Really enjoying this mod, for the most part. At least, until I got to Paco's mission to save the Cutters.
I can't target Hanzu with the 'anaesthetize' action. As in, I'm not given the option. The only way I can get Paco or my own character to swing at him is with Overwatch, and it literally never hits. I sat them right next to Hanzu and got the message 'Light of Sight blocked", so I tried to use the overwatch method. They literally never connected, not even once. Meanwhile, Hanzu was chipping away at their health 2 hp at a time with the infection, until they died.
In the "Executive Actions" mission, at some point you get to infilitrate a terminal in the CEO office, leading to a matrix made of several rooms with nodes to hack, one of the rooms is guarded by a Telestrian Decker and a couple of programs.
Violet cleared every of the matrix rooms, and in the end defeated the Telestrian Decker, then she hacked the 2 cameras nodes that were present in that room. Going back to the real world, i noticed that the exit that should be open in the old Shadowrun Returns was in fact still locked, you can see the enemies security guys waiting in the next room, but nothing happens, you can't progress anymore.
I noticed it was reported in page 5 by user Cenerae back in 2017 and thought to be fixed but unfortunately it looks like the problem is still existing.
As with the 2017 version of this bug... It appears to be isolated to a few users builds of this UGC. The trigger that populates the "ambush" is the same one that unlocks the door. It's been a few years since I opened and looked at the logic, but I believe the unlock variable is set before the enemies are warped into the adjacent room. Clearly the warp happened, as the enemies now populate the other room... But the door remains locked.
The current UGC build has been stable since 2017 without the issue being reported.
Remembering about it, a key point i completely forgot to mention and should have as it may be important is that Violet exited the Matrix after clearing the rooms ... without having gone for the room that has the Telestrian Decker and the 2 cameras modes, then i remembered those thing were there and sent her back to clear that last room. Could this be why the door unlock trigger was ignored ?
No. The script that populates the ambush next door is the same script that sets the variable unlock. The two lines are next to each other in the scripting (SR editor code)
So it's running the code, and not setting the variable to unlocked... And the running the same script and populating the ambush. 🤔
Ran into this bug today, too. Oddly enough, I did the same thing as Horizon - I came out before taking out the decker and handling the cameras. I found the doors still locked, so went back in and did them, still no joy, obviously. I develop software, so get that it's almost certainly unrelated (unless it causes some memory corruption) but super coincidental!
Bug During the Telestrian Mission: When you destroy the sample for Seamus and then save and reload the objective doesn't "save". Basically if you save and reload at any time during the mission; the game doesn't remember that you already destroyed the sample. I did try going back to see if I could interact with the terminal again but unfortunately it's still locked in purge mode.
Think this could be the issue from some of the other comments I've read on Steam that said even though they destroyed the sample Seamus still died; not sure.
Bug During Paco Mission: Even if you save Gino and kill the recovery team the game still thinks Gino is dead. Mentioned by both Paco and Coyote. Also no way to get to Pharma Boss En; the door to her doesn't open. I just used the warp command via the debug menu and the dialogue tree worked fine.
Bug with Stash: Paco's items (his drone, outfit, ar glove, panic potato and drug cache) and River's items (just her water fetishes) show up in your stash. The panic potato and drug cache are unusable and will disappear if you try to equip them but his outfit and drone are equippable; didn't test to see if they work outside the stash though.
EDIT on stash bug: When leaving the Telestrian Estate and you pick your runners + Harlequin the game doesn't remember which runners you chose and you have to choose them again at the beginning of the hive mission. For some reason (just in this instance) you get EVERYTHING from the runners you chose originally leaving the estate; meaning you can use River's water bolt/armor jacket or Seamus's confusion spell that only costs 2 AP instead of 3. Some items don't work (like River's bouncing water bolt or Paco's panic potato); but some do. Only some of the outfits can be used (like River's armor jacket and Paco's hoodie) while some can't (like Seamus's street clothes).
Bug with Player Leader: Occasionally the game will use someone else as the party lead (happens after leaving the Universal Brotherhood for the first time and when descending into the hive); doesn't seem to have any negative effects, your party is just lead by a different party member or Harlequin for a bit. Not fixed by saving and reloading.
