Description

Experimental fork of GMDX v9, candidate for a future official update. Includes radial augmentation menu, HDTP toggle menu, inventory item rotation, new playthrough modifiers (randomizers, addiction system), 17 new and reworked perks, rebalanced skills/augs/weapons, simulated laser sight waver, overhauled wearable equipment (Repairbot now repairs!), bugfixes, and more. English only. Current version: Beta 2.1 (2.0 standalone installer + hotfix)

Preview
Version RSD Beta 2.1 (Future Official Update)
Post comment Comments  (0 - 50 of 137)
armitom
armitom - - 135 comments

A welcome surprise to see an unofficial patch for GMDX, from the description I see the changes to be very agreeable and bugfixes are always welcome, seems like you put a lot of work in this so thank you, can't wait to do another playthrough (I lost count on how many times I finished DX) when the final version of this comes out!

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|Totalitarian|
|Totalitarian| - - 1,032 comments

Downloading...

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Edward_Newgate
Edward_Newgate - - 91 comments

Holy Zyme! You included into GMDX the "Radial Augmentation Menu" made by lrosenth? This is awesome!

Seriously this modification is the greatest invention since the wheel. ^^

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lrosenth
lrosenth - - 53 comments

THANK YOU!! :heart_eyes:

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RoSoDude Author
RoSoDude - - 74 comments

(Real) Beta 1.1 hotfix here: Mega.nz

No need to start a new save game.

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RoSoDude Author
RoSoDude - - 74 comments

Beta 1.2 hotfix here: Mega.nz

No need to start a new save game.

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RoSoDude Author
RoSoDude - - 74 comments

Beta 1.3 hotfix here: Mega.nz

Map changes will only go into effect on saves that have not yet visited those maps (non-critical)

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RoSoDude Author
RoSoDude - - 74 comments

Beta 1.4 hotfix here: Mega.nz

Map changes will only go into effect on saves that have not yet visited those maps (includes some crash protection)

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RoSoDude Author
RoSoDude - - 74 comments

Beta 2.0 is live with a new standalone installer. There were some unforeseen bugs in the original upload, so please redownload if you grabbed the one before this message.

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RoSoDude Author
RoSoDude - - 74 comments

Beta 2.1 hotfix here: Mega.nz

No need to start a new save game.

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gnushi
gnushi - - 19 comments

Making GMDX even better? What a great idea.

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AlexMetaleX
AlexMetaleX - - 1 comments

Game impossible dark when using dx9 renderer.
Cant wait the final version! This is the best mod for Deus Ex. Hate "Revision"!
Thank you.

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lancelot1567599829
lancelot1567599829 - - 31 comments

Very cool mod. I enjoyed it thoroughly and played through the game from the beginning again. There are a few things I would like to see fixed though. First it is darker than GMDX with DX10. Secondly, I can't talk to Morgan Everett about the bad mechanic like in GMDX. Thirdly, the transgenic seems sometimes just standing there biting air without coming close to me to be in range. Of course I enjoy them being less lethal since most human enemies have become VERY lethal. :P But you may want to take a look at that too. Also the fly by wire control of the GEP gun should allows the inverted Y axis that I use in the game as well. The assault rifle doesn't seem to do auto reload once fired till empty, even with auto reload set enabled.

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lancelot1567599829
lancelot1567599829 - - 31 comments

There's also one thing about the AI that the bot will instantly know where I've hidden and attack me after I've set the auto turrets to attack it.

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RoSoDude Author
RoSoDude - - 74 comments

Thanks for playing! Some comments:
-I'm not sure why it's darker in DX10. Maybe the fresh install is resetting some of your config?
-There's a bug with Everett that locks out parts of his conversations if you do them in the "wrong" order. As far as I know, this was present in vanilla too
-Yeah, I messed up melee AI as a side effect of the hitscan range overhaul. Was fixed in version 1.3
-Good point, I'll see if simulated camera controls can match the inverted Y axis setting
-Will look into the Assault Rifle reload
-Will look into fixing robot omnipotence

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goosefromtopgun
goosefromtopgun - - 8 comments

OK I have play tested extensively and been following your update for this for some time on rpgcodex.

