 5:24pm 
As it turns out it may have been a file validation issue. Some files failed to validate and now it seems to be working fine. Thank you for the suggestion.
Sam 27 Jul, 2024 @ 5:12pm 
It was a loaded game from not 3 days ago using your mod and some others.
This is most of the load order:
https://i.imgur.com/MbRPVRs.png

Above this is lua for barotrauma, which is installed properly.
Below this is only backpacks & waistbelts, then a bunch of submarine mods.
The crash tends to happen whenever I try to view merchant goods.
Lumara  [author] 27 Jul, 2024 @ 9:16am 
Hi Sam,

I have just loaded up a fresh game with my mod, barotraumatic creature pack, and improved husks (in that order) with no error. Are you trying to start a fresh game or an old game file? If it's an old game file, was it previously using the OG mod (not that that should matter.. it hasn't in the past, at least.)

Try unsubscribing to the mods and verifying your game files for Barotraumatic (if you don't know what I mean by that let me know.)

Once files are verified, subscribe to the mods again and try again.
Sam 26 Jul, 2024 @ 5:38pm 
On further reading, it seems it is looking for the OG barotraumatic files, which obviously are not present in the mod load order, per your installation instructions.
Sam 26 Jul, 2024 @ 5:32pm 
The mod keeps throwing an exception that crashes my game.

Exception: "BaroTraumatic Lite-ish" depends on a package with name or ID "2518816103" that is not currently installed. (Barotrauma.MissingContentPackageException)
Target site: System.String get_Value()
Stack trace:
at Barotrauma.ContentPath.get_Value() in <DEV>\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentPath.cs:line 58
at Barotrauma.Sprite.EnsureLazyLoaded(Boolean isAsync) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Sprite\Sprite.cs:line 139
at Barotrauma.GUIImage.Draw(SpriteBatch spriteBatch) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\GUI\GUIImage.cs:line 213
at Barotrauma.GUIComponent.DrawManually(SpriteBatch spriteBatch, Boolean alsoChildren, Boolean recursive) in <DEV>\Barotrauma

I have both the barotraumatic creature pack and improved husks installed. They are both directly below this mod in the load order.
Lumara  [author] 8 Jul, 2024 @ 6:39pm 
@Garry Pretty sure I know why they weren't giving batteries--should be fixed now along with the update.
Lumara  [author] 2 Apr, 2024 @ 5:45pm 
Ahh, I see. I suppose it could make it simpler, but for the sake of "this has worked and it's kept things stable" I'll stick with how it is. I'll try to keep this in mind if I ever modify something else. Maybe if I get time I'll play around with it on a test file. Appreciate the tip.

As a side note I do plan to update this mod after the newest Barotrauma update happens as I suspect it's significant enough to warrant updates on OG Barotraumatic's end.
Sealer Moon 2 Apr, 2024 @ 5:14pm 
In other words, I think you can have the "Lite-ish" overwrite the current version of Barotraumatic's event files so it's always up to date, as long as Barotraumatic is loaded BELOW this. Otherwise you're using an outdated version of Barotraumatic (which there is nothing wrong with if you prefer this version over another, the new lithomorph enemy sucks lmao)
Sealer Moon 2 Apr, 2024 @ 5:07pm 
What I meant is, if you wrap <overwrite> around these 3 files and only have these 3 lines in the filelist.txt, it SHOULD always work with the latest version of Barotraumatic (since these 3 files are the only things that are changed)

Like this (hope it works)
https://www.dropbox.com/scl/fi/fh4iw6fq1pr9jgkygmsjg/traumer.zip?rlkey=b148pey0ghv5pkatedq6cr6qs&dl=0
Lumara  [author] 2 Apr, 2024 @ 4:53pm 
Hi Sealer Moon,

I'm not actually a seasoned modder so I don't entirely understand what you're suggesting. I just understand enough to do what I've done, which is modify a few numbers in the base mod. So in short it doesn't need to be compatible with Barotraumatic because it is in essence Barotraumatic. Do not try to have both this mod and the OG Barotraumatic active in your mod list at the same time. Perhaps you can elaborate on what you mean, only if because I'm curious.

That said, I haven't updated it in a while/haven't kept tabs if the OG modder has made updates. Should this mod stop working with a game update let me know and I'll have a look when I have time. It was (when I last played a few months back) working fine.
Sealer Moon 2 Apr, 2024 @ 4:23pm 
I know this mod is old but wouldn't it be easier to just take these 3 files in the event folder and <overwrite> them, and then just have this in the filelist?

<EventManagerSettings file="%ModDir%/Events/EventManagerSettings.xml" />
<RandomEvents file="%ModDir%/Events/randomcampaignevents.xml" />
<RandomEvents file="%ModDir%/Events/randommissionevents.xml" />

Wouldn't this make it compatible with Barotraumatic?
Lumara  [author] 18 Jan, 2024 @ 5:13pm 
Well, I tell ya, I have some of those red errors thrown too (but I've never not had a few red errors thrown with this mod) and it is still functioning. I've got all sorts of creatures spawning (in a late part of a campaign) in several iterations (barotraumatic lite-ish with and without SOFAs as well as regular barotraumatic.)

