Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
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Update: Oct 29, 2023 @ 8:47pm

Whoops copied the wrong code and broke advanced submachinegun magazine fabrication.

I wanted to drop my own fix for the Autoinjector headset like in BT but it would get into override hell with other mods so chose to not have that headache.

Update: Oct 29, 2023 @ 10:02am

tactical backpack is hid by diving suit

Update: Oct 29, 2023 @ 9:46am

All ammo properly has maxstacksizecharacterinventory="x" and MaxStackSizeHoldableOrWearableInventory="x"
Hotfix STILL isn't out to fix maxstacksize=8 on toolbelt, bags and crates, wow.

Flashlight overide and power consumption dropped by half to 5 due to them almost always being on when used. Stablight power consumption 6.5 and laserpoint is 3.

density values updated, plastic magazines and weapons sink slower, grenade launcher still floats. Most people will not even notice this one.

Update: Oct 27, 2023 @ 11:17pm

Added recoilstabilizer check on all recoil weapons. Handcannons and AT rifles still require high weaponskill to ignore the basic kickback but you no longer get thrown across the room

Update: Oct 26, 2023 @ 2:53pm

Fixed an issue with combat npcs for subs

Talents added to coalition and separatist captain crews and redid some of their equipment.

Update: Oct 24, 2023 @ 9:58pm

Found out Automatic and Tactical pistol did not have quality for some reason. Very odd, fixed.

Update: Oct 23, 2023 @ 12:06pm

general cleanup pass, upped flinch/minor bruise on general purpose machine gun and the heavy pistols.

Update: Oct 22, 2023 @ 7:26pm

Fixed a few things, body armor and pirate body armor had the wrong hold/wear from the removal of pockets previously

Update: Oct 21, 2023 @ 8:38pm

Mudraptor and basic body armor now have upper armor/shoulder armor.

Removed max stack size on Load Bearing vest in preperation for hotfix.

changed all magazines to be 8 in cabinets and between 3 and 4 in inventory, Machinegun and HMG boxes are 8 in cab and 1 in inventory. The Laser Rifle stacks to 4 in cab and 1 in inventory, might adjust to 8 later, might not.

Update: Oct 20, 2023 @ 12:48pm

HOTFIX for MaxStackSizeHoldableOrWearableInventory

All bag items including backpack are overridden to use MaxStackSizeHoldableOrWearableInventory="x" for maximum number of carriable magazine/loose rounds. However I had to remove maxstacksize="y" on bag items to allow for this. Should be a fix monday but it will mean you can 32 stack in belts and stuff if the item isn't defined with MaxStackSizeHoldableOrWearableInventory

MaxStackSizeHoldableOrWearableInventory

MaxStackSizeHoldableOrWearableInventory