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harebrained schemes mod by UnchuNoSaru

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  1. arceros
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    I wonder if the mod creator or anyone still around, so I Imported character from hong kong shop, and everywhere he walks, its always like he's holding a gun in combat mode, is that a bug that can be fixed or something?
  2. Ormosi
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    Hey there!
    Could you give me a rundown about how to make the HongKong+ endgame save recogniseable by Shadows of Hong Kong?
    Or about when we can expect the ShadowsofHongKong+ :D
  3. skolnikov
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    Hello, I keep running into a bug that crashes the mod: After going to Heoi for the first time (following the intro mission, Nightjar's death, etc.), the game crashes when I try to look at the smuggler's inventory on the way to meet Kindly Cheng for the first time.
     
    If it were just that useless smuggler, it would be fine -- I can ignore him. But then, after completing the first Strangler Bao mission, the game crashes each time I look at the Adept merchant's inventory (the monk selling the swords, etc. -- I forget his name).
     
    The game did NOT crash when I looked at the inventories of the few merchants in the Walled City mission.
     
    I'm not sure if it crashes if I look at the other merchants' inventories in Heoi (I haven't tried them because I don't want it to crash but let me know if you'd like me to test it out). 
     
    I put the un-zipped folders and files in my content packs folder per the instructions (both HK+ and Uchu No Saru); started a new game; imported a character from after finishing the extended edition epilogue (“Shadows of Hong Kong”); and selected hard difficulty. I bought my game from Gog.
     
    By the way - Thanks for taking the time to create and maintain this great mod and answer people's questions in the forum! Despite the bugs, I am REALLY excited to start a new game with my souped up character and playing through with him, and trying out the wonderful new cyberware, weapons, etc. you've created. Great job.
  4. Mallus07
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    noticed some small glitches with conversations, the game didn't recognize that I had certain skills/etiquettes during conversations.

    the big glitch I noticed is I cannot import my character from the Custom game into Shadows of Hong Kong from the Extended Edition.


    other than that, great mod. I've had a blast with all the new cyberware.
  5. cronancalvert
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    Does this also works in the new Shadowrun Hong Kong Extended Edition?
  6. Batou85
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    hello I cant seem to get this to work, I put the un zipped file in my content packs folder and select new game, import character, normal difficulty, and it just goes right back to the main menu and wont start the campaign.
    1. miklekane1
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      Same for me
    2. Sir_Toejam
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      -delete the file from your content pack folder, and put it somewhere else.
      -extract it, and open it in the game editor
      -use the "publish locally" function.

      that should fix any pathing issues with resources and allow it to run normally.

      warning: it might take a few minutes to publish. let it completely finish and give you the notification on screen that it is done.


      l
  7. ilidan371
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    In the missions, Misdirection and The Dig, I cannot jack into the matrix using the NeoNET Mjolnir. It seems the game doesn't detect that you have a cyberdeck equipped on checks when using the Mjolnir.
    1. UchuNoSaru
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      Thanks!
      I will mod thoses Dialogs & upload a v 0.8 soon

      Edit: V 0.8 added Fixed all the matrix jackin dialog check i could find
    2. ilidan371
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      thanks for the fix. too bad your DF port to HK was shut down. but then again, HBS needs to make money too.
  8. EonSpirit
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    Wow the narcojet sounds AWESOME, and finally a use for biotech. Hmm, getting mighty tempted to start a pistol/monofilament whip character now, with some serious cyberware in there and be all like I NEVER ASKED FOR THIS xD
    1. UchuNoSaru
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      The Narcojet as been tested and corrected. Work fine now. (change Hit animation maybe ?)
      Have fun!

      edit: ressource file moved here:
      http://www.nexusmods.com/shadowrunhongkong/mods/8/?
  9. EonSpirit
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    So guys, I don't quite get what this mod does exactly? If I DON'T have a character to import how would I get a use out of it? Is there a way to custom-create a character with new abilities/gear or something? Any readme that covers more in-depth what exactly the mod adds and how to access it if you don't have a premade character?
    1. UchuNoSaru
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      yes you can use this mod to create a new character more poreweful:
      http://www.nexusmods.com/shadowrunhongkong/mods/2/?

      Make a save
      and when you start this mod choose import and your save.

      you will start a new game with your modified character.