You may have gotten lucky with some light spawning in your test run? Have you tried new campaigns or running a few more rounds in that first one? I did modify it to be easier at the very beginning (longer grace times and lower maximum spawn rates) but I have still been unlucky enough to have an abyss monster spawn on my head on my first mission lol.
sendmefish 18 Jan, 2024 @ 4:37pm 
Lua
Barotraumautic Lightish
Improved Husks
Barotraumatic Creature Pack
Outpost Npc Fix
Robo-Trauma Neurotrauma-patch
Neurotrauma
NT Cybernetics
Robotrauma
Frith's Biomes
Headsight
Let Them All In
Crouch Harder
Performance Fix
No Role Balance V2
Meaningful CPR
EK mods for 1.xxx
Barocraftables
Blade Job
Clown Job
New wrecks for barotrauma (sellables)
Wifi Camera
SOFA's Wrecks
Defibrillator
Improved Stun
Saber Personal protection Remake

-All my enabled mods in load order
sendmefish 18 Jan, 2024 @ 4:29pm 
I did find
Sprite "%ModDir%/Characters/NewCreatures/Abyssalcrawler/huskmutantarmored.png" not found!
Sprite "%ModDir%/Characters/SurvivatorCreatures/TigerSharkThresher/damagedtigersharkthresher.png" not found!
when the round started.
Lumara  [author] 18 Jan, 2024 @ 3:44pm 
Hmm. Usually I have a similar order, except that I have husk mod above the creature pack. But I gave it a test run in your order and it was working for me. As far as I know Neurotrauma and Robotrauma wouldn't affect it, but I don't use those mods either. Are there any red errors getting thrown in your console? Also, because it happens to all of us, be sure that you hit "apply" for your chosen mods.
sendmefish 17 Jan, 2024 @ 11:15pm 
Hey, this mod isn't working for me, I tested it in game and on the first mission of a campaign there were 3 crawlers, a watcher, and two ice crabs, I believe its an issue with my game of course. My mod loader order is, from bottom to top, Improved Husks, Barotraumatic Creature Pack, and Barotraumatic Lite-ish. I also have mods like Robotrauma and Neurotrauma above.
dawerrr 8 Jan, 2024 @ 1:19pm 
Ah allright, i was confused since it shows only directly "Barotraumatic" needed and i didn't see any else info.
Lumara  [author] 6 Jan, 2024 @ 11:19am 
Not sure what you mean. This mod has the same requirements as the OG barotraumtic mod (listed to the right under required items.) The creature pack requires barotraumatic, whether it's OG or some other version (such as mine), if you want to see any of those creatures spawn.
dawerrr 6 Jan, 2024 @ 9:26am 
um steam workshop says Barotraumatic creature pack needs Barotraumatic yet this mod dosen't.

this goona make any problems?
Lumara  [author] 12 Nov, 2023 @ 4:30pm 
I'm saying it might still be the case, yes. I didn't do a thorough exam of the file to see which creatures weren't listed on the events list. If I were to guess why, it's because some creatures are a bit more dangerous and the modder thought to leave out the heavier hitters in Explorer.

I only noticed the lesser variety because when I messed with the creature editor there were a notable amount of creatures I had never seen in an entire campaign's worth of Explorer. Mind you this was a year or two ago.
General_JOE 12 Nov, 2023 @ 4:04pm 
So you're saying Explorer still has less variety of creatures? That's an odd point not advertised anywhere on the mod page.
Lumara  [author] 12 Nov, 2023 @ 2:23pm 
(cont from below)

Explorer is file 2591186109
OG is 2518816103
Mine is 2929893144

From there go to the events folder. Eventmanagersettings and randomcampaignevents is what I've altered.
Lumara  [author] 12 Nov, 2023 @ 2:23pm 
Had a quick glance at the files. While I can't say if the overall inclusion of the creatures is the same, the spawn events are different. I can immediately see that the list of possible creatures that spawn in the first level caves is different in OG Barotraumatic than Explorer. That said, there's still a min of 8 and max of 10 crawlers that could spawn in such a cave in Explorer.. which is a lot when you're first starting out in a campaign with 2 people. In my file those crawlers are min 3 and max 6, at least in the first level caves. Effectively I'm trying to make my version of Barotraumatic survivable from the start with 2 people, but still interesting/horrifying with what could spawn.

If you want a much more detailed/informed look at it, find the mod files. Search %appdata%. Navigate up to the AppData folder, then it's Local>Daedalic Entertainment>Barotrauma>Workshop Mods>Installed
Lumara  [author] 12 Nov, 2023 @ 1:58pm 
General_JOE, originally when I made this mod Explorer was different in that it had less variety of creatures as well as lower spawn rate. I like more variety, so I took the OG and lowered the spawn rate to keep the variety.