I must say that I love most the changes, even the ones I had initially thought I wouldn't like so much. I love the re-balance in realistic mode, MIBs now only take a couple of shots of the pistol to the head (great).

In fact, I like how squishy everyone is in combat, including JC.

One change I find particularly irksome is despite inventing a bunch of upgrades in the Enviro aug, the gas from the gas grenades do way more damage to me than I feel they ought to (it's even equivalent to the heavily toxic and radiated areas in late game).
I feel that after putting an overdrive upgrade in junction with 2 other normal upgrades, damage from my own gas grenades or even enemy gas grenades really should be negligible if anything at all.

I love the minor speed boost to the stealth aug but I do think that, again once fully upgraded it really ought to be more generous with relation to the amount of fall damage one can sustain as from anything more than a single story the damage inclination becomes really steep.

I also miss the taser darts being able to actually KO opponents. For me at least, it was a very effective non-lethal way knock out the MJ12 commandos quickly and efficiently at a distance. Their rarity always made it a tough decision on weather or not to spend these extremely rare darts on any particular occasion, so they never really felt OP to me. So I am not sure I understand the new purpose of these munitions after the nerf, especailly when the tranq darts are more than efficent at taking down conventional targets anyway.

In terms of balance these are my mayor gripes, but overall, excellent. You made the game-feel, feel more real, tactile and well... more deus ex.

I have also noticed a couple of bugs thus far.

One being the one of the doors of the secret closet in Paul's apartment becoming invisible just before the raid.
Karkians have a new tendency to stand still and bite the air rather than me.
Also, randomly, one time, I randomly couldn't input an amount of money to withdrawn from an ATM in the 'ton during mission 04.
There was a noticeable decrease in general performance and an increase in stuttering.
There were a couple of crashes particularly I noticed in missions 09 and 10 in NYC & Paris.
Also I noticed the skybox seen from inside the Verserlife building in HK is still bugged from prior GMDX builds.

Sorry for all of that and thank you for your amazing work.
I only mention these things because I love the mod and want to help you make my favorite game even better than you already have.

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RoSoDude Author
RoSoDude - - 74 comments

Thanks for the feedback! Some of the things you mention (e.g. gas damage) are from v9, but I can look into them regardless. My goal with taser darts was to counteract the "too good to use" problem and make them a more active part of the stealth toolkit without introducing redundancies.

As for the bugs:
-Karkians biting the air is something I've addressed in the 1.3 hotfix. Very silly oversight on my part.
-Currently ironing out some performance issues. I had a 1.4 hotfix ready to go, but I wanted to iron out some crashing before I release it.
-Versalife skybox problem is due to a default renderer setting that I should revert from v9 release (was the other way in beta). There's a tradeoff with mirrored surfaces, but I think the skybox is more important.

Thanks so much for following my work, playing the mod, and posting feedback! It really means a lot.

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goosefromtopgun
goosefromtopgun - - 8 comments

No problem at all. GMDX is the best mod I have ever used for any game in terms of breadth, depth, detail and quality and it is for my all time favorite game. I'm still playing it and if I do find any issues or anything like that I'll happily post more if it helps - I am certainly not complaining though. You made my favorite game even better - I didn't know that was possible. Cheers, mate. I hope you get something out of all of this work in the future. Do you have a kickstarter or anything I can at least buy you a beer with? I feel like we in the community owe you and totalitarian around of drinks.

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RoSoDude Author
RoSoDude - - 74 comments

Glad to hear my efforts are appreciated. This is all just a part-time obsess- er, hobby so I don't really expect any recognition for it. If you really want to support me, send me a PM or something and we'll figure something out.

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goosefromtopgun
goosefromtopgun - - 8 comments

Here's are some more bugs I noticed.

-The subway train doors in all of M04 no longer makes a noise when opening.

-Game randomly crashes under certain conditions when using vision aug.

-Also been testing the stealth leg aug for differences of fall damage with and without it installed and despite the description there is no difference to fall damage with this or not installed at the moment.

