Barotrauma

Barotrauma

[SC] RED-STAR SUPREMACY
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
Hanling 4 Jan @ 6:13pm 
I definitely didn’t make the suggestion just to make other MOD’s ammunition universal (X
Hanling 4 Jan @ 6:13pm 
Why you use so many tags on magazines and identifier of magazine in weapon?

Just use one tag, like 5.45=ak74ammo, 7.62x39=akammo, 7.62x54=pkmammo.
Then you only need to add this one tag in RequiredItems msg="ItemmsgAmmoRequired" & Containable items=.
marugrrr 3 Jan @ 3:34pm 
love this mod! such dedication to details is amazing:barotrauma:
Sharm  [author] 25 Dec, 2024 @ 3:02pm 
The mod page was initially only in English, now I have added a description in Russian.

Страница мода была изначально только на английском языке, сейчас же я добавил описание на русском.
Sharm  [author] 23 Dec, 2024 @ 8:19am 
@Mikko,
Hi, They spawn in various containers, like a gun cabinet, safe, the same applies to some containers on wrecked submarines, weapon rooms at stations and in pirate ships.
But specifically on the NPCs themselves immediately when they appear - no, in the future I will correct this issue.
Mikko 22 Dec, 2024 @ 2:50pm 
hi man really nice mod. i just wanted to ask you if the weapons also spawn on npcs?
PROselyte 13 Dec, 2024 @ 9:16am 
I love this。Gooooood!
祈愿神明SAMA 12 Dec, 2024 @ 8:50pm 
Very interesting design, thumbs up for you!:steamthumbsup:
Sharm  [author] 9 Dec, 2024 @ 2:50pm 
@YiTi,
Originally I wanted to make a mod that adds absolutely all AK series assault rifles in to the game. But then I decided to make a mod much more global.
Maybe I will make later a separate version of my mod, when I finish at least 50% of everything to have only AK rifles.
Good luck to you in creating your mod! :captainsinful:
YiTi 9 Dec, 2024 @ 1:03pm 
Man, i was actually working on a mod that adds AKM to the game, you where faster...
I still gonna do it tho :DSTskull: