Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

Shadow Sale: A Character Creator
74 Comments
seor1324333 6 Jan, 2019 @ 1:45pm 
@Mister Bubbles

okay, thanks so much for the quick answer!
Big Stick Energy  [author] 6 Jan, 2019 @ 1:38pm 
@seor1324333

No, You are not able to import a character save into the main campaign through the sole usage of this mod.

But, if memory serves, someone else on the workshop has made a mod that will allow you to import characters into an edited version of the main campaign.
seor1324333 6 Jan, 2019 @ 1:12pm 
hey sorry for the noob question, can the character in this mod be imported to the main game as a new game save file? ive been searchng up how to import character saves and found something for dragonfall, but couldnt replicate it in hk. ill keep reading the comments here to see if my questions been covered already, but im slow at reading these days so thought id post a question. thanks for the help in advance!
Big Stick Energy  [author] 8 Jan, 2017 @ 5:10pm 
Glad we could figure this out together, Karien.

I'll add a notification to the 'Known Issues' section so other people know in advance that completion of 'Shadows of Hong Kong' creates blackscreen issues.
Karien 8 Jan, 2017 @ 4:47pm 
Yeah, confirmed. Post-game complete chars will cause blackscreens, but maingame complete only chars open shops fine. Kinda lucky I still have that save. XD
Karien 8 Jan, 2017 @ 4:43pm 
But considering shops loads fine in that other import friendly custom game, might just be bonus complete giving issues since you did say that you didn't add in those things. Maybe I'll try with my maingame save and see what happens.
Big Stick Energy  [author] 8 Jan, 2017 @ 11:53am 
That could be the case, as I have not tested a file with the main-game AND post-game completed, nor do I use any other workshop files in conjunction with those files.

It could be that the game is looking for things either in the shops or on your character that do not exist in the base-game (Workshop-items, ETC).
Karien 8 Jan, 2017 @ 3:14am 
Importing an end game character from the bonus. Mostly wishing to tweak gears. I'm now wondering if it's trying to load other things due to having some data packs from the workshop downloaded.
Big Stick Energy  [author] 7 Jan, 2017 @ 1:44pm 
I have re-checked both M.E.D.I.C.'s and Walks-Many-Paths' stores in both versions, and recieved no issues.

I have also looked into the file itself and the language used to bring up the shop.

There are no issues with the language.

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Are you creating a new character or importing an existing character from different content? (official or otherwise)? I have tried making a new character and importing an existing one, and have recieved no issues.

The only thing I can really note is that the screen gets a little darker in Walks-Many-Paths' shop, but does not affect performance or ability to use the content. This has been a known situatuon, but not truly an issue.

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Overall, I can conclude so far that there is no issue on my end as to why the shops would not be working.
Karien 7 Jan, 2017 @ 12:39pm 
Just the current Steam ver of SRHK-EE and Discord running. Tried acessing the mage/shaman/adept shop led to a very black screen. I basically went to chat with them and after the first talk, went straight into their shops. Motorbike worked fine though, not too sure about the leave button since I blackscreen'd. The other store I tried opening was the medical supplies store. Same issue as the mage store, just translucent black? Could see a hint of the background and characters. Didn't try the rest due to annoyance at the earlier two tries.
Big Stick Energy  [author] 7 Jan, 2017 @ 12:32pm 
Hello, Karien.

I just tested both versions I have on my computer; both the editor's version for my alteration purposes, and the subscribed version available to everyone. There is no difference in anything between the two and I experienced no blackscreen problems when openning up a shop.

I did, however, only test the shops of Hedge Knight (quicker to get access to) and the Cyberware-Providing Drone (given it's different shop system). Can you tell me more about the circumstances of your issue?

Who's shop did you use, is your game up to date, what other applications might you be running at the same time?
Karien 7 Jan, 2017 @ 12:22pm 
Doesn't seem to work for me, opening any store lead to an eternal blackscreen of sorts where I need to end task SRHK to get out of.
Inaire 6 Jan, 2017 @ 2:50pm 
well thank you anyway still an awesome program you made :P
Big Stick Energy  [author] 5 Jan, 2017 @ 8:33pm 
I'm afraid I have no idea Inaire777.

There might be a way to allow me to let players 'canonize' their involvements in Hong Kong's storyline, but I'll have to look around to see if that's possible.

For now (and to my knowledge), the only way to play through the end-game chapter is the traditional way and through a traditional save.
Inaire 5 Jan, 2017 @ 7:42pm 
I know this isn't the place to ask, but the places I can ask this either ignore the question or give useless info. So my question is this, is there a way to use a char from this creater or one that has beaten the final boss in slappatch and import it to the new game plus mode? the "Shadows of Hong Kong"? It doesn't let me normally just import from a completed slap patch run or from this char creater. So I cannot play the extra bit. :/
Big Stick Energy  [author] 28 Dec, 2016 @ 7:57pm 
That's about what I'll be attempting as I get to work.

