Barotrauma

Barotrauma

DifficultyMod
40 kommentarer
✟ĐɨmȺ ɃȺħmᵾŧ 16 apr @ 15:39 
??
update?)
VelxraTV 21 sep, 2022 @ 5:19 
I hope it you. it was one of the better choices.
SinDrenched  [skapare] 20 sep, 2022 @ 19:42 
no i have not updated this in a long time. maybe again one day.
VelxraTV 17 sep, 2022 @ 15:22 
so is this still working or no?
Nitro Blitzen 30 jun, 2022 @ 18:51 
is this still working or is it like alot of other mods that dont work because they removed a command in the latest update?
Jkincaid93 10 apr, 2022 @ 16:48 
Does this start spawning more enemies right from the beginning? Or do I need to edit some things?
SinDrenched  [skapare] 25 mar, 2022 @ 16:19 
@nix on drugs, give me a couple days ive been quite busy this week, i think i may know the cause of the issue
Volumetrix 23 mar, 2022 @ 10:44 
Try with USSR K-129 by Mikoyanov
or DA-Maelstrom

i noticed and confirmed it with these 2.
You will see guns displaced on the K-129 and 2 pulse laser floating on the front of the Maelstrom (they're supposed to be scale 0.050)
i had them on my game some days before i got DifficultyMod so maybe you might wanna turn off DifficultyMod while adding them... i didn't try to add the subs after DifficultyMod tho, thanks for your time!
SinDrenched  [skapare] 23 mar, 2022 @ 6:30 
@nix on drugs can i get a link to your ship so i can play with it myself?
Volumetrix 22 mar, 2022 @ 11:02 
This mod is good, but somehow it rescales the turrets of my custom subs back to 0.500
Not that i can't fix it, but i didn't see nobody pointing it out, cheers!
SinDrenched  [skapare] 16 mar, 2022 @ 18:52 
@CrazyTv depends on what you want to override what, the mod on the bottom of the modlist in the client is the last one to override the others
CrazyTv 14 mar, 2022 @ 5:25 
This mod do I need to put it at the top of the mod list?
SinDrenched  [skapare] 13 mar, 2022 @ 14:54 
@m13796624212 you might have to add in huskmod after difficulty mod to get its full effects, as both mods have edited some of the same files. i believe they will work together its just the load order to put them in will determine which takes over the husks themselves and the infection rates. both have edited the afflictions.xml and the husk character file, let me know how it goes.
SinDrenched  [skapare] 13 mar, 2022 @ 14:50 
@CrazyTv thanks, @m13796624212 the spawns are increased and they are harder basically
m13796624212 11 mar, 2022 @ 1:18 
Emm, what will the Ruins do? I kinda afraid to get inside... I also opened Huskmod
CrazyTv 9 mar, 2022 @ 17:26 
I'm using both, everything is normal as you said... nice job you did, my game is on another level now with this mod :D
SinDrenched  [skapare] 9 mar, 2022 @ 16:43 
@CrazyTv and ty =)
SinDrenched  [skapare] 9 mar, 2022 @ 16:43 
@CrazyTv i have used it with DynamicEuropa and didn't run into any problems
CrazyTv 9 mar, 2022 @ 7:57 
hey friend great mod, can you tell me if it works well with the mod DynamicEuropa?
SinDrenched  [skapare] 30 nov, 2021 @ 16:57 
@Secretguy i would love to know how it goes, i haven't tried to combine it with any other mods myself =)
SinDrenched  [skapare] 30 nov, 2021 @ 16:56 
@Hexagoros its definitely intentional =) i send my crew after it with welders and plasma cutters been fine for us, its best to avoid the flora if you can.
Secretguy 25 nov, 2021 @ 17:02 
I'll try this out, going to include another difficulty mod to make this even harder, plus a few more hardmode mods. I'll tell you how it goes. Looks like a good mod.
Hexagoros 24 nov, 2021 @ 19:50 
The balast flora is just too much, so much so though that I doubt this is intentional, since it takes over the ship within minutes, it's just everywhere. Not fun to have to clear it out every stop.
SinDrenched  [skapare] 22 nov, 2021 @ 7:26 
@WyrmCommander thanks =)
PZKKY 19 nov, 2021 @ 19:57 
i love this mod:steamhappy:
SinDrenched  [skapare] 19 nov, 2021 @ 14:35 
@Dance Commander thank you =)
Dance Commander 18 nov, 2021 @ 22:01 
I like the way this sucks!
SinDrenched  [skapare] 10 nov, 2021 @ 14:36 
@Malakra well bring a team, watch friendly fire, aim for heads bellies where they don't have the armor, and bring a good medic =) we also make use of explosives ie grenades and grenade launchers. a good medic definitely makes a big difference, raptor bane steroids and hyperzine can help. Don't get caught alone. Raptors are a challenge for divers. Harpoons are useful for slowing them down for the players with bullets.Get creative, make use of all the supplies you can. =)
Malakra 10 nov, 2021 @ 11:30 
How do you handle the nests of mudraptors with 3xhealth?
SinDrenched  [skapare] 10 nov, 2021 @ 8:51 
@Geronimo you can currently have 6-12 mudraptors at a time end game with 3x the health =)
VelxraTV 10 nov, 2021 @ 8:47 
Yeah I am familiar with that one. I shy'ed away from it because it has too many mods for too many potential issues when hosting a lobby. My main goal was to increase spawns of crawlers, mud raptors, or husks. As typically only three spawn and not much of a threat.
SinDrenched  [skapare] 10 nov, 2021 @ 8:43 
@Malakra great to hear =) i hope it goes as well for you as it has for us.
SinDrenched  [skapare] 10 nov, 2021 @ 8:40 
@Geronimo my aim was no crashes and decent fps for my lower end pc friends. all you have to do to change the number of spawns is edit the randomevents.xml. feel free to modify this mod and make it your own if you feel the need. but i would strongly caution raising the number thresher spawns, I have encountered crashing issues with those monsters at higher spawn numbers. This mod was designed for campaigns with ammunition resources in mind.

If your looking for something truly brutal i would suggest the barotraumatic mod by MasonMachineGuns, that mod is what got me started on tinkering with the files myself =)

here is a link https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2518816103
Malakra 10 nov, 2021 @ 8:34 
@sindrenched i really want to test it with my community
Malakra 10 nov, 2021 @ 8:33 
@Geronimo Have to be a balance, because if you add too much spawns then the fps go to the ground. Its better give more health for the monsters to balance when you have already more spawns.
VelxraTV 10 nov, 2021 @ 8:23 
Could we have even more spawns added?
SinDrenched  [skapare] 10 nov, 2021 @ 8:19 
@Malakra yes currently 2 campaigns complete and in the deep sea on the 3rd =)
Malakra 10 nov, 2021 @ 8:03 
when you say "Successfully tested from beginning to end" you mean a complete campaing?
SinDrenched  [skapare] 6 nov, 2021 @ 19:25 
says what it does friend, sweet and simple.
VelxraTV 6 nov, 2021 @ 14:31 
any other details you can add about this mod? seems rather brief.