Shadowrun Returns

Shadowrun Returns

SME: Dead Man's Switch
43 Comments
OoooordEr  [author] 4 Aug, 2015 @ 11:53pm 
Sorry Powerlove, not gonna happen ^^. The Honk Hong story will be up in a couple of weeks, and with it there might be new items, magic, decking features ... at this point, there might be no reason left to keep working on the old Dead Man's Switch build.
Frenne Dilley 4 Aug, 2015 @ 7:56am 
@utnapishtim are you SURE you don't wanna update this? It isn't simply "shifting some pieces of code around"? If it adds extra things and doesn't crash the game or break the game i'm happy, i don't need much - maybe more attention but that's different ;-) :Corpus:
Ahbadah 26 Apr, 2015 @ 12:19pm 
Classless archetypes start with a pistol and an SMG, because no one picks spellcasting, conjuring, rifles, shotguns, unarmed, or spirit summoning.

Make classless characters start with appropriate gear. Your system is half-assed.

Picking spellcasting should start you with power bolt and manabolt.

Picking conjuring should start you with haste 1.

Picking rifles should start you with an AK-97

Picking pistols should start you with a basic pistol.

Picking shotguns should start you with a basic shotgun.

Etc...
bruno-xenor 17 Feb, 2015 @ 2:02am 
Good
Wayz 7 Mar, 2014 @ 3:09pm 
yup just reread though this forum ..thx anyway.
OoooordEr  [author] 7 Mar, 2014 @ 2:43pm 
@ waywardz: you might want to read the discussion above "Importing SME modules to this UGC: Tutorials"

Besides for any bugs, please report them into the "Bug report" Discussion.

But here again, I must say that this UGC will not be updated any time soon (unless someone else want to do it).

Should have put the my last post on the top of the mod's description. Gonna do this right away ;)
Wayz 7 Mar, 2014 @ 1:57pm 
Had a few issues with this mod, during "Loose Ends" i had a duplicute of myself which was handy as i couldnt firnd any free runners to join me for the run or any of the others that came before unless it was their run (coyotes crusade had coyote) etc.
also no new gear form SME packs do i have to manualy sort that myself?
OoooordEr  [author] 24 Feb, 2014 @ 9:21am 
DISCLAIMER: just so you know, Dragonfall will be released this week, meaning most of the SME stuff won't be working anymore. In theory, I could do it all over again, but let's face it, my english writting is too bad to make good tutorials and to spread further the word about this concept. Thus, for now, I'll focus on my data mods, unless someone else wants to join the SME design team.
OoooordEr  [author] 24 Feb, 2014 @ 9:06am 
@ Tyler: allright. don't hesitate to come again if you encounter any other problem.
tyler_sdogma 24 Feb, 2014 @ 8:59am 
i think i got it! I just added a scene transition to the first part of dme and it seems to play okay. I think I even got the imported part working. I just checked off the parts I needed in that once part in assets. It works so now I will try it with that other adventure.
OoooordEr  [author] 24 Feb, 2014 @ 8:26am 
The problem of the imported character and the small area all comes from the Story.story file. Guess you gonna solve these problems using a different SME Launcher. Normally you should use "SME Launcher: DMS" but instead you could use the beta launcher I've added on Nexus a couple of weeks ago. Please tell me if you can play the game using that different Launcher.
tyler_sdogma 24 Feb, 2014 @ 4:55am 
So it finally launches, but I just end up being in small area. I tried making a new character instead of importing a runner.
OoooordEr  [author] 24 Feb, 2014 @ 12:25am 
@ Tyler: if the loading screen freezes, most of the time, it means the game couldn't find some data ... if this is your actual problem, you should check your content pack dependencies again (in the game's editor), or post (in the bug report discussion please) the list of your content pack dependencies ; I'll have a look. And by the way, I'm sorry for the terrible tutorial you had to follow ... I wished a native english speaker would help me about that. Anyway, thanks for trying ^^ !
tyler_sdogma 23 Feb, 2014 @ 10:03pm 
So I just tried to do the whole thing. I believed I followed the steps. However when it comes time to launch. I just get a 'loading scene' graphic as well as the 'saving...'
OoooordEr  [author] 8 Feb, 2014 @ 9:25pm 
Glad it works finally. As far as I can understand, I assume this problem was related to the launcher being published here on Steam's Workshop ... because it looks like it was about the content pack's ID.
dragineyez21 8 Feb, 2014 @ 6:20pm 
I finally got it to work. I had to create a new content pack, then I copied the files out of your data folder for the SME Launcher, edited the dependancies and published it locally. I'm still not sure why it would only read the original as a data pack. I'll just chalk it up to the "ghost in the machine."
dragineyez21 8 Feb, 2014 @ 10:46am 
Strangely enough your debug room works as well. I am completely at a loss. I did unsubscribe and remove the version I uploaded. It was one of my desperate attempts to get the mission to show up under the campaigns instead of as data.
OoooordEr  [author] 8 Feb, 2014 @ 8:03am 
If Seattle blues worked, it sounds good. The DMS Launcher should work for you as it worked for me, but who knows ... could you try a fresh start (don't forget to remove the launcher you published on steam), and before adding any data mods, test it again ?

