This mod expands the content in Barotrauma by adding new items and editing existing ones plus some other edits. Some of the stuff in the mod so far:
Added a number of missions that include most of the new items plus a new creature hunter mission.
Crewmember Clothing and Gear:
Crew members are in Underwear now so they spawn with headgear, sweaters and trousers, which can be taken off and switched at any time. Clothing offers some protection and sometimes come with extra inventory slots but at the cost of a slight movement speed. Class related clothing is also effected by these changes.
General Job changes:
Edited the inventory and the skill min/max values in all the Jobs. Assistants are the executive officer or second-in-command now and the ones with no specific responsibilities or areas of expertise are called Seaman.
Cooking is now possible by using an Electric Oven and buying ingredients from the store. Recipes will require a specified amount of Cooking Skill for the foodstuff to be crafted. Most foodstuff give bonuses when consumed and all crew members have the new Cooking Skill at a certain level.
More gas tanks:
There is an expanded selection of gas tanks for Welding Tools and Plasma Cutters. These include Oxygen Tank, Oxygenite Tank, Sulphurite Tank and Thermite Tank. Oxygen Tanks are the most basic ones, the rest are craftable and have different properties like lasting longer, to name one.
The Screwdriver and the Wrench can now be used as melee weapons. They are not proper weapons but they can be used in a pinch.
An all purpose knife. It deals a moderate amount of damage, causes bleeding and it's really fast.
Spears can now be used as melee weapons. They can also be made of different metals or even be made of plastic, which affects their stats but mainly how much damage they do.
It can only be loaded with one 1 spear at a time now and requires less skill to be used so it's more accurate.
A military version of the Harpoon Gun. It can be loaded with up to 3 spears at a time.
An scoped rifle that fires darts containing drugs. It can hold 1 dart at a time and works pretty much like the Harpoon Gun.
There are 2 dart choices for it, a non-lethal dart used to stun the target and a poisonous one that causes massive bleeding.
A new chemical that can be used to knock people unconscious, if used with a Medical Syringe. It's also a crafting ingredient to make Tranquilizer darts for the Dart Gun.
It's a carryable "crafting station" that can be used to make emergency items, item repair and makeshift weapons. It doesn't need power to work but most recipes require more skill and crafting time.
This is a less efficient version of the Plasma Cutter that works on batteries and will eventually need a saw replacement to work again. It can be turned into a makeshift weapon that will throw saw blades instead.
They now reduce movement speed so prisoners don't run around as fast as their captors. A Copper Coil is a crafting ingredient but it can be used as makeshift handcuffs, which will eventually break after a while, releasing the target.
It can only be found in a Special Delivery mission crate or by cheating. It packs a punch. Its ammo deals a lot of damage to both creatures and the hull.
Made a lot of changes to these, like Replacing Incendium Bars with Thermite Shards, making the Ancient Weapon use Shards as ammo, making shards have unique properties and being able to recharge them by putting them in Artifact Holders, etc.
Fire Extinguisher Bracket:
It's a wall mounted bracket which can display the Fire Extinguisher so players can tell if it's empty or not. It prevents a Fire Extinguisher from moving around when the sub crashes or is hit with enough force to move objects.
Containers and Furniture:
Added a new container meant for storing weapons, like the Harpoon Gun and edited some of the vanilla ones. Also added tables and chairs. Tables can store small things in a drawer it has and chairs can be thrown for minimal damage and stun effect.
It's a 1x1 "door" that can be used to block air and water exchange in small passages or vents, like the ones you see in the Nehalennia. They require a lot less skill to be repaired than normal doors and can also be welded.
It differs from the Button in that it's smaller but it doesn't have the ID clearance system so anyone can use it.
Alarm Buzzer B:
It looks and works exactly the same as the vanilla one but it has a different alarm sound for more alarm variety.
It works similar to water or oxygen detector but this one is triggered by nearby characters. It can be used for proximity alarms, automatic doors, etc.
They are a new submarine weapon type that works in a similarly to Depth Charges. Mines barely sink when released and they are fired to the left instead of downwards. Specially useful against pursuing enemies.
Most explosives have been replaced and can be crafted now. There are also explosive with special properties, like the Wetbomb Charge, which will explode upon contact with water.
Some of the vanilla vessels have been retrofitted, and feature a different layout, a more organized rewiring, upgrades and automatic safety measures.
These include The Nehalennia, The Blind Carp and The Nibbler.
...And much more. I will continue to add new stuff whenever I get free time. Enjoy!
https://www.dropbox.com/s/3e3unb72srtj5 ... b.rar?dl=0
About the Nehalennia Mark II:
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