Pretty minor stuff though; great mod so far! Really makes a huge difference to the Dead Man's Switch campaign; I always loved the storyline but hated the buggy mess that had to be dealt with in order to play it. Also the addition of the recurring team like Dragonfall and additional lore/storyline really makes a difference in creating an entrancing world that the player can get lost in.
The HK engine does not natively include the music from the previous two games. There are some workarounds that would let you change the tunes but they have to be done by each end user individually... And I certainly didn't want to commit to answering all the individual "how do I fix this" messages for the rest of eternity, or utterly dropping any support and follow-up.
That made this the best of the available solutions for this project. Sometimes the juice just isn't worth the squeeze...
There are no current plans from us to port Dragonfall. I wish whomever does take on that task the absolute best of luck though. That'd be quite the undertaking.
Becouse Dragonfall has more content to add or..for some other resons..? Just wondering. Personally (talking about story and characters) Dragonfall is the only one i liked, so playing in HK would be quite nice.
I want to ask about Paco's personal mission, the one where you save Gino again and fight against the Cutter gang. I subdued the gang members without killing anyone, except for the one guy in the isolated room where you send Paco's drone. I couldn't find a way to reach him. But after the mission, Paco's dialogue indicates that all of his gang members were killed.
Is this intentional? I'm assuming it is since a corporate cleaning squad appears at the end, probably wiping out all of the gang members I subdued. However, I just want to know if there is a way to save them.
I think some conversations haven't been set with every option, maybe Dave thought to add the rest later on. For example, the one with Violet implies that she's insulting you even if you talk to her at half campaign, where instead she makes other comments. Personally i don't even talk with the other runners usually, so i don't give a damn. More then that, i was wondering how you recruit Dodger fella, Johnny clean told me about him but i don't see him either around in the union or in the hiring rooster.
I would very much like to request that the import character function be added to this. Ever since the days of Neverwinter Nights Ive been fond of the idea of making one character and taking them on a grand sweeping series of journeys, and for me that's what I find actually appealing about adding the other campaigns to Hong Kong. I understand if this isn't worth the developers time, but I'm sure I'm not the only one who would find the feature a positive addition.
Hello! I'm researching because I want to make a campaign. Shadowrun Cebu City. But I want to try my hand at modding first. Something simple. So I want to inject a Filipino bar in Heoi in the lower left corner of the map. Accessible when you meet Cherry Pink or have read the emails from the Filipino deckers. The comments in the vanilla game are not cross comments between the characters, only the NPC to the PC. So I figure I can add the Filipino bar and a Filipina character. Add one loyalty quest before you head out to Prosperity. And just a handful of comments on other quests. So the only new maps would be the bar and the loyalty quest.
But why is it no one has tried to add a new NPC before? Is this too difficult? Writing wise, its very easy. But coding wise, its not?
When PC asks Cherry Pink about her name, then Cherry Pink exclaims "You haven't met Magha!" 'Noypi Pub' opens in the building below CyberDoc, where you can meet Magha.
Or when reading the emails, I will add a verse or two about the Filipino dive bar in Heoi.
If the PC chooses to go there, they can meet Magha. And choose to do her quest.
I would write the quest so that it is like the Isabella's quest. Outside, not necessary, but very fun.
It's not too much coding or mapmaking.
And it would offer a new decker. Or two. Isabella is basically not an optional character. It would be nice to have a rigger/decker (in case players don't like the masculine psychopath) or a flusher/decker (in case players don't want a ghoul). They would live mid ship, in the living room.
Welcome. In order to create additional content for Hong Kong, you'd have to modify and redistribute the core HK files. This *is* possible, but not natively supported. This very UGC campaign (Dead Man Switch: Vox Populi) is the original Shadowrun Returns campaign imported into the latest HK engine, modified, and redistributed with HBS' permission.
