Barotrauma

Barotrauma

LeCrazyy's Talent Rework
180 Comments
LeCrazyy  [author] 8 hours ago 
No problem
Beel 8 hours ago 
thx for the buff fren :>
LeCrazyy  [author] 17 Sep @ 2:31am 
No prob
DecentlyLazy 16 Sep @ 5:09pm 
yea turns out it was guns enhanced, thanks
LeCrazyy  [author] 16 Sep @ 2:20am 
You have a mod overriding grenade launcher then most likely, if you check the description it will tell you the last mod overriding it in purple text. ("spawnitem grenadelauncher inventory" is a console command that can do so)
DecentlyLazy 15 Sep @ 8:50pm 
cant find grenade launcher in fabricator
LeCrazyy  [author] 24 Aug @ 2:10pm 
Cheers
CHALLENGER 24 Aug @ 2:09pm 
Good mod
LeCrazyy  [author] 15 Aug @ 1:38am 
misinformation.gif featuring Saul Goodman.

But yeah, not a thing lol.
Probably not impossible to mod in though if you did want to do that.
Ulysses 14 Aug @ 8:12pm 
me when I spread misinformation
horse 14 Aug @ 5:21pm 
Okay, wow, just a schizo thats apparnetly gone :P
horse 14 Aug @ 5:14pm 
In vanilla, when applying a commendation/medal as a captain that has the politiican tree, due to the talents you also get 275 XP

This is what im talking about, recently noticed its gone so im modding it in :P
(Well, did)
LeCrazyy  [author] 14 Aug @ 4:57pm 
The only thing I can think of like that is the Family talent that gave everyone a level in vanilla? And maybe the generic tier 1/2 talents for bonus xp from missions.
The current (and old one's too) vanilla talents don't give the captain any xp bonus from medal related talents unless someone else applies them to you.
horse 14 Aug @ 3:32pm 
Medals work, but the captain doesnt get exp anymore w the talent :P
LeCrazyy  [author] 14 Aug @ 2:35pm 
You still get xp from medals? Unless its broken, but I noticed 0 issues in my latest campaign as a captain giving medals.

But by all means do feel free to modify what you don't like
horse 14 Aug @ 10:34am 
why would u remove captain exp from medals gng
fuck u!!!! im modding this back in
LeCrazyy  [author] 10 Aug @ 10:49am 
That's fair, but yeah I did try to make neutral routes harder, was originally thinking of multiplying both positive and negative rep gains so it gets worst faster too, but couldn't find a thing for that in xml. Though I might of since found something like that but haven't tested it.

But yeah I like feedback, so don't worry either I don't take it too seriously in a bad way.
Ulysses 10 Aug @ 9:28am 
I saw it and I think that's great ! I just wanted to be able to have a good standing with both the church and clowns even if it comes as a late unlock.
Then again this is just me nitpicking, don't take it too seriously :p
LeCrazyy  [author] 10 Aug @ 12:20am 
Cheers, I did leave in a rep method via politician, just have to take the extreme end of sub v sub missions, but yeah protect and serve I couldn't really balance without removing the reputation bonus, being a single talent point option.
For the drunk immunity, honestly that was just so you can still get blackout drunk for funny :captainsmooth:
Ulysses 9 Aug @ 5:12pm 
I take that back, I think what i miss the most are the rep bonuses. Not the extreme of getting +30 or more with Protect and Serve but imo would have been fine with it being just %50 and not stackable or even just %25 from the politician tree. Anyways, just my small rant the mod is great either way. I hope devs take notes hehe
Ulysses 9 Aug @ 3:58pm 
no more drunk immunity :steamsad:
LeCrazyy  [author] 26 Jul @ 1:46am 
Go for it mate
Kookoorooza 25 Jul @ 5:21pm 
Sup, can i completely steal some of your talents into my husk survival?
LeCrazyy  [author] 17 Jul @ 4:15pm 
No problem
Seraphim Bigkid299 17 Jul @ 3:18pm 
thanks man
enjoy these points
LeCrazyy  [author] 17 Jul @ 1:44pm 
Shoved away at the bottom
LeCrazyy  [author] 17 Jul @ 1:44pm 
Got em in the guide for ya: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3446461035

