Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

Operation Complex Prophet
467 Comments
DaveOfDeath 25 May @ 3:35pm 
Well, congrats on the save. Lots of these projects are forever lost under similar circumstances.

Keep the faith and hang in there... one step at a time.
Olaf the Merchant  [author] 25 May @ 10:50am 
If anyone spotted the update, it was sadly not the anticipated ribbon cutting for the final 3rd Act, just yet. I lost a HD so I had to restore files in a roundabout way, and Steam Workshop nearly didn't recognize the lost file (and Steam customer support was, well, not supportive). I am still working on the final mission ('bout 50% done), which is a long haul. Most of the missions are done, but the interlocking dialogues and mission structure is still not a 100%.
Zmeck 18 Apr @ 3:30pm 
Glad to hear it! Great mod so far!
DaveOfDeath 13 Apr @ 7:26pm 
Hopefully quite a few!
Olaf the Merchant  [author] 13 Apr @ 3:11am 
Cheers, Dave. :) Means a lot to me to know some folks are still waiting to see the conclusion of this story.
DaveOfDeath 13 Apr @ 12:41am 
Glad to hear you're getting back around to it.
Olaf the Merchant  [author] 12 Apr @ 9:39pm 
I had a rough turn of the year, but I've resumed work. I'm currently working on the final mission (4 maps), about 50% done.
Zmeck 12 Apr @ 6:35pm 
Any updates on this or is it finished?
Olaf the Merchant  [author] 16 Jul, 2024 @ 3:40am 
Alrighty, bugfix is up. Should address all issues that were reported in the past month. Act 3 is still inaccessible, sadly.
Olaf the Merchant  [author] 8 Jul, 2024 @ 6:59am 
Cheers, Russell! It's always heartening to hear this sort of positive feedback; I'll have a look at the Cutting Edge and the Maiden Heist- the latter is easily resolved, since I apparently forgot to revert a start position from an earlier test run- sorry about that. I'll add these to the to-do docket. Thanks for bringing them to my attention.
Russell 5 Jul, 2024 @ 11:33am 
Aside from those two bugs below though, I've had a great time playing through this; really polished compared to other mods I've played, and a lot of fun missions. This is real impressive work for just one guy working on it.
Russell 5 Jul, 2024 @ 11:31am 
I've run into two issues which make two of the missions impossible to avoid otherwise unnecessary combat;

On the mission in the Cutting Edge where I'm going after Lucas, I can't access the VIP area without combat. If I convince the guards to let me through, they'll open the door but they won't move out of the way so I still can't get past. If I talk to the guy behind the bar, he'll suggest that I can talk to one of the people to his left, but they can't be talked to.

On The Maiden Heist (the Avellone's mission), I can't talk to the Johnson or do any prep work outside, because the mission starts me already inside the club. If I try to go back outside, I just get stuck between the building and a crowd of people and I'm unable to interact with anything.
Olaf the Merchant  [author] 29 Jun, 2024 @ 8:03am 
Ah, dang. The maps should have cleared up any previous maps of NPCs to avoid this. I'll look into this- thanks for bringing this to my attention, will try to test it and see if I can replicate and remove the issue.
Korv 29 Jun, 2024 @ 5:16am 
The avellone's one was kind of rough at the end there. I figured it out, you have to sweep the map to kill everything in the steets to get out of battle, You're still in battle mode until its clear. That soft locked me when I went in the hangar, because i couldnt talk to the guy so I had to rewind. Also the one from the same Johnson that takes place after Avellone's. I don't really remember that one in specifics, I just remember having to restart a few times frustrated because it broke on me a couple of times.
Olaf the Merchant  [author] 29 Jun, 2024 @ 4:21am 
Cheers, Korv! Always glad to hear feedback- which missions in particular were buggy, tho? I usually try to fix issues as soon as they surface, so any further info on this would be appreciated.
Korv 24 Jun, 2024 @ 2:05am 
Managed to get through all these, a lot of the missions from the fixer in the bar underground was pretty buggy. I hope there's more to come, this was a fun story to play through.
Olaf the Merchant  [author] 31 Dec, 2023 @ 9:21am 
Uploaded a new patch; this should fix issues player have had in the Ganglands mission in Act 2. Act 3 content is still well under way, but as of yet inaccessible due to the non-linear progression of the final act.
Olaf the Merchant  [author] 19 Sep, 2023 @ 4:47am 
Just to add to the last bit, you should be able to find some AP damaging grenades in Fort Lewis, and if you managed to get Bone to accompany you, he has spells which can be used to deal AP damage.
Olaf the Merchant  [author] 19 Sep, 2023 @ 3:38am 
Hey Darthanal, glad to hear you've enjoyed the mod! Have you defeated the Blood Spirit? Have you dealt sufficient amount of HP & AP damage to disable the shaman?
darthanal666 18 Sep, 2023 @ 10:00am 
Great MOD! Glad to see you're still updating it. I have played it multiple times, but always get stuck at the battle with the Wraith when you're trying to save the Shaman team member. Am I missing something?
Olaf the Merchant  [author] 12 Sep, 2023 @ 10:24am 
Alrighty, I was unable to replicate the issue brought up by sorcierloup, but managed to nix a few other bugs from Avellone's during the testing runs.
Olaf the Merchant  [author] 30 Aug, 2023 @ 10:17pm 
Hey Sorcierloup- thanks for bringing this to my attention. Could you give me a quick rundown on the sequence you did in the Scene to help me narrow down what might've gone wrong? Did you get the disguises from the exterminator and lock him in the van?
sorcierloup 29 Aug, 2023 @ 6:25am 
Hi Olaf.
Got stucked at Avellone's.
Tried to get the van from the Fradley in the back alley. Worked.
Got the gig from the worker, knocked on the door.
Old man come but:
-if you talk to him, there never is any option to smoothtalk him, so he just won't let you enter
-if you try to attack him before anything else... it blocks. (the guy is not knocked, combat not engaged and talking to him restart the discussion from the beginning)
-if you try to attack as the last resort it alerts the mob, so no option as for non violent entry.

