Barotrauma

Barotrauma

Parabellum Europa
62 Comments
Gwill 18 Oct @ 10:18pm 
ight
llama  [author] 17 Oct @ 9:32pm 
@Gwill yeah I've noticed similar issues with item quality, I'm yet to find a solution but I'll keep working at it
Gwill 7 Oct @ 6:31pm 
Hey for some reason when i go to make masterwork weapons like the renegade special carbine i can only do excellent quality unless i am under 95 weapon skill then i can make masterwork
llama  [author] 14 Sep @ 7:14am 
@Dae Blackheart fix pushed
Dae Blackheart 13 Sep @ 5:40pm 
mosin experimental decon mispelling aluminum not aluminiun
Major Tom 13 Sep @ 5:48am 
I'm in the discord now, sent a big message, you should find it quickly, lol
llama  [author] 12 Sep @ 7:49pm 
Fix has been pushed for all reload recipes, if you guys run into any more issues with them let me know, but I think I got all of them
llama  [author] 12 Sep @ 7:42pm 
Figured out the reload recipe issues, will be pushing a fix for all of them
llama  [author] 12 Sep @ 7:30pm 
@Major Tom I have been completely unable to replicate the issue, please contact me on the Undertow discord if you can so you can give me some more info, my account info is at the bottom of the mod page
llama  [author] 12 Sep @ 7:29pm 
@SlobShore I think I screwed up the mincondition and maxcondition on the <fabricate>, I'll go take a peek
SlobSlore 12 Sep @ 5:32pm 
LOL COALITION OPPRESSOR MAGAZINE RELOAD NOW NEEDS 3 FULL MAGAZINES INSTEAD OF ONE
Major Tom 12 Sep @ 5:00pm 
Same as last time... Renegade Special Rifle and Coalition Carbine. They're really cool too :(
llama  [author] 12 Sep @ 4:43pm 
@Major Tom Damn, which rifles? I’ll take another look
Major Tom 12 Sep @ 1:48pm 
both rifles still kaputt, I'm so fucking sorry dude. my absolute sincerest condolences
llama  [author] 12 Sep @ 7:31am 
Items in the shooting range are now up to date, give it a test
llama  [author] 11 Sep @ 7:52pm 
I forgot something very important, that being I have to update the items in the shooting range itself, that's next
llama  [author] 11 Sep @ 5:11pm 
5 million bugs caused by a single line of code being wrong, I'll take a look at these tomorrow when I get some more time
SlobSlore 11 Sep @ 5:00pm 
Also caseless assault rifle magazine can be reloaded without the magazine itself, don't know if it's intended but doesn't seem like it
SlobSlore 11 Sep @ 4:59pm 
Uhh, you need a full magazine to reload coalition oppressor magazines, not an empty one :barotrauma::m9beretta:
llama  [author] 11 Sep @ 2:13pm 
@major tom I honestly got no clue, everything is working fine on my end, I will take another look at them
Major Tom 11 Sep @ 12:50pm 
Just checked the Range, Renegade Special Purpose Rifle and Coalition Assault Carbine now both permanently deteriorate :(
(everything else seems to be working fine tho, ya did well lad)
Major Tom 11 Sep @ 8:14am 
Ah, nice :D

I'll check it later, thanks man!
Major Tom 11 Sep @ 8:13am 
hmm... I think the Karl might just be a bit too large, the tube's hanging all the way behind the character :/ I'd say either try shrinking it, or shorten it a smidge. I think the lock in the back should be almost right behind the head of the shooter, just a lil further back. Juuust a smidge.
Even found a reference: https://m.youtube.com/watch?v=Jgoy4pmFfh0&pp=0gcJCRsBo7VqN5tD

check the 40th second, it's got a good still frame of it from the side, but the whole video's good
llama  [author] 11 Sep @ 6:59am 
Fix for all aforementioned issues has been pushed
llama  [author] 11 Sep @ 6:38am 
Okay so the coalition assault carbine does actually have a dedicated and intentional jamming system, but it's something I meant to remove, hence the sound effect for unjamming and recovery of condition, it's getting removed though
llama  [author] 11 Sep @ 6:31am 
@Slobshore thanks I will take a look at the xml tonight, I probably screwed up the fabricator identifiers or forgot to include it
SlobSlore 11 Sep @ 5:58am 
Coalition Oppressor Assault Rifle magazine can't be refilled, there is no recipe
llama  [author] 11 Sep @ 3:09am 
As for the Carl G I will try to adjust the pose to make it more accurate but I’m not sure baro arms are long enough
llama  [author] 11 Sep @ 3:09am 
@major tom