-I have the old build of GMDX v9.0.3 installed and in that version the gas grenades do not damage JC at all when enviro aug actives, now it's approx 4 damage per second on the torso.

I do have a suggestion, would it be possible to have the overdrive augmentation canister have additional 'perks' like it does on the enviro aug?
Like greater fall distance for the stealth legs aug, better energy conservation for cloaking or auto activation functions on health regen or defense?
Though this sounds OP, if there is only one in the game it would retain the game balance whilst adding an interesting choice.
I know you are probably exhausted on this as a project but I figured I'd put it out there.

I like the concept of having plasma weapons equiped on the advanced security bot but not sure on the sound effects, they'll probably grow on me though.

I must say I do miss the hud disappearing when the player's energy depleted by an emp blast as it added to my immersion.

The non-KO taser dart nerf is growing on me as I have adjusted my play style.

It's good that the enviro aug now offers greater protection against fire and plasma but feel it may be a tad OP, especially when I'm near invulnerable against Simons

The addiction system is great as is the laser sight and equipment recharge.

I hope you keep at this as these subtle alterations really elevate the game.

Oh and I forgot to thank you for fixing the rubber bullets - finally they are now a viable and fun option.

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RoSoDude Author
RoSoDude - - 74 comments

I've heard of Vision aug crashing... not been able to replicate myself but I'll try to figure it out.

Speed Enhancement fall damage reduction is 31.5/33/34.5/36, and Run Silent fall damage reduction is 18.75/22.5/26.25/30. Scales up more aggressively, but less overall.

Did you spawn the override canister using cheats? I removed it from the map... I dislike unique upgrades, and I also don't like energy drain that the player can't control (hence my change to passive Ballistic Protection). I wouldn't mind it if the item were expanded in the way you mention, though this would probably swing the balance even further in favor of Synthetic Heart.

Strange about gas damage. I don't recall changing anything in this regard, but perhaps there's an interaction I missed.

A friend of mine supplied the new plasma bot sound. It probably needs a bit of refinement, as I've heard others complain about it sounding a little too weak (this was somewhat intentional).

HUD disappearing was removed because it doesn't add anything to gameplay and some players experience terrible menu hanging. I would like if EMP deactivated the HUD and then rebooted automatically after a duration (like the newer DX games).

I might support the removal of fire and plasma from Enviro. It doesn't make much sense to me, and it's redundant with Energy Shield.

Glad you're liking the rest.

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goosefromtopgun
goosefromtopgun - - 8 comments

Yes, sorry used cheats for testing. (Also I do rather like the auto-function as an avid gas grenade user)

As for the run silent I think I found the bug.

"-Fixed Run Silent giving DIMINISHING fall protection as you upgrade it (was 26.25/22.5/18.75/15 reduction, now 18.75/22.5/26.25/30, compare with 31.5/33/34.5/36 from Speed Enhancement)" but I think this remains unfixed in realistic mode as fall protection in my game with the run silent Aug is so much greater before being upgraded. Once full upgraded the fall effect is basically identical to being entirely unaugmented.

If this is indeed the case, perhaps this oversight is also why I receive so much damage from the gas grenades with the full enviro aug when testing on realistic mode, though that wasn't an issue with 9.03

Or maybe I installed incorrectly. I may do another clean install and see if the problem is at my end. Either way keep up the good work, mate.

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SinnDK
SinnDK - - 9 comments

I think this looks really good!. Although I some issues with one of the weapon models.

I noticed that this is also a bug in GMDX 9.0.3 as well, I tested some of the weapon firing animations in front of a mirror.

The Sawn-off shotgun texture is replaced by JC's tanned skin texture along with his sleeve for some reason. Also, everybody holds the shotgun upside down...

Also, is there a way to replace the weapon icons and world models to match their first person model?

Or maybe I installed the mod wrong incorrectly. On the bright side, some of the weapon models from Firearms Overhaul is really awesome.

I'm glad GMDX is getting updated by fans. Anyways, I can't wait to see the final version.

