Shadowrun Returns

Shadowrun Returns

Cybertech
59 Comments
JamesB192 27 Oct, 2019 @ 9:07am 
I only see 3 pieces of cyberware with an essence drain greater than two and none with a drain greater than three. There should however be a lot if inserted 0s.

The instructions to add to Dead Man Switch look mostly OK but seem overly complicated. For instance you should find a true in project.cpack.txt (IIRC) and set it to false using notepad (or the editor of your choice)

This will not work with Shadowrun unlimited by default but if you have the skill to add it there then you might help w/ SR: Unlimited instead.
♥♥♥ war arena 19 Oct, 2019 @ 9:16pm 
what is the point of cyberware that costs more than 5 essence? you only have 6 and you can only spend 5
Muffintruck  [author] 25 Jul, 2018 @ 5:52pm 
Sorry, Jack (and anyone else having issues installing). I have long since lost access to the file I linked to that would show you how to install it. I haven't really mucked about with it in ages, but if I remember correctly, you need to open your game in the SR Editor then change the dependencies so that the vanilla game count Cybertech as a dependency. After that, you need to go into every instance of Sara Castle (and the butler guy at the end) and add the Cybertech lists to her merchant list. I'll see if I can find the original instructions, but sadly I can't promise any results.
jackcotter83 24 Jul, 2018 @ 11:05pm 
anyone looking at this here? This shows as subscribed and installed in content, but when I check the Doc. Sara Castle, none of the ware is showing in the list. Any suggestions? The instructions see, to be missing.
jackcotter83 24 Jul, 2018 @ 9:15am 
getting the 404 error too, any way to get the steps?
Muffintruck  [author] 30 Jun, 2018 @ 9:10am 
Majber, you certainly can. Have fun!
Majber 23 Jun, 2018 @ 5:39am 
Can I use this with Vanilla Shadowrun Returns campaign to add new Cyberware?
AsterixChaos 2 Mar, 2017 @ 2:00am 
Getting a 404 error when I try to access the installation PDF.
TheTacticalGamer 31 Dec, 2016 @ 12:18pm 
Are there versions of this for Dragonfall and Hong Kong too?
UnHolyOly 7 Feb, 2016 @ 2:44am 
fk man im 2 dumb to do all those steps my comp will never work again make a retard proof one please
NULL_space37 29 Aug, 2015 @ 8:47am 
Will this work with other content, like Shadowrun Unlimited?
Agent Frost 11 Aug, 2015 @ 1:16pm 
This add on made the game rock even harder than it normally would. I'm a long timne fan of the Shadowrun franchise and you capture the tech side perfectly. Thank you
StupidF#&%ingWhiteboy 11 Jun, 2015 @ 12:47pm 
Inspiration comes throughout the entire gameplay. That is what I call a real game. I can say no more for the moment. But hope more's to come.
3³ Shitposter9000 29 May, 2015 @ 5:27pm 
I want to see the old sega shadowrun version of decking... That was best.
FridgeReaver 26 May, 2015 @ 2:32pm 
The minimalism of the Vanilla-Game made it a bit harder for Samurai, Rigger, and Decker indeed! People like you have the side effect of poor-sobs getting some gratis quality instead of being left with whatever the next-best overpaid egomaniac dished 'em. Manifold modders would deserve more salary than the 'makers'. My opinion, it won't die-away with me.
Muffintruck  [author] 25 May, 2015 @ 6:43pm 
I could have sworn someone already has ported it. Maybe I got confused. Anyway, I will not likely have the time to sort it out for a Dragonfall port. If you would like to do so, go for it! :)

Maybe one day when I have enough time, I'll do it.
Bazalisk 25 May, 2015 @ 4:11pm 
*plans, not plants :s
Bazalisk 25 May, 2015 @ 4:10pm 
any plants to port this into Dragonfall? or is it already compatible and just a matter of adding the items to the right npc's vender list file thingy?
Muffintruck  [author] 20 Jul, 2014 @ 1:35pm 
Mallet, you SHOULD have no problem using it in your mod. Simply add cybertech to your mod's dependencies and add the merchant list you want to whatever npc merchant you may have. That should add it in.
malletmann117 20 Jul, 2014 @ 11:33am 
Is there a way to use this in one of my own modules?
Muffintruck  [author] 15 May, 2014 @ 5:00pm 
Sorry, all. I haven't had a lot of time to update this (or even try the new studio made adventure).