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I could have sworn I'd added the prototype laser...I also cannot find the weapons from the post-game campaign and that's the deciding factor of why they aren't in the shops atm.
Inaire 28 Dec, 2016 @ 5:22pm 
also is it me or did the adrenalin gland in shadowrun dragonfall not cost near as much essence as the wired version here yet they are very similar. Except using the one in dragonfall gave an x2 to ur damage intake.
Inaire 28 Dec, 2016 @ 5:21pm 
no real way to scale it properly you just gotta give enemies 2-4 armor 2 weapons a few spells 1-2 grenades and let em loose.
Inaire 28 Dec, 2016 @ 5:16pm 
Id prob say streamline it and just make 3 encounter styles 1vs1 1vs3 and 1vsX where x=1-10 opponents. I can't however balance the armor rating, weapon rating and such tho because as it is a character builder the sky is the limit. Also you forgot to add the prototype laser to the list of buyables :P
Inaire 28 Dec, 2016 @ 5:14pm 
from what ive learned there is no real balance because the amount of karma doesnt indicate where it was spent. :P I dont see a charismatic decker holding his own against opponents set to his amount of spent karma. I would probably use setups based on where the character is in each tear. For example you have a shaman at 5 control ,spirit summoning, and conjuring. Its safe to say that he/she would be able to fight against mid to low tear armored/armed opponents 1-3. You will have to establish an EL. Effective Level for each char based on where they spent the karma, not the amount. Then you will have to establish a CR challenge rating for each encounter and let them choose which they want hard easy etc. This system cannot however take into account tacitcs and free will. a aoe wielding mage would crush normally armed attackers a lot faster than say a healer/support mage
Big Stick Energy  [author] 28 Dec, 2016 @ 11:53am 
(and I can't really wrap my head around the included scaling system).

My plan right now is to have set levels of difficulty that the player can choose from, based on karma expenditure. Try to match those difficulties to what you'd see in the default campaign...
Big Stick Energy  [author] 28 Dec, 2016 @ 11:49am 
I've thought about doing that, but the principle issue I'm having is scaling.

Given what can be done by the player, trying to come up with a scaling system or tiers for such is difficult.
Inaire 28 Dec, 2016 @ 11:32am 
for that part where you get to choose whether you want to enter ambush mode for the first time.
Inaire 28 Dec, 2016 @ 11:31am 
id advise u to copy some the programing used in the main campaign for that part any ambush scene or optional fight scene should cover your needs. Take a look at the writting/path setup used in opening mission with thugs, and especialy the ones where u can choose to go into combat/ambush mode it could prove quite useful for you. :P
Big Stick Energy  [author] 28 Dec, 2016 @ 11:05am 
Gratsi, amigo.

I have re-installed SR:HK and am looking into the addition of a basic battle tester.

However, given my limited knowledge on such issues and the difficulties I have with setting up such things, It's most likely gonna be a simple 'pick the estimated karma points you've spent' type of deal.
Inaire 27 Dec, 2016 @ 9:01pm 
ill give this a whorrrrrrle.
Big Stick Energy  [author] 14 Aug, 2016 @ 11:36pm 
If you knew anyone who could provide me the advice, or knew of some good links and all to follow that would be grand, Links.

A lot of my issues are coming from pathing, setting up patrols, and going from neutral to aggressive. Not quite important for the creation of a battle simulator, but the issue of balance is prominant; how to get the mission to balance appropriately for the player's character...in...a...free-to-abuse...character creator.

Perhaps have 'karma gap' options the player can pick...figure that out and all...
Big Stick Energy  [author] 13 Aug, 2016 @ 8:01pm 
I haven't worked on or had HK installed for a bit.

I recently learned, however, that Shadows of Hong Kong was released free to everyone...I plan to re-install and add the items of that game for sale amongst the vendors.

I have issues with AI, however, and there's no update on a working 'battle simulator' both in regards to getting it to work and being 'thematic' to the creator provided.
LinkssOfSigil 13 Aug, 2016 @ 7:28pm 
Hey there.
Wondering about the status of the UGC. Are you still working on it or you already drop the thing from your priorities? Maybe, there is some help that someone could provide to you?
Big Stick Energy  [author] 7 Mar, 2016 @ 10:12pm 
I'm afraid it's been...Nine years...

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I've updated the mod to included the asked for AP option; it's under the Karma category at the motorcycle and can only be used once.

