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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.
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.
----->
Exception: "BaroTraumatic Lite-ish" depends on a package with name or ID "2518816103" that is not currently installed. (Barotrauma.MissingContentPackageException)
Keep it up
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.
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.
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.
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.
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.
Like this (hope it works)
https://www.dropbox.com/scl/fi/fh4iw6fq1pr9jgkygmsjg/traumer.zip?rlkey=b148pey0ghv5pkatedq6cr6qs&dl=0
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.
<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?
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.
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
Sprite "%ModDir%/Characters/NewCreatures/Abyssalcrawler/huskmutantarmored.png" not found!
Sprite "%ModDir%/Characters/SurvivatorCreatures/TigerSharkThresher/damagedtigersharkthresher.png" not found!
when the round started.
this goona make any problems?
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.
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.
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
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.
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.
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
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.
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.
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.