Anyway, Cwgking . . . I just checked the readme link. Seems to work for me. Try it again, I don't know why it isn't dling for you.
cwgking 8 May, 2014 @ 4:33am 
Hey it's saying the dropbox link is disabled....
OoooordEr 8 Dec, 2013 @ 9:33am 
Hi Muffintruck. Just letting you know that I'm planning to make a Dead's Man Switch campain featuring all available Gameplay mod available. This has be done already, but this time, each of those mods will be modulable. Meaning anyone will be able to add and remove them thanks to nothing but 7-zip and the game's editor. For your mods, I'll make a patch (just like I did already for Tracker's SSC) wich will make them compatible with the SME (Shadowrun Modular Equipment) concept, but indeed, that would be great, if you're interested with the idea, for you to take an active part in the project. Please, feel free to friend me or PM me on the Shadowrun Universe forum. Thanks for considering !
Preastigio 9 Oct, 2013 @ 11:58am 
yeah, as i say i couldnt publish, so in menu "file" i saved as new file, maybe that not realy right but it works.
Muffintruck  [author] 8 Oct, 2013 @ 8:39pm 
So you DID get it going, Prestigio?
Preastigio 8 Oct, 2013 @ 12:06pm 
sorry guys, dont understand somehow, but i putted this mod in dms. never mind.
Preastigio 8 Oct, 2013 @ 11:35am 
Hi everybody, can somebody help me, i did all what written in pdf step by step, but when iam publishing content pack locally always come out error content pack building failed, what iam doing wrong
Muffintruck  [author] 8 Sep, 2013 @ 7:40pm 
New version up! Bioware is now included.

The biotech is in 2 merchant lists (Merchant_Biotech_High and Merchant_Biotech_Mid) you will need to add these to Dr. Sara Castle along with the Cybertech lists.

Full readme with installation instructions here: https://www.dropbox.com/s/t36088nxo0duj7k/Cybertech%201.4.pdf

Muffintruck  [author] 6 Sep, 2013 @ 6:11pm 
Shoot me a friend request and I'll help you out, Ice.
iceman4869 6 Sep, 2013 @ 1:20pm 
hey, im the one that postet that coment on nexus. i downloaded your pack from steam, but i cannot find it in my data folder. also i cannot download from bexus, due to an error saing that the particulary file does not exist. i´m confused. HELP PLZ!
Muffintruck  [author] 3 Sep, 2013 @ 8:53pm 
Still working on the bioware. I have a lot worked up that I'm happy with, but there are a couple others I'm still fiddling with . . . I'm thinking I'll have a new version up this weekend. :)
Muffintruck  [author] 29 Aug, 2013 @ 7:26pm 
There was bioware in 2nd edition within the time frame that DMS sits. And once I have a moment to sit down, I'll be adding some. I've been thinking of ways to differentiate bioware from cyberware as well as some fun ways to encorporate things like Adrenal Pumps. Hopefully I'll find some time this weekend . . . yay for Labor Day off!
Fragocide 29 Aug, 2013 @ 3:23pm 
I'm really looking forward to this. Any intent to use gear brought out in 4th Ed (like bioware) or are you keeping everything relevant to the tme period?
Muffintruck  [author] 24 Aug, 2013 @ 12:25am 
New version up. Let me know what you think or if I'm missing something.
Muffintruck  [author] 15 Aug, 2013 @ 3:45pm 
Check out the pdf I linked to at the bottom of the description. It has a guide that can help you out. Basically, you need to make the UGC you are playing (Dead Man's Switch, for example) dependent on this mod. Then you add the merchant sheets to the doctors. Here is the pdf link: https://www.dropbox.com/s/jjp0qx0ytudks44/Cybertech%201.2.pdf

If you need further help, hit me up with a friend request and I'll help you out.
r-cane 15 Aug, 2013 @ 10:13am 
Realy cool mod & changes, but since I'm a noob, how exactly can i have this stuff in the main campaign and in the user generated content? have subscribed it and have played other stuff then but the new stuff doens't appear at the local streetdocs-
Muffintruck  [author] 14 Aug, 2013 @ 6:21pm 
I have not reduced it to 0 and I would rather not, really. My reasoning for this is the "mark target" ability it has. To my mind, that is worth a bit of essence loss and gives a decker something to do when not in jacked in.

