Barotrauma 潜渊症

Barotrauma 潜渊症

Astra's Bot Conversation-Dialogue Mod
121 条留言
AstraAegis  [作者] 9 月 17 日 下午 2:29 
Mod Usage: I am a firm believer in the reusability of modded assets in all video games, including other ones I mod for, as long as my mod itself isn't remade and repackaged and trying to pass off as it's own thing. You yourself said you don't intend to do that and to take inspiration from it so I have zero quarrels with using my mod as a reference and crediting me for that. I have done that on my own mod with crediting Enhanced Armaments for the order dialog idea. So go ahead.
AstraAegis  [作者] 9 月 17 日 下午 2:28 
Continued Process: It makes sense in Barotrauma's setting that's what they'd be best known for, it's also my explanation as to why when you run a vanilla campaign without these mods you don't ever see them (The "1% of anime characters crew" rule that's brought up a few times as an example.) The best inspiration for writing in Barotrauma's theme is reverse engineering the vanilla dialog and painting a picture of what the average submariner is like. Which is to say, they're not very smart or knowledgeable about earth.

Technical: I peeked at vanilla files. Scrolled through and documented all the tags and flags. When traits got repositioned halfway through the mod's life span I looked into the vanilla files again to find out where the new traits should go to work again. Sometimes Barotrauma doesn't abide by the trait flags or respond to a conversation that should always be responded to but that's whatever, it's mostly consistent. Looking at vanilla files taught me most of what I know.
AstraAegis  [作者] 9 月 17 日 下午 2:26 
Process: This was my first major writing project and started after boredom of watching the bots in Barotrauma repeat the same dialog over and over. I ran an entire campaign with bots back when the Doomworm was the placeholder final boss which is what started it. At the time I believe Community Conversation Pack and Zubtrauma were the only dialog mods when I began the project, not necessarily when I first released. I think I might be the last one standing nowadays after the dialog updates but Zubtrauma might still be working. My method to writing conversations were usually thought of on the spot in game or built to be references to other popular mods like the anime mods or Saber. DynamicEuropa is referenced nowadays as well. Referencing other mods is a slippery slope though so I need to properly account for how I can incorporate a reference to another mod with it thematically making sense. This is why the catgirl dialog, which references anime mods, is inherently tied to weird stuff.
SIN 9 月 17 日 上午 4:46 
Hello Astra,

First of all, I wanted to say I'm a huge fan of your mod—it's incredible work and a real source of inspiration. Excellent job!

I have a few questions, and I hope this doesn't come across as too intrusive. I just want to be completely upfront and honest with you.

Mod Usage Permission: I am planning to start working on my own large-scale project and would be very grateful if you would allow me to use your mod as a reference and starting point to learn how to work with the game's engine.
To be perfectly honest: I do not intend to copy your content, but rather to create something of my own based on the knowledge I'll gain from studying your work. Naturally, in the final project, I will make sure to credit you fully as the main source of inspiration and knowledge (full credit for your work and inspiration). If you have any specific conditions, I am prepared to comply with them completely.
SIN 9 月 17 日 上午 4:45 
Would you be open to this use of your mod?

Process Question: I'm incredibly curious about your development process. I'm not asking about the basics of dialogue scripting (as it's done in the vanilla game), but rather about your overall methodology. How did you figure it all out and bring it to life?

Technical Question: More specifically, how did you manage to find and implement all the necessary flags, tags, professions, and other variables to make the dialogues work so seamlessly?

Thank you so much in advance for your time and for creating such a fantastic mod.

