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Feb 1st, 2011
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This is just a quick and dirty release of Shifter v1.8.4. At least, it's probably Shifter v1.8.4. It's stable, it has a number of changes (mostly bugfixes and TNM compatibility) and it works. I'll expand on this description later.

- Shifter-TNM: Made sure that when Shifter replaces TNM's MedBots with
the Shifter ones it only removes the old TNM bots after its sure the
new ones are in place. If a replacement MedBot isn't spawned then the
old TNM one will still be around, which means it augmentation
replacement may not always be available in TNM + Shifter.

- HDTP no longer loads/unloads when you do a QuickSave, which will
make these saves actually quick, but not fully compatible if swapping
save files between computers. Of course, if you're going to swap a
save file then you can just make a separate, non-quick save file.

- Added a built-in way to skip the intro when starting a new game:
right-clicking the "OK" button. This is probably only going to be
useful for people trying to run Shifter with the Demo version, and the
horribly impatient.

- Moved around part of the fix for the UC destruction event in HK so
it's more efficient.

- Also moved around where Ray gets set to being neutral. While I was
there I also removed some old, out-of-date code that was doing nothing
but taking up resources.

- Added a routine to part of NPC Random Inventory which should help
ensure that items given to NPCs, particularly ones in TNM, don't just
wind up at their feet. Also adjusted NPC Random Inventory to not
factor in inventory belonging to another NPC that has somehow been
linked to the wrong inventory list.

- Fixed a subtle Deus Ex glitch with couches. Did you know they're
supposed to come in five different colors? I didn't. Thanks to Jonas
of TNM for pointing that out.

- Re-worked the Pistol Downgrade fix so that it is more compatible
with other mods like TNM/etc. which use a custom New Game Menu class.

- Changed the code for putting random augmentations in summoned Aug
Cans. The code was set up so that if it picked one of the "default"
augmentations then it would simply pick the next aug in the list, which
skewed results towards those "next" augs. Now it will just start the
random selection process over.

- Restored the Crossbow's original firing sound, which was never heard
due to a code oversight. Thanks to Lork on the OTP forums for pointing
this out.

- Also adjusted the Targeting aug so it will use the display name of a
weapon it spots being carried by an NPC, if available. Also thanks to
that wacky Lork guy.

- Holy crap more Lork-reported fixes. This time he discovered that if
you are using a Charged Pickup (thermoptic camo, etc.) when you are
captured by UNATCO it will leave the HUD in place and cause some other
weirdness after the item is confiscated.

- And someone ELSE pointed out that while the description on the
HazMat Suit says it protects against fire, electricity, and EMP damage,
it actually doesn't. Now it does.

- Ballistic Armor will now protect against explosive gunfire.

- A "because I can" fix, If you boost the EMP aug past Tech Four using
the Synthetic Heart aug you will actually GAIN health and energy from
sources of EMP.

- Finished work on one of the more odd-ball DXMP models I decided to
add. I'm not going to say who or what it is, except that if you've
played through one of the more bizarre Deus Ex mods you'll get the joke

- Any consumable items (soda, etc) which show up in DXMP will act as
instant-effect items when you click them, e.g. if there's a bottle of
booze when you click it you'll immediately gain some health and get a
teeny tiny bit drunk. This has something to do with the new DXMP model
I mentioned above.

- Changed the ammo pickup count from bodies. Again. In normal DX it
was anywhere from 1 to 4, which I changed to 1 to .
Now it's a bit more complicated: 1 to (half the clip size or four,
whatever is greater).

- Moved another MissionScript fix to a lower-lag location, this time
the fix that stops the x51 scientists from making their own bots turn
on them.

- Decoration items which are not supposed to be highlight-able (i.e.
you don't see borders around them when you get close, like destroyed
cars and such) would show the "default this is a bug" description
when the Targeting augmentation was active. Fixed. Thanks to Allan
on the OTP forums.

- You may now notice ricochet sounds for bullets that miss you. This
was due to a strange bug in TraceHitSpawner.uc, which cannot parse any
variables of the Name type. Thanks to Lork for pointing this out.

- More Lork stuff: the "standing aim bonus" kept increasing the longer
you stood still, to the point where you could wind up with a rather
large "movement grace period" if you stood still for long enough.

- Grenades other than just yours will now cause a screen flash if you
are close enough. This applies in singleplayer AND multiplayer. Lork
pointed this out too.

- Optimized a bit of code which determined what types of projectiles
the Aggressive Defense aug could detonate. While I was there I also
made sure it won't detect and detonate placed grenades, which was just
a bit silly.

Preview Image
Shifter v1.8.4
Post comment Comments
dave_5430 Feb 3 2011 says:


I'll just wait till that extended description.

