Shadowrun: Hong Kong
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  1. Dxthwxvx
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    Could you tell me how to open up the merchants' inventories in Dragonfall like you did or Hong Kong? I can't seem to find them in the editor. 
  2. hayvac
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    This mod is great, thank you for making it.

    I just finished my second play-through and logged a bunch of typos and errors in the conversation nodes. I have the convo ID and node ID for each mistake to make them easy to correct (should just be a matter of cut-and-paste).

    Are you still updating this mod? If so, should I post the fixes here or in the bug tracker?
    1. NinjaReb0rn
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      The typos are technically not bugs introduced by this mod, but I would encourage you to leave them here in the comment section. If the author doesn't have time to fix them, then I might do it for a mod I started last year, based on this one.
    2. hayvac
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      OK, here's what I've found. I did NOT do a comprehensive script review, just flagged issues I happened to see in my own playthrough. So this is a random collection of script fixes, not a complete edit.


      1. I have a bunch of minor typo corrections that I've put in a spreadsheet: https://files.catbox.moe/ovqoms.xlsx

      There are some one-off typos (e.g., "dackage" for "package"), but some issues recur throughout ("awhile" vs "a while," "ordinance" vs "ordnance"), and are repeated in multiple nodes that share the same text. I've tried to make it as easy as possible to locate each problem node.

      Below are some other fixes that didn't fit the spreadsheet format.


      2. This tooltip in HongKong has "CONNETED" (should be "CONNECTED"):

      

      I wasn't sure how to get at this text via the editor. The typo appears in file line 12327 of \ContentPacks\HongKong\data\maps\a3_tsangtower_s1.srm.bytes


      3. In HongKong convo HK_Hub-Global_Gobbet (ID 54d96c4e3030316814006f9b), at node 55ca5c43626632e42a009b42, Gobbet asks "So. What else did you want to chat about?" and it's possible for no dialogue options to be available to the player. Clicking the "..." button boots the player from the conversation.

      I suspect this node is supposed to have an option to take the player back to the root of the convo but I'm not sure.


      4. In this chapter text the phrase "his mothers ASIST device" is missing a possessive apostrophe (should be "his mother's ASIST device"):

      

      This appears to be an encoding error in \ContentPacks\HongKong\data\stories\story.story.bytes at file line 123: "his mother’s ASIST device". The string "’" is not displayed by the engine as an apostrophe and could be replaced with a ' character.

      The same text (with the broken apostrophe) also appears in the file \ContentPacks\HongKong\data\convos\54c696f3303031301d005190.convo.bytes at file line 2392.


      5. In hk_coda, reading all emails set my Inbox to "-1 unread messages":

      


      6. In hk_coda, during the "conversation" with the hacked training room turrets, the turrets' dialogue is attributed to "New Actor":

      

      (The example above is convo MC_a2_StationRun_s1-Matrix_TrainingRoomSystem (ID 5642ad54643661bc130026f7) at node 56465d116266327c150035d2).
    3. noqn
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      Hi, thanks for reporting! Fixing typos is pretty painless so I think I can take a look at this in a few days. Might also be a good opportunity to look into the bugs NinjaReb0rn reported previously.
  3. Tropxe
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    The only mod I have is this one and when I just started a new game - the first one in years - I had Carter's gear after she dies and we get to the hub for the first time. Her armour, her spells. I put her armour on and it makes my character look like they're just wearing underwear. I don't remember this happening before.
    1. NinjaReb0rn
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      You just got unlucky mate, this is a random game bug that happens from time to time. Restarting the campaign might fix it.

      Link: https://steamcommunity.com/app/346940/discussions/1/1291817208481430966/
  4. flutok
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    nvm
  5. aitchkay47
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    Will just adding the Bugfix folder to Content Packs make it work, or do I have to put the data files contained within into Content Packs and overwrite exist files for it to work?  It never asked me to replace anything.  I'm just not sure where to look to see if its working so I'm worried I didnt install it correctly.
    1. noqn
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      Will just adding the Bugfix folder to Content Packs make it work, or do I have to put the data files contained within into Content Packs and overwrite exist files for it to work?

