Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

Selective SMGs (SRHK)
14 Comments
Joaquim M. Vulgo Assis Machado 22 Jul, 2019 @ 5:29pm 
Hello there, i want know there something more i need do to work with the slap patch or anothers custom UGC?, i try play the extend version and dont work, and i paly the slap patch or another mode, and still not work =/
Majber 23 Jun, 2018 @ 7:05am 
Does it work with lates version of the game?
Doozi-_- 27 Nov, 2017 @ 10:45pm 
How do I know if the mod is working properly? Trying to play it with the Caldecott Caper, I think I did the dependency step correctly (though first time messing with it, so who knows), but I'm not seeing the new abilities showing up or any option for selective fire.
Martyr 10 Jul, 2016 @ 1:26pm 
EXCELLENT! Thank you so much for your hard work!
Banjo Oz  [author] 10 Jul, 2016 @ 8:00am 
Frag that last comment! After months hoping HBS would patch things, I decided to have one last try (since others had reported the same issue as I had but one person had a very strange fix that worked) and the game now loads in Steam! Providing it continues to do so, I will be able to update and upload my mods again! See my comment on my Slap Patch mod for more info.
Banjo Oz  [author] 10 Jul, 2016 @ 6:44am 
I was just thinking about my SR mods the other day! I'd love to update this and my other mods. However, HBS did something that broke SR:HK for me in their last EE update on Steam so that I cannot play it anymore (tried uninstalling, reinstalling, always end up with a black screen!) The GOG copy I own works just fine, but it refuses to load on Steam. I was hoping by now they'd have fixed it, but it seems there have been no updates and the game/franchise has been abandoned by them. My only option it to work with the GOG (DRM free) version to update my mods and post them on Nexus, with a note here. I didn't want to have to do that, but if people are really wanting these updated, this is the only way I can do it until HBS fix their damn game! I submitted a bug report months ago and got "it must be something with your computer, reinstall it" as their only response!
Martyr 9 Jul, 2016 @ 4:21am 
And if it's not to much to ask if you have the updates to all the files you made that would be great also!
Martyr 9 Jul, 2016 @ 4:11am 
Any chance we'll ever see that update? I, for one, would really like to try it out!
Banjo Oz  [author] 31 Mar, 2016 @ 4:30am 
FYI: for those wanting this and my other mods to be updated for the EE... I've just finished doing so (including 'fixing' the official high-velocity Ingram SuperMac in place of mine, now it's been added to the game), however if you read my latest Slap Patch comment you'll see that I can't play the Steam version of the game right now so can't upload it to Steam Workshop. I will probably upload the latest version to the Nexus this weekend (since I can use the GOG version of SRHKEE just fine), so it can at least be installed manually until HBS fix whatever broke my game on Steam!
Banjo Oz  [author] 31 Mar, 2016 @ 4:27am 
That's how I felt too, PvtLChurch (nice screen name choice, too!)... SMGs just felt like a poor choice in the vanilla game next to everything else, and I wanted to make them a valid option - not overpowered, but a worthy specialty.
PvtLChurch 19 Mar, 2016 @ 12:00pm 
very awesome as SMGs are my weapon of choice and seemed they were getting short sticked
Banjo Oz  [author] 9 Feb, 2016 @ 4:29am 
Thanks for the feedback DocSkull... you might be right. What if it prevented movement but did no AP damage? I'm thinking in terms of both realism (keeping the target 'pinned down' is the goal of suppressive fire) and balance with other abilities (there are other ways to do AP damage, like stun grenades, etc.). Keep in mind this is meant to be a very high level ability though, and some of those for other weapons are pretty overpowered too.
DocSkull 8 Feb, 2016 @ 6:31pm 
Feedback: Supress target not allowing targets to move can be VERY POWERFUL. I think the ap damage is already enough, maybe with an "unbalance" effect. Otherwise you can just pin most melee opponents, what do you think?
Banjo Oz  [author] 16 Dec, 2015 @ 9:13pm 
As of v1.2, I have tweaked the new SMGs in Selective SMGs and added the Ingram Warrior-10 (wish we had a better "MAC-10" style icon to use for it!). I'm still looking for feedback on balance issues for the new guns if anyone wants to help out. I want these to fit in as nicely as possible with the existing guns, rather than feel out-of-place (aside from re-used icons, which is unavoidable) or like "cheat weapons".

Note that HBS might be planning on adding the Ingram SuperMach themselves, as I found new "high velocity SMG" abilities among the new 3.0.8 patch files. If this is the case, I will remove my version, but I have made use of these new abilities for the time being as they were almost identical to the ones I created myself in the previous version of my mod.