Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

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Selective SMGs (SRHK)
   
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5 Dec, 2015 @ 12:17am
16 Dec, 2015 @ 8:51pm
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Selective SMGs (SRHK)

Description
SELECTIVE SMGS (SRHK) (v1.2)
By Banjo

Of all the weapon classes/specializations, SMGs have the fewest abilities and the least utility in combat. This mod aims to make SMGs a more viable choice in SR:HK. The focus is on game balance first, but all efforts are made to keep things faithful to the Shadowrun PnP ("pen and paper" RPG) sourcebooks.

This mod is an expanded version of one I made for personal use a while back for Dragonfall, however I thought I'd share it with others who wanted similar changes to the SMGs in SR:HK.


CHANGES:

SELECT FIRE (SINGLE SHOT, BURST, FULL AUTO)
The "core" of this mod. Now, most SMGs are "selective fire", meaning that you can choose to fire a single shot with most of them instead of the usual burst, and some now even have full auto fire akin to assault rifles! Which guns have single, burst and auto modes is mainly based on the PnP descriptions of these weapons, even though realism would suggest most (if not all) future SMGs would be select fire capable. For example, the Uzi III still only fires bursts, the Beretta Model 70 can fire bursts or full auto, while the Ingram Smartgun can fire either single, burst or full auto.

ABILITY: FULL AUTO MODE
This ability unlocks at SMG level 4, and lets you fire full auto with an SMG the same way you can with an Assault Rifle. However, doing so uses more bullets than the AR version and the SMG must be capable of full auto mode.

ABILITY: SUPPRESS TARGET
This ability unlocks at SMG level 6. It does no damage, but reduces the target by -1 AP and prevents them from moving for 1 round. There is no cooldown, however it doesn't stack (i.e. you can't use it twice on a target to make them -2 AP).

MODEL CHANGES:
Based on their previously published PnP illustrations, some weapons' 3D model prefabs have been altered as follows:
* Beretta Model 70 - was "IngramSMG", now "TacticalSMG".
* SCK Model 100 - was "TacticalSMG", now "IngramSMG".
* Heckler & Koch HK227 - was "IngramSMG", now "TacticalSMG".

NEW WEAPONS
I've added five "new" SMGs, all taken from Shadowrun PnP sources:
* Sandler TMP - Gobbet's iconic SMG, now made playable. A cheap gun, commonly found on the streets.
* AK97 Carbine - SMG version of the AK97 assault rifle; selective-fire and easy to use.
* Ingram Warrior-10 - common SMG with high stopping power but no full auto mode. Pierces 1 Armor.
* Heckler & Koch MP-5 TX - selective-fire compact SMG with easier handling than some of the bigger guns, but a small mag.
* Ingram SuperMach 100 - a high velocity "supermachinegun" with an unsurpassed rate of fire.

SMG SPECIALIZATION SUMMARY
For easy reference, the "skill tree" for the SMG specialization line now looks like this:
Level 1: Spray and Pray (also unlocks Aimed Shot with single shot mode)
Level 2: Shows critical damage percentage
Level 3: Aimed Shot (burst)
Level 4: Full Auto (for SMGs that are capable of this)
Level 5: Flush Target
Level 6: Suppress Target
In my mind, 'Flush Target' and 'Suppress Target' should probably be swapped, but I didn't want to make such a drastic change from the vanilla game unless enough people agreed.


REQUIREMENTS:
To play the modified Hong Kong campaign included with this mod, you will also need the 'Slap Patch' unofficial bugfix mod found here:
http://gtm.you1.cn/sharedfiles/filedetails/?id=567429614

To use this mod with your own UGC, no other mods are needed (see 'Usage', below).


COMPATIBILITY:
Currently based on SR:HK v3.0.8.
Tested on the Windows GOG (v3.0.7) and Steam (v3.0.8) versions of the game, but should work fine with other installs (such as Humble Store, Mac OS or Linux) too.


USAGE:
To play the official Hong Kong campaign with these fixes, start a new game with the 'Hong Kong (Expanded)' UGC story, found here:
http://gtm.you1.cn/sharedfiles/filedetails/?id=569127089

To use it with other UGC, add 'Selectable SMGs (SRHK)' to that mod's dependencies (load it after the 'Shadowrun Core' and 'Hong Kong' items, and after the 'Slap Patch' mod if you are using it too) in the editor.


ADVANCED USERS:
If you wish, you can rename the files from .cpz to .zip and unpack them, but should be no need to do so unless you're a curious modder wanting to check out the changes made directly.


FEEDBACK
Feedback is welcome, especially in regards to Shadowrun lore and game balance issues. Note that complaints of "this mod sucks because in real life, these guns..." will probably be ignored, however! :)


NOTE:
This mod will be first and foremost hosted, updated and discussed on the Nexus:
http://www.nexusmods.com/shadowrunhongkong/mods/12
However, I will try to keep this Workshop version up to date too for those who use the Steam version of Shadowrun: Hong Kong.
14 Comments
The KaS™ 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.
Alphabromega 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!
Alphabromega 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!
Alphabromega 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.