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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.
Maybe one day when I have enough time, I'll do it.
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.
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
If you need further help, hit me up with a friend request and I'll help you out.
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.
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. "
Is it working as intended in some other way?
Basically, the folder should be in the same directory you find your "seattle" "Dead_man_switch" and "shadowrun_core" folders.