Shadowrun Returns

Shadowrun Returns

Magical Tattoos V2
44 Comments
[LA] bigduck 2x2 25 Feb, 2019 @ 11:25am 
ahhh, yes... i would like to Tattoo my eyes
Majber 23 Jun, 2018 @ 5:40am 
Can I use this with Vanilla Shadowrun Returns campaign to add new tattoos?
Voldski 26 Jul, 2015 @ 1:59am 
@tofanb02 maybe not be a bug can be a internal cap within the core game itself, for instance you can't get intelligence at least not in my game beyond 9 which is the racial cap for the highest intelligence races, same with drone control it can't go above 9 either.
Agdane 2 Jun, 2014 @ 1:37pm 
@Batgenstien: The stats as they appear on the karma spending screen are unmodified in any way by anything you might have equipped. Otherwise you could, for example, wear armour and use buffs that boost your quickness and ranged combat a bunch, spend a few karma to get high-end rifle skills, then remove the quick/range gear, equip mage gear....and so on
Kolodis 30 May, 2014 @ 4:36pm 
To my knowledge, added stats don't appear on the karma spending screen.
Batgenstein 17 May, 2014 @ 9:45am 
Maybe someone can help me out here:
I've applied (for instance) the eye tattoo "Focus Delligence (+1 willpower, +1 spellcasting) and do meet the required "spellcasting 3". My willpower and spellcasting stats on my character sheet are now displayed in "green numbers" with the given bonus (say now 5 and 5). On the "karma spending screen" however, the skills doesn't have the added bonus (still 4 and 4).
Is this right? Does it work like this? Just asking, because I really don't know.
Besides this, thanks a lot for creating this mod!
ChronoSe7en 2 Mar, 2014 @ 12:19pm 
The leg tattoos that increase movement don't seem to be working
Sol 28 Feb, 2014 @ 4:21am 
Please make work with Dragon Fall.
Ahbadah 24 Jan, 2014 @ 1:48pm 
I have this installed and requirements for tattoos don't seem to work.
=DeadShot= 18 Dec, 2013 @ 12:26pm 
A bug with your ugc. When you have an characteristic at maximum (like ranged weapons for elves at 11) and you add a magical tattoo for +1 range weapons in the character screen it is still 11 for range weapons and not 12. When your stats are not at maximum the problem doesn't apear.
OoooordEr 8 Dec, 2013 @ 9:31am 
Hi Tamerlanemohammad. 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 !
Bachmors 5 Dec, 2013 @ 10:08am 
Hmm, I downloaded the file and extracted it to the correct folder (it shows as installed in the content screen of the game), but the tattoos still don't show up in shadowrun unlimited :-/
Can someone please help me?
giopty 31 Aug, 2013 @ 12:04pm 
tks, any way... i appreciate to have a download link
Crusher Bob  [author] 30 Aug, 2013 @ 6:46am 
The numbers on the directories will be semi-random. You can also just ask windows to find "*.cpz", which should find all your downloaded stuff. The magical tattoos file will be named something like <long id number>magical tattoos.cpz.
giopty 30 Aug, 2013 @ 2:46am 
can't find that file :-(
Crusher Bob  [author] 28 Aug, 2013 @ 8:10pm 
You should be able to just unzip the cpz file into ???\Shadowrun Returns\Shadowrun_Data\StreamingAssets\ContentPacks. Think the game currently has issuses with setting dependencies on packs in cpz format. So is probably safer just to unzip them and use them that way.

CPZ file can be found in something like ???\Steam\userdata\68663917\234650\local\ugc\166276021\contentpacks though the numbers may be different.
giopty 28 Aug, 2013 @ 10:04am 
man... can't get this to work... its probably a subscription's download issue... can u post the main files plz?
LittleRaskol 20 Aug, 2013 @ 5:46pm 
0 AP cost and long duration was my other thought, but I hadn't considered the essence penalty angle. Hm. Not sure what could be done about that tbh.
Crusher Bob  [author] 19 Aug, 2013 @ 5:31pm 
Straight adding to unarmed damage (other than by adding to srength) would be difficult. The way killing hands works is that the power gives you a flag (named KillingHands). Then, there is another unarmed attack mode, that shows up if you have the killing hands flag. It's not yet possible to use new flags, so there's just the one killing hands flag. It would be possible, for example, to modify killing hands so you got more (or less) additional damage based on your chi casting, but that seems more likely to make killing hands gimpy at low chi casting, than to buff it at higher levels.

