The year is 2052 and the world is a dangerous and chaotic place. Terrorists operate openly, killing thousands; drugs, disease and pollution kill even more. The world's economies are close to collapse and the gap between the insanely wealthy and the desperately poor grows ever wider. Worst of all, an ages old conspiracy bent on world domination has decided that the time is right to emerge from the shadows and take control. No one believes they exist. No one but you.

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About GMDX with 2 comments by CyberP on Dec 18th, 2014

New Player-controlled Mechanics:

- New accessible inventory shortcuts: right click an item in the inventory to use or equip. Middle mouse to drop.
- Added double click option for holstering weapon to prevent accidental holstering of weapons when trying to interact with the world. Very useful.


- AI react to unconscious NPCs as well as dead.
- If an AI spots a corpse he raises an alarm.
- Enemy AI sometimes seek out the location they spotted the player (if they didn't confirm to be a threat).
- Enemy AI no longer react the same way to the player carrying corpses as they do to ones on the floor (it ignored all sighting code (reaction times, player lighting etc) and ran to the corpse as if you weren't standing there holding it, only to spot you as the AI got closer).
- Player can be seen while laser mod is on even if cloaked.
- Fixed the plot conflict of the commercial-grade security bots having stealth technology (cloak) and rockets. Only the advanced model MJ12 uses has these now.
- Increased greasel attack rate.
- Thrown corpses now produce audible sound upon impact, and this sound alerts nearby NPCs too.
- NPC death screams now alert nearby NPCs (just a few feet for gameplay balancing).
- If holding a carcass or TNT crate friendly NPCs may get frightened or attack.
- Robots emit sparks if health is low.
- Decreased the collision radius of rats so they do not float over edges.
- Added variation to facial features of the NSF, MJ12 and Rooks gang.
- Cloaked enemies are now harder to see.
- Fairly rarely, an enemy may cloak immediately upon entering state attacking (spotted the player, activate combat).
- Added new cloak activation effects: visual and audible.
- MJ12 Elite always deactivate cloak (Thermoptic Camo) upon losing the player.
- EMP damage always disables an enemies' cloak, and for good.
- Weapons no longer spawn silent bullet casings if it has a silencer on, meaning (very) nearby enemies will hear them hitting the floor and investigate.
- Sped up AI reaction times a little more.
- Anna Navarre cloaks earlier.
- Poisoned augmented MiB's play a unique pain sound.
- added a new MiB to the game that has different augmentations.
- Increased the duration of camera confusion after being hit by EMP
- Cameras take less time to spot the player (-1 second).
- Increased AI animation rate for pushing alarm buttons by 10%, increased AI melee attack rate & tween time (small implementation with significant results), and decreased pain animation rates by 10%.
- Bots have unique weapon select sounds rather than all using the assault gun select sound.
- Gave all Military Bots a spiderbot constructor grenade launcher, similar to the spiderbot grenades from Invisible War.
- Created a new type of spiderbot: a miniture one that can fit in vent shafts. Another implementation inspired by Invisible War.
- Military bots can be heard stomping to a greater range, and the screen shakes a little more.
- Slowed the run animation rate of augmented MIBs.
- Increased the range in which AI can use the mini crossbow.
- NPC's that are blown up no longer have death screams.
- Hitting the head with the baton or prod now has a 8x damage multiplier as all other weapons do.
- Most main enemy NPCs (NSF, MJ12 etc) try to backpedal if getting attacked by melee weapons.
- Most main enemy NPCs strafe more often in close combat
- Some enemies use 20mm EMP grenades (see immediately below).


- New Ammo type: 20mm EMP grenades for the underbarrel grenade launcher.
- Reduced the damage of the crowbar and the combat knife ever so slightly.
- GEP Gun Scope remote control no longer automatically deactivates after the rocket is destroyed and remote controlled rockets move slower so they are easier to control.
- The PS20 is now three times as deadly (same damage as a plasma rifle shot).
- Gave Minicrossbow a new satisfying fire sound, increased it's base rate of fire further, fired darts produce varied sfx upon impact dependent on what it is hitting,and finally sparks are produced upon impact also.
- Increased the size of all shell casing types.
- Improved throwing knifes significantly more.
- Improved the pepper gun a little.
- Gave the sniper rifle a more suitable firing SFX-The stealth pistol is now fully-automatic.
This is of greater significance than you'd think.