Best regards,
SIN
AstraAegis  [作者] 8 月 1 日 下午 3:40 
It is definitely the most divisive part of the mod (though typically, most of the lines based on liking them comes from Crazy trait bots). I try to write based on including popular mods in some way (See: anime mods, Saber, Kessel sub, etc references) and what I think people under a hellish underwater alien ice ocean with an authoritarian government would probably think or do. If they really displease you, you can use the create local mod feature to create a copy of the mod and edit the lines out yourself. No shame in that, I do it for the improved husks mod conversations (because they're mostly references to funny skits more often than not, which personally doesn't interest me).
ChadRat 8 月 1 日 上午 3:16 
Good mod, however the freaky ass catgirl dialogue is really weird
Khalunka 7 月 6 日 下午 10:51 
This mod is another one I am quite excited to try once I finish my first vanilla campaign. I also would love to have more bots talking to each other, instead of less. Will give some feedback as well, once that day arrives.
Μεσημερινή παχιά 5 月 22 日 上午 10:49 
That makes sense, I use neurotraumatic now so that explains why i'm seeing them talk less.
ØG 4 月 12 日 上午 1:52 
I've had this mod installed during a MP run with only 2 human players and about 14 bots and let me tell you most of the times, they weren't saying anything to each other, even during relatively peaceful trips.
Frettor 4 月 11 日 下午 6:49 
most of the time i play with a friend and 3-4 bots, 3-4 bots is usually the same amount you'd have in singleplayer. I didn't know about the calm sailing stuff, thanks anyways!
AstraAegis  [作者] 4 月 11 日 下午 3:08 
Unfortunately not, they talk less typically because you have less bots in MP. They have about the same chance to speak since it doesn't swap over but MP also usually has more action which makes them less likely to speak (Internally bots can only talk if the "intensity" is at a lower point, so more so calm sailing). Number of bots and how dangerous your sailing is generally dictates how often they talk amongst each other.
Frettor 4 月 11 日 上午 4:21 
hey, the mod doesn't work well on multiplayer, bots dont talk to eachother as much like in sp, is there a fix for this of any kind?
ØG 3 月 30 日 上午 3:06 
Back when i installed this mod, i saw some of the new conversations, but now i don't see any custom conversations, just the normal, sparse vanilla ones.. I have quite a few mods installed, is there any mod that this needs to be on top of in the mod load order?
 MisterFossil  3 月 15 日 上午 5:29 
Perhaps editing the save file could allow for changing the crewmates traits?
AstraAegis  [作者] 3 月 15 日 上午 4:22 
They're generated by the game just like vanilla ones so unfortunately not. Believe me, I'd pick too because I already spend too much time passing over bots in singleplayer to get a copy of each trait.
Harleymart 3 月 15 日 上午 3:41 
Is there any sort of way to choose the character traits?
Count Puff 2 月 28 日 下午 11:28 
Thanks for the prompt response Biker! Appreciate the mod a lot
AstraAegis  [作者] 2 月 28 日 下午 10:03 
This should be safe to install mid-campaign, yeah. The only problem is uninstalling it mid-campaign will remove unique traits but I believe they get overwritten to vanilla ones in that case anyway. Load order doesn't really matter I'm pretty sure, since I've ran it with other dialog mods to test, so shove it wherever you like and it'll probably work out.
Count Puff 2 月 28 日 下午 8:51 
Hi! Is this safe to install this Mid-campaign (Server)? And where in the mod load order should i place it :D thank you!
AstraAegis  [作者] 2 月 19 日 上午 8:12 
It's been awhile since I played but iirc, how it works is they'll sometimes choose to speak if the current status of the submarine isn't too "intense" (being attacked by monsters, flooding, fire, etc), and then the game picks a random conversation to start with, with all conversations having branching responses from there. It can pick these ones and also still pick vanilla ones, so likely you're just having them pick vanilla ones by random chance (since there are quite a few vanilla ones anyway from updates and all).
RexTollBar (Reiss) 2 月 18 日 下午 6:49 
How do you make them talk, is it automatic or is there some command, so far I haven't seen them using the mod's dialogues.
AstraAegis  [作者] 1 月 15 日 下午 3:15 
Yeah, happens as a reference to that one really Europa anime mod that replaces all the sprites in game, personally I don't use it but if a mod is really popular I tend to give it some representation somewhere like the Saber mods. I couldn't really fit them within the confines of a vanilla run in a standard sense because they obviously wouldn't be appearing because you wouldn't have the mod, so I basically just wrote them off as extremely rare and appearing in few outposts or abandoned ones. The sex slave part of it was the best thing I could think of to explain why they exist and why they're still around, despite you never seeing them in game (because you wouldn't have the mod)
DramaLama 1 月 15 日 下午 1:52 
The crew just started talking about catgirls being sex slaves?
tonyzur 2024 年 11 月 20 日 上午 7:59 
i share Baigle1's opinion. everybody talks like they're the same person with this conversation mod, and the jokes feel too much like jokes, they lack the deadpan and sometimes sardonic tone of vanilla jokes. americans can't into dialogue. or humor. or english.
Nightfarer 2024 年 8 月 28 日 下午 2:57 
@ <†>Baigle1<†>™ You must’ve started playing with a negative IQ then. The mod is perfectly fine and contains quality conversations. Can’t tell if this is ignorance or genuine opinion but either way you’re subjectively incorrect.
<†>Baigle1<†>™ 2024 年 8 月 28 日 上午 10:19 
I like the concept, but the conversations are a bit low-brow and uninformative, and I feel like having it on and reading this mod's convos reduces my IQ. Maybe its a quantity over quality situation.
 MisterFossil  2024 年 6 月 3 日 上午 8:23 
@AstraAegis Empires rose and fell, and yet, this mod keeps holding on. Thank you - keep up the good work! :steamthumbsup:
 MisterFossil  2024 年 6 月 3 日 上午 8:21 
@stalker
Seeing how the mod is made, I think it will only work with English. You would need to translate it.
stalker 2024 年 6 月 2 日 下午 9:08 
@ MisterFossil  I'm sorry to ask . I'm new to Barotrauma mod.
as you say I found that the order does not affect the use of this mod. Is that a language issue? Do I need to translate it into my native language to use it? My game language is Chinese.
AstraAegis  [作者] 2024 年 6 月 2 日 下午 8:38 
It's also the reasoning some dialog lines may seem a bit odd, since they're referencing older mechanics in barotrauma versions that I tried to revamp in a more lore-friendly manner. The two that pop to mind immediately are a line about the captain calling out dead bodies on sonar (This was removed), and the earth military not giving plasma rifles (that was fanon, but I had to change the reasoning on it after the Barotrauma campaign got actual lore at the start of a campaign that said Earth no longer has contact with Europa).
AstraAegis  [作者] 2024 年 6 月 2 日 下午 8:35 
Since this mod is, as the upload date of 2021 states, old, I've been around for a few barotrauma code changes.