I know that the original mod author started updated Explorer again recently. I do not know if he kept the lower variety or not as I haven't checked. So, as far as I know my mod still different in that it has more variety.
General_JOE 12 Nov, 2023 @ 12:06pm 
It's my understanding that both this mod and barotraumatic Explorer lower the spawn rates. Whats the difference between this mod and Barotraumatic Explorer?
Lumara  [author] 4 Nov, 2023 @ 6:44am 
Yeah it'd be the same. You can add and remove the other packs thru your campaign without consequence too if you want to add or remove some "spice".
Yoshitsune 1 Nov, 2023 @ 7:09am 
Barotraumatic states that it only requires Improved husks and everythign else is optional. Is it the case with this mod as well?
Lumara  [author] 30 Oct, 2023 @ 4:17pm 
Should be up to date now--and np. Be sure to thank the original modder as he does the heavy lifting :)
On The Run! Don't tell em! 30 Oct, 2023 @ 12:27pm 
This needs an update for the recent hotfix, And thanks for the amazing mod.
Pagan's Crusade 27 Oct, 2023 @ 11:23pm 
Ah, I guess I figured this was an addon, rather than a standalone. My bad.
Lumara  [author] 27 Oct, 2023 @ 11:08pm 
@Pagan's Crusade

Mm, it's referencing both the original mod and my own, so I suspect you're trying to apply both at the same time? Make sure that you're only applying Lite-ish, not regular Barotraumatic.
Pagan's Crusade 27 Oct, 2023 @ 9:36pm 
Getting this error, which seems to prevent me from adding to mod list.

Failed to load "C:/Users/mariu/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2929893144/Events/Missions.xml": Failed to add the prefab "salvagekillcarrier" (Barotrauma.MissionPrefab) from "BaroTraumatic Lite-ish" (C:\Users\mariu\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2929893144): a prefab with the same identifier from "BaroTraumatic" (C:\Users\mariu\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2518816103) already exists; try overriding
Lumara  [author] 5 Oct, 2023 @ 10:50pm 
@Trapstar

No problem. Glad it works out for you/your group as it has with mine. It used to be that you could edit the values of the mod without issue/having to upload an entirely new mod. No fault of the original modders--the Barotrauma devs made that change a little while ago, affecting all mods. That said, good luck and still be sure to bring your modded guns and armor lol.
Trapstar 5 Oct, 2023 @ 6:24pm 
After messing around with it you were right. It definitely does as advertised and that’s my fault. It was close to what we were after just a little to toned down. In any case great mod and definitely needs advertised as a closer to vanilla barotraumatic more. It needs more notoriety for what it does considering barotraumatic hasn’t got a way to edit the values in game this deserves a mention on their page as a toned down version of it. Thanks for the reply and my bad for being wrong lol.
Lumara  [author] 2 Oct, 2023 @ 8:29pm 
@Trapstar

It adds to the mod list fine for me. I also gave it a quick test run and successfully started up a new campaign with the mod. Had you been using this mod (or the original version) regularly before or are you just now trying to add them?

Be sure that you have *only* Barotraumatic Lite-ish and its dependencies applied to your list. Do not have both the original Barotraumatic applied.
Trapstar 2 Oct, 2023 @ 1:48pm 
any chance this could get an update? it wont allow me to add it to mod list.
Lumara  [author] 4 Aug, 2023 @ 8:56am 
A note to any long time users of my mod: With the recent update two more creature mods were added in. They're listed on the right so make sure to subscribe to them so you'll see them in your game.
Lumara  [author] 2 Aug, 2023 @ 12:00pm 
@Ahrimansiah I'm afraid not. I am, however, willing to help you make your own edits of the mod that suits your tastes. If that's of interest to you, just send me a friend request on steam and I'll get in contact with you.
Ahrimansiah 1 Aug, 2023 @ 10:37am 
any chance for a version with more original experience feeling? like more peace and no huge monsters in outer layer and only encounter huge/boss monsters in inner zones?? i really dislike this cyclops and worm encounters at first 4-5 missions and kinda miss the peaceful moments of the game in early layers
Lumara  [author] 5 May, 2023 @ 7:43pm 
@Phantom Mmm.. hard to say. Bots helping inside the ship with enough turrets? Sure, I'd say it's possible. Outside the ship help? I'd guess it gets dicey given that I've always had bots shoot me when I try to take them with me to help on diving expeditions lol.

In short: Maybe, but it would be a challenge. I can see the beginning of a campaign being pretty rough. If you're familiar with console commands, you might utilize those a bit to get a boost for initial survival. Decent weapon/armor mods and a solid sub for sure.

Let me know how it goes if you give it a shot! But editing the mod itself isn't complex given the author left notes on what does what in each file as you have probably seen already.