While it is possible to edit the core files, the editor is actually designed to create new stories using the assets available in the engine. To distribute a core modification, every single user would have to manually edit your changes into the core files. That's not a tech support role I'd envy. The editor is actually designed to create your own SR story. The set/scene pieces can be stacked like Legos by those with a hint of artistic talent... The scripting comes from a series of drop-down menus... The dialogue editor will allow you to write some pretty robust conversation options and send scripts into the "world to have reactive elements"... Creating and/or altering NPCs is totally doable as well. Music importing isn't natively supported, neither is model swapping or icon importing.
The problem will come from trying to insert your modifications into someone else's scene(s) or story. Those types of modifications are next to impossible to distribute. They'll also require (as mentioned before) every end user to manually install them. You cant upload your changes to someone elses campaign, it simply becomes a new copy of the campaign but without their followers/subscribers... Or typically permission. That means one word from them and your modification could easily get nuked.
If I'm allowed a tiny nitpick, it might be holdover from OG campaign, but a background talking noise loop in Seamstress Union is a bit too short and it drives me absoltely nuts. Aaaaaaaah. There are other sounds that appear from time to time (chair, glasses, etc.), but the core loop is just a few seconds long so I hear two sinusoids constantly every time I go to the Union "uuh-eeh uuh eeh Wah Wah Wah uuh-eeh uuh eeh...". I'd fix it myself if I knew how background sound is assembled. Finding all public domain sound bites might take a while.
And yes, I do love it. I played Returns exactly 10 years ago, when it came out, so don't remember much in terms of details, but all the new content fits in like a glove. Love it, like it, appreciate your work. Dev comments are MVP.
215 comments
Really enjoying this mod, for the most part. At least, until I got to Paco's mission to save the Cutters.
I can't target Hanzu with the 'anaesthetize' action. As in, I'm not given the option. The only way I can get Paco or my own character to swing at him is with Overwatch, and it literally never hits. I sat them right next to Hanzu and got the message 'Light of Sight blocked", so I tried to use the overwatch method. They literally never connected, not even once. Meanwhile, Hanzu was chipping away at their health 2 hp at a time with the infection, until they died.
Violet cleared every of the matrix rooms, and in the end defeated the Telestrian Decker, then she hacked the 2 cameras nodes that were present in that room.
Going back to the real world, i noticed that the exit that should be open in the old Shadowrun Returns was in fact still locked, you can see the enemies security guys waiting in the next room, but nothing happens, you can't progress anymore.
I noticed it was reported in page 5 by user Cenerae back in 2017 and thought to be fixed but unfortunately it looks like the problem is still existing.
As with the 2017 version of this bug... It appears to be isolated to a few users builds of this UGC. The trigger that populates the "ambush" is the same one that unlocks the door. It's been a few years since I opened and looked at the logic, but I believe the unlock variable is set before the enemies are warped into the adjacent room. Clearly the warp happened, as the enemies now populate the other room... But the door remains locked.
The current UGC build has been stable since 2017 without the issue being reported.
Could this be why the door unlock trigger was ignored ?
So it's running the code, and not setting the variable to unlocked... And the running the same script and populating the ambush. 🤔
Think this could be the issue from some of the other comments I've read on Steam that said even though they destroyed the sample Seamus still died; not sure.
Bug During Paco Mission: Even if you save Gino and kill the recovery team the game still thinks Gino is dead. Mentioned by both Paco and Coyote. Also no way to get to Pharma Boss En; the door to her doesn't open. I just used the warp command via the debug menu and the dialogue tree worked fine.
Bug with Stash: Paco's items (his drone, outfit, ar glove, panic potato and drug cache) and River's items (just her water fetishes) show up in your stash. The panic potato and drug cache are unusable and will disappear if you try to equip them but his outfit and drone are equippable; didn't test to see if they work outside the stash though.
EDIT on stash bug: When leaving the Telestrian Estate and you pick your runners + Harlequin the game doesn't remember which runners you chose and you have to choose them again at the beginning of the hive mission. For some reason (just in this instance) you get EVERYTHING from the runners you chose originally leaving the estate; meaning you can use River's water bolt/armor jacket or Seamus's confusion spell that only costs 2 AP instead of 3. Some items don't work (like River's bouncing water bolt or Paco's panic potato); but some do. Only some of the outfits can be used (like River's armor jacket and Paco's hoodie) while some can't (like Seamus's street clothes).
