Gameplay - Audio Design - Bug Patches - Level Design - Graphics

GMDX is an award-winning large-scale modification for the 2000 PC classic Deus Ex. GMDX addresses the flaws of the game, polishes it to a very high standard, and adds new layers of depth that one would have hoped to see in a sequel. GMDX is executed with the strict parameter of staying true to the original design principles that define Deus Ex, and seeks to improve all aspects of design excluding the plot and soundtrack. The cumulative result is said to be the "definitive Deus Ex experience".

Discover more about GMDX on the official website

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Developed by |Totalitarian|

Additional Programming by dasraiser
Installer by ggrotz

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GMDX v9.0 Delayed

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To preface for those that are unaware: GMDX improves all aspects of design excluding the soundtrack and plot, and is frequently hailed as the "definitive Deus Ex experience" by players. And so it should be, as that is exactly what it strives to be while following the design principles that made Deus Ex great to begin with.

GMDX v9.0 was due for the final phase of public beta testing today. Unfortunately this and the release date have been delayed indefinitely until I can find an individual capable of programming a high quality user-friendly installer.
To speed up the process of finding such an individual, share GMDX with the world. Raise awareness. The "definitive Deus Ex experience" can grow even more concretely definitive with adequate support. Nonetheless, delays give the project more time to ensure perfection, so it's not all bad.
I would write an installer myself, but frankly I want more development time and my time could be spent on more fruitful endeavours. Things can always be better.

In the meantime, here's a first look at the next logical evolution of Deus Ex's Artificial Intelligence present in GMDXv9.0. Previous versions of GMDX already made leaps and bounds to improve AI, which you can view a demo of on youtube if you missed it, and this is the next step.

Suppressive Fire

An NPC lays down heavy suppressive fire with the plasma rifle.

NPCs now sometimes lay down suppressive fire if specific conditions are met, firing upon your last known location. This can potentially force you into cover, or even damage you if, say, a plasma bolt passes overhead and hits something nearby, scathing you with the blast radius AoE. Just another intelligent, realistic, challenging variable to consider if taking enemies head-on.

In the above .gif the parameters are set high for demonstrative purposes. In other words, they won't be that aggressive and trigger happy in the release version.

Smart Strafe

A problem in the vanilla game in how NPCs in pursuit handled target acquisition and also corner turning is now addressed. Below is a vanilla example of how NPCs turned corners and acquired a target:

Note how the NPC stopped, pointed his gun at the wall, and then rotated to the target (the player). This is a tame example of how bad it could get. So what does GMDX do about it? Well, previous versions simply increased NPC rotation speed which helped (a lot of things, actually), but it wasn't enough in this case. NPCs now strafe around corners, improving combat efficiency and believability, and solving a number of flaws in the process. The frequency in which they decide to do this scaled based on difficulty level, among other parameters. It cannot be understated how much this improves the experience and fixes their immersion-breaking derpy-ness.

Class-Specific Behavior

Class, as in enemy type. Enemy type, as in one type being everyone's beloved spiderbots!

A spiderbot walks on the ceiling.

As always, this new behavior falls in line with the game's lore and general design principles.

Other enemy types display new unique behavior where appropriate.

Alarm! Alarm!

No more gifs, they're a time-consuming pain in the ass to make

Did you know Alarm Units yielded no reaction from nearby NPCs? While a laser trigger when tripped would cause nearby NPCs to come and investigate, an alarm unit would not. This is now addressed and bolsters GMDX's already-present improved alarm dynamics. e.g NPCs raising the alarm if they spot a dead body, or alarms being raised calls in reinforcements.

All-Seeing Eye

NPCs are no longer "psychic" and will not know of your presence when in combat mode unless they have actually seen you. In the original game when NSF and UNATCO were fighting (for example), NSF would often turn around and fire at you despite never having seen nor heard you.
Immersion-breaking, unfair, annoying...Fixed.


A very simple yet HIGHLY significant fix: the range at which a stealth takedown is registered is increased by 33% - if you're behind an unaware NPC and aim for the right part, you WILL perform a takedown.

General Polishing & Balancing

AI pain screams and distress radius are reduced from vanilla, resulting in leniency when attempting to silently take out an enemy with more than one hit/shot.

Much polishing related to NPC movement around the game world, such as NPCs set on fire no longer run into walls.
Bumping into NPCs that are attempting to move somewhere will override that attempt to move, and so on.

Better, more accurate intelligence scaling based on difficulty level.

...and much more.