- If upgrading Environmental Training skill Tech googles now stack in the inventory & last longer based on skill level too.
- Multitools can now be used to hack devices at a distance. Range increases further based on multitools skill.
- At low-tech trained both throwing knifes and darts are easier to see in flight, and improved the in-flight effect (no more light).
- Stealth skill level 2 sets camera alarm trigger timer back to vanilla levels instead of reducing footstep sounds now that run silent is no longer redundant.
- Master level stealth skill now also reduces the cooldown period of robots by 30%, and trangenically-modified animals (greasels & karkians) can be distracted from attacking by throwing corpses as bait. Karkians no longer have this corpse-prioritizing behaviour by default, and both greasels and karkians eat faster to prevent bait being too reliable.
- Robots are not set to friendly alliance for as long a time period when hit by a scrambler grenade. However, the time is multiplied by damage as it was vanilla. The result is scrambler grenades are not as effective if used at untrained demolitions skill, but the effectiveness is improved as you upgrade said skill.
- Advanced Level of Demolitions makes proximity mines beep periodically, revealing their locations.
- scrapped max low-tech skill increasing range as it was unnecessary.


- If using microfibral muscle's power throw, pillows and cardboard boxes cause non-lethal damage. Everything else is lethal.
- Ballistic protection now eliminates flinching and protects against blunt weapons to be a balanced choice VS the passive variant.
- Added the protection values of Energy Shield to the aug's description.
- Reduced Spy Drone Bioelectricity drain a little more.
- Sped up the holster anim rates for combat strength.
- Reset Radar Transparency aug energy drain rates back to default.

Effects & audio:

- Added five new groups of footstep sounds bringing the total number of groups up to 12, so you'll be hearing less of JC's (and NPC's) clip clop clogs and instead more variety.
- Added new bullet ricochet sounds if hitting metal objects or walls.
- added metal impact sound for when landing from height onto metal.
- Sped up tracers a little more.
- Improved Explosion effects once again: screen shakes if in close proximity, explosion fragmentation gives off smoke trails & light, variation of debris spawned & improved explosion sprites themselves.
- Thrown corpses now produce audible sound upon impact, and this sound alerts nearby NPCs too.
- Improved Plasma Rifle & PS20 effects further.
- Gave FireExtinguisher a more appropriate spray sound.
- Added the improved gore for the mechs that explode on death, which were special cases.
- Melee attacks now draw damage decals when striking level geometry, decal type dependent on texture group (if stone, crack. if metal, dent etc).
- Flesh Fragments are less bouncy
- Eating Soy Food now plays unique SFX (think the soda burp equivalent).
- Gave the binoculars a zoom-in sfx.
- Bullet impact effects now spawn if hitting metal decorative objects.
- Gave stealth pistol a new fire sound.
- Improved Grenade Launcher effects a touch.
- Added sounds for attaching lasers, silencers and scopes.
- Throwing knifes have new SFX for throwing and upon impact.
- If the object is made of glass, it always makes a glass smashing sound when destroyed.
- Gore now slides down the walls under certain conditions, and more blood is spawned.
- Added additional effect when landing in water from height.
- Increased intensity of view flash upon death of player.
- simulated jumping & landing camera/FPP view model effects are less intense if holding pickups or a carcass, and also toned down filching effect a touch.
- Refined the behaviour of the other new camera/FPP view model effects introduced in GMDX.

New GMDX options menu allowing the player to configure the following:

~ Hardcore mode Plus: if enabled save points require 100 credits to use. The result is Risk vs Reward design is significantly enhanced and credits have more purpose.
~ Alternate ammo can be colour-coded in the toolbar so you easily know what ammo is loaded without having to stop & squint.
~ Player can now choose # of autosave slots via the GMDX options menu.
~ Player can toggle carried object translucency via the GMDX options menu.
~ Player has the option to halve total ammo capacity.
~vPlayer can turn off extra gore effects.
~ Player can turn off double click holstering.


- Text for books, datacubes and other readables scaled up so is easy to read at higher resolutions.
- Unused textures for cigarettes, candy bars and soda cans are now used.
- Various light fixtures & Hanging animal carcasses are highlighted when targeted as most other decoration types are.
- New right click interactivity for Hanging Pig, Hanging Chicken & TAD object types, which previously had no right click-triggered interactivity.
- New interactive objects in general (only Rock & Log so far, in addition to the new 20mm EMP ammo type and singular shotgun shells).
- Increased the translucency of carried decoration even more so.
- Increased environmental electricity damage a touch.
- Increased the speed of all spawned fragments slightly, and robots spawn more fragments upon their destruction.
- Increased the speed of blood pool & water pool decal scaling a little.
- Added a player grunt sound for when throwing corpses.

