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Job Starter Gear Rework

Not a big fan of every class having loadouts that mean nothing? Miss the loadouts letting you choose a more specific set of gear to start with? Well this mod is here to fix that.

This mod re-introduces loadouts actually being unique with each class having multiple to choose from, all changing what items you start with and not just the clothes you wear.

In general the starting gear is higher than what is given now, but this is balanced by the second part of this mod: Respawning does not give any additional gear aside from the clothes on your back. No longer will you be flooded with 700 tools after a rough mission.

And it doesn't stop there, this mod introduces several new pieces of headgear that come as starter gear to further diversify the fashion onboard the submarine, each one giving some small stat boost and/or protection to give a reason aside from style to wear it and not just equip a helmet at first opportunity.

Detailed info on loadouts can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3311929735

Overrides
This mod does override things, so keep that in mind when choosing load order (mod at top of mod list takes priority for overrides)

  • Baseball Cap is overriden to give a +10 mechanical boost, this is a minor thing.
  • All vanilla jobs are overriden to give the new loadouts, this is essential to the mod so it is highly recommended to put this mod at the top unless a patch exists.

If you encounter any issues or bugs lemme know and for the more daring of you, feel free to dig around in the code and use it for your own modding needs. (Just be prepared for some baro xml jank behind the scenes)