Barotrauma 潜渊症

Barotrauma 潜渊症

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Astra's Bot Conversation-Dialogue Mod
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2021 年 4 月 23 日 下午 12:17
9 月 17 日 下午 2:09
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Astra's Bot Conversation-Dialogue Mod

在 AstraAegis 的 2 个合集中
astra's barotrauma mods
33 件物品
Oops! All coalition!
34 件物品
描述
Russian translation here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3047423616
Brazilian/Portuguese translation here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3428754487

Hi! My name is Astra. I'm an avid fan of bots as I grew up with them in my childhood, and have been fascinated by them for all my life. I crave to see my AI partners fleshed out just as well as human characters. I've spent a long time on this mod, running it on my own campaign, and with friends. I finally feel it's ready to go out on the steam workshop, so here it is. My Bot Conversation-Dialogue (Whichever you prefer) Mod!

Features:
196 Full conversations with responses.
32 One-line conversations. (No responses)
228 Total conversations.
335 Extra dialog related to Orders or Status reports (Thank you to Enhanced Armaments for the inspiration for doing this!)
8 New traits.

New Traits:

The Nihilist - Being born on Europa was a big mistake for the Nihilist. Wasting away under the ocean, they find that since death is inevitable, they should not openly reject it. They tend to be rude towards others, after all, who's going to judge them when they die? They won't be remembered anyways. They don't get along well with their fellow crewmates, especially the Optimist.

The Optimist - Trying to make the best out of any bad situation, the Optimist is always there to try to put a smile on people's faces. Being happy is the key to being productive, and staying positive can prevent any crisis from getting much worse. The Optimist can be extremely naive, but their optimism is very welcome among the crew. They tend to get along well with everyone.

The Survivor - No one's sure if the Survivor's claims are real or fake. They say they've survived hundreds of failed submarines, and certainly have a bit of unorthodox knowledge. However, it's not like anyone could survive that long out on the cold waters of Europa, so many people suspect they are lying. What isn't fake however, is their knowledge and skill. They tend to get along fine with everyone.

The Cultist - A proud Church of Husk member recruited to the submarine for god knows what reason. They constantly attempt to subvert people into becoming willing acolytes of the Husk, but don't go out of their way to sink the submarine, surprisingly. The Cultist thinks that every journey they take will end with their Huskification, and if it doesn't, then next time will. They get along fine with everyone, but no one gets along well with them, especially the Supremacist.

The Supremacist - A rabidly nationalistic human, keen on taking all of Europa's riches for humanity. The Supremacist believes the human race is the peak of what Europa has to offer, and despises anyone who sees it the other way around. They aren't very accepting or nice to people who act differently than humans, or are different than humans. They get along fine with everyone, but despise the Cultist.

The Loyalist - A devout coalition loyalist who's lost their power with the coalition ages ago, they're fiercely loyal to the coalition and have either been fed propaganda all their life or willingly believe what the coalition says. They get along fine with anyone, but have a vendetta against anyone who speaks bad about the coalition.

The Philosopher (Philosophical) - A self-proclaimed enlightened wise thinker who makes it their mission to speak in very complex english for no apparent reason other than to show off their literary skills. They're rather easy to get along with, as long as their annoying habits of speaking complex does not get to you. They tend to get along fine with anyone, but can annoy people with their constant unnecessary linguistic choices.

The Conspiracist - A seemingly normal person who's bought into nearly every conspiracy theory, and even crafted their own crazy outlandish theories. They seem to have a conspiracy theory for nearly everything, and will constantly talk about them in the hopes more people "come to their senses" and believe them. They are rather entertaining, because of how wild their conspiracy theories they so passionately believe in are. They tend to get along fine with everyone.
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2024 年 8 月 18 日 上午 11:41
Bugs & Typos
 MisterFossil 
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.