Adding Weapons (and other types of gear, spells) IS Possible

tracker

tracker ( Member )

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edited July 2013

http://i.imgur.com/Zrzrb1w.jpg

Using the HBS Engineering files: http://steamcommunity.com/sharedfiles/filedetails/?id=161519538

Download them here, if you would like: https://mega.co.nz/#!oFdSGD5D!LJdKLnWDg0-fBzR0t6WGCwUrQyMe5h-gzE5TudAPtck

Copy these folders from /Canada/Data/: abilities, items, modes Paste them into your content pack's data folder

The Sample items will now show up in the editor for you.

Making a Streetline Special is done like this: http://pastebin.com/CFFBZ2ju

Some of the information for rifles, SMGs, etc...you will have to figure out by opening the .item.bytes files in the Seattle/DMS campaigns. I am certainly not an expert in this, yet, but it was mentioned by a bunch of people that they thought gear could not be added to the game and it is nice to see that they can be! We can't change in-game models or icons, yet, but I don't care about that.

Thanks to sheridan_hbs!

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  • TanukiBOB

    TanukiBOB ( Member )

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    Do you know if you can implement new skill within the skill trees as well? SMG needs some love and Gun Adepts would likely be a very welcome addition.

  • Wirehead ( Member )

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    Huh, I'm surprised this hasn't gotten attention more attention earlier, considering it was uploaded before official release...

  • tracker

    tracker ( Member )

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    edited July 2013

    I made a tutorial on the wiki describing how to add guns. It is pretty much the same process to add spells and things.

    http://shadowrun-returns.wikispaces.com/Create+Weapons

    Tanukibob, you might be able to. You can add new spells, abilities, and attack modes to the game, but I don't know exactly how those work with the skill tree. We need more people investigating and experimenting with adding stuff =)

  • Wirehead ( Member )

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    Taken from Plugins/ShadowrunDTO.dll

    some additional item types: ItemType_Melee1H ItemType_Melee2H ItemType_Unarmed ItemType_Thrown ItemType_Spell ItemType_Consumable ItemType_Shaman ItemType_Rigger ItemType_Adept ItemType_Samurai ItemType_Decker ItemType_DeckerProgram ItemType_ShamanTotem ItemType_SMG ItemType_Outfit ItemType_Cyberware ItemType_Disguise ItemType_QuestItem ItemType_QuestNote ItemType_DeckerESP ItemType_AttackSpell

    Working on making a new cyberarm item...

  • Murphy01

    Murphy01 ( Member )

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    GO DECKERS GO!!!

  • Wirehead ( Member )

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    edited July 2013

    Hey, I made a new cyberarm:

    http://pastebin.com/raw.php?i=BpSCkriA

  • Murphy01

    Murphy01 ( Member )

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    Make it a Wiremaster CDA-15 with Strength enhancement. You'll make a lot of fans happy especially if they've read 2XS

  • crusher_bob ( Member )

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    Trying to add the sample pistol. putting it in ???\Steam\SteamApps\common\Shadowrun Returns\Shadowrun_Data\StreamingAssets\ContentPacks\seattle\data\items

    and get the following msg out of the editor: can't parse messeage of type "isogame.ItemDef" because it is missing required fields: id

    and ideas?

  • tracker

    tracker ( Member )

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    Paste the contents of the file in pastebin and I'll look at it.