      But use the v 0.3 ou 0.3b instead of the last one if you want to import items. you can pass to V 0.4 after the first mission.

      edit: this mod also offer some new spells and cyberware.
      & It give to all merchant their full iventory from the start.

      rededit: there no obligation to import a character you can create a new one.

      rereredit: what this mod add,(cyberwares, spells, etc) regulary change. It's just a mod who allow people to use moded content in the normal game without affecting the original game & original saves.
    2. EonSpirit
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      Ah, cool, cool. Was wondering about what specific cyberware and spells it adds but nevermind, will load up the mod and try it, thanks! *edit* Ok, so I must be daft or something xD The other mod does allow you to get all the gear from the ORIGINAL game, save your character, and then import it into this campaign, but how do I get items from the Street Samurai Catalog working in the HK campaign, or in fact, in the shop mod first, so as to be able to import it?
    3. UchuNoSaru
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      it will be problematic to use cyberwares from "Street Samurai Catalog" because this mod hasn't been adapted to hong kong yet (there is more cyberware slot in hong kong than the previous shadowrun (the headwares are buggy)).

      still to use it with this mod you have to do some editing:

      1- download "Street Samurai Catalog" for "dragonfall" and add it to "user"\AppData\Local\Harebrained Schemes\Shadowrun Hong Kong\ContentPacks
      2- open this mod in editor
      3 - click on tools/save project as source
      4 - open your new source mod in "documents\Shadowrun Hong Kong\ContentPacks" (for me)
      5 - click on files/edit content pack dependencies
      6 - add the mod you want to use click ok
      7 - reload the mod (very important) (close & reopen the editor is even better)
      8 - now for the item to show you have to add them to a vendor
      9 - onpen the scene HKHub
      10 - find the vendor "Spwaner" sort of green inversed pyramid
      11 - edit them clicking CTRL+b in the tab equipement you can add equipement one by one or with an equipement sheet
      12 - save the scene
      13 - click on file/publish content pack localy (indispensable)
      14 - have fun (making your own mod which add exactly what you want) (has long as you don't publish it without autorisation you can adapt "Street Samurai Catalog" to work on hong kong easily) (check the "cyberware_type" at the end of the items file. You need to save "street samurai catalog" as source if you want to edit it. the hong kong editor should open it without problem)

      this tuto should help if you want.
      https://shadowrun-returns.wikispaces.com/How+to+create+a+Custom+Vendor

      note: the project as source is txt file you can edit items (cyberwares, spells) quite easily
      i advise an advanced txt editor like "notepad+"

      Most of the tuto from the older shadowrun still work some condition & action changed but its concern dialog & triggers items are pretty much the same.

      EDIT: MY MOD US HONG KONG AS REFERENCE MAKE A SOURCE OF THE BASE GAME IF YOU WANT TO HAVE ACCES TO GAME ITEMS
      you can then copy them to hong kong+ and mod them (this way you will not alter the base game)

      Reedit: My items are sold by the in game vendor, in item sheets & and are all in the ressource mod
      I will add a list in the description page.

      Rereedit: for any modder this page is a must
      http://shadowrun.gamepedia.com/Sandbox
    4. EonSpirit
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      Wow thanks for a hugely in-depth answer man! I see now, your mod basically just makes it easier to play the hong kong campaign w ith the custom stuff, but you still would have to import the street sammy catalogue into, say, the shop mod, then make a character there, buy the stuff, and then import him into your mod, and then the items/cyberware would work. Thanks a lot man, it's not as simple as I thought, but it's still possible, so I'll play around with it!
    5. UchuNoSaru
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      you're welcome

      if you get their autorisation to convert "street samurai catalog" mod to HK engine and upload it.
      I can make a new version with thoses cyberwares directly in the game shop. to "Ambrose" (the "Roctor" )
      Making your file a requierement.
    6. EonSpirit
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      Sadly, it seems that the author(s) are not really supporting the mod atm. Also, I'm running into troubles trying to convert this mod into a source, and later making dependancies.. the editor comes up with a bunch of errors, no idea what that is about :/ I'm using the only one I could find, the Shadowrun Returns version, not sure about a Dragonfall version out there, it's not on the nexus? O.o
    7. UchuNoSaru
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      Yep i checked on steam and the only "street samurai catalog" is for SR returns.
      Sorry i don't have time to translate the full mod an without autorisation it's bothering me a little

      But if there are some items you want from the catalog tell me.
      If i can i will add them in my next ressource update.

      I didn't think there would be a ploblem to save the "catalog" as source but i didn't try myself i made my cyberware from scratch just picking the idea so it's try & fail but it's fun in a way.