Besides, there is now a Beta version of the DMS launcher, on my Nexus page. It won't be finished until after Dragonfall but it adds a debug room before the very first scene of the campaign. The debug room gives you access to each merchant screen you shall see later during the campaign ... should be helpfull to check the custom content you are adding.
dragineyez21 8 Feb, 2014 @ 6:33am 
Well I did say that I tried everythig I could think of, lol. I am running Windows 7 so I doubt it's a compatability issue. Also I used your seatle blues launcher after I posted this and it worked fine, showed up in the campaign section just like it was supposed to. But the DMS launcher still won’t.
OoooordEr  [author] 8 Feb, 2014 @ 5:02am 
@ Dragineyez: lol, as far I can see you went even far beyond the steps, as you published the launcher on Steam workshop (wich was not needed of course) ^^. As for your problem itself, I don't know ... maybe a few more info could help, but this looks like a serious problem and I'm far from a program designer. Anyway, be sure there is no reason to uninstall/re-install the whole game for that little SME trick

1. Wich OS are you using. There might be a compatibility problem with some of the txt files I did on windows.
OoooordEr  [author] 8 Feb, 2014 @ 5:02am 
2. Before any further test, please remove the launcher from steam. If you subscribed to it there might be trouble with Steam Workshop refusing to aknowledge any changes you made. In fact the purpose of an uncooked launcher to get from Nexus is to work around Steam Workshop's restrictions over people personnal UGC updates ... the launcher do not modify an existing UGC, it creates a new one.

3. Please double check your subscribtion to all the files you need. This should be SME: Dead Man's Switch, SME: Vanilla merchant (wich will not exist anymore after the post Dragonfall update), and each other data mods you choosed to bring to your game.
dragineyez21 7 Feb, 2014 @ 6:34pm 
I followed all of the outlined steps, and while the SME Launcher shows up as content, it does not show up in my campaigns. I have tried everything i can think of, to include following the instructions from scratch several time, and completely uninstalling the game. I cannot however start a game using it. I was hoping you could help.
Cataca 21 Jan, 2014 @ 11:26am 
yeah, it was just the usual nexus hickup. i got it now, thanks for the help anyhow. (suprisingly easy to install as well)
OoooordEr  [author] 21 Jan, 2014 @ 10:48am 
@ Cataca: nope sorry. Just tried to download it myself, and it worked without problem. Guess the solution of your problem might be found within the Nexus pages.
Cataca 21 Jan, 2014 @ 10:09am 
Im heaving trouble to get the SME launcher from your nexus site, it keeps saying error. Any idea why?
OoooordEr  [author] 2 Jan, 2014 @ 11:29pm 
So you do not have SME: Cybertech at all ? Normally its cyberwares should show up in this campaign's regular cyberware stores ... please make sure Cybertech is on the bottom of your content pack dependencies list. Normally you do not need the "patch" ; this might just help to make further modifications to Muffintruck's Cybertech (Eg: adding trodes to it). You'll find the patch here [www.nexusmods.com]. And sorry, almost forgot ... before publishing the launcher again, you'll have to add manually the trode to the Biotech's equipment sheets, or it won't show up in the merchant stores.
Alex 2 Jan, 2014 @ 3:00pm 
sorry i said bionics instead of bio ware ( from SME: Muffintruck's Cybertech ), I didn't find your page in nexus so I don't have the patch ...
I found the .txt of the trode
OoooordEr  [author] 2 Jan, 2014 @ 8:41am 
@ Alex T: so I guess you have access to SME: Biotech (and eventually other SME modules) that's great !