      The latter, the files need to be overwritten : )
    2. aitchkay47
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      And this will applying it to already in progress campaigns or should i start over?
    3. noqn
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      It will apply to in-progress campaigns.
    4. aitchkay47
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      Thanks for the replies.  Have you ever seen a bug where Gobbet no longer gets the 3 rnd Shrine Spirit control option?  I'm looking at my companions' upgrades and its been replaced with a really underwhelming +1 to Spirit Summoning and Control?  I just noticed it after i finished the second mission, so i can't select it yet.  Kinda killed my desire to continue.

      Edit:  Ah nvm.  I just reread the notes on the front page after I posted this.  I see it was impossible to fix so it was replaced.  Is +1 to those two abilities really worth taking?
    5. noqn
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      Edit:  Ah nvm.  I just reread the notes on the front page after I posted this.  I see it was impossible to fix so it was replaced. Is +1 to those two abilities really worth taking?

      Eh, I'd the Acidic Fog upgrade. I wanted something as conservative and in line with vanilla balancing as possible, so mirroring the Augment Skill: Ranged Combat felt like a good solution. But it does end up a bit meh upgrade, especially if you picked Gobbet's Augmented Ability: Spirit Control which makes her less dependent on Spirit Control.
  6. blizzardvizard
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    Not sure if you're still updating this, but I had a bug where after a mission, the game dumped my party members' (Duncan, Isobel, Racter) whole inventory into my stash. This included all the previous tiers of their weapons as well, so I had 4 different versions of Isobel's decks and 2 different assault rifles from Duncan, plus all the medkits and drone repair kits they were carrying.

    Specifically it was the Extraction mission. Before this mission (or rather after I went to talk to Dreamland) the game also put 1 version of Isobel's old deck in the inventory though, so it might be caused by something else previously.

    I was digging around and read that it might be caused by loaning programs/weapons to party members? I had loaned Isobel an Attacker ESP on the previous mission, but I have no idea if that's what's actually causing it.
    1. noqn
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      Hi, thanks for reporting but sadly engine issues is out of scope for what I worked on the mod.
    2. NinjaReb0rn
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      I also ran into this bug. It happened to me after the first mission where I ended up having all of Carter's equipment in my stash, granting me a considerable boost to starting cash and a free armor upgrade.
    3. bestpain
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      happened to me, too, though my game wasn't modded at the time so this is most likely a base game bug. I just didn't use the added gear nor sell it.
  7. NinjaReb0rn
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    Hi noqn,

    Sorry if I'm bothering you again, I have one more technical question.

    I got stuck again while modding the game, and I was wondering if you happen know of any resource explaining all the possible properties that can be put on items(.item) and abilities (.ab). I've been trying to figure out how to fix the Tokko bonus STR on hit not being applied, and also how to make the burning effect applied by the incendiary-upgraded grenade mines (fixed by myself) disappear after the last tick. Currently the visuals stick around for another turn, though without applying extra damage.

    I have searched the wiki looking for answers but without any luck, maybe I missed the page describing making items/abilities.
    If you happen to know how where I can learn more about the properties of those files it would be great. I'm especially interested in understanding how forceRating, damageFunction and all the ...StatusEffects properties work, what are the possible values or what property fields can be defined under them in the case of status effects.

    I would be really grateful for any insight you can share on those subjects.

    P.S.: I secretly love scope creeping the hell out of my projects.
    1. noqn
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      Hi! The closest thing to documentation afaik are the decompiled .proto schemes for each game: https://github.com/betrok/shadowed/tree/master/class/raw

      Other than that I've forgotten too much to be of any help, sorry : (
    2. NinjaReb0rn
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      Thank you so much for that page! While not ideal as there's no explanation for what each field does, it was enough for me to figure out how to fix Tokko. Will update my comment with the fix. :D
  8. NinjaReb0rn
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    Hi noqn,

    First of all I want to say that I love what you've done with this mod, I can't play SRHK without it, excellent work!

    I was wondering if you would consider also the following fixes:

    1. Racter's weapon is not Smartlinked for some reason, even though he is a rigger, making it almost impossible to shoot anyone with him. This basically requires you to blow the already scarce cash on getting him the smartlink version of his pistol, so he can stand a chance of hitting
    stuff. I believe it would make sense for him to have a smartlink weapon from the getgo, since he's a rigger and the normal gun is basically useless for his ranged combat skill.

