Barotrauma

Barotrauma

Dead space 3.0
56 Comments
King of Knights  [author] 10 Oct @ 2:01pm 
Thanks for reporting errors. We need people who can tell us what isn't working and what needs to be fixed.
Evil 10 Oct @ 4:35am 
Hey, dear King of Knights,

Sorry if my follow-up question seemed pushy, I didn’t mean to offend. I mistakenly thought you might’ve missed my post about the XML error and just wanted to check. My bad, and thanks for your reply and awesome work!

SnowFox,

I admit I rushed with my follow-up message, thinking the dev missed my post about the <Items> tag error in DS3.0, caught during XML validation for my modpack. That’s my mistake, but I didn’t insult anyone, unlike you with your personal jabs. My error doesn’t give you a free pass to be rude. You know nothing about my life - maybe try being friendlier to others

If you checked files instead of speaking about my life, you’d see the missing <Items> tag I reported.
Senjo de Akuma 8 Oct @ 8:45pm 
Some more errors "Error in StatusEffect (Haloperidol, MeleeWeapon) - Affliction prefab with the identifier or type "division" not found"
"Failed to find config file for species "Dividerhead"."
"Failed to find config file for species "slashers3"."
I imagine the other monsters/necromorphs added by this mod will have the same/similar errors.
SnowFox 7 Oct @ 2:37pm 
ur welcome i also hav a question, that being if ull ever make a ui for the mod again?
King of Knights  [author] 7 Oct @ 12:27pm 
THANKS FOR REPORTING THE ERRORS. I'll try to fix them this week.
SnowFox 7 Oct @ 12:10pm 
can you like not see how many errors i have posted here? i imagine this takes time and aslo they might have a life (unlike u obviously) and dont sit here all day fixing errors.
ive also never seen ur error so whered u even get that?
oh yeah and instead of only providing one error how abt u provide more so they can fix more than one thing at a time just to get yelled at for a diff error
Evil 6 Oct @ 10:52am 
Bro

When you will fix it?

File: Dead space 3.0\Content\Items\Diving\divinggear3.xml

You have </Items> in end but you dont have <Items> at start and a little warning: it was Price first after <Item name="Advanced Diving Suit" but you have PreferredContainer e.t.c.
GSWoof  [author] 5 Oct @ 5:00pm 
It's alright the only thing that gave me a headache here is the fact that i just got Contact beam to work with no error messages and one update later it is ALL broken :sacrificed:
SnowFox 5 Oct @ 3:47pm 
sry for the spam steam wouldnt let me fit all this in one msg
:slugcatdead:
SnowFox 5 Oct @ 3:46pm 
ima list all the errors i could find here :

Error in StatusEffect (halopereidol, MeeleWeapon) - Affliction prefab with the identifier or type "division" not found.
SnowFox 5 Oct @ 3:46pm 
Error in the fabrication recipe for "Contact Energy". Could not find the ingredient "barotrauma.FabricationRecipe+RequiredItemByTag (batterycell)".

Error in the fabrication recipe for "Pulse Magazine". Could not find the ingredient "barotrauma.FabricationRecipe+RequiredItemByTag (batterycell)".

Error in the fabrication recipe for "Pulse Rifle". Could not find the ingredient "barotrauma.FabricationRecipe+RequiredItemByTag (fpgacircuit)".

Error in "/ (localization) /3407503601/Content/Characters/Humanslasher/Humanslasher.xml": Failed to find a huskappendage that matches the affliction with an identifier "necroinfection" !

Error in an Attack defined in "Lola Rhymer, Explosion" - could not find an affliction with the identifier "tcp_markerpsychosis".

Error in Attack (Lola Rhymer, Explosion) - Affliction prefab "tcp_markerpsychosis" not found.
SnowFox 5 Oct @ 3:44pm 
Error in an Attack defined in "Humanslasher" - could not find an affliction with the identifier "tcp_markerpsychosis".

Error in an Attack defined in "Humanslasher" - could not find an affliction with the identifier "tcp_markerinfectiondecider".

Error in Attack (Humanslasher) - Affliction prefab "tcp_markerpsychosis" not found.

Error in Attack (Humanslasher) - Affliction prefab "tcp_markerinfectiondecider" not found.

Error in an Attack defined in "Lola Rhymer, limb RightArm" - could not find an affliction with the identifier "tcp_markerpsychosis".