Any help?
DaveOfDeath 29 Jul, 2023 @ 4:45pm 
One foot in front of the other amigo.
Olaf the Merchant  [author] 29 Jul, 2023 @ 12:28pm 
It's slow going as ever as a dev team of one, but I'll get to the top of this hill sooner or later. :P
DaveOfDeath 29 Jul, 2023 @ 12:25pm 
Glad to hear it's still rolling along.
Olaf the Merchant  [author] 28 Jul, 2023 @ 10:49pm 
Heya, Weaverman. Yeah, things are rolling along. I'm currently working on the MQ missions of the last Act of the campaign; so far finished one, still four more to go.
weaverman1978 24 Jul, 2023 @ 9:51pm 
Heya how's it going, I seen you were banned but are back. Is everything going okay?
Abaldar 15 Mar, 2023 @ 10:00pm 
I see, thank you for the response!
Olaf the Merchant  [author] 15 Mar, 2023 @ 1:36pm 
There's actually multiple explosives hidden on the rig- you'll need to disable them all in order to halt the countdown.
Abaldar 15 Mar, 2023 @ 12:42pm 
Hey, I'm not sure if people still respond here, but I have an issue with one of the missions. On the Oil Rig mission, I type in the code to defuse the bomb. However, the timer continues to count down, for some reason. I'm not sure if I'm missing something or anything.
Olaf the Merchant  [author] 7 Mar, 2023 @ 10:00pm 
Heya- and thanks, Shale. It took me an entire month to have the decision overturned, but finally got access back. Like pulling teeth, trying to find someone on Meta's customer service. Still, modwork has been ongoing despite of this, and I've been polishing one of the optional introductory missions to Act 3, 'Into the Matrix'.

The trodenet combat triggers are still a bit wonky, but the underlying issue is with the undocumented game engine handlers of the Matrix dimension. Different set of rules for meatspace and Matrix. Still, I'm pretty happy with the Scene overall, albeit it is a bit less serious in tone (especially if the PC got the bad end for Act 2, it might be a bit of a mood whiplash). Hoping to upload the latest version after I manage to polish it up a tad. Later multi-user Matrix runs will be easier by far, since they will feature more extensive combat.
Shale 7 Mar, 2023 @ 6:01pm 
Well hope they get you your account back soon. No wonder I haven't seen anything lately
Olaf the Merchant  [author] 5 Feb, 2023 @ 9:20am 
Sorry for the lack of updates on this front, but I've mostly been using FB for posting content and dev updates, whilst only posting here during actual file uploads. It so happens that I am currently unable to do so, thanks to Meta's absolute joke of an algorithm, which opted to ban my account with no warning or reason, and I've been trying to figure out a way to reach anything resembling a human the past week, without any luck.