Now to add and remove some content to the modules, you'll have to modify them. This might recquires a little bit of experience in the SRR files management but it is fairly doable.

The Trode item has been made by Tracker in his Street Samurai Catalog wich should still be available on Nexus. On Nexus again you'll find in my page something I called the Biotech Patch ...

Copy the trodes (its txt file version) from SSC and the Biotech patche's merchant equipment sheets.

Paste those documents in the SME DMS Launcher (you shall recquire to create dedicated folders for them), and publish it again.

Normally you should be able to start a new game with the trodes in it.

As for the bionic upgrade, I don't understand. What do you mean ?
Alex 2 Jan, 2014 @ 3:25am 
Hello !
and thanks for your great work !
I would like to know( I tried differrents methods but I couldn't make it work) how I can change the list of equipement in a SME( I would like to add the trode ( datajack, not in the skull that has a 0 essence cost) to the list of the low cyber list)
Also I can't seem to find the bionics upgrades ...
OoooordEr  [author] 21 Dec, 2013 @ 2:30am 
Today 21 December.

So far the SME concept is working !!!
Thanks a lot to Aironfaar for his help. Do not hesitate to report any bug in the related discussion here.
OoooordEr  [author] 21 Dec, 2013 @ 2:27am 
There where a problem with the Chi Casting mod, not correctly being updated (not having starting items) and causing strange bugs within the first scene. But so far it seems that this have been fixed with the module's update. Guess a bug report discussion should be better to report bugs now.
OoooordEr  [author] 20 Dec, 2013 @ 2:21pm 
Uh, and after having re-published it, don't forget to make the story switch (step 13) ... oh, geez I'm tired ^^
OoooordEr  [author] 20 Dec, 2013 @ 2:11pm 
SILLY ME !
Sorry for the confusion with step 9 : the launcher doesn't have to be in the content pack dependencies. I'll correct the tuto assap.

As for the item not showing, this is because I felt like it was cool to put the SME: vanilla merchant mod directly in the launcher ... wich finally makes no sense AND overwrittes each custom item you might get through the content pack dependencies.

For now, you'll just have to delete the save you just get from the previous test. Then remove the "item" and "chars" folders from the Launcher (in its text format). Once this is done, re-publish it and this should be OK.

TIP : try to create a character with 1 in the unarmed Specialization ... the unarmed mod do not need any items or vendors, just Kharma.

I'll promptly re-upload the launcher. Thanks for your feedback, this was really usefull !
「CM」Aironfaar 20 Dec, 2013 @ 12:59pm 
1. ShadowrunCore
2. Seattle
3. DeadMansSwitch
4. SME Vanilla Merchants
5. DMS SME
6. Utna SME Chi Casting
7. SME Muffintruck Cybertech
8. Street Samurai Catalog Data
9. SME Patch Street Samurai Catalog
10. SME Unarmed Utna
11. SME Magical Tattoos
12. SME Melee Weapons

Having done the rest as you said, I started the Launcher campaign and created a new Adept character. As I'm not sure when I should start to see differences, I played until I reached Organ Grinders for the first time, but I always had the standard starting equipment rather than the equipment from the mods.