      IMPORTANT: For a newly modified item to work perfectly when you load a save you need to restart the mission. Otherwise it may keep part of its old config during all the mission & will work fine only in the next mission.
    8. EonSpirit
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      Well, a lot of the new cyberware and weapons that was added in HK and DF didn't exist in SR before the Samurai Catalog, but are now redundant. Still, there a couple of cool things missing, but probably the coolest idea is adding new skills to the weapons, not sure if this is something that could be made to work in HK?
      From their changelog:
      -All guns are now usable with Ranged Combat 1
      -Recreated all gun modes, removed the standard abilities gained when gaining Specializations.
      -All guns with Semi-Auto (SA) or Single Shot (SS) mode have the following abilities - no specialization is required to use them:
      ----Called Shot - Disarm
      ------You: -15% Accuracy, +1 AP to shoot, Target: Disarmed on crit, takes normal damage.
      ----Called Shot - Leg
      ------You: +1 AP to shoot, Target: -3 Move for 5 rounds on hit
      ----Called Shot - Headshot
      ------You: +1 AP to shoot -25% Accuracy, Target: Triple damage on Crit, normal damage on Weak
      ----Called Shot - Eyeball
      ------You: +1 AP to shoot -35% Accuracy, Target: As Headshot, also Blinded for 5 rounds.
      -Guns with burst fire and full-auto can now have Recoil Compensation (RC). This was assigned to guns based on the PnP rules and weapon descriptions.
      -RC 1/2/3 provides +5/10/15 accuracy bonus when using Burst Fire or +10/15/25 on Full-Auto.
      -Burst Fire (BF) attacks 3 times at -30% accuracy (-25%/20/15 with Recoil Comp)
      ----All guns with BF mode have the Meatshot ability:
      ------You: +1 AP to shoot -25% Accuracy, Target:BF damage, Bleeds -10HP for 3 rounds
      -Full Auto (FA) attacks 8 times at -50% accuracy (-40%/25/25 with Recoil Comp)
      ----All guns with FA have the Pin Down ability:
      ------You: +2 AP to shoot -40% Accuracy, Target:FA damage, target can't move that round.
      -Added Double ability for double-barrel weapons
      -Added Silenced versions of most abilities.
      -Added Narcoject ability, Target: -5 move and -2 to all attributes for 5 rounds
      -Added Taser ability, Target: -1 AP for a round
      -Guns listed as having Smartlink in the PnP rules provide a flat +5% accuracy bonus on guns that have it and require a datajack.
      -Guns listed as having a Laser Sight gain a +3% accuracy bonus for roughly the first half of their range, but require no datajack.
      -Some guns had other stats tweaked in order to make the rules, descriptions, and decker-fluff text in sourcebooks.
      -Gun ranges now use a curve instead of linear distance penalties.

      Then again, I guess you'd really need permission for any of that, which is a shame since I'm not sure those guys are around anymore x)
    9. UchuNoSaru
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      It's totaly doable.
      Actualy in Hong Kong Weapon have hidden abilities who reveal themselves when you have enough skill points if you were to erase those condition you could use all these abilities from the start.
      But personnaly i find that too much of a game breaker what the purpose of adding skill point in weapon then; it would just control accuracy.

      Still i will try to give you some explanation so you can do it by yourself if you want:

      When you open a weapon in "HK"/data/items (the txt file you saved as source)
      Let's say we open "ar 3 colt m23.item.txt"

      you can see near the end of the file:
      abilityModes: "Single (Rifle)"
      abilityModes: "Burst (Rifle)"
      abilityModes: "Auto (Rifle)"

      it refer you to a mode file in "HK"/data/modes
      We open "single (rifle).mode.txt"
      you can see:
      abilities: "Shoot (Single)"
      abilities: "Aimed Shot (Single)"
      abilities: "deadeye Shot (Single)"
      abilities: "Headshot (Single)"
      abilities: "Mercy Kill (Single)"
      abilities: "Mercy Kill II (Single)"
      abilities: "Underslung BeanBag (Duncan)"
      abilities: "FirePower Round (Rifle)"

      it refer you to an abilitie file in "HK"/data/abilities
      let's open "dc deadeye shot (single).ab.txt"
      you can read:
      prereqStrings: "Item.FLAG.WEAPON_CUR_AMMO > 0"(you need to have at least one ammo for this ab to apear)
      prereqStrings: "Item.CORE_SPECIALIZATION > 4"(you need to have at least 5 in CORE_SPECIALIZATION for this ab to apear)

      delete the last one and you can use this ab from the start no skill needed

      now what is "CORE_SPECIALIZATION":

      It's the base skill used by this weapon (for hit chance i think)
      you can find it the weapon file.

      so let's go back "ar 3 colt m23.item.txt"

      and you can read near the start of the file:
      "coreSpecialization: Specialization_RC_Rifle"

      If you were to replace it by "Specialization_RC_Pistol"
      it will use pistol skill instead of rifle.