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RoSoDude Author
RoSoDude - - 74 comments

Thanks for checking it out!

Yeah, there are still a few lingering model toggle issues. I'm not sure if I have a fix for everything. The skin tex appearing on the sawed-off continues to elude me, and I think it might actually be impossible to fix the mirror texture mismatches with FOMOD Beta weapons (the code doesn't allow any distinction between texture overlays for first and third person models so I had to favor one for the player and the other for NPCs). Maybe I can do some new model imports to solve it. As for the Sawed-Off rotation in NPC hands, that's only for the HDTP model right?

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Guest
Guest - - 690,484 comments

I think it’s the world model that is floating out of everybody’s hands when they’re holding them. I’m not sure which because the world model doesn’t change in HDTP toggle...

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SonicSlicer
SonicSlicer - - 10 comments

hello, thanks for this beautiful mod
going to report some issues:
1. default weapon name bug Ibb.co
2. assault shotgun started to shoot 2 bullets per mouse click by default, I can provide a savefile, if needed.

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RoSoDude Author
RoSoDude - - 74 comments

Appreciate you playing and reporting.

Default weapon name bug is logged, thanks -- I'd forgotten about it.

I've not been able to replicate the assault shotgun bug. Can you tell me what weapon model you're using (vanilla/HDTP) and screenshot the weapon stats in the inventory for me?

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SonicSlicer
SonicSlicer - - 10 comments

I was not able to replicate this bug too, when i started new game and summoned this shotgun with exactly the same weapon mods. It only reproduces for this particular savefile. Here is a screenshot with weapon mod info: Ibb.co
And looks like I am using all default weapon models, so Assault shotgun is HDTP

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RoSoDude Author
RoSoDude - - 74 comments

Interesting. You're the second person to report the issue, so I'd like to take a look at that save file as well. It's possible this is pointing some variable getting screwed up elsewhere.

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SonicSlicer
SonicSlicer - - 10 comments

have sent you savefile in PM

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RoSoDude Author
RoSoDude - - 74 comments

Fixed the Assault Shotgun double-fire bug (edge case that maybe affected another weapon or two). It'll show up in the next update. Thanks for the report and save file.

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Executor-64-
Executor-64- - - 1,288 comments

are these fixes overlaping with the fixes by gmdx v10 ?
in case anyone is keeping track

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RoSoDude Author
RoSoDude - - 74 comments

I did all of the fixes independently. If the "v10" Community Update branch includes any of the same changes, it is a coincidence emanating from the fact that both branches may have addressed the same bug reports.

Thanks for your interest!

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lancelot1567599829
lancelot1567599829 - - 31 comments

I just did some boss fights and found that sometimes Walter Simons and Gunther would just hang in there in T posture after doing some damages to them and stopped reacting anymore.

Plus could we have the cloak working like in DXHR where firing with cloak on doesn't screw up the cloak's effect totally? I mean the DX enemies just attacked with absolute accuracy at me as if I'm not cloaked once I fired a single shot, despite the cloak is on by wearing the camo suit.

Is there any plan to implement headshots on animals and transgenic like V10 does? I can't play V10 past the first level due to memory error (32bit windows here). But I do want to see the correct helmet hit box implemented too. :D

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lancelot1567599829
lancelot1567599829 - - 31 comments

To an extend, to improve realism, the enemies shouldn't always know where the shots were coming from if the firing weapons were silent or the sound of firing is far away, thus obscuring the direction / source due to various echo effects. They should first hide as in real ppl getting attacked by sniper, take cover, before taking a look at where the shots were from.

Right now they just always know and immediately react.

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lancelot1567599829
lancelot1567599829 - - 31 comments

i've found that not only the bots will automatically know where I am hiding after they got hit by turrets, human opponents will automatically know where I am too once they got hurt by something other than me, in this case the transgenic that I released from the cage. Hope you can fix this. :)

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RoSoDude Author
RoSoDude - - 74 comments

Simons/Gunther - think I've seen this myself. Not sure of the cause. Worth fixing.