  • crusher_bob ( Member )

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    in ???\Steam\SteamApps\common\Shadowrun Returns\Shadowrun_Data\StreamingAssets\ContentPacks\seattle\data\items

    file name : samplepistol.item

    text

    id: "Sample Pistol" type: ItemType_Pistol uirep { icon: "icon_gun_ceskablackscorpion" name: "Sample Pistol" description: "Sample Pistol." } equipPrefabName: "AresPredatorPistol" anim_type: AnimType_Pistol coreAttribute: Attribute_Quickness coreSkill: Skill_RangedCombat coreSpecialization: Specialization_RC_Pistol apCost: 1 prereqStrings: "Player.SKILL.Skill_RangedCombat >= 1" maxAmmo: 28 baseHPDamage: 6 baseAPDamage: 0 rangeModTable: 8 rangeModTable: 8 rangeModTable: 8 rangeModTable: 6 rangeModTable: 4 rangeModTable: 2 rangeModTable: 0 rangeModTable: -2 rangeModTable: -4 rangeModTable: -6 rangeModTable: -8 rangeModTable: -10 rangeModTable: -12 rangeModTable: -14 rangeModTable: -16 rangeModTable: -18 rangeModTable: -20 rangeModTable: -22 rangeModTable: -24 noiseLevel: 9 noiseRounds: 1 ammoReloadAPCost: 1 abilityModes: "Single (Pistol)" affectsEnemy: true canTargetActor: true store_cost: 150

    sorting_group: "Pistols"

  • Wirehead ( Member )

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    Don't put spaces in the id and name.

  • tracker

    tracker ( Member )

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    Also try using this: http://pastebin.com/

    That won't kill the formatting.

  • Wirehead ( Member )

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    edited July 2013

    Edit: No longer relevant

  • crusher_bob ( Member )

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    edited July 2013

    Hmm, if I change the text encoding from ANSI to UTF-8, that gets rid of the error when opening the editor, but don't see the sample pistol in the equipment list. What text editors are you using to generate the .item files?

    [edit] for more details:

    in ???\steam\SteamApps\common\Shadowrun Returns\Shadowrun_Data\StreamingAssets\ContentPacks\seattle\data\items

    I right click and ask for a new text document. I change it's name to "samplepistol.item"

    I open samplepistol.item with my text editor (Notepad++) I copy and paste the "raw paste data" from pastebin into my file and save it.

    I double check to be sure there are no trailing characters.

    I fire up Shadowrun Returns and goto content. Choose dead man's swtich and open the editor.

    and I get the message

    ERROR protobuf error in file \path goes here\samplepistol.item

    can't parse message of type "isogame.ItemDef" because it is missing required fields: id

    The editor opens, I select and actor and goto add equipment. No sample pistol in either pistols or generic items.

    If I reopen samplepistol.item with notepad++ and change the text encoding from ANSI to UTF-8, and try re-opening the editor, it opens without the error message, but still no sample pistol in the equipment list.

  • Wirehead ( Member )

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    edited July 2013

    Edit: disregard

  • Adraeus

    Adraeus ( Member )

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    edited July 2013

    Quote from Wirehead:

    Huh, I'm surprised this hasn't gotten attention more attention earlier, considering it was uploaded before official release...

    A sample pistol item and the Rifle (Burst Fire) ability were posted on Pastebin and linked in a chat on the day before the release date.

    Honestly, we really need people who know C# to join this community.

    The *.bytes files are "serialized" with the protobuf-net library. That's why you can't read them; they're binary data. For someone experienced with C#, writing a tool to deserialize the *.bytes files with protobuf-net and then serialize and deserialize them with XmlSerializer (because protobuf-net doesn't support TextFormat) into a human-readable format would be fairly trivial, as would reversing the process.

    But I'd still really like HBS to implement editors for abilities, items, props, scripts, AI, and much more.

  • DangerousFat

    DangerousFat ( Member )

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    CRUSHER_BOB, I'm having the same issue. I can get the editor to load with no error, but then my item is simply not in the list. Not sure what step we're missing. Help?

  • tracker

    tracker ( Member )

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    edited July 2013

    For those wanting a look at the other .item files:

    Barrier Spell: http://pastebin.com/x6EtK3Ni

    Sample Spell: http://pastebin.com/xTcXUJxd

    Sample Pistol: http://pastebin.com/hNvY2B38

    Sample Spirit: http://pastebin.com/KYdK6CrA

    Sample Grenade: http://pastebin.com/aCwMXnJK

    Sample Pistol Ability: http://pastebin.com/6uhDXwjb

    Sample Grenade Ability: http://pastebin.com/fkFZMx3s

    Sample Pistol Mode: http://pastebin.com/bNS2yu0E

  • tracker

    tracker ( Member )

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    Try not using the DMS campaign?

