Y'know the term Renaissance Man, A.K.A. a Polymath, someone who excels at all fields they choose to dabble with? I'm like that, except for the "excels" part. Y|yukichigai: when nothing but second best will do.
Turns out all of those models don't actually specify a default value for the character mesh. Something in the DX MP game sets it automatically. I applied default meshes to them and bam, problem solved. Will be in v1.9.1.
Thanks for both of these reports (this and the TNM one). I've fixed both issues. v1.9.1 should be out soon.
Did you have the HDTP alpha installed but not the beta as well perchance?
Either way I'll be adding some code to optimize that so things won't try to apply HDTP stuff if the game detects HDTP isn't installed.
Absolutely! The HDTP team keeps me up to date on things as they happen, so whenever they release new content I release a new version of Shifter.
There is no Shifter.exe. This only replaces your DeusEx.u file. You run the game as normal.
It's one of the features I want to implement, but I've yet to find a convenient way to do it. Mostly I am loathe to create an entirely new menu for it... but I know I'll have to.
I'd have to look at the code, but Paul's Blackjack appears in different places depending on a lot of elements, like how non-lethal you are, whether or not you've saved Paul from the 'Ton raid, a few other things. I'll see if anything changed.
While I will gladly accept the designation of "amazing", I do have to confess that my amazingness is mostly confined to the areas of code writing, bug fixing, and game balance. I'm absolute crap at creating visuals, designing levels, and things of that nature.
I couldn't do a plot/level mod on my own, at least such that you'd want to play it. I'd need to be part of a team.
I've never experienced anything like that. Code-wise there's no reason it would do that; the only special code is the first time you check them where it aborts pickup, and after that it uses the existing worked-fine-in-the-past code that let you pick them up.
What Thermoptic Camo bug? Details?
I figured out the issue. Turns out it was some of the code I put in to deal with the mod running on the Demo version. I removed it and the bug seems to have cleared up for the people I had test it. v1.9 RC1 incoming shortly.
No you will not. If you have an existing playthrough you can install Shifter and go from there.
However, I would recommend using Shifter from the beginning. If you haven't beaten Deus Ex yet, do it once without Shifter installed, THEN play it with Shifter. The base game is worth playing by itself.
For any modifications to BioMod you'd have to talk to Lork. However, he's more than welcome to just straight up cut-paste my code into his mod. Anyone is really, so long as they credit me.
This is unfortunately a problem in the nature of how floats and integers are calculated within the game. There's always going to be a rounding error of some sort.
I can do my best to ensure that the rounding error is in the player's favor however, and I can also try to average out the damage by randomizing how much damage each bullet does between its "high round" and "low round" value, if applicable. It would still make individual shots kind of crap, but the overall output would be a closer match. Best I can do unfortunately.
Possible? Yes. Will I do it? No.
If you want to make a mod that does this though I say go for it. Feel free to look at my code and see how I did it.
You can carry loads of things, you just have to enable cheats to do so.
I haven't disabled it, I've just properly categorized the effect as an exploit/cheat and confined it to operating in cheat mode.
Yes, this works with the Steam version. The Steam version is now my primary install of Deus Ex.
Hey kids, just a quick message to say that I'm back... kind of. I have my hotmail account working again, and I should be doing some poking at my mod here in the next few weeks. Lots of emails to reply to as well.
Anyway, sorry for me being absent. I get distracted by shiny things, what can I say.
Smoke's mod alters the same file mine does, which makes it near impossible for the two to be "compatible". The best I could do would be to merge features of Smoke's mod into mine, and I'd need permission from Smoke to do that.
Do the default install method (replace DeusEx.u) and run TNM. It should activate normally.
Unfortunately, ShifterEX was lost in a raid array crash. It took a LOT of time to create what I'd had and, frankly, I haven't been looking forward to doing it again.
And some more:
- 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.
- 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 <Weapon Clip Size>.
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
- 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.
- 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
- 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.
Ready yourself for straight cut-paste:
- 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
- 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.
Possibly, but I may have another method in mind that could fix the issue.
Absolutely. There are special instructions you need to follow to get it to work properly, but the gist of it is you have to copy one file from the HDTP install folder into your DeusEx/Textures folder, then run the normal Deus Ex executable (NOT the HDTP one). Shifter will even "facelift" existing saves that you made before installing HDTP once you load your game.
Make sure you hit one after the other, not both together. Basically all you need to do to access the Wish Granter is hit F1 when you're in the main menu.
On some installs it does require a new game, others it doesn't. Also keep in mind that not every map has the cut mutants set to show up at first, at least guaranteed. If you clear a map of mutants and wait for new ones to respawn you SHOULD get some of the restored mutants there at least.
Oh yes, Zombies in particular are a bit rare, due to the way the game's faction system works (Zombies are part of the "zombied" faction, instead of the generic "monster" faction). Yantar is where they mostly spawn.
I won't give everything away, but Grey can upgrade the weapon. You may need to start a new game with the mod installed in order for him to be able to, however.
Stealth bonuses are calculated at the end of each MISSION, which is not every map but at certain "points of no return", e.g. when you leave Liberty Island for the first time to deal with the Castle Clinton situation. Stealth points are awarded for getting within "detectable" distance of a hostile NPC without being detected. The closer you get, the more points you will receive. If you kill the NPC, however, no stealth points will be awarded.
It's odd that you aren't getting ANY awards. On a typical play-through I will get at least a few stealth points (about 3-9) between most missions.
Has that "cubicle-dwelling bureaucrat-turned-supersoldier" look down perfectly. Muy bien.
Skillpoints for sneaking are determined per-NPC, not per-sneak, and are awarded at the end of each mission. You can make roughly the same amount sneaking as you can if you kill those same NPCs. (A little more, actually, but you have to get close to every NPC and not alert them that you're there for the rest of the mission) As for the augmentation canisters, there are a few new ones, and I've restored some upgrades that were supposed to be awarded for side-missions but weren't due to bad coding. Mostly, however, the fact that you can use regular Aug canisters to upgrade your augs makes adding any more unnecessary; if you do it right, you can usually have maxed out more than half your augs by the end of the game, if not all of them.