Bugs & Optimization:

- Pickups no longer break to gas grenade explosions, and flares cannot be ignited by striking them with a baton. (GMDX)
- Optimized gore to be less performance-intensive. (GMDX)
- Cut down on the number of smoke-emitting objects spawned when an object is blown up as the particles can be resource-intensive. (GMDX)
- Set cage light back to invincible for a number of reasons. (GMDX)
- Fixed a bug where if you were carrying decoration and then double click frobbed a carcass you could carry both the carcass and the decoration. (GMDX)
- Cut down on log spam + other code optimization. (GMDX)
- Battery Park non-lethal bug fixed. (Vanilla)
- Fixed a vanilla bug where the sawed off didn't play it's cocking sound after the last shell in a clip was fired, yet the animation still played. (Vanilla)
- Fixed bug where if using a charged pickup upon entering mission 5 (Beneath UNATCO in the cell) it would bug out (Vanilla).
- Cut down on the number of collision sounds made by shell casings as they often overrode ambient sounds.(Vanilla)
- Fixed a remaining map bug on Vandenberg_Command that caused Stephanie Maxwell to not talk to you. (Vanilla)


The following maps have received notable attention:

- Liberty Island
- Battery Park
- Paris Club
- Hong Kong Underworld
- MJ12 Lab
- vandenberg computer
- vandenberg command

Most maps have received a number of minor tweaks, however.

Demonstrational videos:

New Cloaking Behavior:

Cloaking Elite - Mod DB

Some Weapon Effects:

Weapon Effects - Mod DB

And an NSF spots a corpse and goes for the alarm:

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GMDX v6.3
Deus Ex

GMDX v6.3

Nov 10, 2014 GMDX Full Version 4 comments

v6.3 release of the Deus Ex Advancement Mod designed primarily for Immersive Sim enthusiasts and Deus Ex fans.

Deus Ex ZODIAC AI Barks Patch
Deus Ex

Deus Ex ZODIAC AI Barks Patch

Oct 18, 2014 ZODIAC Patch 2 comments

This file patches the Deus Ex mod ZODIAC so the proper AI barks are used for the UNATCO soldiers in the Holloman AFB level. To install, simply replace...

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Sep 18, 2014 GMDX Full Version 14 comments

The Deus Ex Advancement Mod designed primarily for Immersive Sim enthusiasts and Deus Ex fans.

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GMDX v6.1

Aug 30, 2014 GMDX Full Version 3 comments

The Deus Ex Advancement Mod designed primarily for Immersive Sim enthusiasts and Deus Ex fans.

DXChallenge v3
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DXChallenge v3

Jul 28, 2014 DXChallenge Full Version 1 comment

Bugfixes: - challenges were reset after restarting, loading the game and changing level. Unfortunately, saves from previous versions are not compatible...

GMDX v6 Beta
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GMDX v6 Beta

Jun 10, 2014 GMDX Full Version 6 comments

The Deus Ex Advancement Mod Designed for Immersive Sim Enthusiasts and Deus Ex fans.

Post comment Comments  (160 - 170 of 201)
Chadc Apr 19 2008, 11:12am says:

Wow guys congrats on letting every good Deus Ex mod die.



-1 votes     reply to comment
Jonas Aug 30 2008, 3:25pm replied:

lol who let Hitler's ghost in here?

+2 votes     reply to comment
FPSUHalcyon Mar 1 2008, 12:56pm says:

Ive beaten this game 3 times. Its one of the greatest games ever.

+4 votes     reply to comment
Michael_TSM Nov 23 2007, 10:37pm says:

Mmm, there is also Deus Ex 2027 a prequel to the original Deus Ex, while its site is only occasionally updated and their ModDB profile is archived, the person doing the mod has a blog (but it is in Russian) which is regularly updated with some rather amazing screenshots.

+2 votes     reply to comment
formerlyknownasMrCP Oct 28 2007, 8:24pm says:

Nice post Loony. Better job than me :D

+1 vote     reply to comment
loony636 Sep 12 2007, 3:41am says:

I have just been surfing through the forums and webpages of the WIP mods, and here’s the conclusions I have come to, to save everyone else the trouble (if there still is anyone checking out these mods, that is):

General Updates to WIP mods:

DX: HDTP – Close(ish) to completion. They are aiming for the end of this year. I would say that this is a possibility, but don’t chop their heads off if they don’t make it. Essentially, this mod is upgrading all of the models in the game, giving the whole game a more ‘updated’ feel, without changing the game engine. It will be compatible with New Vision and Reborn.

