Barotrauma

Barotrauma

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Non-Human Races Base
   
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25 Apr, 2024 @ 8:13pm
26 Apr @ 2:24pm
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Non-Human Races Base

In 1 collection by Michael
NHR Species Pack
6 items
Description
This mod uses Client-Side lua, see the Lua for Barotrauma page for how to install it.

You must enable "C# Scripting" in LuaForBarotrauma's client settings, or else bugs may occur if you have other mods enabled.

You cannot select a non-human character when creating a singleplayer campaign. This is a limitation of LuaForBarotrauma.

Configures the game to allow players to select custom non-human characters

The mod loading order
'
ExoticRaces being whatever species mods you want

Any conflicts with other mods?
idk, probably




For Developers:
This mod is currently very untested, if you run into any issues or technical limitations please let me know
How do I get started making a human character?
As of writing, Barotrauma doesn't support human variants yet. So, if you want to create a human-like character, you'd have to copy-paste the Human character from your contents folder to your mod folder

Sadly, I cannot guide you on how to fully create a character, but what I can do is tell you to add UseHumanAI="True" to the Character tag's attributes (it is completely undocumented)


How do I set up my character with this?

Because of my lack of knowledge on custom content types technical limitations, this mod requires you to make a Lua file to register your character as a playable species. It's not as hard as you think it will be
Creating the files needed
  • Once you've finished creating your character, go into your mod's main folder
  • Create a folder named "Lua"
  • Create another folder inside of the "Lua" folder named "Autorun"
  • Create a new file and change it's file extension to .lua (you can name the file anything, it doesn't matter)
After that, your filepath should look like this:



Registering the species
Now, open the lua file you've created in any text-editing program (really, any!), and paste this code snippet into it.
local NHR = require("tonty.NonHumanRaces") NHR.RegisterSpecies("species name here")
Here's an example of what it would look like if you had a character with the species name "Lizardperson":


And now you should be done. Starting a new server with all the mods enabled should list the species in your menu


Parameters (advanced case)
Some species may have special behaviour that requires them to be opted out of some NHR features. They can do so using a parameter table as a second argument when registering a species.
These are the current parameters:
  • uses_default_husk: (bool, true) If the registered species should also opt-in for Human affliction targeting. If false, they will not be able to gain the base game husk afflictions (husk, spineling spines, mudraptor beak). Useful if you have your own implementation.




Known Issues
  • Trying to join a server that doesn’t have this mod enabled could crash your game. Maybe
  • Certain UI elements won't update correctly
  • Yes, registering species is not the most developer-friendly experience. I'm looking for a better method
  • Saving characters could break... really badly
  • Mods that alter the default human character currently have broken sprites if they are loaded after (under) NHR. Loading it before NHR will make them appear correctly.
Popular Discussions View All (3)
27
6 Mar @ 9:18pm
PINNED: user feedback (everybody else)
Michael
17
1 May @ 11:37am
PINNED: developer feedback (as in, the people who make the characters)
Michael
92 Comments
DancingTeeth 29 Sep @ 5:09pm 
okay, yep, it was the csharp thing :P
works great now!
Snubby 21 Sep @ 10:24am 
Okay update on this, I had ran preliminary tests when I first posted this, but now I just tried recreating the same conditions for a better report and uuuh, everything works, maybe ?? I don't have the full campaign crew, but...

What I can tell you, for posterity's sake, is that everyone could connect fine, but on loading a mission everyone but the host would be kicked out of the server. And in the lobby, players that were a custom species instead had their previewed character show as human, with whatever custom colour on overlayed with the skin...

My apologies for this.. potentially, probably false alarm then, I'm kinda confused lol. I'll keep you updated next week if anything happens again. Still, thanks a lot for these mods !!
Michael  [author] 21 Sep @ 8:14am 
I do need all of them. Some mods run regardless of whether or not they're actually enabled.
Michael  [author] 21 Sep @ 8:09am 
Sigh... works on my machine... can I see what mods you have installed? Enabled or not.
Snubby 21 Sep @ 7:23am 
Hello hello !! I'm not sure whether this is an issue with this mod or the flexible appearance menu, but I believe one of the two was broken by the recent Barotrauma update ! I saw something about the devs fixing misaligned custom hair ? In any case, it's giving us a bunch of errors on our campaign when we have our NHR mods on. Thanks for the mod anyhow !!
Michael  [author] 25 Aug @ 5:43pm 
Yep. Remember that everyone needs CSharp scripting and client-side lua enabled.
DancingTeeth 25 Aug @ 8:37am 
Does this still work?
EPIK YES 20 Aug @ 5:58pm 
i dosent work anymore it just shows human for races
ajair 10 Jun @ 9:16pm 
furries in baro = kino
fluffyboi 27 May @ 1:26am 
Neurotrauma patch plz