I'll either add the Extended Edition Items to this mod or create a seperate version so as not to isolate those persons who don't have the EE.

It's been awhile since I've touched the Editor (I uninstalled the game for a bit), so for now there's no plans to work on/finalize/add the test battle to the public version.
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I fixed the camera drifting glitch upon exiting the creator (for the most part)
Big Stick Energy  [author] 29 Feb, 2016 @ 9:36pm 
I've been very busy, and haven't quite fixed the glitch in the update.

Didn't want to keep saying 'oh, not fixed yet sorry!'.

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May revert to an earlier edition and edit in the EE content then.
LinkssOfSigil 29 Feb, 2016 @ 3:08pm 
Will you make an update for the UGC which includes the content from the SHK:EE? there's some neat things that would be great to use in other mods.
I hope you're not abonded the project.
Big Stick Energy  [author] 10 Oct, 2015 @ 7:15pm 
Sorry for not keeping up on the update promise, but there was an issue that caused the game to crash. I'm not going to put the update out until I fix it. Probably it'll come out near wednesday.
Big Stick Energy  [author] 5 Oct, 2015 @ 11:50pm 
Sorry, work's delayed me from getting the next update out!

I'll try to get it out by Friday at the latest!
Big Stick Energy  [author] 27 Sep, 2015 @ 5:52pm 
I've added it in (will make it a once-offered option at the Motorcycle), but the next patch will be later in the week once I get, at the very least, a rudimentary test battle in.
Helbinor 27 Sep, 2015 @ 2:08pm 
Seconding the request for a +1 AP option. At least in Dragonfall, I never got the +1 AP when I ran an imported characters campaign, rendering the end of that campaign harder than necessary.
Big Stick Energy  [author] 25 Sep, 2015 @ 10:38am 
I would have to talk to the UGC creator on that.

Right now, the current plan is to have an option that creates a battle that scales roughly to the player and then, once the battle is over, the player has the option to end the Creator or go back for whatever reason.
Plastic Mohawk 25 Sep, 2015 @ 6:22am 
There's another UGC that's basically a firing range. Maybe combine the two and have a terminal that instantiates NPC actors with different AI attributes and AP, and also dispenses weapons, spells, etc. for testing purposes?
Big Stick Energy  [author] 23 Sep, 2015 @ 6:18pm 
Never thought about adding AP mainly because other people' UGC might give some to you which could lead to some issues. I'll put it in for now in the next update, but I"m focusing on adding a test battle option.
dread_pirate_nat 23 Sep, 2015 @ 6:05pm 
Is there a way to increase AP by one (as you would get in the SR:HK storyline around 170 karma), or am I missing something super obvious?
LinkssOfSigil 20 Sep, 2015 @ 11:56am 
@Mister Bubbles
Yaaaay! You're make the day of mine) Thank you very much.
And, by the way - about nickname: it's "Links" for short version)
Big Stick Energy  [author] 20 Sep, 2015 @ 11:42am 
LInk is correc, Indie. You cannot import a character into a UGC already in progress; it has to be for the start of one.

As for the 9-armor cloak, I'll double check some things and add it to Walks-Many-Paths' inventory.
LinkssOfSigil 20 Sep, 2015 @ 10:51am 
@Mister Bubbles A little request for you. Could you add to someone of the vendors the 9-grade armor cloak, that were in Dialmanta's stock? It'll be really cool from you)
LinkssOfSigil 20 Sep, 2015 @ 10:48am 
@indie1138 There is no way for such a thing. You can only import your saved UGC slot to another UGC, through the "Import Character" option. In that way, of course, you'll start the UGC from the begining
indie1138 20 Sep, 2015 @ 8:38am 
Thanks fo rthe editor, one question how do I import the changes into the game? I have a saved game slot and a saved editor slot. Don;t know how to import the changes to the game slot.
Big Stick Energy  [author] 17 Sep, 2015 @ 1:18pm 
Patch up, and I'm starting some work on a test fight, still unsure how to make it work though.
Big Stick Energy  [author] 17 Sep, 2015 @ 1:10pm 
No problem. Patch will be up within the half-our as I tweak a few more things I noticed.

No ETA on the test fight for those wondering or wanting such.
Shadow Dweller 17 Sep, 2015 @ 12:54pm 
Thanks a lot! And thank you for this module - helps me to build character for my hard difficulty playthrough.
Big Stick Energy  [author] 17 Sep, 2015 @ 12:46pm 
Hm, guess I never did release what I was hoping to be the last update until I began working on an optional fight for character testing. . .I'll have it up in a bit after I do another pass over everything.
Shadow Dweller 17 Sep, 2015 @ 12:40pm 
Checked again. There is all melee weapons, but none of throwing. ((