  • DangerousFat

    DangerousFat ( Member )

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    I made a copy of the campaign with new game plus, is that the issue though? Would a completely custom built one allow it?

  • tracker

    tracker ( Member )

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    What "list" are you looking at? The Item Pickup list on an item interaction?

  • DangerousFat

    DangerousFat ( Member )

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    Oh, that's probably the issue, I'm still learning the modding stuff, I was just looking at the item list in Story Data in the upper left hand corner. Would it not be there since I haven't added it to that list somehow?

  • tracker

    tracker ( Member )

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    Also, I made a wiki post that will probably help those creating new weapons: http://shadowrun-returns.wikispaces.com/Weapons

  • tracker

    tracker ( Member )

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    Items don't show up in story data, jsut stuff like conversations and scenes.

    In some random scene, find or add a random prop that doesn't do anything normally when you click on it.

    Click on the prop in the editor.

    On the right side (usually) of the editor is a properties window. Click the hammer in the upper right corner of the window. A window should open up.

    Click the Interaction type dropdown and choose Item Pickup, then uncheck the "Destroy object on pickup" box. Choose your item under "Item Name." The sample pistol should be under Pistols.

    Hit OK, save it and run it.

  • DangerousFat

    DangerousFat ( Member )

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    Yeah, it's still not there. Though I mucked with it a lot, I'm going to just copy the sample pistol straight and try it first. I might have done something wrong with all the changes I made.

  • Wirehead ( Member )

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    Found out how to make stats for the cyberware: http://pastebin.com/raw.php?i=BpSCkriA

  • tracker

    tracker ( Member )

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    Looks like we are in the motherfucking cyberware business!

  • crusher_bob ( Member )

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    edited July 2013

    Found the problem with the lacking ID error, you have to create a new pack, and add items to it. Think the 'compiled' packs don't read txt items. But have made the editor crash trying to add dependencies on new testing package on to dead man's switch. Now it's very unhappy. reinstalling.

    From shadowrunDTO.dll, think these are the names of the stats and skills:

    Attribute_Body

    Attribute_Quickness

    Attribute_Strength

    Attribute_Charisma

    Attribute_Intelligence

    Attribute_Willpower

    Attribute_Magic_Essence

    Attribute_Essence

    Attribute_Magic

    (can essence and magic be modified separately, or not?)

    Attribute_HP

    Attribute_AP

    Attribute_Armor

    Attribute_Force

    Attribute_Move_Speed

    Attribute_Accuracy (think this is what cybereyes use)

    Skill_RangedCombat

    Skill_CloseCombat

    Skill_ThrowingWeapons

    Skill_Spellcasting

    Skill_ChiCasting

    Skill_Decking

    Skill_DeckBuildRepair?

    Skill_Conjuring

    Skill_SpiritSummoning

    Skill_SpiritControl

    Skill_DroneControl

    Skill_DroneCombat

    Skill_Biotech

    Skill_Dodge

    [edit] don't see names for sub-skills (rifle, pistol, unarmed, etc). have cut out several skill names that probably weren't implemented.

    [edit] would forums software that actually kept formatting be too much to ask?

  • tracker

    tracker ( Member )

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    edited July 2013

    The specializations should be like this:

    Specialization_RC_Pistol

    From the samplepistol.item file HBS posted

  • Young_Freud ( Member )

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    How hard would it be to alter Wired Reflexes to provide an bonus AP instead of the instadodge?

    Oh, looks like it would be actually very simple. Just add write in statMods { attribute: Attribute_AP intModValue: 1 }

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