    2. Equipping the Hermetic Fetish (+1 Spellcasting) on Gobbet(or other party members) doesn't allow for equipping higher level spells, even though it works like that on the player character. This would also be a huge quality of life change, enabling a few high tier spells to be used on Gobbet with some credit investment. Of course, unequipping the fetish should unequip the spells that no longer fit the current skill level.

    Also, do you think you can share how you edit the game's files? Is there a decent public tutorial that you know of which I can follow? I would love to make a few tweaks to the game myself.

    Again, thank you for your fantastic work on this mod, you rock sir!
    PS: You should consider adding a donation link. :P
    1. noqn
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      Hi!

      To edit the game files, here are roughly the steps:

      1. Open the editor (ShadowrunEditor.exe)
      2. Click 'File -> Open Content Pack'


      3. Select the base game campaign project, for SRHK this should be "...\Shadowrun Hong Kong Extended Edition\SRHK_Data\StreamingAssets\ContentPacks\HongKong\project.cpack.bytes"

      4. Click 'Tools -> Save Project As Source'

      5. Choose somewhere to save the data

      (You may also want to do this with the DLC campaign, it is located in ...\Shadowrun Hong Kong Extended Edition\SRHK_Data\StreamingAssets\ContentPacks\hk_coda\project.cpack.bytes)

      From where you saved the project, enter the 'data' folder.
      Here you will find a bunch of subfolders, each which contain a bunch of .txt files.
      If you want to edit racter's equipment, go to\data\chars\ and then open all of the crew_racter_lv*_gear.eq_sht.txt files
      In e.g. crew_racter_lv1_gear.eq_sht.txt you'll find one entry like this

      equipment {
        prefab_name: "Pi 1 Fichetti Security 500"
      }

      this defines his pistol.

      Go to \data\items\ and look for .txt files starting with "pi ", these are most of the pistols available
      replace "Pi 1 Fichetti Security 500" with the `id` specified in any these pistol files.
      For examplepi 1 fichetti security 500 (smartlink).item.txt contains the smartlink variant of the gun in his lv1 sheet. Its id is Pi 1 Fichetti Security 500 (Smartlink) so you may want to change the above equipment entry to

      equipment {
        prefab_name: "Pi 1 Fichetti Security 500 (Smartlink)"
      }

      Then do the same with all the other crew_racter_lv*_gear.eq_sht.txt sheets (though he might have other guns than the Fichetti Security in the higher lv sheets, I don't remember)

      After you've edited all the .txt files, create a new project with the editor, you can name it anything as this will be used only for compiling the .txt files to .bytes files.

      Place the modified .txt files in their respective directory structure (in your case {project_folder}/data/chars/crew_racter_lv*_gear.eq_sht.txt

      Then click File->Publish Content Pack To...
      

      and you'll get to save the project as a .zip file somewhere on your pc. After that, extract the .zip and copy the new .bytes files in /data/chars/ to the real main campaign project (...\Shadowrun Hong Kong Extended Edition\SRHK_Data\StreamingAssets\ContentPacks\HongKong\data\chars\, and let them overrwrite the old files
    2. NinjaReb0rn
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      Thank you for the detailed tutorial, it helped a lot! I got stuck on two issues though, let me know if you have any idea how to deal with them:

      1. I don't know how to change the % return when selling items. I noticed your standalone bonus campaign has 75% sale value in the intro sequence, compared to 50% in the base campaign. I want to set it to 70%, do you know where is this value stored?
      Edit: Found this one, it's in the 'Content Pack Properties' menu in the editor, or in the data/stories/story.story.txt file.

      2. When I try to publish, I get a crapload of errors stating things like:
      "File not Found: /data/ai/Guard - Seek And Destroy.ai, in
      File contents validation failed for: .../Shadowrun Hong Kong/ContentPacks/Hong Kong Modified/data/chars/adept_lv3_melee.ch_sht.txt"
      OR
      "Text-to-Binary Validation failed for: .../Shadowrun Hong Kong/ContentPacks/Hong Kong Modified/data/chars/adept_lv3_melee.ch_sht.txt"
      Edit: I fixed it by going to File - Edit Content Path Search Path, clicking the green plus, then adding SRHK_Data/StreamingAssets/ContentPacks/shadowrun_core to the list.
    3. noqn
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      Hi, wanted to say sorry for the late reply, tho I'm glad you found solutions to the issues
    4. NinjaReb0rn
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      No worries, I'm just glad I made some progress. Unfortunately it seems the engine has some issues with multipliers, because when I set the resale % to 70, the calculated prices end up 1 nuyen lower than they should be (1000Y item sells for 699 instead of 700), which makes all sale prices look odd. For lack of a solution I used the 75% resale value from the bonus campaign, which yields stable results.