Here's the full list of new AI features present in GMDX v9.0 so far:


-Human NPCs now sometimes lay down suppressive fire.
-Human NPCs in combat sometimes strafe around corners already facing the player. This is quite the significant improvement to how NPCs move around the world, and how believable and competent they are in combat.
-AI are no longer "psychic" and will not know your location when fighting with other NPCs, unless they have actually spotted you.
-AI will now investigate the source of alarms emitting from alarm units (Previously they'd only investigate alarms from laser triggers and cameras).
-Spiderbots can walk on the ceiling.
-The range at which a stealth takedown counts is increased by 33% - if you're behind an unaware NPC and aim for the right part, you WILL perform a takedown now.
-Hostile AI attempting to move to a location will immediately stop and attack if they bump into the player, rather than attempting to move around him to get
to that location.
-Added minor diversity to what an NPC decides to do after triggering an alarm.
-NPCs in combat that are moving to a location and see the player often will immediately stop and shoot, rather than continuing running to that location without opening fire.
-Reduced the radius of NPC pain screams, resulting in leniency when attempting to silently take out enemies without the whole area becoming alert. Vanilla the radius happened to be just a touch too loud.
-Improved behavior related to NPCs opening doors in combat.
-Robots ram down doors blocking their path.
-Heavy robots destroy decorative objects blocking their path.
-AI are somewhat less accurate if the player is moving at high velocities.
-AI with assault rifles are highly inaccurate while dying mid-burst fire.
-Enemies set on fire no longer run into walls if they can't find water.
-Enemies that are melee-based and can't reach the player will run away and hide (e.g player is on ladder, Karkian cannot reach so will go hide).
-Enemies with blast radius-based weaponry may open fire even if the player is right in their face, if their health is critical. //consider removing this
-AI accuracy with grenade throws has a touch more randomization to it to cut down on frequent perfect pitches, and
LAMs are thrown by more NPC types.
-Unconscious NPCs now have their name displayed when highlighted.
-NPCs no longer break open footlockers by running into them.
-if the player is blocking the path of an alarm unit an NPC is attempting to get to and press, the NPC will instead attack, if equipped with a weapon.
-AI stealth-related stats have been nerfed a little on realistic mode.
-The advanced security bot now uses a new/previously unused model.
-Greatly diversified how an NPC behaves when seeking the source of a disturbance.
-Minor improvement to the new NPC melee attack/gun bash system.
-If an NPC runs into glass in combat they will stop and shoot it rather than steamrolling right through it.
-Enabled some overlooked NPC vocal reactions to the player clowning around (like throwing a basketball at them).
-Hitting the torso of the enemy now has a damage multiplier of 4. (vanilla = 2. GMDXv8.0 = 3).
-Security camera FOV is higher on hardcore mode.
-Breaking boxes alerts AI at a lower radius.
-NPC leg pain animation rate is slowed down a touch, to add realistic diversity and tactical advantage to shooting the legs.
-Spiderbot movement animation rate is increased a touch, giving them a more realistic-looking stride.
-Heavy EMP damage now disables Anna, Gunther and Walton Simon's augmentations.
-Greasel attack rate now scales based on difficulty mode.
-Snipers now take their time to fire on all except hardcore mode.
-Walker bots suffering critical levels of health attempt to suicide self-destruct near the player if specific conditions are met (Hardcore mode only).
-Military bots that have spotted the player take faster strides/move faster, returning to normal when no longer in combat (Hardcore mode only).
-The advanced patrol bot met later in the game now reacts to sound disturbances (Hardcore mode only).


The above list doesn't mention AI improvements achieved in all eight previous versions of GMDX

GMDX has been in rigorous development for over four years now and the AI really have come a long way while still remaining balanced and fair. Seeing the NPCs in action fills me with pride. *wipes tear*

As usual, they're not different per-se, they're just the next logical step. The same is true for nearly every aspect of GMDX. Real unhindered progress is made here. The "greatest game of all time" on another level.

One last note: I have made public GMDX's organized efforts to attain visual consistency among art assets and address the assets that HDTP and New Vision did not update.
Join in on the fun HERE, sign up, and contribute to Deus Ex's visual fulfillment.

You can also vote GMDX for Moddb's annual Mod of the Year award by clicking the relevant link near the top of the page.

Deus Ex Graphics Update

Deus Ex Graphics Update

News 20 comments

GMDX is an award-winning large-scale modification for the PC classic Deus Ex. GMDX addresses the many flaws of the game, polishes it to a very high standard...

GMDX v9.0 Announced

GMDX v9.0 Announced

News 31 comments

Just when you thought it couldn't get any better, GMDX once again takes Deus Ex to the next level.

