BioMod is an extension of Y|yukichigai's excellent Shifter mod for Deus Ex.  While I still think Shifter is a definite improvement over the original game,  I sometimes felt while playing it that it was too conservative for my tastes.  Eventually I decided to make my own mod which would contain some radical changes that might give some people pause, but would hopefully breathe new life into the game for everyone else.

As the name suggests, BioMod is primarily concerned with Deus Ex's augmentations, with the aim of making them more balanced, but also a lot easier to manage.  Most augs are now automated, using energy only when they're actually doing their jobs.  Some augs that were less useful or that would be a pain to manage have been made free or given extra abilities, while those that I thought were un-salvageable have been replaced with entirely new augs. 

In addition to the augmentation system, BioMod also makes some general gameplay changes, such as the addition of pickpocketing, an autosave feature, achievement-like challenges, and a Thief style ledge grabbing system.

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7 comments by Clorf on Dec 6th, 2013

Hi everyone, thanks for all the interest in my little mod.

I haven't been able to work on Biomod for a while because I've been busy with other things, but since so many people want it, I think I can make the time to work on a new version that'll bring the mod up to date with Shifter, add the option to turn on Shifter's skill system and fix a bunch of other issues.
However, I'd prefer to wait for a "final" release of Shifter 1.9 before I do it.  I used a beta version of Shifter as a base last time, and that turned out to be a mistake, resulting in a pretty serious bug (the Lebedev nonlethal issue) that went unnoticed for a long time.  Letting that happen was my fault, of course, but I'd like to avoid problems like that in the future.

So there you have it.  I will eventually update the mod, but I'm going to try to to do it all at once, and do it right, as I simply can't afford to continually support it on an ongoing basis the way I did before.  Please be patient in the meantime. :)

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BioMod 1.0

BioMod 1.0

Mar 13, 2011 Full Version 39 comments

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...

BioMod beta 8

BioMod beta 8

Jul 12, 2010 Full Version 8 comments

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...

BioMod beta 7

BioMod beta 7

Apr 21, 2010 Full Version 4 comments

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...

BioMod beta 6

BioMod beta 6

Mar 29, 2010 Full Version 4 comments

BioMod is a set of gameplay improvements and additions based on the popular Shifter mod for Deus Ex. Features such as pickpocketing, an autosave, and...

Post comment Comments  (30 - 40 of 90)
GrayFoxUA May 1 2012, 11:20am says:

I've been trying to do a non lethal challenge, however whenever i try to it I always fail at a point where you need to kill agent navarre, because you NEED to kill her either way. Any tips?

+2 votes     reply to comment
FlatFoot May 7 2012, 11:44am replied:

THAT is a tough one! You can avoid killing her until you meet her blocking your exit from UNATCO HQ.

Only thing I can think of is try to run downstairs toward Manderley's office, go by it, run upstairs again and out the door.

Not sure if that, 'roundy-roundy' thing would work but that's the best I can think of. If you try this please post the results here.

+1 vote     reply to comment
FlatFoot Mar 10 2012, 3:58pm says:

How about a second, 'hoarde' location: That closet in Paul's Hell's Kitchen apartment. Would be a good spot given how often the player revisits that area.

Maybe make the key in the middle of Castle Clinton (on the way to Lebadev's 747) actually unlock something? Be nice to have that Easter egg actually DO something.

+1 vote     reply to comment
FlatFoot Mar 9 2012, 3:46pm says:

J.C. should have his own repair bot in his UNATCO office. That or there should be one in UNATCO's MedLab. There are enough MechAugs around to justify it.

A repair bot at the Free Clinic in Hell's Kitchen wouldn't be bad, either. After all the bots are supposed to do, 'augmentation work.'

+2 votes     reply to comment
FlatFoot Mar 9 2012, 2:42pm says:

Making Microbial Muscle/Combat Strength an automatic aug MIGHT be interesting--if it were implamented properly.

I'd like to see the standard 10mm pistol & crowbar taken out as default pickups. If players have a stealth pistol, magnum or a sword the regular pistol & crowbar become as big an annoyance as the combat knife.

+1 vote     reply to comment
FlatFoot Mar 9 2012, 2:24am says:

I'd personally agree with being able to upgrade the infolink to neural interface capabilities, i.e.

Tech 1 Normal operation, receive messages
Tech 2 Direct interface with computers for short periods, as in 'Trained'
computer skills
Tech 3 Interface time & hacking ability increases, ala 'Advanced' computer skills
Tech 4 All hacking skills with NO time limit.

Upgrading the Infolink could automatically upgrade, 'computers' in the skills menu so there'd be no conflict.

+1 vote     reply to comment
plausiblesarge Sep 19 2011, 2:09am says:

Here are some changes to augs that I think make the game a little more fair:

1. Microfobial muscle. While it should not draw any power in its idle state, it should draw very minor power use when carrying large objects, and moderate power use on each augmented attack with a melee weapon. This means melee-focused characters will have to watch their bioenergy level

2. Electrostatic Discharge should also use energy on succesfull melee hits

3. Run Silent should use at least a small amount of energy. At the moment, it is basically a straight upgrade from sprint because you can just leave it on all the time

4. The Infolink should be upgradable and allow you to hack and use computers/datacubes etc from range (higher range for each level) ala Smoke's mod

These are just my opinions. Feel free to disagree

Also, Thermoptic Camo does not seem to protect me from cameras anymore.

+1 vote     reply to comment
ZimpanX Sep 4 2011, 8:01am says:

I really like this mod, makes me use my augs a lot more, the only thing that bothers is that the delay on the health regen is too long even when upgraded. I would prefer a shorter delay until it kicks and instead slower healing.

+1 vote     reply to comment
doog1114 Aug 25 2011, 2:12pm says:

Another potential problem I noticed: I am unable to jump over the shortest ledges unless I have obtained at least TRAINED in athletics. A couple of times I ended up becoming completely stuck because of this; and I made sure my legs were fully healed. I really can't see a way to overcome this issue, unless I obtain the Speed Enhancement augmentation. The problem is I first encountered this on the rooftops of the warehouse district in Hell's Kitchen, which is before I can get said augmentation.

+2 votes     reply to comment
diablow Aug 25 2011, 9:46am says:

Why did you deactivate the inventory exploit bug ? Now I cant get all my weapons out of the armory again.Reloading with vanilla equipping it and reloading with biomod also doesnt work.not cool :(

+1 vote     reply to comment
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Released Feb 26, 2010
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