Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

The Caldecott Caper
Lông Trúc 16 Dec, 2021 @ 12:20am
Incorporating other mods into The Caldecott Caper
Hi there, I'm having a bit of trouble trying to use GA-RI-SH ALL with The Caldecott Caper. The way I understand it is you can use existing mods with UGC campaigns by adding them as dependencies in the editor, but when I try to set dependencies for The Caldecott Caper I get the error message "Content Pack validation for D:/Downloads/caldecott_1_0_5.zip failed with 300 error(s)". I've tried both the steam version and the standalone download, so I figure I must be doing something wrong.
Could someone with a better understanding of shadowrun modding give me a hand with this?
< >
Showing 1-3 of 3 comments
DaveOfDeath 16 Dec, 2021 @ 3:34am 
Adding dependencies to a UGC won't actually combine them in most cases. Depending on the type of addition, the process can actually be very detailed to intertwine two content packs. Even *If* you could get them to combine, the newly modified UGC would need to reference the changes from the newly added content before it would show up. There are lots of aspects that would have to be looked at. Modes, items, abilities, store inventories, conflicts in naming conventions, file structures, and file formats immediately jump to mind all as massive roadblocks.

Trying to modify someone else's content pack is probably more difficult than trying to generate your own story. It *can* be done, but you'll need an extremely high familiarity with the editor toolset, and a pretty intimate knowledge of both content packs you're attempting to combine to make it feasible.

IMHO, the juice isn't worth the squeeze. You're better off leaving a published pack alone. You're highly unlikely to get help from the creator (Cirion in this case) for how to modify the 1000 hours worth of free labor they put into creating their story to combine it with someone else's work. As a creator myself, I've repeatedly turned down requests to assist in these sorts of attempted modifications.

Is it possible, yes. Is it copy and paste... No.
Lông Trúc 17 Dec, 2021 @ 4:59am 
Originally posted by DaveOfDeath:
Adding dependencies to a UGC won't actually combine them in most cases. Depending on the type of addition, the process can actually be very detailed to intertwine two content packs. Even *If* you could get them to combine, the newly modified UGC would need to reference the changes from the newly added content before it would show up. There are lots of aspects that would have to be looked at. Modes, items, abilities, store inventories, conflicts in naming conventions, file structures, and file formats immediately jump to mind all as massive roadblocks.

Trying to modify someone else's content pack is probably more difficult than trying to generate your own story. It *can* be done, but you'll need an extremely high familiarity with the editor toolset, and a pretty intimate knowledge of both content packs you're attempting to combine to make it feasible.

IMHO, the juice isn't worth the squeeze. You're better off leaving a published pack alone. You're highly unlikely to get help from the creator (Cirion in this case) for how to modify the 1000 hours worth of free labor they put into creating their story to combine it with someone else's work. As a creator myself, I've repeatedly turned down requests to assist in these sorts of attempted modifications.

Is it possible, yes. Is it copy and paste... No.
Ahh, shame. I thought it'd be possible to change the core mechanics and then have it apply to any custom campaign. Tired of my spirit summoner spending hundreds of nuyen just to put more enemies on the board :c
thanks for the answer bud
DaveOfDeath 17 Dec, 2021 @ 3:28pm 
Core files can be modded and some UGCs will respond to them. If the UGC has it's own versions of those same files it'll overwrite the core ones.

It gets quite tricky.
< >
Showing 1-3 of 3 comments
Per page: 1530 50