Barotrauma

Barotrauma

Immersive Handcuffs
68 Comments
佐久間きよし 11 hours ago 
Can you update the XML to used for translations, it seems to be missing a lot.
Ciapson 27 Sep @ 9:35pm 
Nice mod, everything works. Funny that I can move as handcuffed enemy in the sub in singleplayer. Would be fun to recruit such people or bribe them to join you
Freedomer 18 Sep @ 4:22am 
Btw, @_]|M|[_, the Security Officer has the talent “By the Book.” It gives bonuses for capturing enemies and delivering them to the outpost. This thing works in vanilla, so I don't even know if it works in the mod?
Freedomer 18 Sep @ 4:15am 
@IceCreamDemon, is there any difference? In the russian localization, this faction is called the Коалиция Европы (Coalition of Europe), because Jupiter's moon is called Европа (Europa). It's like there's no difference between the two names except for one letter. In that case, it would probably be more correct to just call them the Coalition.

I have never encountered the words of Europans in my localization.
uh, i uh... think you meant to say Europans, Europeans are from Europe... on Earth. :S but i am also confused, is there a mod where we capture Europeans?
Freedomer 4 Sep @ 9:02am 
Oh, that's it. What a pity, there's no point in sparing the Europeans. Regarding Performance Fix, yes, you're absolutely right, it's installed. Thank you very much for your answer!

By the way, have you thought about making a FAQ? I see you have a lot of questions and answers in the comments.
_]|M|[_  [author] 3 Sep @ 9:42am 
@Freedomer: Separatist and Coalition will not reward bounties for their enemy faction. I can't detect which faction the NPC is from reliably so they will only check and pay for actual bandits from missions and abandoned outposts.

As for the issue regarding the team switching. Are you perhaps playing with Performance Fix?
It might cause some timing issue which may skip triggering the event or applying a tag and thus the switch fails. Could potentially be fixed if all the handcuff item identifiers are added to the high priority item list. So just in case you're using it and want to add them to high priority, these are the item identifiers:

handcuffs
handcuffsspawned
handcuffsequipped
reinforcedhandcuffsspawned
reinforcedhandcuffsequipped
handcuffkey

Not sure if Performance Fix may also impact proper execution of event code.
Freedomer 3 Sep @ 5:10am 
I don't quite understand something. First, those I capture don't join the player's team on the first try; I have to do some manipulating, drag the prisoner, release them, and arrest them again until they join my team. Another thing: I captured Europeans, brought them to the Separatists, and the Separatists told me that they had no one to give me.
_]|M|[_  [author] 11 Aug @ 3:21am 
@oda: I would need a crash report to see what's causing the crash, but it's highly unlikely to be caused by Neurotrauma as the mod was tested on Neurotrauma sessions and was running fine, except for not being able to handcuff someone with dislocated/broken arms.

@Hemlock: I honestly forgot that talent even exists... So I'm not sure as that's untested.
Hemlock 10 Aug @ 4:58pm 
How does this interact with the security officer trait that gives money and XP for hostile NPCs arrested?
oda 8 Aug @ 2:55pm 
any chance you'd be willing to make a neurotrauma compatibility patch? (:0

in my load order the server crashes on transition if at least one player has a security whistle in their inventory, not sure if related!
Eldritch 7 Aug @ 3:17am 
Keys are universal as long as someone else can find/ make one and uncuff you.
Soulhaste 6 Aug @ 10:27am 
soooo what do I do if I handcuff myself or someone and lose the key?
Eldritch 16 Jul @ 7:39am 
I mean, you don't need to carry around the handcuff key unless you're uncuffing someone. You can leave one/others in a secure locker and retrieve it when the time is necessary. I don't know your game/server schema, but that also prevents players from killing/knocking out a security guard and thus having the ability to free anyone previously cuffed by looting them.
Pawsy 16 Jul @ 7:14am 
i mean i used to rarely carry handcuffs since i had to knock the person down but now i want to carry it all the time since i dont have to knock the person down in order to cuff em which makes it more fun to cuff people ;w;
_]|M|[_  [author] 16 Jul @ 4:00am 
@silence lincense: I don't know as I haven't played with it. But considering that both mods add an arresting and bounty system that work differently, it might not be compatible.
If I understand it correctly, Wanted Alive relies on NPC removal at the end of each round to then pay you the money, but Immersive Handcuffs temporarily adds arrested people to your crew so they don't despawn at the end of the round and you have to instead bring them to a station where you can collect the bounties from an NPC.

