Shadowrun: Hong Kong

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Shadowrun Electric

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davidbalparda

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4 comments

  1. SidapaAlcides
    SidapaAlcides
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    Hi!

    I can't seem to send you a message so I'll just leave this here. Seeing how the community is now mostly dead, I can't really find anyone else to ask for help. I just wanna ask if you think it's possible to mod the games to remove party limits. I'm not much of a coder, but I really want to try and play SRHK with all companions on Hard Difficulty.
    1. davidbalparda
      davidbalparda
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      Even though it might be possible to do that, or just increase the party limit to a number bigger than 4, in my humble view the game is quite winnable on hard mode with 4 runners and it would also throw balance off the window.
  2. SCO1
    SCO1
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    Very nice. I've been doing some hacking of the dll for a while, mostly for convenience features and attempts to port UGCs to HK and to allow import to mods that disallow it.

    The HK engine as far as i know has 5-6 main incompatibilities:

    1. music - the utility 'shadowed'  fixes this, better than the 'HK music replacer' in that you don't need to restore the backup if you do it right: https://github.com/betrok/shadowed
    2. the jack slot changed the name from 'cyberware_jack' to 'cyberware_head'. Search replace solves that.
    3. 'Enable/Disable Manual Turn Mode' and 'Evaluate Turn Mode' triggers got replaced. This is also very easy to solve because 99% of the time you just need to add 'in Dimension' to the name of the trigger and the new argument is always 'Default'.
    4. matrix cameras need to be marked as matrix, also super simple.
    5. A bunch of 'easy' missing resources. This is so easy that there are packs on the workshop to fix this by opening the UGCs on the editor and making it depend on them and my mod also has something like that using Vox Populi resources.


    The final thing this engine needs is someone that knows how to to mesh work going systematically through the broken outfits and making fixed versions for the orcs and trolls of the hk core meshes for trolls and orcs the uploading a resource for modders to depend on.  Even if they would have to be replaced in the resource file, that's a solved problem,  as shadowed shows.

    I did do a  hack to skip the broken bones in the meshes if it can't find them and that prevents that crash, although currently i'm working on a script to help me replace the broken outfits on core/trolls and core/orcs; although many don't have a equivalent, and frustagingly it's sometimes a question of just colors (eg the Aztechnology disguise is just a color swap of the broken Outfit_Security).
    1. davidbalparda
      davidbalparda
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      So AFAIK each SRR gear oufit asset bundle for male or female consists of a body texture that is painted on top of the core naked character, a gear texture for the outfit mesh and 5 skeletons that rig the outfit mesh: human, elf, dwarf, ork and troll. What one would have to do to fix the broken outfits for new orks and trolls is to import via Unity Studio the new (let's say we start with male) ork and troll core models into unity, import one of the old outfits and adjust the ork and troll skeletons by scaling the outfit bones until you have a good fit and then write down all the transforms that were made for each bone. Re-pack outfit assetbundle. Repeat the same scale for all outfits. Then do the same for female. It's a TON of work.