So for the foreseeable future, I can't access my OCP site on FB, and will try to figure out an alternative to Meta's cräpshoot FB automation to bring regular updates.
Olaf the Merchant  [author] 5 Sep, 2022 @ 4:22am 
Ah, great idea. I had not thought to utilize the Rats taser outside the confines of the mission, so it would be nice to have that option. I'll make a note of that. As for the checks, I'll need to doublecheck that as well.
steelcoresoviet 5 Sep, 2022 @ 12:44am 
One thing I can tell you, the charisma check to get in the door is testing your base rather than modified stat. which means that the charisma of 6 on my sheet isn't enough, while a charisma of 7 is. If you go loud at that point, the uncle takes his turn before the alert about the patrons, which interrupts the turn and caused a crash on my machine.

A devilish notion- if you thought far enough ahead to have a holstered taser on you, could that be used in either the exterminator or uncle skill checks? It might make for a fun alternate approach.
Olaf the Merchant  [author] 5 Sep, 2022 @ 12:33am 
Oh, bloody hell. I'll have to run some more tests, it seems. Sorry about the hassle, I'll try to see if I can replicate and squash these bugs.
steelcoresoviet 5 Sep, 2022 @ 12:08am 
There still appears to be some jank in the scripting of that scene. I can access the bribe option now, and follow through, but the conversation to get in the kitchen relies on more triggers which I can't make, although I haven't tested all the etiquettes there yet.

Oh and starting combat in the exterminator suits caused some kind of loading error, which meant I had to force quit the app.
Olaf the Merchant  [author] 4 Sep, 2022 @ 11:52pm 
The Cha requirement for bringing down the price is 4, so it should display with a CHA of 7.
Olaf the Merchant  [author] 4 Sep, 2022 @ 11:51pm 
Did you see the 'How about I make it worth your while?' dialogue option. If not, then maybe the scene data has not as of yet been updated in the save, which would mean you'd have to restart it.
steelcoresoviet 4 Sep, 2022 @ 11:46pm 
Preliminary testing on Findley's indicates I can't make the check with a charisma of 7, or any of the various etiquettes. So the existing triggers might be kind of arcane for most players.
Olaf the Merchant  [author] 4 Sep, 2022 @ 11:10pm 
Regarding Findley's: There's a few hidden nodes reliant on PC and party member stats. I'll add a bribe option, as there ought to be a way for all PCs to make their way through. Still, glad to hear you managed to finish the Vendetta without issues.
steelcoresoviet 4 Sep, 2022 @ 3:09pm 
Successfully completed the Vendetta mission. Combat was far better balanced for a full team +1.
My only complaint is that a few more floodlights would make things a little clearer, particularly in the little area the final squad turtles up in.
steelcoresoviet 4 Sep, 2022 @ 12:30pm 
Are your options in the alley dependent on the previous conversation? Even on my previous, high charisma save, I just have an option where he threatens to call lonestar, and another to leave him alone.

Unless there's a hidden attribute or requirement, I can't test this path.
Olaf the Merchant  [author] 4 Sep, 2022 @ 5:54am 
Okay, I've really dropped the ball with the Vendetta mission. I've uploaded yet-another-fix, so hopefully this time it will allow the player to field four characters and removes the duplicates of the main cast from the roster.
Olaf the Merchant  [author] 4 Sep, 2022 @ 5:47am 
So the nonviolent way to enter Avellone's: Have a chat with the Findley's pest control guy, and then check his van- this will give you the option to call them on Avellone's, and get you a private place in the back alley with the exterminator to discuss handing over his gear. After this, just head up to the back door; you can charm or force your way through.
steelcoresoviet 4 Sep, 2022 @ 2:47am 
Unfortunately, may still need some hotfixing; the hiring screen pops up and is interactable, but there are 2 bobs nazes and jims, with different stats.

Not that it matters, because you still spawn all by your lonesome!
steelcoresoviet 4 Sep, 2022 @ 2:37am 
No problem, I'm happy to post problems as I find them.

Can you spoilertext the nonviolent ork/troll entrance for the lovebirds mission? I want to test it.
Olaf the Merchant  [author] 4 Sep, 2022 @ 2:30am 
Alright, quickfix should be online. Mea culpa.
Olaf the Merchant  [author] 4 Sep, 2022 @ 2:15am 
Wait, the hiring isn't working on Westin? I'll have a look at that, definitely not intentional.