Shadowrun Returns

Shadowrun Returns

SME Chi Casting (Utna's)
15 Comments
OoooordEr  [author] 6 Mar, 2014 @ 11:57am 
@ Seroster: thanks for your post :)

a) This Chi Casting mod needs to be updated for Dragonfall. But it #should# work as usual with other campaigns. Still, I'm considering making a full magic mod instead, this time overwritting the whole magic merchant inventory ... that way there would be no compatibility problems, meaning it could be used with any campaigns, not just the "SME" ones. Of course that would take a while before it is up to play. And, if you're modding we could work on this together ... but in any case you don't have to hold your creativity just because something similar exists already.

b) That's interesting, I guess the mod's description has gone during the last update. Anyway, you should find all those informations in the readme files into the UGC zip. If you're familiar with the SME thing, I'm sure you can find them ^^.

Don't hesitate to poke me if you have any question.
Seroster 6 Mar, 2014 @ 10:56am 
So, I notice this is the SME version (I really like what you're trying to do w/ the SME concept BTW) but is there

a.) a non SME version? (Not sure that it matters, but there isn't a Dragonfall SME yet right?)

b.) somewhere or something that tells us what this addon actually DOES?

I was thinking about doing an addon where I tweaked/added some things to the Chi Casting spells and/or created new ones, but don't want to re-hash what's been done already, especially if I can DL one that is similar & not have to make it all myself. =P
OoooordEr  [author] 19 Jan, 2014 @ 1:47am 
@ Pizdator: all SME modules (including this one) are already available on Nexus http://there . Though both SME campaigns have not be uploaded yet. I'll try to publish them on Nexus too tomorrow.

By the way, Dragonfall should be released by the end of January ... so it might make my mods obsolete. An update will be done most certainly, but it will take a little while.
DiscoVivaldi 18 Jan, 2014 @ 12:51pm 
Add this mod to Nexus also. I have a DRM-free copy and I want to play some mods too!
ZippyTheWonderMoonrat 18 Jan, 2014 @ 1:13am 
Anyone wanting to give some of these new abilities a go can play Kill-City Detroit, a choose the 'taoist adept' starting trait.
OoooordEr  [author] 28 Dec, 2013 @ 2:41am 
Let's have a chat ;)
Gungriffen 28 Dec, 2013 @ 2:38am 
I think, I think, I have figured it out after a day of Forum hopping :D IS their a way to truly know if all of the mods are active or just wait to see if they come up through game play?
OoooordEr  [author] 28 Dec, 2013 @ 2:28am 
@ Gungriffen: to play with this add-on, you should either:

1. Normally you should wait for a campaign creator to get interested in this module. Then they would add it to their UGC and anyone can play it. This is the official way of doing things.

2. Since recently there is another option: using the SME mechanic. Of course this path is more complicated, but it should defenitely work if you follow each step of a guide. Note that the whole concept actually works with 2 campaigns: SME: Dead Man's Switch and SME: Seattle Blues by Gojira1000.

You may find the guide in the discussion's board of the SME: Dead Man's Switch (wich is among the UGC I published).
Gungriffen 27 Dec, 2013 @ 7:46pm 
YOu stuff trully looks EPIC! But I still havent figured out why I can't use it yet :/ Nor do I know if their is a way to see if it has worked other than start a new game. Is their an Indication it is working in the main menu? I have it saying that is is Installed Subscribed and now Local.
ZippyTheWonderMoonrat 12 Dec, 2013 @ 12:07pm 
Hi utnapishtim! I really like what you did here. I haven't had a chance to play much with this but will do so. I'm incorporating this UGC into Kill-city: Detroit. As it is now, the players have a chance to run into a special martial arts guy randomly on the Matrix who can sell them the new abilities. So I just wanted to make sure (because I haven't tested much) but players should be able to both have vanilla adept spells and some of your special awesome-sauce adept spells at the same time right, without any crashy-crashy, or is it better to keep your special adepts just keeping to the special adept stuff and not mix with other vanilla spells and abilities? Thanks. I'm defintely also putting in another runner who will be a keanu Reeves man of Tai Chi type who'll kick ass as well.
Thaxor 8 Dec, 2013 @ 6:12am 
Well now, you HAVE been busy. I'll have to take a look at this. I'm still interested in seeing how you implemented your "cooldown" / 1handed/2handed mechanic. I just haven't gotten online a lot lately. I'll PM you on Shadowrun forums.

Kudos!
OoooordEr  [author] 4 Dec, 2013 @ 2:20pm 
Modifing a cooked UGC wich was not built with SME is more complicated ... but still doable (this is how I test my items).

To mess with a cooked UGC, I use Gibbed's Dirty Hack. But you're a lucky one, I already hacked Shadowrun Unlimited for my tests (that's an excellent one !). PM me so we can find a way for me to share the files.

Side notes : I'm still working on a melee weapons mod, but as soon as it is published, I'll try contact as much UGC modders a possible and try to convince them to use the SME equipment sheets. Same goes for Tracker's SSC, and many others. Indeed, any help to sponsor the SME concept would be greatly appreciated. Thanks chum !
Bachmors 4 Dec, 2013 @ 10:56am 
Sigh, I just can't get this to work :-/
I tried to create a new content pack with Shadowrun unlimited and this (following the steps you posted on the nexus for the vanilla merchants pack), but the new spells still don't show up in Riannon's stock (the magical vendor in Shadowrun unlimited). I don't have any experience with modding in Shadowrun. Do you have any tips? I'm sorry for bothering you, but I would really like to try this mod out.
OoooordEr  [author] 2 Dec, 2013 @ 10:51am 
Thanks ! And please, do not forget to post your critics and suggestions ; this shall be very helpfull.
DeathStrack 2 Dec, 2013 @ 7:40am 
Sounds great I'll try it out soon!