Error in an Attack defined in "Lola Rhymer, limb RightArm" - could not find an affliction with the identifier "tcp_markerinfectiondecider".

and ofcourse the recourse integratio ngear (headset slot) which isnt an error but the texture appears lower then it should (might not be the only one)
GSWoof  [author] 5 Oct @ 5:45am 
I will check what i can do
SnowFox 4 Oct @ 3:21pm 
plz fix the mod (the recourse integration gear is lower then it should be and the missions jus dont appear, theres also a few errors on campaign startup (im not much of a modder so i dont understand all that)
Evil 3 Oct @ 6:54am 
Hi
Bro, your mod have xml-error

File: Dead space 3.0\Content\Items\Diving\divinggear3.xml

You have </Items> in end but you dont have <Items> at start and a little warning: it was Price first after <Item name="Advanced Diving Suit" but you have PreferredContainer e.t.c.
PaperBagMan 18 Sep @ 7:55pm 
I haven't gotten any dead space missions
GSWoof  [author] 14 Sep @ 5:00pm 
Most of the ones that are locked can be unlocked by the CEC Engineer
Naproxen 14 Sep @ 12:13am 
how to unlock recipes?
GSWoof  [author] 12 Sep @ 12:13pm 
Newer suits and addition of new weapons along side a new affliction that will be developed further in the future.
SnowFox 12 Sep @ 6:31am 
whast teh diff to the 2.0
GSWoof  [author] 7 Sep @ 3:03am 
At the moment there isn't one that would cut all of the equipment.
Eldirtch 6 Sep @ 9:04pm 
Is there a version without the equipment? Just the enemies/afflictions/missions
GSWoof  [author] 15 Aug @ 8:31pm 
Any more details you could share?

Not sure what might cause this in all my tests every marker variant we have in the mod is possible to pick up with bare hands and be put in the artifact container.
WeaZel 15 Aug @ 3:01am 
How do you grab the dead marker objective? I tried with empty hands and or even artifact containers
King of Knights  [author] 31 Jul @ 7:34am 
yes
JoshX9706 31 Jul @ 12:03am 
is this compatible with neurotrauma
DragenScale 17 Jul @ 6:24am 
hey, i'm missing a part of the skill tree any ideas on how to fix it ?
King of Knights  [author] 8 Jul @ 1:39am 
thx
Uber 6 Jul @ 7:21pm 
The diving scooters, diving masks, and dive suits don't have a texture that you can see
shoolgate 28 Jun @ 1:31pm 
you can Add an obvious sign in map
King of Knights  [author] 26 Jun @ 3:24am 
I'll check what it is and fix it in the next update
shoolgate 25 Jun @ 2:19pm 
How to accept mission?I visited many outposts without any tasks or monsters:facepunch:
Honor Guard 15 Jun @ 4:47pm 
so a issue is happening with dive suits, we are only a head, tried verifying files, it by itself & so on, same issue
CKchaos 13 Jun @ 6:35pm 
nvm
CKchaos 13 Jun @ 4:57pm 
may i ask how?
King of Knights  [author] 8 Jun @ 2:06pm 
yes
CKchaos 8 Jun @ 1:43pm 
are you able to disable the UI
Sosa 18 May @ 9:47am 
Any chance of there being a just necromoprhs version of this mod? I really love fighting them but I dont want the total conversion extras.
How long does it take for things to start happening? I'm on a campaign at the end of the second biome, and so far I've only found items from the mod for sale. No monsters have spawned yet, and no mod-related missions have appeared.
0b 18 Apr @ 5:58pm 
Wait so youre working on 3 versions of the same mod while also trying to fix bugs and add content?

This workflow is atrocious.

Cutback completely into 1 mainline version, balance difficulty for 1 type normal, hard, abyssal.
(I suggest abyssal but up to you)

now ONCE you have FINISHED the mod and youre satisfied, THEN and only then do you make other spin offs for difficulty adjustment.

If you continue on this path of trying to upkeep 3 of the same mod on different versions with different bugs and different bug fixes its only going to get worse.
King of Knights  [author] 16 Apr @ 9:15am 
yes
Demonic gamer 16 Apr @ 2:24am 
does this have the dead space suits like 2.0 and 1.0?
King of Knights  [author] 1 Mar @ 3:29pm 
sometimes the game gives missions from dead space and sometimes it depends on the difficulty level I will try to solve it somehow
shoolgate 28 Feb @ 8:38pm 
how to take mission?
King of Knights  [author] 21 Feb @ 8:33am 
1.is this a work in progress?
yes
2. more will be added at a later time
JulianCarita 20 Feb @ 1:31pm 
is this a work in progress? i tried to test out the dividers and infectors and they dont seem to infect humans with the necrotic infection, the only time it seemed like one of them did, the game froze because of non stop console command errors, i already tried uninstalling and reinstalling the mods and verifying game files
King of Knights  [author] 26 Jan @ 12:45pm 
it should work
Nenika Set 26 Jan @ 12:08pm 
Does the mod work with Dynamic Europe and does it support mod addons such as DynamicEuropa - Stations From Beyond Outpost Pack, DynamicEuropa - Large Map Size Patch, DynamicEuropa - Default Level Size Patch and the like? And don't they interfere with the mod's work?
[M.V.P] VolcanoHigh 20 Jan @ 7:35pm 
This is a great mod, thank you for making it.

BUG report: the plasma cutter in 2.0 works perfectly but in this 3.0 the plasma does not `hit/damage´ walls or enemies and the `Rig´ backpack has item slots (about half of them) that cannot be used.

I cant put any items in its storage BUT i use other mods with this 3.0 one so i cannot be sure if its the 3.0 mod or one of the others messing something up. Just wanted to report this.
Schizo Gaming 20 Jan @ 7:12pm 
Thank you!