      Also, I found a few more bugs which I thought you might consider for a future version of this mod:
      1. Is0bel's Dual Routine Boost upgrade has the icon of normal Boost (I) even though it gives Dual Routine version (II).
      Solution: Replace icon: "icon_program_boost_1" with icon: "icon_program_boost_2" in 'is0bel_espionage_3.cvf.txt'.

      2. Gobbet's Consume Spirit ability can bounce to nearby allies and enemies when cast from a Dragon Line. I wiped half the party at some point when I used this ability from a large dragon line on my spirit, then it bounced to Duncan and my character, instakilling them. Ideally this should not take up a precious spell slot, but rather be an evolution of the chosen totem ability. Also, it would be nice if spirits did not disappear as soon as they have used their last ap, but rather at the end of that turn, so they can still be consumed.
        Solution: In 'spell consume spirit.item.txt', changing core attribues and skill to coreAttribute: Attribute_Charisma and coreSkill: Skill_Conjuring seems to fix the spell bouncing.
      Optionally, a copy of 'spirit attack.ab.txt' can be made which will use the Consume Spirit icon/name/description/cooldown, then reference it in the modelessAbilities field in 'spell consume spirit.item.txt' instead of Spirit Attack, and also remove the type field. Now Consume Spirit will show up in the abilities tab instead of spellbook, making it a worthwhile pick.


      3. Gaichu's Shuriken ability doesn't pop targets out of cover even though normal thrown weapons do this. It makes this skill pretty much pointless to take over the acid spit, which has the better damage.
      Solution: Add flushCover: true to 'activate shuriken (gaichu).ab.txt'.

      4. Gaichu's Rip ability doesn't apply infection unlike all of his other unarmed attacks. Looking through his ghoul fist file which is responsible for applying plague, Ghoul Fist Claw (Gaichu) aka Rip is mentioned on the modelessAbilities list, which means Rip was intended to also apply plague. This seems to be happening because Rip also applies bleed.

      5. Gaichu's Regenerate skill starts healing from the next turn, which makes it very bad as it cannot be used as a 'heal now' ability. In my opinion the skill should start giving the 6 heal from the turn it is cast. Same should be considered for Cross Dermal Sheath Cyberware.
      Solution: In 'activate regenerate.ab.txt', damageFunction should be changed from buffTarget to healTarget. In '(Skin) Regenerate (Gaichu).item.txt' baseDamage should be set to 6 and maybe effectDuration reduced to 2.

      6. Gaichu's Whirlwind ability has low crit chance ratios(0.1-0.3-0.6), which paired with the barely passable hit chance makes it quite a weak ability overall. I believe it should have normal crit ratios (0.25-0.25-0.5) since nowhere it is stated that the ability has less critical chance.

      7. Koschei Movement upgrade seems to be bugged. In my game it appears as a weapon that Koschei can use, but has no abilities. When equipped Koschei gains +1 Movement, however once you switch to the normal weapons that bonus is lost.
      Solution: In 'racter_mangler_1.cvf.txt', add cyberware_brain: "Koschei_Movement_Cyberware" and remove the add equipment entry, possibly also the mod stats part since it doesn't work anyway.

      8. Koschei's Saw Blade critical damage multiplier seems bugged as it can only do 1.5x damage criticals, but never 2x. This makes the skill feel very weak, even compared to his basic attack which can do 2x crits for greater damage.
      Solution: In the file 'fire sawblade (koschei).ab.txt', the value of the first successEntries should be 2 instead of 1.5.

      9. Koschei's Ares Heavy Laser description is incomplete. Nowhere it is mentioned that it sets the target on fire on critical hits, and the actual ability does not mention the 1 AP damage either. I believe the ability/talent descriptions should mention the burning damage, and the ability should also mention the AP damage.