New Potential Talent List:
On Skill Check Success: Drunken Sailor, Rough Seas, Ballast Denizen, A Wonderful Life, Grounded, Buff, Physical Conditioning, Swole, Selfcare, Mule, Revenge Squad, Skedaddle, Theoretical Exit Plan.
On Skill Check Fail: A Wonderful Life, Grounded, Buff, Mule, Revenge Squad, Skedaddle, Theoretical Exit Plan.
Seraphim Bigkid299 17 Jul @ 1:22pm 
Sorry to be a bother but could it be possible to add to the slideshow of the skill trees all the perks able to be endocrined. It is hard for me to find all the available perks. If so thank you very much
:steamthumbsup:
LeCrazyy  [author] 8 Jul @ 12:53am 
No problem, have fun
cat 7 Jul @ 8:03pm 
appreciate the quick response, did so and it worked :)
LeCrazyy  [author] 6 Jul @ 6:04am 
Use mindwipe first (or if you know how to manually remove talents in characterdata.xml)
Then yes.

Choosing to skip that can result in having additional talents you shouldn't have and then in addition, until you mindwipe you may have locked talent trees. (This entirely depends on if your already chosen talents happen to be removed in this rework)
cat 6 Jul @ 12:53am 
safe 2 add mid save ?
LeCrazyy  [author] 21 Jun @ 7:49am 
Cheers, yeah problem with talents all being good is choice paralysis.
Kookoorooza 21 Jun @ 7:04am 
Just finally read the changes...
Man, no shit its that popular! Talents are very good, most of time i dont even know what would i pick, especially for first onse.:needy_heart:
BlueSeaO 16 Jun @ 2:00am 
Thank you:demoticon:
LeCrazyy  [author] 16 Jun @ 1:54am 
Completely fine :steamthumbsup: I'll add it to the list of patches/addons
BlueSeaO 16 Jun @ 1:42am 
Hello, LeCrazyy, I used your mod and made a Merged Job version, and i'm here to ask your to ask for your permission. If you reject my permission, i will remove it from workshop immediately.
If u have any request i will hear it.
Here's the Mod site: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3500751231
LeCrazyy  [author] 3 Jun @ 4:34am 
Body armor is not nearly as good as an exosuit, it only protects the torso and provides 0 stun resistance. Makeshift armor would be a closer comparison but even that is still 20% less in the values it has and misses several other high protection values exosuit gives on top of also slowing you down but to a lesser degree.

The 5% damage resistance was just kinda a small little extra bonus because the main draw and impactful part of the talent is still unlocking the Exosuit itself. Even in its nerfed state its still a very popular option from my own server hosting for becoming practically invulnerable. I specifically didn't keep the speed boost for it on there because that defeats the point of the rebalance of it being slower by 30% swimming speed and 20% walking speed respectively.

Might Makes Right I have changed up to focus more on the now 50% melee damage and a smaller boost of 5% health so it stands apart from Swole and compliments the brawler tree even more.
Asleep365 2 Jun @ 9:25am 
Also worth mentioning 5% extra damage resistance when wearing exosuits is practically nothing since it adds multiplicatively. As mentioned before exosuits were already not worn by non-mechanics due to mobility issues. Doesn't really matter if it swims the same speed as a green suit without a scooter, when everyone else has a combat/slip suit and a scooter (or is being dragged by someone with one).

Similarly +1 stackable materials feels unimpactful to the point of non-existence, it's like one or two extra single items in most cases which still isn't enough to reduce the slots the 8+5 incendium takes.
Asleep365 2 Jun @ 9:05am 
Regarding the mech suit, being a slow hulking menace is cool in concept but really unfun in practice since you can never actually reach the enemies before your crewmates. The entire crew needs to wait an extra few minutes to wait for you to leave a ruin. Husk genes/pressure stabilizer with body armor is nearly as powerful but way more mobile.

I suppose my main gripe is that the current talents do not feel personally impactful like the vanilla talents. A situationally useful 25% bonus feels much better than a universal 5%. It would also feel like a more meaningful choice for whether the player would get into those occasional situations.
Asleep365 2 Jun @ 9:01am 
It may be because of modded wrecks, but I find at most 1 scrap pile in expeditions within the search time allocated by the captain. Breaking them uses 3+ inventory slots (each less valuable than a cutter/welding tool), dragging them is worse than dragging a corpse wearing and holding a dive suit. Shuttle wrecks are entirely ignored by captain due to their relative lack of items.

The metal crate move speed is a QoL feature, and provides a choice between combat and non-combat roles. Personally I'd rather have that talent than any other in the current MECHanic tree due to how often I need to transfer resources, especially with how slow mech suit is now.
Asleep365 2 Jun @ 9:01am 
With ballast denizen the main use case IMO is the gaseous cave vents, one mine multiple ore veins while sitting in green vents. Similarly one can remove their O2 tank 75% of the time and thus carry that much less oxygen tanks.