      Seems complicated like that but it's fairly logical once you get the system.

      good modding

      edit: accuracy in weapon is contolled by the serie of
      "rangeModTable" in the weapon file
      but i'm not realy sure how it's work yet

      reedit: i tried to add a new abilitie to the game with the "riggerjack" in my mod but didn't test it yet

      rerereedit:
      the narcojet seems fun i will add it
      it will allow to inject drug to enemies & allies

      i'am not realy sure silenced weapon have any impact on the game

      rerereedit: new version for ressource (1.6) file & main file (0.6)
      add taser & narcojet to weapon dealer (Ermine Ka Fai)
    10. EonSpirit
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      Ha, awesome man. Sadly I don't have time to mess around with this stuff for a few more days, but I actually followed your logic, makes complete sense and doesn't seem all that hard to do. The idea I had though was more that those skills would be given to weapons not directly but through the skill tree and unlocked just the same as you would for the skills that already are in the game. Alternatively, would it be possible to selectively unlock some of these new weapon firing modes for weapons when unlocking some of the weapons' innate abilities through skills in HK? Like, say, when you get the ability to target 3 people with the pistol in the same round, you could also get the ability to aim for specific body parts at the same time (like a free bonus hidden skill), or something like that?
  10. DJ_Doc
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    Found a bug

    Lingusoft - Multisoft ACS does nothing in game

    Academic Corporate and Socialite do show up under Known Etiquettes but get ignored by the actual conversation checks.

    Edit: here are some screenshots http://sodomyordeath.tumblr.com/post/128966844961/shadowrun-hong-kong-annoying-bug-linguasoft-acs
    1. UchuNoSaru
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      Thanks i will take them out of the market in my next patch until i can find a way to make it work (just from the shop items will stay for compatibility)

      did you test the other Linguasoft i it would be strange if they worked

      i made some patch today if you want to take the new version but i deleted my old file sorry i'm pretty new with uploading my work
      so make a backup just in case you liked the old one better

      It's compatible with your save but maybe not the scene you are playing, may need a "reload mission" to see the change

      Actually 1.3 (ressource)
      Add prostetics for arm & leg 0 essence cost

      Main file:
      Better text nothing relevant
    2. DJ_Doc
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      I haven't tested the other Linguasoft thingies yet.

      I seem to remember that there was a problem with the SSC linguasoft thingy back in the Shadowrun Returns days.

      Sidenote: I used your latest upload to take the screenshots http://sodomyordeath.tumblr.com/post/128966844961/shadowrun-hong-kong-annoying-bug-linguasoft-acs
    3. UchuNoSaru
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      I patched it v.1.4
      and added a little "(Brain) Reconstructed brain matter (Bioware)" with 0 essence cost

      By the way how do you take screenshot please

      Edit: i found the problem it come from the Dialog it ask for "base" etiquette if i set it to "current" it will work but i need to make it for all dialog.
      so sorry it is postponed until i finish my dragonfall mod

      Dialoge name if you want to take a pick:
      a1_WalledCity_s1-Streets_BloodiedRepairMan
      node 55aff18c623666140a004ef6

      reedit: i will fix this one in V 0.3 in 10 minute just to be sure
      i would be grateful if you have time to try
    4. DJ_Doc
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      screenshots well just hit the print screen button on your keyboard and the screenshot should be in your clipboard

      Your fix for that dialog check worked.

      Sounds like a pain to touch all etiquette checks in the base game :-(

    5. UchuNoSaru
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      Thanks

      Yes it's a pretty tedious job, i just got through all triggers in all scenes in dragonfall to make it work.
      The worst part there is 10, 20 at most occurence of this condition.

      Now that i think about it i just need a good walktrought to know in wich dialogs there is a skillcheck and mod just thoses.

      I may get to it
      But i'm still on Dragonfall Sorry
    6. RyunosukeKnT21
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      https://steamcommunity.com/sharedfiles/filedetails/?id=340505699 -- that is the dfdc skill check list
    7. UchuNoSaru
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      Thanks
      it will be useful for checking my DFDC mod
      but we were speaking of Hong kong.
    8. DJ_Doc
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      this skill check list looks pretty good for Hong Kong http://steamcommunity.com/sharedfiles/filedetails/?id=503910261
    9. UchuNoSaru
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      Looks good i bookmarked it.

      And started a little.
      I will ulpoad a v 0.4 in with the linguasoft back

      edit: I will update the v 0.4 & a new ressource pack since most of the condition for etiquette seems to be set to "Current" after starting the second mission.
      i will verify them but still if anyone find one tell me in wich mission and wich dialog please.
    10. RyunosukeKnT21
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      ooops my bad, i was reading both threads at the same time ><