It's possible to make chi casting abilities cost 0 AP to activate and have a very long duration, but due to how essence loss vs magic is implemented, I didn't want to make changes there without more testing. Though making most (all?) chi casting spells require 0 AP to activate, so that less useful ones like magic resistance are actually worth using may be worth doing.
LittleRaskol 19 Aug, 2013 @ 6:54am 
If you're asking for feedback on content, one thing that I miss from the tabletop (3e) is that adept powers were just always-on things like cyberware. I wonder if it's possible to come up with tattoos that are like "lesser" versions of the chi casting spells, but always available. Like, a Lesser Killing Hands tattoo available at Chi Casting 1 that permenantly adds +5 to unarmed damage. Or, Lesser Stride available at whatever the prereq is for that giving +2 move, although you kinda already have that in the leg slots. Maybe that could just be a matter of naming? The same scheme I've described here applies to many other chi spells probably.
LittleRaskol 19 Aug, 2013 @ 6:51am 
Yeah, I saw your modified DMS only recently, wish I had before I started my new character! Do you know if it's possible to, like, transfer a character into another campaign and skip to the appropriate chapter? Otherwise I guess I'll wait around a bit and then start a new one in your mod.
Crusher Bob  [author] 18 Aug, 2013 @ 9:55pm 
Does anyone have any balance related commentary about the tattoos themselves? Are the (currently not working) chi casting requirements too high? Are the tattoos 'good enough'? Are there any capabilities you think should be added that aren't already there? Are the choices offered in the different locations about equal? For example, does anyone think that +1 unarmed (possible in leg slot) is weaker than +1 move or +1 dodge? If so, what changes do you think should be made?
Crusher Bob  [author] 18 Aug, 2013 @ 7:20am 
assuming things work exactly as expected, which I'm not sure they do, that would work. But have found it better to just edit DMS directly with the editor. You don't need to publish DMS to save your changes. Also, I'm published a version of DMS that already has the tattoos, killing hands fix, 4 tiers of armored outfits, and my cyberware modse already applied, if you'd prefer to use that.

If you still can't get things working, you can unzip the .cpz file and move the data files manually into the seattle datapack. Then just load dms with the editor and make your changes. I'd recommend against publishing a local copy of DMS, as the game seems to use that in favor or the unpublished copy.
LittleRaskol 17 Aug, 2013 @ 7:01pm 
I'm trying to add this to DMS so that I can use it on a current character going through the campaign. I have used the editor to add the dependency, edited the low, medium, and high doctor merchant assets to include the merchant magical tattoos item lists, and "published locally," which I am assuming is how you save changes to a pack like DMS. When I load my game and talk to Castle, the tattoos do not show up in her cyberware list. Is there some step I am not performing or something else I'm missing?
Tracker 13 Aug, 2013 @ 3:08am 
@tamerlanemohammad, I can't get prereqStrings prerequisites to work with cyberware slots at all, right now, so it isn't just you.
Crusher Bob  [author] 12 Aug, 2013 @ 5:48pm 
Go right ahead
yinepuhotep 12 Aug, 2013 @ 1:46pm 
I have two questions for you:
1. Do you have any problem with other packs including a dependence on your tattoos?
2. Do you have any plans to post your tattoos on the Nexus, or have any objections to people being referred from the Nexus to your file here on the Workshop?

I've been updating DMS to include other merchant updates, and have had specific requests to add your tattoos to my updates.
Crusher Bob  [author] 12 Aug, 2013 @ 6:11am 
Ok, for those of you wanting an editor free experience, have gotten the modded version of DMS up. You can just download it and play.
Caerold 12 Aug, 2013 @ 12:38am 
Yeah, you have to add them to vendors, then play that mod to buy them. The mods' original instructions include(d) a nice explanation how to do that. I learned based on TLM's explanation in his cyberware mod.