Post-Release Development Support

Post-Release Development Support

News 22 comments

GMDX v8.0 is out to further critical acclaim, discover what is in store for this content-packed Deus Ex mod next:



News 12 comments

GMDX is an award-winning large-scale modification for the 2000 PC classic Deus Ex. GMDX addresses the many flaws of the game, polishes it to a very high...

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Full Version 87 comments

Experience Deus Ex pushed to its potential with GMDX. Also comes bundled with HDTP & New Vision graphics mods.

GMDX v8.0 WITHOUT New Vision

GMDX v8.0 WITHOUT New Vision

Full Version 8 comments

GMDXv8.0 without the New Vision graphics mod bundled. For those that have data caps, may already own New Vision, or simply don't wish to use it. However...



Weapons Model

A similar fix to the LightCharge fix, this time for the UltUnlock addon. To install, replace the DeusEx.u file in GMDX\System with the one provided.



Effects GFX 1 comment

Just a fixed up DeusEx.u for the LightCharge . It fixes the empty Stealth skill boxes that occur because of exporting issues. To install, simply replace...

Ult Unlock

Ult Unlock

Singleplayer Map 6 comments

A small addon that unlocks checkpoints on all difficulties(doesn't disable free saving though) and gives the two new weapons right from the start.



Effects GFX 2 comments

A small addon to change the light augmentation drain back to normal values, as well as to remove the energy drain completely upon an upgrade.

Comments  (0 - 10 of 1,216)
Jobesky Online

Surely 9.0 will be released soon... surely...

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|Totalitarian| Creator

Yeah is fixed.

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I'm playing through 8.0 now and it is glorious. The mod really smooths out Deus Ex's rough edges and gives the player even more freedom and choice. One aspect I'm unsure about: I feel energy is really hard to come across. Did repair bots run out in vanilla? I can't seem to remember scrounging for energy in vanilla like I do in GMDX. It makes it hard to experiment and problem solve with my powers, because I need to be hyper vigilant about being uber efficient with them. Also I hardly use by cross bow yet I'm always low on ammo for it. Were changes made to ammo too? I'm curious to hear the design philosophy behind these choices because the mod is clearly very well thought out and executed.

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|Totalitarian| Creator

Ammo and the conservation of it is a valuable game mechanic, and there's no point in it existing if you have such high quantities of it that you can spam the same gun for much of the game. Limited ammunition also encourages alternate solutions and strategies than just simply shooting heads. However, Deus Ex is also about freedom (in the appropriate context, not freedom at all costs), so I saw it key to reduce the overall counts, but only by a little. There's still plenty ammo -- more than enough to play the game entirely as a shooter and never run out entirely. The intention is to have players run out of ammo for weapons they overuse, but not run out of all backup weapon's ammo entirely. Additionally, there are four new ammo types, so it was important to reduce the vanilla numbers a little to accommodate the new types without breaking the new level of balance attained.
All things considered, overall there's probably 15% less ammo counts (mostly only on higher difficulty levels, let me stress), but far more new alternate options e.g shoot a fire extinguisher, assign a secondary melee, the existence of new ammo types in general, new augmentation functionality like tossing barrels at people and so on.

Energy usage: again a similar approach, however on easy and normal repair bots still provide unlimited energy. Only on the higher difficulties are there any limitations with energy. Also, ammo counts are higher on lower difficulties too. Generally speaking easy/normal are meant to be close to the vanilla challenge and suitable for those new to Deus Ex, while realistic and hardcore takes the greatest thinking man's ARPG and turns the thinking part up a notch.

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Gotta admit, the ammo limit still hurts my anus. To see lovely loot not possible to pick up... THE PAIN...:)

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|Totalitarian| Creator

Hmm? If you can see see loot, you should be able to pick it up. Unless you see it through a window but lack the means to get in (lockpick,explosives or whatever), if that's what you mean.

By the way the ammo counts are a little higher in version 9 than version 8.

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Thanks for the info. This mod is fantastic and I donated via your site yesterday.

I get where you are coming from regarding ammo. And come to think of it, I've started having to use my UMP lately and I'm able to go full auto fairly frequently without having to worry too much about ammo management. Perhaps tranq darts are particularly rare and not an accurate indicator of general ammo supply.

If you don't mind I would like to ask a few more questions to get your perspective:

1) I recently finished the part where you can get explosives from Smuggler before the sub bay mission. After you leave Smugglers place the streets are filled with MJ12 troops who are able to detect wherever the player is even if the player is cloaked. I tried many stealthy tricks to slip out of the ambush but was all-seeing-eyed every time. Does the all seeing eye fix in 9.0 affect this part of the game?