Cloaking nerfing enemy accuracy - gives cloak too much utility. Ultimately serves as a form of damage reduction, negating the choice between cloak and ballistic protection. The only reasonable thing would be to address the problem of all alerted enemies knowing your location when combat starts (especially a problem when AI are scripted to look for the player e.g. after meeting Stanton Dowd).

Animal headshots - I added a x2 headshot multiplier to Grays, though I think there might be some hitcylinder issues. Can be done on other animals. Helmet hit detection is already changed a good bit in vRSD, open to changing it further.

Enemy shot reactions - Yeah, some more nuance here would be good. Lethal stealth is already overpowered so I don't think it's a huge problem, but it is annoying to get swarmed all at once. The worst case is definitely when enemies know where the player is after getting attacked by other sources.

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lancelot1567599829
lancelot1567599829 - - 31 comments

Thanks for all following up. Just wanna make the AI behaves more realistic, after all. :)

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lancelot1567599829
lancelot1567599829 - - 31 comments

the truth is when my enemies are cloaking and shooting at me, I dunno where the hell they are. LOL, unless I turn on a fully upgraded vision enhancement.

So I think my cloak should at least have such effect. In DXHR it does.

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RogueDenton
RogueDenton - - 14 comments

Hello, I'm trying to run your GMDX vRSD 1.4 on Win XP. I've managed to do so using Kentie launcher (v5.3), but the text under first menu says "version RSD beta 1.0". Is it normal for Kentie launcher? Training and first mission are loading normally.

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RoSoDude Author
RoSoDude - - 74 comments

That's correct, but you need to install the 1.4 hotfix (linked above). I don't make a new installer for every update, since it's unnecessary for most players. Beta 2.0 with a fresh installer "soon".

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RogueDenton
RogueDenton - - 14 comments

Thanks. Btw, why it's called beta? Major changes are planned?

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RoSoDude Author
RoSoDude - - 74 comments

A few more features are planned (e.g. playthrough modifiers for randomization), and still more polish and fixes are required.

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RogueDenton
RogueDenton - - 14 comments

Understood. I've recently got interested in the DeusEx.u structure. I've seen that many different modders contributed changes to it. Is it possible to point out parts that define the AI (bots) behaviour? Cause i want to make some experiments with your file, if you dont mind it :D

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lancelot1567599829
lancelot1567599829 - - 31 comments

There's a phenomena that I observed, which is that the NPC and the turrets only start doing their things when I'm physically close to them. The turrets would stop shooting at the enemies if I am out of certain distance, making them less useful for setting up traps for enemies that pass by. I know this exists way from the vanilla time and wondered if it can be corrected.

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RoSoDude Author
RoSoDude - - 74 comments

It's possible this is an engine limitation, but I doubt it. I'll check and see if it can be changed (without hampering performance too much).

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Salk
Salk - - 296 comments

Hello RoSoDude!

I am a little confused as to whether or not you are now the maintainer of GMDX and in charge of the upcoming version 10?

Or are we talking of two completely separate projects?

I am asking because on Oct, the 22th you wrote: "If the "v10" Community Update branch includes any of the same changes, it is a coincidence emanating from the fact that both branches may have addressed the same bug reports."

Thank you and Happy New Year!

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RoSoDude Author
RoSoDude - - 74 comments

Hi, Salk.

I am indeed responsible for the next GMDX update, subject to Totalitarian's approval. Over time I intend to move vRSD to the point where it is suitable for such an official update. I have no affiliation with the people behind the "v10" Community Update branch, and it is not recognized as an official version of GMDX.

Happy New Year to you as well.

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SPTX
SPTX - - 324 comments

"-Added 0-1 points of damage variation so decimal increases in damage are not rounded down to nothing"
Can't you just use Math.Ceiling?

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RoSoDude Author
RoSoDude - - 74 comments

I think you're misunderstanding the feature. All damage was strictly rounded down before, which meant that you needed at least +33% damage boosts on the Assault Gun or shotguns to get any actual increase in DPS. Rounding up instead would just change the bands of required increases. This adds appropriate variance so all damage increases count correctly on average.

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