+1 vote     reply to comment
nerdenstein Feb 3 2011 says:

I'll definately download this for my next playthrough of Deus Ex and TNM both. I'll wait for extended description as I'm curious as to the changelog! :D

+1 vote     reply to comment
zaro27 Feb 4 2011 says:


+1 vote     reply to comment
JC_Fenix Feb 4 2011 says:


His comments there give a lot of the stuff that's probably in the change log

+1 vote     reply to comment
Yos Feb 13 2011 says:

Thanks for this!

+1 vote     reply to comment
TwinBeast Apr 26 2011 says:

There's something wrong with the minicrossbow shoot sound. In the first mission it made a sound, but when I get to the next mission, or just inside the unatco hq, the minicrossbow doesn't make any sound when I fire it.

+1 vote     reply to comment
JCD-Bionicman Aug 14 2011 says:

So I have ENB and Kentie launcher and New Vision installed all at the same time and they work fine. Anybody got any questions about those Ill be happy to answer them.

The problem is I cant get shifter to work. It doesnt give me a GP fault like it did before because I fixed it I think (If asked I will give specifics) and now when I try to go to training it just freezes. I let it sit for a little while and then I have to turn off my computer. Because it simply freezes and doesnt give me and error message I assume im really close.

+1 vote     reply to comment
revel911 Aug 19 2011 replied:


Are you running ENB with the DX10 version of the renderer? How is your FPS?

Stinks that you are having problems with Shifter, as I know Deus Ex Enhanced has to have it!

+1 vote     reply to comment
JCD-Bionicman Aug 25 2011 replied:

I had no idea anyone had replied to this. I had no email notification. Shouldnt I get an email notification? I dont use MODDB often for chat. Anyways It was my stupidness that thought GOTY meant I didnt need to update so that problem is fixed. Now low tech skill doesnt make your melee stronger and combat strength doesnt increase damage either. First time playing and playing with New Vision, and HDTP. Im done with the slow framrate and grainy smeared textures of ENB as nice as it makes certain things look.

+1 vote     reply to comment
JCD-Bionicman Aug 25 2011 says:

I am using DX9. Are you saying you can use DX10 with ENB? On a smaller note I would like to change my rediculous username and also recieve email notifications on moddb.

+1 vote     reply to comment
blacksnk7 Oct 5 2011 says:

i wanna know the cheat code for the "super secret gun that cant be found anywere in the game" :D

+1 vote     reply to comment
Blues22475 Feb 8 2012 says:

It seems I can't get this nor the previous version of the mod to work, at least, fully. I do got the aug changes, but it seems that the "special" weapons are not appearing in the game in the places they are supposed to be. Also, it seems the problem with the guards in the back of Maggie Chow's apartment can still hear me if I walk normally into the elevator (something that was supposedly fixed) along with the other things that did not seem to take affect (like the laser reticule that was supposed to be on by default. I did read the "Readme" file back to front and have the requirements to run this mod, but it only seems to be half-working. Any ideas? Currently using HDTP and the ENB mods on conjunction with this.

I am playing the GoTY version purchased off of Steam. The readme basically says to replace two files (and back up the previous versions already in the folder), but I have a feeling I am missing something.

+1 vote     reply to comment
Blues22475 Mar 3 2012 replied:

Disregard this. I found out what was causing Shifter's effects not to actually work.

TLDR: 1. Apply Shifter's mod first to fresh copy of Deus Ex GoTY Steam

2. Forums.steampowered.com - Follow guide shown here. When adding paths to DeusEx.ini DO NOT add the path "Paths=..\HDTP\System\*.u" as it breaks Shifter Mod. Textures work as they should regardless.

Here's what I did:

1. Had Vanilla copy of Deus Ex installed. Applied Shifter's mod FIRST. Unsure if the order makes a difference here.

2. Followed the guide here Forums.steampowered.com In step 1 I did not use the Launcher that Kentie (i.e. do not copy "DeusEx.exe" from the "all in one pack" to your system folder) had created. Instead skip to post 3 for the manual way setting up.

3. In step 7 you are required to edit paths in DeusEx.ini file. There are 3 paths listed, and you need to avoid putting in the following path: "Paths=..\HDTP\System\*.u". This breaks shifter's mod.

+2 votes     reply to comment
Pumfkintz Dec 6 2012 replied:

actually, you don't need "HDTP\System\*.u".
see HDTP part of shifter readme, shifter doing role of "HDTP\System\*.u",
but you need to copy the HDTPanim.utx file
into your deusex\Textures folder for shifter to work properly with HDTP.

+1 vote     reply to comment
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