Shadowrun Returns

Shadowrun Returns

Gangs of Seattle
58 Comments
TevoTFM 2 Jul, 2018 @ 2:49am 
Considering this mod was compatable with the baseline vanilla game, I got a feeling it's pretty dead now.
Dcard 25 Jun, 2018 @ 6:08pm 
Just a question is this thing still alive? there is alot of discontinued mods so im just wondering that... because I have played alot of the mods. Some are realy well made and they just stop.
Well it does not matter I guess there is no pressure for things that people do in their freetime. I think I will give this a go and comeback later I guess and fill in what I think about it...
TevoTFM 2 Jan, 2017 @ 10:45pm 
Done and done, very good, really enjoyed myself.
Frenne Dilley 4 Aug, 2015 @ 8:47am 
Will you be adding more quests @Kurzak?
FridgeReaver 23 May, 2015 @ 1:39pm 
Do you implement the gangs as playable?
pop pop 10 Jan, 2015 @ 9:28pm 
sorry, i forgot a lot of quests
Kozak  [author] 10 Jan, 2015 @ 6:01pm 
there's 4 or so. sry the free content didn't meet your expectations.
pop pop 10 Jan, 2015 @ 1:39pm 
this campagin very small. i find 2 simple quests, and this campagin finish.
Rook 26 Dec, 2014 @ 9:12pm 
Modding other, more current games or still doing something for SRR? or out of the gig all together? I've done a few graphic mods for the Fallout series, Skyrim, and others (all 3D item mods, nothing complicated), but I know what it's like to get burned out. I've never tried anything on this scale though...it takes some patience I'm sure.
Kozak  [author] 26 Dec, 2014 @ 7:34pm 
Quit working on it a long time ago. After trying to tackle a couple missions simutaneously to add to it I finally called it quits on trying to work around the editor to get desired results. Not sure if there were any changes made from then til now though. Just moved on to bigger and better things.
Rook 26 Dec, 2014 @ 1:57pm 
Kurzak, is this dead or are you still working on this in your spare time?
Retseo 24 May, 2014 @ 10:26pm 
Fun and well written, nice work!
M4rt1n 4 Mar, 2014 @ 1:58pm 
I had fun doing the 4 runs. Can't wait to see what next...
Frankye 2 Mar, 2014 @ 1:34pm 
Gangs of Seattle? Have you added a Gaben NPC model?
DiscoVivaldi 18 Jan, 2014 @ 12:53pm 
Add this mod to Nexus also. I have a DRM-free copy and I want to play some mods too!
linus 12 Dec, 2013 @ 3:25am 
I am after the mission on the dock in a dead end. I have the commlink, no idea where to find a hacker and don't get any new missions.
Partycrasher 5 Dec, 2013 @ 3:32pm 
One of the best 'free-roam' modules imo. The structure, NPCs, dialogue and shadowruns are all really well done - feels like a real place, though obviously limited in scope right now. The acquisiton of your safehouse is very neatly handled too. Looking forward to any expansions of this.
Rudedog 2 Dec, 2013 @ 3:08pm 
Minor bug in the Diko mission. I killed all the ICE and turrets before using any of the nodes. All NPCs locked up, combat mode exited, and I couldn't reenter the matrix to open the door or anything else. Only other issue is no game-over screen left me wandering for a while looking for the decker who wasn't there. Great effort!
Laop 1 Dec, 2013 @ 9:13am 
Great job with this ugc, but i found a bug: when you're out in the barrens and walk to the haloweeners you can pick up a with with them. When i killed all of them and tried to leave the area the same guy i already killed spoke with me and i could start the fight again, but with no enemies ^^
GentooPlayer 9 Oct, 2013 @ 2:35pm 
fun but very very short.
Ferretchen 3 Oct, 2013 @ 7:28am 
just a hint for the -15 dmg...get a mage and rip his armor :) debuff cleans the buff:deadmanshead:
TuraelFA 11 Sep, 2013 @ 2:24am 
Can u upload this at http://shadowrunreturns.nexusmods.com/ too ?
Prowler 24 Aug, 2013 @ 9:46am 
loving this. Looking forward to the next update
Blueflame451 20 Aug, 2013 @ 10:04pm 
I was enjoying this until the 3rd run where you go after the ship and the enemy decker starts using decking programs in the meat world: -15 dmg from everything is SUPER powerful outside the matrix and broken. Need to remove those matrix programs, Keep working on it though, a lot of potential here.
Kozak  [author] 20 Aug, 2013 @ 1:22am 
its a little open ended at the ending. its a work in progress
joshdisch 19 Aug, 2013 @ 11:45pm 
Very nice work! I thouroughly enjoyed it, but had one question - not sure if I got to the end of what you've done so far or hit a bug. I got an item that said I would need a decker to decrypt it, but when I went back to the bar no one offered to help - I figured either decker vendor, bartender, or guy who said I needed more cred would be the one to talk to but no one had it as a convo option. Also I did the runs for everyone in bar and Picle Pete still says I need more cred before he'll hire me.