**** lol sorry about the oxygen

The only weapons I intended to make use of the condition system in this are the machineguns, which after a significant amount of sustained fire will jam

Outside of that, those are bugs and I will take a look at the XML and try to push a fix by the end of the day, thanks for letting me know
Major Tom 10 Sep @ 5:06pm 
Aight...

The Coalition Oppressor Assault Rifle and the Co. Bullpup AR have deterioration that recovers afer each shot, even during sustained fire.
The Co. Assault Carbine can "jam" (durability 0) after half a drum of sustained fire, but recovers after a second or so.
The Renegade AR OSNAZ and the Ren. Special Carbine ended up stuck at 70% after magdumping a 60rnd-drum of 5.45, and the Ren. Special Purpose Rifle ended up stuck at 55% after a 50rnd-drum of 7.62.
All four machine-guns behave like the first two rifles, with marginal deterioration and near-instant recovery despite sustained fire.

Small thought on the side, the metal bit on the Karl-Gustav is supposed to go in front of your shoulder, not behind

Oh yea, and also the O2-Gen in the shooting range isn't hooked up. Four submariners were harmed in the pursuit of these infos, lol
llama  [author] 10 Sep @ 2:14pm 
@Major tom that is not intentional, probably a bug with the condition system, please tell me which rifles it is so I can push a fix
Major Tom 10 Sep @ 1:20pm 
Hi, just wanted to ask what's up with the weapon deterioration, some of the AKs are unusable after a hundred rounds or so... Do I clean them? Fix them? and if so, how?
llama  [author] 9 Sep @ 2:39am 
@Gwill thanks man
Gwill 7 Sep @ 8:38pm 
honestly now that iv been using this mod for a bit, its dope asf
llama  [author] 6 Sep @ 9:38pm 
@Cricket this mod only adds more
Cricket 5 Sep @ 3:50pm 
does this add more guns to enhanced armaments or replace them
llama  [author] 2 Sep @ 4:05pm 
For some reason the mod was unlisted? it's back now
Gwill 2 Sep @ 3:43am 
alright
llama  [author] 1 Sep @ 7:33am 
Fix has been pushed
llama  [author] 1 Sep @ 7:29am 
I screwed up the file list and it seems like some identifiers might be wrong, working on a fix now
llama  [author] 1 Sep @ 7:25am 
@Gwill thanks for letting me know, I will take a peek at the magnum, chances are it's an outdated version that's in the locker

The identifier for the 18.5mm round is "185projectile" and the in game name pulled from the text overrides is "18.5x33mmR Round"

it can be fabricated, it should be under the same name

I'm going to boot up the mod now to try to recreate these issues and fix it
Gwill 1 Sep @ 1:32am 
and testing in the shooting range the magnum smg doesnt work
Gwill 1 Sep @ 1:26am 
Also it doesnt show up in the editor or in the "give" command
Gwill 1 Sep @ 1:20am 
can you fabricate it?
llama  [author] 31 Aug @ 6:25am 
alternatively, check the content list, it has l the info you might need
llama  [author] 31 Aug @ 6:21am 
@gwill it’s something along the lines of 18.5mmx33R round, check the shooting range provided in the submarine editor, it has everything
Gwill 30 Aug @ 10:55pm 
what is it called?
Gwill 30 Aug @ 10:53pm 
cant seem to find the round for the argument resolver
Essem 25 Aug @ 9:34am 
this is truly the parabellum of all paraellums
llama  [author] 24 Aug @ 6:15am 
@Dae fixed in the next update