Shadowrun Returns

Shadowrun Returns

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Shadowrun Modular Equipment : Merchants
   
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Contains: Data Only
Tags: Seattle
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112.248 KB
16 Dec, 2013 @ 5:58am
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Shadowrun Modular Equipment : Merchants

In 1 collection by OoooordEr
Shadowrun Modular Equipment
7 items
Description
SME Vanilla Merchants 1.2
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This modest contribution has been made to save time for moders who would like to manage their merchants with more flexibility.

Those equipments sheet are following the core game's logic toward tiered equipment. But you can also see them as an availability restriction. Realistically, a smart merchant won't ever give away his contact's direction or phone number. Instead he should ask his clients what they want and arrange a deal for them. Indeed this may take a few days (just like in DMS).

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WHY ?

1- Flexibility: for flavour or game difficulty reasons, you may not always want to stick to SRR's basic merchant equipment sheets. This mod basically explodes those files and reorder them in a much specific way, making it easier to manage your merchant screens per item type (guns, melee weapons, drone, ..., etc;), instead of large categories (weapons, magic, tech, ..., etc.)

2- Modular Items: this brings the ability to easily add/remove items from the merchants screen thanks to future "Modular" item content packs. Because you, UGC author, have a unique story with its own difficulty level, you have the right to choose each new item you wish to incorporate (or not) into your mod. Modular content packs will be made to not be monolithic. In other words: "Your story, your choice, your rules !"

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What is in SRM Vanilla Merchants ?

There are equipment sheets with the vanilla SRR items. But instead of being sorted by large categories (weapon, magic, outfits, ..., etc.) they are now divided into item types.

Example: in the editor, instead of giving your merchant the following equipment sheet :"merchant_weapons_high.eq_sht.txt" you may now instead use the 4 followings :"merchant_weapons_rangedC_4_sht.txt / merchant_weapons_grenade_4_sht.txt / merchant_weapons_drone_4_sht.txt / merchant_weapons_edged_4_sht.txt". In the end, there will be no noticeable difference into the game. Indeed, even if the second way looks like more complex, it shall be simpler for you, if you are looking for item modifications and/or more specialized merchants.

There is now a compilation of "Starter" items which are meant to be used by story moder instead of the normal default gear. Eg: you may find an item called "Starter Pistol 1" which is the exact same item as the basic Ceska Black Scorpion. If a story moder use its starter version instead of the normal one, it will be overwritten automatically through the ways of content pack dependencies with most SME modules !

Plus there are two special eye cyberware called " ##Enabler on/off". Those are meant for some merchant which should normally not have a cyberware equipment screen but who might display it under certain circumstances (like when a mod with cyber tattoos has been added to the content pack dependencies.) With this item equipped in his eye cyberware slot, the merchant might or might not give acces to his special cyberware inventory within his conversations (you may check how it works exactly within the UGC "SME : Dead Man's Switch".
3 Comments
Couch Dragon 13 Apr, 2014 @ 6:42pm 
Ahh okay thank you
OoooordEr  [author] 13 Apr, 2014 @ 10:16am 
Here are all the info you'll need to make the SME stuff work ... if ever it works at all since Dragonfall. SME instalation guide
Couch Dragon 13 Apr, 2014 @ 2:48am 
So I want to play SME Deadmans switch. Do I subscribe to this and then the other SME packs namely, Cybertech and Street Samurai Catalog) and it will all work automatically or do I need to change anything in the editor?