@Pawsy: No that's not possible. Surely there's something you don't need to carry all the time?
Pawsy 14 Jul @ 1:52pm 
is there any way to make the handcuffs and keys be in a single slot :sob:
silence lincense 30 Jun @ 6:42am 
Is this compatible with Wanted Alive?
_]|M|[_  [author] 28 Jun @ 1:54pm 
@Observer_CY: An oversight. The problem here is that I can't mark the cells as safe zones or something like that. So I need to somehow reset the buttons handling the doors for the cells so the doors are closed when someone gets arrested. I'll have to mess around and see if that's doable. Thanks for reporting that! :steamthumbsup:
Observer_CY 28 Jun @ 1:46pm 
After a crew member was caught attempting to escape and was put back in prison by security, if the prison door is opened, security may sometimes repeatedly enter and beat this crew member, and the imprisonment event may be repeated multiple times regardless of whether the prison door is closed at that moment. Is this a bug or a deliberate design?
_]|M|[_  [author] 21 Jun @ 1:31pm 
if you uncuff the NPCs they'll be removed from your team again so they're only part of your team as long as they're wearing their handcuffs. If they break out of them (which they can randomly after half an hour) they will also switch team again.
_]|M|[_  [author] 21 Jun @ 1:27pm 
@SoIutl0n: Then the arresting system stops working as the game will simply delete all NPCs not in your crew as soon as you load into the next level. Them being part of the crew is required to keep them loaded.
SoIutl0n 21 Jun @ 1:19pm 
Can you make the mod that handcuffed NPC didn't join your team ?
_]|M|[_  [author] 21 Jun @ 11:47am 
@North: The system was actually a bit tricky to come up with and implement. It relies on events playing in the background so if any hiccups arise, please report them with info on when it occurred by doing what action in what type of level.
Eldritch 21 Jun @ 11:16am 
Wow. I remember asking if we would have ramifications for handcuffing NPCs. And you did more than deliver. Looking forward to playing with this!!
_]|M|[_  [author] 21 Jun @ 10:11am 
@Sugarcube: With the new arresting feature, handcuffing guards will now have consequences if you've been seen doing it.
Sugarcube 16 May @ 2:59am 
@Tria
I had a similar problem with handcuffs. If an NPC puts one of us in handcuffs, it's impossible to remove them afterward. Also, if you try to cuff a crew member yourself, it won't work either.

For me, the problem was solved by enabling friendly fire in the server settings.

By the way, you can handcuff outpost guards without any consequences — no one will do anything to you for it.
Gipka 19 Apr @ 8:13am 
@0b doesn't make it bad, just not the type of mod for you in specific :captainclown:
Tria 13 Apr @ 4:10pm 
i got handcuffed by NPCs in a outpost and not a single key worked to uncuff me...
0b 10 Apr @ 9:16am 
bad mod, literally only for RP, useless bloat on normal campaigns.
29 Mar @ 12:31am 
@death-seven Right
Death-Seven 27 Mar @ 2:57am 
nrnz i think thats vanilla behavior i do not have the mod but my security still does that
nrnz 4 Mar @ 6:23pm 
Captured a hostile from an outpost recovery mission, bot crew members will still hunt and shoot at cuffed hostiles in your sub.
Biggis Dickus 2 Mar @ 11:48am 
@_]|M|[_ I figured out how to drag them at full speed. I would put a diving mask on them and put a welding tank inside it till they pass out then drag them to the brig, then I would just remove the mask and they would wake up a little later.
Biggis Dickus 23 Feb @ 3:44pm 
Thank you for the reply! also I noticed my NPC's still kill them when I capture hostile NPC's. Anyway you could change their status while they remain handcuffs so they dont get shot by my NPC's?
_]|M|[_  [author] 23 Feb @ 8:28am 
@Biggis Dickus: I don't think I can make it so you can drag them at full speed since the code for that is tied to talents only unfortunately. As for cuffing the legs, I'm planning on making an add-on that adds more ways to cuff people so that would be part of that. As to when I'll have that finished is unclear since I rarely have time for modding currently.

@Acetango: I'd have to experiment around a bit as I'm not sure if that's even possible to detect and have NPCs react to it.
Eldritch 19 Feb @ 9:50am 
I'd love an addon (since not everyone would appreciate such a change) that makes applying handcuffs to an NPC a 'hostile' act, like applying some medication. Realistically handcuffing a bunch of people around a station or your clients on a transport run would probably not be received well.
Biggis Dickus 19 Feb @ 6:31am 
any chance you can make it so we can pick up the person who is handcuffed or make dragging them around easier? should be a buff to dragging a handcuffed person, or we can pick them up. Seeing as how we can pick up a boarding pod and a person inside a boarding pod.

Also can you make it so we can cuff their legs as well? this should slow them down immensely.
Deagle™ 15 Dec, 2024 @ 8:39am 
Hello, the Handcuffs completely dissappeared. however the keys still exist
_]|M|[_  [author] 25 Sep, 2024 @ 3:05pm 
@Fate Flame: Nevermind, just figured out a workaround so outpost security should now be able to properly arrest players again :steamthumbsup:
_]|M|[_  [author] 24 Sep, 2024 @ 2:17pm 
@Fate Flame: Yeah that is currently broken and a game bug is preventing me from fixing it. It's already reported to the devs, but so far no response. I haven't yet come up with a workaround that actually works.
Fate Flame 23 Sep, 2024 @ 3:12pm 
I don’t know why, but the bots can’t handcuff me, is this a bug or did I install something incorrectly?
_]|M|[_  [author] 14 Sep, 2024 @ 9:48am 
@News flash, buddy: Oh yeah I didn't think of that. I'll figure something out :steamthumbsup:
Eve 12 Sep, 2024 @ 11:09am 
Is there a way for you to make it we can take off handcuffs from people who have died?
xConscrypt 4 Sep, 2024 @ 12:59pm 
More Immersive Mods :steambored::steambored::steambored::steambored: (Yummers)
_]|M|[_  [author] 3 Sep, 2024 @ 12:07pm 
@News flash, buddy: Thanks for reporting that. It's now fixed :steamthumbsup:
Eve 2 Sep, 2024 @ 10:23pm 
Prisoner transport missions are broken with this mod. The prisoners don't spawn with handcuffs
MercenaryGrok 2 Sep, 2024 @ 1:47pm 
i meant that as a joke, like being handcuffed to a bed?
_]|M|[_  [author] 2 Sep, 2024 @ 1:42pm 
@iErr0r32: In that case there's a stun required patch available linked in the description now.
iErr0r32 2 Sep, 2024 @ 1:22pm 
@_]|M|[_: you no longer have to stun a character, looks too OP. For example, for playing with a traitor.