The "old.txt" is how the filelist.xml file used to be formatted in older Barotrauma versions. I keep it there incase they ever return to that formatting (I doubt they would, it's very similar to the new one in filelist.xml anyway). I'm talking the versions before the campaign had a real ending (which is ironically when I beat the game).
 MisterFossil  2024 年 6 月 2 日 上午 11:28 
Also, @AstraAegis - I've been looking through the code of your mod, since I was curious of how it worked. There is a small file called "old.txt", could you please elaborate on what it does, if you don't mind me asking? :spiffo:
 MisterFossil  2024 年 6 月 2 日 上午 10:23 
Mine's loaded low on the modlist, and works fine
stalker 2024 年 5 月 31 日 上午 7:22 
Dialogue doesn't seem to be working. Should the mod be ranked at the top or bottom?
Lexington 2024 年 5 月 23 日 上午 8:24 
got jumped by the crew saying they see big target. 10/10
xX_nobody_Xx 2024 年 5 月 18 日 上午 2:59 
@Bokune It should be in:

(Disk Name):\Steam\steamapps\common\Barotrauma\Content\Characters\Human
xX_nobody_Xx 2024 年 5 月 18 日 上午 2:47 
Finally a more diverse Singleplayer experience! Thanks a lot!
AstraAegis  [作者] 2024 年 5 月 15 日 上午 12:05 
The default ones are, if I remember correctly:
Laid-back
Professional
Crazy
Tough
Joker
Fearful
Rude
Bokune 2024 年 5 月 13 日 下午 10:42 
Does anyone have a list of the default traits I can't find one anywhere
Jeroop5 2024 年 2 月 25 日 上午 9:03 
Thank you!
AstraAegis  [作者] 2024 年 2 月 15 日 下午 11:38 
Correct, that is because in their files they are labelled that way like vanilla traits. Glad the save editor works though :nekoheart:
The Seraph of Tomorrow 2024 年 2 月 15 日 下午 11:28 
Update: This save editor works as of version 1.0 to change traits of characters.
https://ignis05.github.io/baro-save-editor/

Though to avoid confusion, in the personality= section, replace it with the trait you want "supremacist", "nihilist", "optimist" etc. do not add The Optimist, or The Conspiracist.
AstraAegis  [作者] 2024 年 2 月 15 日 下午 9:08 
Changing it manually, no, if the game rerolls it, that I'm not sure of. I know it'll take effect right after installation and start showing up on characters after. Bots you currently have hired I believe will not swap traits but future hires can have the traits randomly.
The Seraph of Tomorrow 2024 年 2 月 15 日 下午 8:10 
Is it possible to change an bots trait if I want to add this mid campaign?
Arr 2024 年 1 月 9 日 下午 3:49 
Bless your bot-loving soul. Finally something new for singleplayer barotrauma!
AstraAegis  [作者] 2023 年 10 月 10 日 下午 3:08 
No, they're completely fine to run side by side with each other. All players still need the mod though as the bot chat isn't client side.
LuciferLuck 2023 年 10 月 10 日 上午 8:19 
Will it crash or work with other conversation mod?
AstraAegis  [作者] 2023 年 8 月 25 日 下午 1:47 
Thanks.