      10. In DeckCon 2056 you cannot get the clams from Larissa if you used a drone to get the clothes before speaking to her (but after talking to the manager) OR if Is0bel gets dressed up before returning to Larissa. It only works when this specific sequence happens: Ask chef about clams -> Get quest from Larissa -> Use drone to grab clothes(Don't dress up Is0bel) <-> Punch the elf -> Talk to Larissa. This is nonsense, it should be possible to trigger her quest even if we stole the clothes before (and having talked to the manager) as she has no way of knowing, and also be able to ask for the clams when turning in after Is0bel got dressed up.
      Solution:
      a) The quest trigger: Open scene 'a2_is0beltrust_s1' scene in the editor. Create a new bool variable named something like 'Convention_AskedToBuyUniformFromManager' with initial value false. Open 'a2_Is0belTrust_s1-KitchenConvo' and on the line 'I really like your uniform. Could I buy one for my daughter?' add an action 'Set the (bool) Variable <the_new_variable> to true'. Go to Triggers and select 'Convention_KitchenExit_Fallback'. Replace the uniform check from the If section with 'If <the_new_variable> is true'. This way the quest can trigger if you stole the uniform between talking to the manager and exiting the room.

      b) Turning in after dressing up Is0bel: Open 'a2_Is0belTrust_s1-KitchenFallbackConvo'. Search for the line 'My pleasure. Don't need the uniform, though - I've already got one.' and replace the uniform conditional with 'If the Goal Get a Kitchen Uniform is Success'. Now go to line 'Where's the uniform that you promised me?' and change the uniform conditional with 'If the Goal Get a Kitchen Uniform is not Success'. Now it will be possible to ask for the clams if Is0bel gets dressed up before returning to Larissa.

      11. The first mission in the bonus campaign (Rude Awakening) has no team equipment screen, which is really annoying if your build depends on party members having certain items. There should be a trigger for this screen after the interrogation part is done or at least have some sort of stash item near the starting point of the mission where you can equip your party.

      12. In the Cyberware shop menu, replacing an installed cyberware doesn't take into account the essence freed up by the cyberware installed in a particular slot. So for instance if you have 1.5 essence left and you want to replace Hydraulic Jack Mk 1 with the Mk 2 version, it won't let you even though your leftover 0.5 essence plus 1 essence freed from the installed cyberware are enough to cover the 1.3 essence requirement for Mk 2 version.

      13. In the mission Bad Qi, the security guard at the lobby desk is incorrectly named "Secuirty Officer".
      Solution: In 'a2_badqi_s1.srt.txt', search for "Secuirty Officer" and rename it to "Security Officer".

      14. Also in the lobby from Bad Qi, the V-shaped office desks facing south-east have an extra cover spot. They offer cover when inside the V-shape, but also when being right behind it.
      It probably has to do with the grid_data values of the east orientation (and possibly south too) of 'office_furniture_udesk01.pb.txt'. The square behind the one inside the V part of the desk should not provide cover.

      15. Tokko does not give the user the stated +1 Strength each time they are hit.
      Solution: Replace on_damage_effect_caster_duration: 4 with on_damage_effect_target_duration: 1 in both 'tokko.item.txt' and 'dronedrug_tokko.item.txt'(also delete the Body and Willpower bonuses under on_damage_effect_target for this one).

      16. Defiance Super Shock taser seems to be missing from the gun merchant. I believe it should be present considering that Yamaha Pulsar states that it has 'higher capacity and range than the standard taser', yet there's no other taser in the game for it to be compared with.

      17. The Mummy Spirit Talisman summon is named 'Preternatural Corpse'. It should probably be named 'Mummy Sorcerer' as the item description suggests.

      18. Drone Target Head skill has a -15% accuracy penalty, unlike the other headshot skills which have -10%. This makes the skill way too inaccurate to be ever worth using. In my opinion this should also have -10% penalty like the other similar skills.

      19. Same problem with Qi Onslaught which also has -15% accuracy, making it very likely that you will always miss at least 1 hit (with 8 close combat +6% from eye cyberware and +5% from totem, I barely had ~75% hit chance on the bonus campaign goons). This basically makes Qi Focus always better, since it delivers 2 critical blows with no penalties. In my opinion Onslaught should have -10% accuracy at most.