I'm starting to think that I'm making some very, very basic mistake that I just completely overlooked so far... :/
「CM」Aironfaar 20 Dec, 2013 @ 12:59pm 
I'm a little confused with step 9. You described that the SME Content Pack Launcher is selectable as a dependancy, but from what I understood, you edit the SME Content Pack Launcher's dependancies, which would mean adding a module to its own dependancy list. I don't know whether that's what you meant to do, but is that even possible? I didn't find a way, so I assume you meant the SME: Vanilla Merchants module instead.

So, that's what I tried - do everything as you said, only that I used SME: Vanilla Merchants insted of SME Content Pack Launcher in the dependancy list. Some of the content packs were greyed out though, probably due to dependancies of selected SME modules. These can't be moved in the dependancy list, so the closest I got to the order in the tutorial is as follows in the next comment.
OoooordEr  [author] 20 Dec, 2013 @ 7:55am 
Tuto updated : there is now a Content pack Launcher available on Nexus.
OoooordEr  [author] 19 Dec, 2013 @ 3:55pm 
there is a file named "temp" in .../UserData/71589485/ugc but I would recommand to use the research fonction. You might even start the research from your Steam folder. There if you find more than one ".cpz" file named "dms sme", this mean you'll have to modify each of them (like described in step 11)
「CM」Aironfaar 19 Dec, 2013 @ 11:19am 
I installed all the SME modules that are currently available. The order in which the modules were loaded was indeed off (though I thought it wasn't - odd), but fixing the order didn't change anything; I created an Adept to check whether the Chi Casting mod worked, but it's the same as before.

But in case that's the only issue: Until which point do I need to play to get the starting equip?

Also, where could that temporary folder be located?
OoooordEr  [author] 19 Dec, 2013 @ 10:22am 
4- There might be another solution ... might be even easier :
Step 11- open the game client and remove completely SME: DMS
Step 12- put the file you extracted on step 6 in the following direction : .../Steam/SteamApps/Common/Shadowrun Returns/Shadowrun_Data/SteaminAssets/Content Packs/

Step 13- open the game client. SME: DMS should be there as an intalled UGC.
OoooordEr  [author] 19 Dec, 2013 @ 10:02am 
Thanks for the feedback. In fact the problem is that it might work differently depending on everyone's OS, plateform, and of course for me wich published each SME mods. But since it works for me, it has to be a way to make it work elsewhere.

Please tell me more information :

1: wich module did you choosed to play ? Each modules do not have an obvious starting items (cyberware modules, or tattoo ones wont have it). Also, in DMS starting items are granted via triggers wich are checking for the character class ... so if you brought the Chi Casting mod, but has choosed to play an street samurai, you will not notice any changes with the starting items (but if you go to the Seamstress union, you'll see the difference).
OoooordEr  [author] 19 Dec, 2013 @ 10:02am 
2- are you sure the mods are stacking together in a logical order : since the later in the content pack dependencies overlay those on the top of the list, you must be sure that Seattle and core comes first, then that should be "SME: Vanilla Merchants" and only after that, any mod you'd like to test.
OoooordEr  [author] 19 Dec, 2013 @ 10:01am 
3. I noticed, that there could be some .cpz zips in a tempory file folder. If SME: DMS is in one of them, and/or anywhere else, please make sure to update each zips with your custom "project.cpack"

That's all I can think of for now, but with more feedback I might be able to have a better overview on the situation. Thanks !
「CM」Aironfaar 19 Dec, 2013 @ 8:46am 
I followed the tutorial step by step. While all the SME packages are installed properly and the dependencies are set, I still receive the standard named items after character creation rather than the Starter Pistol etc.
I'm out of ideas what I could do now that I set everything up as you said without success.