Shadowrun Returns

Shadowrun Returns

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SME: Dead Man's Switch
   
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Dec 16, 2013 @ 6:03am
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SME: Dead Man's Switch

In 1 collection by OoooordEr
Shadowrun Modular Equipment
7 items
Description
Requires SME: Vanilla Merchants.

This campaign is actually the same as HBS's Dead Man's Switch, save for one detail : it is a proof of concept about what can be done thanks to the SME equipment sheets. The main idea of this concept is to give the players a chance to add or remove any SME module (or any mod with a SME patch) from your campaigns, with nothing but 7-zip and the SRR's editor. There are also a couple of new ideas to play with :

* Starting Items : those items given at the beginning of a campaign will change depending the modules you're currently playing.

* Advanced Dialog options : with the SME concept, a UGC creator may create optional dialog options (or other triggers, why not) depending on the content packs choosen by the player.
Eg: If you have chosen to play a module with a special cyberware merchant screen (like the one in Magical Tattoos by Tamerlomohammed), the merchants will give you acces to those items through their conversations ; but if you are not playing that mod, the dialogue option will not show up, and leave the original conversation untouched.

You may find a tutorial in the discussions here. It explains how to import items and abilities from the SME modules into this campaign.

Note about Saved games
********************************
Of course, if you start to play this campaign, and if afterwards you edit the content pack dependencies again, this will remove some of the items you character (and others) has equipped, thus making the save data obsolete. It might even prevent you to load any game until you have removed this corrupted save file manually from your Steam / Userdata / 71589485 / 234650 / remote / saves / ... directory.

DISCLAIMER
****************
Dragonfall is now up, meaning most of the SME stuff won't be working anymore. Unfortunately I won't be able to update both the SME contents and the SME campaigns.

So I'm out from the SME project. Eventualy someday if no one took it back (not even HBS), I'll build it again, but "no promises" and be sure this won't happen anytime soon.

I sincerely hope, someone interested in this project (or having another idea in the same lines) will make something good with it. This is why I'm leaving: SME needs some skilled man (or woman) with good english speaking.

Regardless, if anyone taking the lead back wants some help, I would be more than gratefull to share some ideas.

Till next time chummers :) !
Popular Discussions View All (2)
13
Jan 4, 2014 @ 4:05am
Bug report
OoooordEr
1
Dec 21, 2013 @ 2:48am
Importing SME modules to this UGC: Tutorial
OoooordEr
< >
43 Comments
OoooordEr  [author] Aug 4, 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 Aug 4, 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 Apr 26, 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 Feb 17, 2015 @ 2:02am 
Good
Wayz Mar 7, 2014 @ 3:09pm 
yup just reread though this forum ..thx anyway.
OoooordEr  [author] Mar 7, 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 Mar 7, 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] Feb 24, 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] Feb 24, 2014 @ 9:06am 
@ Tyler: allright. don't hesitate to come again if you encounter any other problem.
tyler_sdogma Feb 24, 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.