      20. Mana Charge spells have been removed from the vendors by this mod despite them actually working. They don't provide the dragon line bonuses (cdr, extra bounces, healing) but they do give the leyline bonuses from previous games (+ accuracy and damage). They should be added back in if you ask me.

      21. Sometimes the companions gain +1 to all stats in the bonus campaign, becoming quite OP. I'm not yet clear what triggers it though. Perhaps it's one of the choices in the interrogation dialogue.

      22. Is0bel's 'Detonate All' ability gained from the level 1 launcher talent costs 1 AP, while manually triggering the mines with the mouse costs nothing, making this ability pointless. I believe the Detonate All ability should also cost 0 AP.
      Solution: In 'detonate all mines.ab.txt' set apCostMod: -1.

      23. Is0bel's launcher remote mines do not benefit from the fire and armor strip upgrades, leaving them very weak in the late game. They also don't have the correct weapon damage(16 instead of 12/14), using the detonator item for the remote mine consumable.
      Solution: Create copies of 'detonator (5x5).item.txt' for all variants of the launcher(ex 1, ex 2, ex 2 fire, ex 2 stripping, ex 2 fire stripping) with proper damage values (12 for ex 1, 14 for ex 2) and proper effects, then make copies of 'shoot (grenade launcher location).ab.txt' for each of the new detonators and link the corresponding detonator to the dummy_equipment field. Finally, assign the new abilities to the ex 1 and ex 2 mini launcher (is0bel) items in place of 'shoot (grenade launcher location)'.

      24. Racter's toolkit buffs make Koschei broken as hell now that they last 2 turns. Upgraded Overclock gives +4 AP total, and the aim buff makes it very accurate for 2 whole turns. This is enough to easily take down the main targets of a group from the first 2 turns. I believe the intent of the toolkit abilities was to last only the current turn.
      Solution: Reduce the effectDuration for toolkit skills to 0.

      25. Picking the Full Auto upgrade on Duncan causes the tray icons to look faded as long as he has a Rifle with the improved Full Auto in hand.

      26. Emperor's Sword has the same problem, fading out all ability icons while it is used in combat. It also has misleading stats, showing the bonuses of its Lightning Bolt ability instead of its own base stats.
      Solution: To fix description, make a copy of 'dc melee (advanced sword).mode.txt' and rename it to something like 'dc melee (emperor sword).mode.txt', in which you add line abilities: "Activate Lightning (EmperorSword)" at the end. Then in 'sword 2 emperor.item.txt', set abilityModes: "DC Melee (Emperor Sword)" and remove the modelessAbilities: "Activate Lightning (EmperorSword)"  row.

      27. In Whistleblower, accepting Hwang's plan to betray Tigath makes him unkillable, which remains so after betraying him when meeting with Tigath, making it impossible to finish the fight.
      Solution: Open scene 'a2_whistleblower_s2' and remove the action 'Send out Game Event Event_setHwangUnkillable' from the trigger 'ProSeoulpa_DoneWithHwang'. Don't worry, Hwang will be made invincible if you side with him by the trigger 'ProTir_HighmountBetrayed'.

      28. Also in Whistleblower, there is zero gain from fighting both sides at once vs fighting them one after another. I believe both weapons should drop from the leaders when you choose to fight them at once to make this crazy option even worth considering.
      Solution: Open the trigger 'global_WildOneDrop', then add an 'AND' to the If section which will link the existing target actor condition with a new one 'If postfight_BetrayHwang is false'. Remove the Disable SandblasterDrop action.
      Then open the trigger 'global_SandblasterDrop', then add an 'AND' to the If section which will link the existing target actor condition with a
      new one 'If postfight_BetrayGarrett is false'. Remove the Disable WildOneDrop action.

      29. Sandblaster shotgun is very weak and worthless for a unique weapon from the mid-late game. It may have armor stripping rounds, but the damage is weaker than even the tier 1 Sawed-Off Benelli that it's based on. In my opinion it should deal 14 damage as the Sawed-off rather than 12, and maybe value a bit more than just 200Y(600Y would make it equally valuable with getting the Wild One). Currently it is a meme weapon and there's absolutely no reason for picking it over the Wild One smg in the mission Whistleblower.