That said - even with the bug/unfinished parts I thought it was great work, really liked the feel of it. Keep the content coming!
Delvinus 13 Aug, 2013 @ 11:21am 
Good job, This mod is by far the most complete I have tried so far. Great runs and great set up (especially the bar is amazing). Can't wait to see some more. Thank you ProwlingMule.
Verum Jones 11 Aug, 2013 @ 6:51pm 
both really good mods would benefit from each other i think.
Verum Jones 11 Aug, 2013 @ 6:50pm 
yea thought you guys could use each others ideas =)
Kozak  [author] 11 Aug, 2013 @ 6:11pm 
stromko: I already created a fix but was knee deep into making another run already so I put it on hold, it'll be patched next update.
rasoli_melanie: There are no runs from Pickle Pete yet, I'm still working on them. He's more of a placeholder for whats to come.
verumjulos: I'll check out his mod and go from there. Thanks for letting me know.
AnotherCompanero 9 Aug, 2013 @ 10:46am 
That was a lot of fun! Just a few things - the 15hp shield used by the runners made the fight boring rather than difficult, IMO. The rest of the action was great. I can't wait for this to get a little bigger and find out what Pickle Pete has in mind...
Laguna 9 Aug, 2013 @ 1:33am 
Great stuff! Thanks a bunch! Loved the first run with the ex. Very true to the shadows.
Verum Jones 8 Aug, 2013 @ 9:54pm 
https://steamhost.cn/steamcommunity_com/profiles/76561198008188504
this person was wondering if they could use your 3 runs to incorporate into their module
mangelinabrolee 8 Aug, 2013 @ 5:07pm 
Very fun! Great job
terror.and.love 7 Aug, 2013 @ 7:52pm 
Will there be a Mr. Butcher making an appearance lol? I will check it out.
rasoli_melanie 7 Aug, 2013 @ 3:44pm 
Really good work ! I love to navigate through the Barrens and enter the buildings around. :)
As entenred the Dive at first the bartender said that Pickle Pete would have some work for me later, I've done every work available (I helped that girl to off her ex and Tom told me to come back later) but when I speak to Pete he says I must keep doing jobs before he have something for me...is it normal ?
Stromko 7 Aug, 2013 @ 2:07am 
Ah I see that glitch has already been reported and acknowledged.
Stromko 7 Aug, 2013 @ 2:05am 
Most impressive user-made pack I've played so far, good polish, good dialogue. I appreciate that it's set up to accomodate all types of characters.

Ran into a little showstopper though on the Diku research lab run (possible SPOILERs ahead). After switching 'off' the turrets (which proceeded to kill a couple enemies that were in the room with them), and dispatching a security team in the meatworld and all the currently-spawned IC in the matrix, the game switched out of combat mode. Problem is, my hired decker still appeared to be jacked into the matrix but since we were out of combat she no longer took any actions in the matrix or otherwise and I could not proceed with the mission (opening the backdoor, getting the paydata weren't done yet).
Kozak  [author] 6 Aug, 2013 @ 10:07pm 
Thanks for the positive feedback. I'm working on a few large things to add at the moment. Haven't decided whether I want to toss out 3 small patches or one big one. Leaning toward one large patch. Depending on the feedback I get I may change my mind. May take me roughly a week to get these new runs and features sorted out.
Verum Jones 6 Aug, 2013 @ 3:25pm 
Started a new char last night for this mod had alot of fun . Thanks for adding in a reason for deckers that was genious.I really love being able to leave the bar which you could never do in dms.Keep up the good work it looks and plays very well, havent found any bugs yet. TY for the mod cant wait for more
Massena 6 Aug, 2013 @ 1:37pm 
Good stuff. One of the better executed mods I've seen so far. No real "plot" per se, but really well put together. Keep it coming!
Colm 6 Aug, 2013 @ 1:02pm 
I enjoyed the content very much. Thank you and please keep up the good work! :)
Kozak  [author] 5 Aug, 2013 @ 11:20pm 
Okay, thanks for letting me know. I'll work out a fix for that.
Skiptrac3r 5 Aug, 2013 @ 9:59pm 
Good start to a campaign, it bugs in the Diku run, I lost one runner and so i had my deckker come out of matrix when large group was spawned, to help out, when we cleaned their clocks and headed back in to finish the matrix run i cleared the remaining ice and when all were dead it switched to other runners out of the matrix and out of turn based moves and would not let me get control of decker to finish matrix run and get him out again.
Kozak  [author] 5 Aug, 2013 @ 4:22pm 
5uhr-tee: Thanks for the feedback. I'm working on tweaking downtown barrens more, most of the things you experienced hopefully will be taken care of with the next update. I will be releasing more difficult content soon. Everything that is there currently is to get your feet wet.
Eddy_Pain 5 Aug, 2013 @ 2:31pm 
Small runs on low level as promised. No need of strategy.
After getting the job "Drug Lab" I see no chance to read the last advice because the mission starts immediatly.
Sometimes I can walk like smoke on Downtown Barrens. Their are objects you can pass like a ghost.
Sometimes the map is to small at the borders. It isn´t easy to manover in these parts.
I wish more story part for future releases but good work!
Magus 5 Aug, 2013 @ 12:28pm 
I support any sandbox and/or open world ideas, thumbs up!
Kozak  [author] 5 Aug, 2013 @ 1:02am 
I appreciate the feedback, keep it coming. I have a few more runs in the works. Most likely I will post them all at once as a v2.0. Keep your eyes peeled!
steelcoresoviet 4 Aug, 2013 @ 8:42pm 
Quite good, so far. NPCs are interesting, layouts make sense, and everything seems to fit together. Anxious to see what's next.
Speedislife 4 Aug, 2013 @ 6:10pm 
During the research lab run (second scene) when enemys are spawned at the entrance they dont move would be better if they advanced on the players position and had to be held off during the hacking. Otherwise a short but entertaning little SR campaign which has plenty of scope for expansion in the future.