BioMod is a set of gameplay improvements and additions based on the popular Shifter mod for Deus Ex. Features such as pickpocketing, an autosave, Thief style ledge grabbing, and an achievements like challenge system are included, as well as a much easier to manage augmentation system
1.0
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-Updated Shifter version to 1.8.4
-Fixed bug preventing the correct animation from playing when changing ammo
-Fixed certain flags not being set correctly in autosaves
-Fixed buttons in elevators being dragged out of place
-Removed accuracy reset when toggling scope
-Made the amount of health restored by regen depend on its level again
-Fixed the ordering of the difficulty levels for challenges as it was based on a misconception
-Reduced forward momentum when mantling
-Removed Shifter's skill system
-Removed multiplayer from the main menu as it's not supported
-Restored auto-equipping of multitools (apparently it was lost sometime between beta 1 and now)
-Added no skills challenge
-Added console command to toggle unscoped crosshairs
-Hid some WP grenades in the levels
-Removed NPC's using fire extinguishers because it was really hacky
"Removed Shifter's skill system"
Does this mean, no skill points for kills or stealth?
That is indeed what it means.
Why?
Because there are people who feel that it encourages a certain kind of playstyle over all others, and I agree. It also adds a ton of skill points to the pool, which detracts from the balance of the skills because you can simply get all of them, or close enough.
I'm happy it's gone. Thanks.
These observations are based purely on having played Shifter 1.83 and reading the Readme for Biomod: Shifter's random item generator allows people to be carrying Augmentation Upgrade Canisters. However, Biomod only allows the pickpocketing of keys. That means killing or knocking out enemies is still more rewarding than pure stealth. A player who only sometimes plays stealth would probably benefit from other goodies that people might carry that they won't be able to get while playing that style.
I realize it's not very realistic for the player to be able to pickpocket large items. On the other hand, I also realize it's not very realistic for the enemy to be carrying them. If the latter is allowed, then the former should be as well.
I think it would be almost perfect if you could pickpocket keys and upgrade canisters, but nothing else. Purely stealth characters would have no need for things like ammo anyway
Also, Feature Request. There should be an "item filter" which allows us to configure which items we want to immediately drop after picking up, because it is quite annoying picking up a pistol off every single enemy when doing a stealth run, for example
I don't know if it's intentional but I'm still getting skill points for bot kills.
I've never played Deus Ex without Shifter, so I am just assuming that the original Deus Ex didn't give skill points for that.
Clorf, you've disabled said skill system only partially, player still gets skill points for stealthy sneaking and flushing toilets. I've added a configuration option to either completely enable or completely disable skill point awards for all of the above, see Moddb.com
I don't mean to necropost, but thanks for posting this, you saved me a HUGE headache. Have a good one eh?
I'll point out here that *having* skill points doesn't mean one has to *use* them.
Just to add in here I discovered that one can get almost all the skill points through regular gameplay including EMP bot kills.
Just add 36000 skill points through the SkillPointsAvail cheat at the start of the game.
Again NO ONE says people HAVE to do that but that's a way if people still want all the tasty skill points.
Otherwise using this version of the mod one can get an 'adequate' amount of skill points through normal gameplay (and EMP bot kills) by the end of the game.
that's why i loved the Shifter mod
Shifter already had a ini command you could put in to turn the skill system off.... the only bug with that was that you'd still get stealth skill rewards at the end of missions, but then again I really doubt people think Shifter endorses a stealth play style where you don't kill people.
In my testing, that variable would reset itself every time you change maps/missions, making it unfeasible to play on anything other than the default. That and the stealth bonus prompted me to simply remove it rather than to turn it off by default as I had originally planned.
Umm whenever I set a button for the Mantle thing, when I exit, it resets.. HALP? :$
Clorf could you release the version with skill system intact (as a "fix")? Or maybe you may revise the system and make it so the more you use some skill (shoot from a pistol, swim etc) the skill point requirement for that skill lowers?
Nothing extra for doing the challenges?
Hey Clorf thanks for remembering to put the console command in for switching crosshairs on and off on scoped pistols. Can you please tell us what that is--meaning what to type in the console to do that?
Can't wait to play the new mod.
read the readme. Also, the command is "noscoped"
Fantastic update. Happy to see you're still finding ways to improve it.
The download from File Planet is down ):
Do you know if your mod is compatible with Deus ex Enhanced mod?
Thanks for this!
Quick review of v1.0.
Gameplay is still challenging. Nice fixes and THANK YOU for the, 'noscoped' command, Clorf. Played the game with and without it and it's yet another element that adds replayability to Deus Ex.
Got a few suggestions for Augs/weapons but might put them in a separate message. Overall WELL DONE. Thanks for this version of the mod, Clorf. Shifter+BioMod makes Deus Ex as good as ANYTHING out there today, IMO.
noscoped doesnt work for me. While it does get rid of the lines around the crosshair, the crosshair itself is still there
I THINK there's a global crosshair on/off in the game options. That may be no good to you, though if you want to do this on a, 'per weapon' basis.
thanks!
Great mod, just wish I knew how to restore Shifters skill system. Then it would be perfect.
the problem is see with removing the recticle for scoped weapons is that in real life you could detach the scope but you can't in game. So thanks for giving us the console command to re-enable it.
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I love this mod, my only complaint is that the new texture for the Pistol from the 2012 HDTP release isn't working with it. Is there something I am doing wrong?
I am trying different things to solve the problem i.e. deleting the biomod.utx, moving it to different textures folders from NewVision, Revision, and vanilla, moving it to all folders, repeating to double check, it just isn't working. It is the only texture that has this problem and nothing is mentioned in the read me as this was released before the new 2012 BETA.
I could live without it but at the first half of the game it is my weapon of choice. Not to metion it is so beautiful with the new scope design. The Second half of the game I use the railgun, the plasma rifle, the pulse rifle, and the energy rifle. (I love mods). Only alternative idea I have is only use it for the second half of the game, but I really love the new scope look and the idle status for Augs, since I play on Realistic.
On another note, I remember this game being hard as a child but now it is easy even on realism. I really wish someone could make a mad to change the A.I. in the game, but I know that would be tremendously hard even for the best minds in the Deus Ex modding community.
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