      30. Wild One smg description doesn't state the fact that it pierces up to 1 Armor.

      31. In the dialogue with the team that reveals Ray is Edward Tsang, if Racter was not recruited then the conversation stops abruptly after picking a line in response to 'Ray didn't know the first thing about sewer lines...', because only he is scripted to speak after your line.
      Solution: In 'HK_Hub-a2_TeamEdwardConversation' add a fallback line where one of the essential companions (probably Is0bel) asks Racter's question in his absence: 'So, if this man was not in charge of the utilities for the project, what was he doing down there?' (probably replacing 'this man' with 'he' for Is0bel) and follow with a link to the 'I don't know. But Edward...' line.


      As I am almost done with modding the game, I feel compelled to ask if you would mind if I posted my mod online, since it was built on top of your work. Of course, credits will be given to all the authors that took part in this.
    5. noqn
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      As I am almost done with modding the game, I feel compelled to ask if you would mind if I posted my mod online, since it was built on top of your work.

      Ah no worries, go ahead!

      Also, I found a few more bugs which I thought you might consider for a future version of this mod [...]

      Many thanks, those are really good finds!
  9. testlum
    testlum
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    Hi noqn, didn't expect to see you modding this game too. :P

    I think there's a bug with the merchant unlock file - the Qi spell merchant doesn't seem to sell anything beyond the beginner items.
    1. noqn
      noqn
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      Oh hi :D



      I reinstalled the game and then the merchant unlock files to test whether they worked, and I noticed the changes applied only after I had restarted my computer. Maybe that would help? Also I suspect if an old save file that was made in the Heoi hub is loaded, the changes might not apply until the next visit to the Hub.
    2. testlum
      testlum
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      Hmm, it's odd because all the other changes (i.e. Mage/Shaman merchant unlocks) applied without issue, it's specifically the Qi merchant that didn't update her wares. And it shouldn't be an old save issue since I made my character after installing the mod.
    3. noqn
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      Weird, I can't reproduce it. Maybe the old files were cached somehow? Other than that I've got no clue.
    4. testlum
      testlum
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      Well, no big deal, I'm sure the rest of the goodies can tide me over. Thanks for looking into it though.

      EDIT: Seems to have resolved itself after I completed a mission.
  10. RobinWH1
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    The "Semopal" name itself is a bug. Because the right name of weapon is "Samopal vz. 88". ref: https://en.wikipedia.org/wiki/Vz._58  I, as a Czech citizen would be greatful for this fix, since it glares in my eyes whenever I play it. When I reported this to BHS, once game was out, I was ignored.
    1. noqn
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      Thanks for the insight, I'll try to get an update out tomorrow!

      Just one thing I want to confirm since I have zero knowledge about firearm naming conventions: is it only the misspelled "Semopal" that the issue, or the "vz/88V" part as well? Does the 'V' have a meaning here, or is it just a superfluous/erroneous abbreviation of "Version" added by the devs?

      In regards to that, what are your thoughts on each of these names?

          "Samopal vz. 88"
          "Samopal vz. 88V"
          "Samopal vz/88V"

      Thanks again, this is really appreciated!
    2. RobinWH1
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      Second one is the most correct. It should be a "Samopal vz. 88 V"
      The alphabet letter signs the variant. The number designates a year of creation.
      Samopal is a general name for fully(semi) automatic weapon (may be either rifle or SMG like Scorpion)
      Vz. means vzor/design(variant)
      P means pevná pažba - fixed stock (wood), nicknamed "pádlo/paddle"
      V means výsadkový (for paratroopers) - with folding metal stock, nicknamed "kosa/scythe"
      more here (included images of both variants):
      https://en.wikipedia.org/wiki/Vz._58
      https://cs.wikipedia.org/wiki/Samopal_vzor_58
    3. noqn
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      Thanks! I'll get to work on an update for this + the bug Aldarinor mentioned.
    4. Aldarinor
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      Thank you sir!
    5. RobinWH1
      RobinWH1
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      Also thank you.
    6. noqn
      noqn
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      I've updated a version with Semopal renamed to "Samopal vz. 88 V" and "Samopal vz. 88 V (Smartlink)" now!

      Sorry for the delay... I began reimplementing the mod from scratch, this time with proper version control, but that's something I'll complete for another time.