As for lowering the spell slinging ability, I feel it really should. Any amount of essence loss in the pnp adversely affects an awakened character's ability to interact with the astral. For example, even if your essence is at 5.85, your magic rating gets rounded down to 5. Which is where the trade-off comes with the burnt-out mage. Sure, you might be able to deck or have a smartlink, but you can't sling spells as well as you could. I know somepeople disagree and that's cool. But I HAVE reduced the essence cost of it to .15, which allows for some more chrome should your mage or adept want some without killing their magic as much as it normally would.
heebiejeebietroubling 14 Aug, 2013 @ 3:58am 
tamerlanemohammad with his own tech ugc had Datajack's essence cost reduced to zero. Because SRR is shitty at rounding and penalizes lower levels spells unfairly. Will you do this too?
Muffintruck  [author] 11 Aug, 2013 @ 11:09pm 
New update up . . . lemme know what you think.
Muffintruck  [author] 7 Aug, 2013 @ 9:29am 
Yeah, I read that post Tracker made on the Universe forums about the AP bug. I've been trying some options that will take care of that. In the end, I think the solution Tracker came up with is the most elegant.
Voitan Rex 6 Aug, 2013 @ 7:13pm 
The Street Sam Catalogue modder had some important things he found with installing AP boosting Cyberwear on your character, before you got the extra AP from having 117+ Karma, or the trigger at the end of Mercy's Hospital. You don't get them.

His findings:

"1) There is a bug with AP. Everyone gets +1 AP when they hit 100 Karma, normally.

If they have already gotten the 100 karma +1 AP bonus and they equip +1 AP cyberware they will have 4 AP total.

If they equip +1 AP cyberware BEFORE getting the 100 karma +1 AP bonus they will only have 3 AP, still. "
Muffintruck  [author] 6 Aug, 2013 @ 3:05pm 
I realized after posting it that I left some data in the Wired Reflexes that needed to be deleted to total remove the on-use, so what you see there is the vestigial remnants of the dodge on-use ability.
Voitan Rex 6 Aug, 2013 @ 12:59pm 
I noticed the "Activate Wired Reflexes" power is in my menu of powers for selection. It's 0 ap, and 0 cooldown, however when I select it, it won't let me select myself to apply it.

Is it working as intended in some other way?
Voitan Rex 6 Aug, 2013 @ 11:47am 
I wore The Mechanic outfit before buying them. Going back, it works just fine. Switched the outfits back and forth. I can see my glorious (green) chrome now.
Muffintruck  [author] 6 Aug, 2013 @ 8:44am 
I just did a quick check on the arms, Rex, and they show up for me. Are you wearing an outfit with a jacket? Outfits with jackets cover the arms, there for covering the cyberarm outfit texture. This includes the starting outfit, mage robes, and the top teir armore with the trench coat.
Muffintruck  [author] 6 Aug, 2013 @ 8:28am 
No problem helping your out, Rex! Thanks for letting me know about the alpha cyber arms not showing in the game world. I'll get that fixed for the next release. :)
Voitan Rex 6 Aug, 2013 @ 6:11am 
The +2 strength +5 HP cyberarms don't show your arms being cybered up on the character, on the movement map, but do show his arms being cybered on the doll in the equipment menu.
Voitan Rex 6 Aug, 2013 @ 4:17am 
Thanks for the personal walk through. The editor's path was wrong. So far, I've replayed Dead Man's Switch and the vendor is selling the items, and I can install them just fine. Now I just need to figure out a way to fix the essence on my character, due to previous cyberwork enhancements, so I can play around with all the awesome cyberwear.
Muffintruck  [author] 5 Aug, 2013 @ 10:00pm 
Hrm. It should find it if it is in the contentpacks directory . . . For example, mine looks like this: H:\SteamLibrary\SteamApps\common\Shadowrun Returns\Shadowrun_Data\StreamingAssets\ContentPacks\Cybertech

Basically, the folder should be in the same directory you find your "seattle" "Dead_man_switch" and "shadowrun_core" folders.
Voitan Rex 5 Aug, 2013 @ 9:50pm 
Editor still won't recognise it in its new location.