The Klystron Project – I can’t work out what’s going on here. There seems to be little activity on their forums, and few recent updates. Little activity here means no posts in the last 3 months. I would consider this mod MIA: missing in action. However, Smike still insists that there is some activity in the mod, so I would perhaps say that people should not give up completely on this particular mod. This is another single player mod, adding a new campaign, etc.

The Nameless Mod – If their main page is anything to go by, these guys are very close to finished. Their website is being updated very frequently, and they are buzzing with activity. This is a single player mod with a whole new storyline, and they are to be congratulated for making such progress.

DX: New Vision – This is updating all of the textures in the game. It’s relatively active, is about 7% done and will be compatible with HDTP and reborn.

DX: Reborn – This is basically making a total conversion mod of Deus Ex on UT2004 engine. It’s estimated to be released in January 2008. You need both Deus Ex AND UT2004 to get this mod running.

Deadly Artificial Intelligence – A one-man modding team trying to improve the AI in the game. It’s aiming for a demo release at the end of 2007. It hasn’t been active for very long, so really there’s not much to judge it on.

Role Play COOP – Interesting concept. Basically, it is allowing you to play cooperative multiplayer through the single player missions. Same storyline, characters, levels, etc, but just two people instead of one. However, their website is down and there hasn’t been an update for a while, so don’t keep the hopes too high.

DX: Man in Black – This is another single player mod adding another campaign, this time as an augmented MJ-12 agent. I don’t know quite what to make of this. There hasn’t been an update in a while, but they don’t seem ‘dead’ as such. Their forums and website are still active, and the mod looks to have made good progress, so don’t give up hope! It is also compatible with HDTP.

Chronos: DX – I would consider this mod basically done. There’s a downloadable version and no indication of further adding, so I would say that this is it.

Power & Love - *sigh*, another mod for the graveyard pile. There’s no progress indication in 19 months, and the website is down. For all intents and purposes, this mod is dead.

Unatco Born – Nice mod, just a little addition to the storyline. It adds one mission where you can stay on with UNATCO after the 747 Lebedev mission, assuming you killed Lebedev. It’s worrying that the estimated release date was 2006, and the fact that the forums are very unpopulated. From a glace I’d have to say that the mod is fairly dead, but don’t quote me on that.

There you have it, the list of WIP. In the next few months (so, from the end of this year to the start of next year) I would keep an eye out for; DX: Man in Black, DX: Reborn, DX: New Vision, The Nameless Mod and DX: HDTP. If not late this year, then definitely early to mid next year.

Sorry for the long post:D.

+5 votes     reply to comment
Chadc Apr 19 2008, 11:14am replied:


-2 votes     reply to comment
--ares-- Aug 12 2007, 11:22pm says:

I still paly this game because it kicks soo much ***

+2 votes     reply to comment
formerlyknownasMrCP Mar 14 2007, 8:44am says:

Just a little update on whats happening with Deus Ex lately

Deus Ex HDTP is nearing completion later this year (this is not confirmed yet rather a goal) - Updates Decorations (inc. weapons and characters too) Textures, Models and animations.
Deus Ex Reborn is being worked on and they've just updated their site recently. - Updates the engine to
UT2004 standards (requires UT2004)
Deus Ex New Vision was announced a few days ago by Snipa and myself. (it is not listed at ModDB and won't be) - Updates the world textures (walls, doors, ect.)

TNM - I have no idea what the f*k is going on there, but it looks good and hopefully Jonas gives us some kind of release date. Knowing him though he won't anytime soon. Keep watching them though.

There have been several mod announcements in the past few days too so you might hear about them sooner or later once they make some progress.

Just thought I would update everyone on what is happening in case you're not active within the community.

(and don't forget I'm working on my remake of Neuromancer)

+2 votes     reply to comment
Chadc Apr 19 2008, 11:16am replied:


-1 votes     reply to comment
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Deus Ex
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Ion Storm
Eidos Interactive
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Released Jun 22, 2000
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Highest Rated (22 agree) 10/10

You will reinstall this game a lot.

That is all.

Nov 29 2010, 1:42pm by SlayerX3

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