Bug with Player Leader: Occasionally the game will use someone else as the party lead (happens after leaving the Universal Brotherhood for the first time and when descending into the hive); doesn't seem to have any negative effects, your party is just lead by a different party member or Harlequin for a bit. Not fixed by saving and reloading.
Pretty minor stuff though; great mod so far! Really makes a huge difference to the Dead Man's Switch campaign; I always loved the storyline but hated the buggy mess that had to be dealt with in order to play it. Also the addition of the recurring team like Dragonfall and additional lore/storyline really makes a difference in creating an entrancing world that the player can get lost in.
PS: The music is supposed to be Hong Kong music? Just asking :)
The HK engine does not natively include the music from the previous two games. There are some workarounds that would let you change the tunes but they have to be done by each end user individually... And I certainly didn't want to commit to answering all the individual "how do I fix this" messages for the rest of eternity, or utterly dropping any support and follow-up.
That made this the best of the available solutions for this project. Sometimes the juice just isn't worth the squeeze...
There are no current plans from us to port Dragonfall. I wish whomever does take on that task the absolute best of luck though. That'd be quite the undertaking.
Personally (talking about story and characters) Dragonfall is the only one i liked, so playing in HK would be quite nice.
There are a lot of moving parts that have to be aligned again and hope that you didn't break anything
I want to ask about Paco's personal mission, the one where you save Gino again and fight against the Cutter gang. I subdued the gang members without killing anyone, except for the one guy in the isolated room where you send Paco's drone. I couldn't find a way to reach him. But after the mission, Paco's dialogue indicates that all of his gang members were killed.
Is this intentional? I'm assuming it is since a corporate cleaning squad appears at the end, probably wiping out all of the gang members I subdued. However, I just want to know if there is a way to save them.
Thanks.
But why is it no one has tried to add a new NPC before? Is this too difficult? Writing wise, its very easy. But coding wise, its not?
When PC asks Cherry Pink about her name, then Cherry Pink exclaims "You haven't met Magha!"
'Noypi Pub' opens in the building below CyberDoc, where you can meet Magha.
Or when reading the emails, I will add a verse or two about the Filipino dive bar in Heoi.
If the PC chooses to go there, they can meet Magha. And choose to do her quest.
I would write the quest so that it is like the Isabella's quest. Outside, not necessary, but very fun.
It's not too much coding or mapmaking.
And it would offer a new decker. Or two. Isabella is basically not an optional character. It would be nice to have a rigger/decker (in case players don't like the masculine psychopath) or a flusher/decker (in case players don't want a ghoul). They would live mid ship, in the living room.
While it is possible to edit the core files, the editor is actually designed to create new stories using the assets available in the engine. To distribute a core modification, every single user would have to manually edit your changes into the core files. That's not a tech support role I'd envy. The editor is actually designed to create your own SR story. The set/scene pieces can be stacked like Legos by those with a hint of artistic talent... The scripting comes from a series of drop-down menus... The dialogue editor will allow you to write some pretty robust conversation options and send scripts into the "world to have reactive elements"... Creating and/or altering NPCs is totally doable as well. Music importing isn't natively supported, neither is model swapping or icon importing.
The problem will come from trying to insert your modifications into someone else's scene(s) or story. Those types of modifications are next to impossible to distribute. They'll also require (as mentioned before) every end user to manually install them. You cant upload your changes to someone elses campaign, it simply becomes a new copy of the campaign but without their followers/subscribers... Or typically permission. That means one word from them and your modification could easily get nuked.
And yes, I do love it. I played Returns exactly 10 years ago, when it came out, so don't remember much in terms of details, but all the new content fits in like a glove. Love it, like it, appreciate your work. Dev comments are MVP.
The sound themes are cooked assets, that you select by theme. Not much flexibility in them, and there are only a handful of options.
P.S. Poor S., that was f*#@ing brutal..