2) Can tranqs one hit stealth KO MJ12 troops? I've been in the catacombs stealthing around and it seems like tranq darts bounce off their helmets. Maybe I need to go for face shots? On the other hand, throwing knives seem to explode heads regardless of where you hit on head.

3) I think I am playing on normal, yet repair bots can only restore my energy like twice before they shut down. Is there a way I can verify that I am on normal? Also, I purchased the perk that allows an extra charge from medbots and repair bots but it doesn't seem to be working/ I'm not sure how to utilize it.

This mod is fantastic and I am pumped for 9.0!

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|Totalitarian| Creator

Thanks for the donation. It means a lot.

1) The "All seeing eye" fix technically speaking does not fix this, however a different fix I added does :) I set up patrol routes for them and if they cool down/don't find you they will follow those patrol routes.
Initially they will still close in on your position though, as it is part of the story (Jock's transmission).

2. Crossbow darts penetrate/ignore helmets and will take out MJ12 troops in one shot. However, you have probably encountered the "Elite" variant of MJ12 troop (first encounter: Hong Kong) which become commonplace late in the game. You can tell they are elite from a number of ways: visually they have a red visor and face masks, and when they speak, whistle and such the subtitles will display their name as "MJ12 Elite". all else fails, they are the crafty enemy type that uses thermoptic camo and turn invisible. I'm looking into giving them more aesthetic distinction from the normal troops but if I cannot come up with something appropriate then I think it is adequate as it is.

3) I forgot, there was a bug on lower difficulty levels that resulted in limited bot usage too, because the recharge timer would count down into negative numbers. This is fixed in version 9.

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Glad to hear about the re-worked Smuggler raid, can't wait to see it in action. In general the all seeing eye fix is a big deal to me, it will massively improve an already immersive experience.

Yes it was elite mj12s I was trying to tranq. I think a more obvious distinction might be worth it, as when my tranqs failed I didn't think "oh, this new enemy type plays by different rules and i must learn to adapt" but instead I thought "this used to work before what is wrong?". Granted I'm not the brightest bulb but I am a pretty obsessive gamer who would likely notice a difference in enemies if the difference was distinct enough. But this is your baby so I definitely respect if you think there is enough difference already.

The visor is a good start, maybe some sort of symbol on the back of their helmet? Or on their back/torso?

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|Totalitarian| Creator

I will see what I can do...

Also you may have the wrong impression about the all seeing eye (possibly my fault). It only applies to NPCs in combat with another NPC - they won't know you're there unless you reveal yourself. Only relevant in very few locations in the game. Still a great improvement but doesn't completely remove their psychic abilities.

Hmm, just had an idea to address that a little further...

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Jobesky Online

Is there any particular reason you increased ammo count in v9? I felt the ammo balance in v8 was almost perfect.

If I donate to you, can we get a reduced ammo count option in v9?

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|Totalitarian| Creator

You should want to donate out of principle and appreciation for a great mod, not less ammo :P

Ammo changes in version 9.0:

-Further increased ammo counts for Easy, Medium and Hard over v8.0.
-Slightly more rockets and assault gun ammo overall across all modes. Slightly less WP rockets.
-Removed 20mm EMP.
-Frobbing a weapon you cannot carry will unload its ammo.

Let me explain the last one: it doesn't add ammo to the game. Vanilla you could get more ammo by picking up all weapons even if you don't intend to keep them, and then ideally drop them immediately after. This just cuts out that nonsense and gives you the ammo by right clicking the weapon.

So overall if you are playing on realistic/hardcore there will be ever so slightly more ammo only for the assault gun and GEP, and the 20mm EMP will be gone. Lower difficulties will have ammo counts very close to vanilla.
There's other very minor tweaks too but too small to mention.
I may also add further limited ammo to hardcore+ mode.

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Jobesky Online

So Realistic + Hardcore is practically untouched then. Good to know.

Good call on removing the 20mm EMP. That was OP as hell.

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Highest Rated (16 agree) 10/10

When v7 came out, I thought that GMDX was basically finished - after all, there is only so much time you can spend on fixing the smallest of details and tweaking balancing issues until you run out of steam. Most mod authors at this point either give up entirely, start refurbishing old stuff that does not need retouching (hello Revision), or just add random elements for the sake of adding anything new (looking at you, Misery 2.0). Not so GMDX. v8 is easily the biggest update so far, adding a slew…

Apr 23 2014 by Marvin42

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