I still think Might Makes Right is too weak for the downside especially compared to the removed vanilla talent Multifunctional (+50% wrench/crowbar damage). The stat penalty significantly affects repair speed, weapon accuracy, and medical item use in the early game, growth rate in the midgame (can't craft fentanyl etc. quickly) and masterwork items late-game. It could apply crew-wide like Crew Layabout, or the damage is increased to +100% wrench/crowbar damage.
LeCrazyy  [author] 1 Jun @ 4:26pm 
Ones that are not overriden will be put into additional talents and you will find yourself with locked talent trees. I recommend using a mindwipe prior or after installing (You can become very powerful using it after as additional talents aren't removed, so up to you if you consider this cheating)
Alternatively if you are a bit file editing savvy, multiplayer saves have characterdata.xml files you can edit and by removing talents from the lists for characters, it refunds the points when you next boot up the save. (Make a backup of the files if you do this in case you break them)
落星也 1 Jun @ 4:16pm 
can i add this mod to an existing file, what will happen to original levels/talents? thx
LeCrazyy  [author] 1 Jun @ 10:48am 
Heavy Lifting:
I don't think the new heavy lifting is really worst but really to be truthful its no longer the same talent just the same name, I just cut the old talent entirely.
The melee bonus is more appropriate for the tree, and considering there is no penalty to speed for moving with crates it was a bit weird to now be faster because you picked one up, I think gun runner is a better example of what the talent was trying to be as it actually makes you move at a normal speed when carrying heavy objects instead of suddenly becoming faster.

Mechanics like most classes needed a mix of buffs and nerfs where applicable, which is what I've tried to do across the board for all classes, assistant probably being the most buffed if you don't include patching exploits.
LeCrazyy  [author] 1 Jun @ 10:47am 
Miner: I've never personally considered this a must pick talent, bonus resources are nice, but you can get a lot of resources from many places. I even thought that tool maintenance is a better option hence the addition of +1 material per stack in inventory.


Patchwork/Heavy Welder: I'd say its def less of a power bonus than portable pumps when set up right. The heavy welder is mainly useful for a really destroyed ship, where you can have one on standby ready to quickly patch up everything. I reckon I will increase the range a bit more on the heavy welder, as that is meant to be one of its main benefits but it usually doesn't feel much bigger than a regular tool.
LeCrazyy  [author] 1 Jun @ 10:47am 
Scrap Savant/Scrap Piles: I added these to add a new more interesting sort of mini game for the mechanic, unless the wreck has 60 containers its not much different material wise, granted both are reliant on RNG, early game wise actually its probably more materials from shuttle sized wrecks.
Also fyi steel bar does same stats as scrap in scrap cannon, and uranium is even better.
That being said I do agree its a bit of a pain to carry or do it while there. So I'm thinking of changing it to be able to go into the inventory, but not stackable, this way it can be something to bring back and break apart in downtime.
LeCrazyy  [author] 1 Jun @ 10:47am 
Might Makes Right: I do agree it is a bit undertuned, not super though. The -10 to all skills is mainly a late game problem for trying to craft excellent/masterwork items if you are unable to secure other bonuses to your skills (clothes, inspiring tunes, other talents ect). I might raise the melee damage based on current level to a cap. But will see. Thematic design wise its the opposite side of the mirror to engineer's new "Brain over Brawn" talent.
Robotics talent is now an engineer talent as well btw, as that makes more sense to me that the engineer would be able to create a drone and this let me put tinkering where it is now, so that wont be coming back in its place for sure.
LeCrazyy  [author] 1 Jun @ 10:47am 
Ballast denizen: It is a bit much reading wise but I believe its actually alright balance wise, as the extra breathing isn't super helpful for 99% of scenarios, and for that other 1% the talent could be replaced by a diving mask if desired.
LeCrazyy  [author] 1 Jun @ 10:46am 
I decided rather than reducing the protection values which would probably be a harder pill to swallow, I would make it what it seems to want to be. A slow tank suit. The slowness is a more than fair enough trade for everything it gives you, and the extra storage even makes it so you only need to do half the trips when looting places.

The exosuit may not be suitable for an already safe looting run due to its speed, but if you want to be extremely well armored before going into the unknown, it is there waiting for you.