The shadowrun core stuff is how you get the items to still show up on a character you import into another mod AFTER installing them. Doesn't do anything to help before you mod a DMS (or whatever) vendor to install in the first place.
Crusher Bob  [author] 11 Aug, 2013 @ 11:48pm 
To get the tattoos to show up at vendors, you need to add them to the vendors inventory. Also, they are installed as cyberware, not as items. So, the action you need in the editor is 'open cyberware' from (actor) inventory, not the 'open merchant' from (actor) inventory. So, if you are working with DMS, the siplest way is to open the seamstress union scenes find the doctor, open her inventory and add the merchant_Magic_Tattoo list of gear. It's also possible to add the tattoos to inventory individually.

I have a modified version of DMS ready to publish, but Steam is unhappy right now.
NobiGit 11 Aug, 2013 @ 11:36am 
@caerold you said you were dropping the files directly into the core but where? I've been trying to find the answer so that I can make mods like this work in my game, but I can't seem to find the answer. Even with this mod set up as a dependency for DMS, the tats don't seem to show up on any of the vendors. Can someone let me know what I might be doing wrong here?
Crusher Bob  [author] 9 Aug, 2013 @ 7:44am 
Sigh, my modified version of DMS is finally ready to go and I'm hit with the Steam bug where you can't publish anything. Will keep trying.
Caerold 7 Aug, 2013 @ 6:06am 
Yeah, I've been dropping the item files for the content I like into the shadowrun core folder. Works great, I don't have to hack around with dependencies for read-only mods, and there aren't really any other items in that folder (contrast with Seattle or DMS) to conflict with. It's a required dependency for *everything*, so it'll continue to work even in Mods based off a future Berlin pack rather than Seattle.
NeVeRLiFt 7 Aug, 2013 @ 4:49am 
Thanks for clearing that up, now I will try to make sure I keep the SSC and your mod in the proper folder.
And then it should work right?
Crusher Bob  [author] 7 Aug, 2013 @ 3:29am 
Note that any content you want to take the magical tattoos into will need to have either a dependency on the magical tattoo pack, or you have to have installed the files lower down on the dependency tree; for example, in the seattle data pack.

The actual item definitions are not stored on your character, so anything non-standard you have, you have to bring the datapack with you. The 'shop and karma' module works because it just gives you stuff that's in the game already. If you go into the shop pack and buy SSC gear, you need to have the SSC pack supported in any other packs you import that character into.
NeVeRLiFt 7 Aug, 2013 @ 1:58am 
Again just a vender and way to save would be all you need. ;)
NeVeRLiFt 7 Aug, 2013 @ 1:57am 
Make your mod something like this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=164782118
This way people can import and get the items you make and then save their character.

Thanks
terror.and.love 7 Aug, 2013 @ 12:26am 
Going to give this a try. Thanks
Crusher Bob  [author] 6 Aug, 2013 @ 10:02pm 
Currently working on a mod of DMS that will integrate all my packs together. Not sure if you could just buy the modified stuff in one pack and then import yourself into another without needing to set up dependencies. It's possible to manually 'add' everything to the seattle datapack by moving the bytes files from the mod files into the Seattle datapack, but didn't really want to take that option. Worried that too many people will screw up their Seattle pack and need to re-install the game. But after I get modded DMS pack up, guess I can write a tutorial about putting modded files into your Seattle datapack so you don't need to worry about dependencies. Sigh, but now the chi casting pre-reqs I put in for the tattoos don't seem to be working. Am almost positive that I saw them working in testing, so it may have been something they changed in version 1.03
Caerold 6 Aug, 2013 @ 5:26pm 
I quite like this idea, so long as you include a method to save. I'd enjoy easy access to a full suite of your products when generating a new runner for UGC. Unfortunately, it's not so easy to alter existing community-created modules (editor set to read-only) without convincing the original author to include your resource packs.
NeVeRLiFt 6 Aug, 2013 @ 1:22pm 
NeVeRLiFt 6 Aug, 2013 @ 1:21pm 
Would love to see this with a vender so I can just import my character and buy them.
Maybe you could combine all your mods into one and have a vender selling them.
justin2166 6 Aug, 2013 @ 10:18am 
Is there any chance you could put this together as a really basic scenerio with a vender and save? I'm very interested in this, so I can import a character after purchasing the items, since I don't know how to mod a campaign to include this. But I've been watching this mod, but I know nothing about the editor.
Crusher Bob  [author] 6 Aug, 2013 @ 10:08am 
Sigh, the chi casting pre-reqs now seem to be broken. Will look at it again tomorrow.