Shadowrun Returns

Shadowrun Returns

The Grimoire (part 1: Physical Adepts)
OoooordEr  [developer] 6 Apr, 2014 @ 6:44am
Adding this mod to someone else's UGC
The following guide shall help players to add the Grimoire content to anyone's campaign. Note this may only work if the campaign itself uses HBS's merchant equipment sheets (either from Berlin or Seattle). Any comment regarding this guide or the way to "crack" a UGC should be done here (this discussion) exclusively ... any comments about this made on the Grimoire's main page or anywhere else will be deleted.

Step 1: subscribe the Grimoire.

Step 2: Search your hard drive for .cpz files. You should find the Grimoire and the campaign you want to play with it (for more convenience, we'll call that one "Campaign").

Step 3: create a new folder. Make a copy of Grimoire and Campaign .cpz there.

Step 4: open SRR's editor

Step 5: In the editor "File" menu, select: "Edit Content Pack Search Path". By clicking the green "+", add an entry to the list. Choose the directory of the folder you created on "Step 3".

Step 6: Create a new content pack. As a content pack dependency, give it Grimoire and Campaign. Make sure Grimoire is on the bottom of the list.

Step 7: in the story data window of the editor, click the clockwork on the upper right corner. You'll find a list there. At the bottom of this list, there are various content pack names. Select Campaign.

Step 8: in the story data window, use the filter to see the scenes of campaign. Once you spotted Campaign starting Scene, double click it. You should now be able to see that scene in the map editor window.

Step 9 : Save the scene. The editor will pop 2 warning messages. That's all right, you may ignore them.

Step 10: In the editor's "File" menu, choose "Publish Content Pack To". Choose the directory where you can find official campaigns (something like: Steam/SteamApps/common/Shadowrun Returns/Shadowrun_Data/StreamingAssets/ContentPacks"

Step 11: using the free program 7-zip, open Campaign.cpz in the folder you created on step 3. Browse the file's data and extract the file "story.story".

Step 12: Add Campaign's "story.story" to the UGC's archive you just published. Put it in the "Data/Story/..." folder.

Crossing fingers ^^ This way of doing is not 100% optimal but at least, it should be up to play !
By not 100% optimal, I mean we should normally edit the first scene to change the equipment given to the PC (from triggers). But doing this neatly requires us to use the Campaign's story.story file in text format ... thus some tools are needed (I use Digital Pigeon's binary editor).
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Showing 1-3 of 3 comments
DungeonRyu 19 Jul, 2015 @ 11:00am 
Good day! Your mod looks very good(I looked through your works as a modder and they are impressive).

I tried to incorporate it into Antumbra Saga mod and Shadowrun Unlimited. I didn't successed, so now I'll try asking.
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As an example I will describe my problems that occured while merging Grimoir with Antumbra Saga.

Step 7: in the story data window of the editor, click the clockwork on the upper right corner. You'll find a list there. At the bottom of this list, there are various content pack names. Select Campaign.

- It always was already selected, and shows nothing in the story data window

Step 8: in the story data window, use the filter to see the scenes of campaign. Once you spotted Campaign starting Scene, double click it. You should now be able to see that scene in the map editor window.

- Since my selected pack showed nothing in the story window, I tried to select Antumbra Saga pack. As I understand the starting map name is "intro", so I select it.

Step 10: In the editor's "File" menu, choose "Publish Content Pack To". Choose the directory where you can find official campaigns (something like: Steam/SteamApps/common/Shadowrun Returns/Shadowrun_Data/StreamingAssets/ContentPacks"

I experience an error here, it says content build process is failed with 4 errors thus failing the whole content building process

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As I understand, everything what was done above was just to create a compilated story.story file with a starting scene from Antumbra and both Antumbra and Grimoire dependencies. Is there any other way to obtain this file?
Last edited by DungeonRyu; 19 Jul, 2015 @ 2:24pm
OoooordEr  [developer] 19 Jul, 2015 @ 11:56pm 
Its been a while since I last dig into this ... so, assuming there where updates, this might be trickier than expected. Anyway, I should have said before, that the above technique is not compatible with all UGC, but only with those using the same equipment sheets as the Berlin campaign.

That being said, I'm 100% sure that Atumbra and SR:Unlimited use their own set of equipment sheets. Yet of course, one could set everything up and add Grimoire to those ecxellent campaigns, but this would require some kind of "UGC patch" ... which is totally doable, but requires a lot of work (almost did it with SR:Unlimited once, and from my perspective, that was a mess ^^).

So, if you want to go this route, I might be able to help here and there. Poke again if you please :)

DungeonRyu 20 Jul, 2015 @ 3:18am 
Well, I already wasted a day just reading information about editors, even discovered several other item editors.
(Etiquette modder) -I guess, I'll go this route. (hehe)

One thing thought is that I'm having hard time working with the default editor, since it crashes a lot and I can't recompile anything(publish pack to... actions) I got familiar with Digital Pigeon's editor, and it is great, already solved a bug with "nonjacking" jacks in SR Unlimited with it.

Antumbra is a lot shorter than I expected so, I want to try those skills in Unlimited. Since Grimoire sounds like a lot of fun for an unarmed player and Unlimited shows unlimited amount of possibilities for this.
Last edited by DungeonRyu; 20 Jul, 2015 @ 4:56am
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