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 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 thus far is said to be, and aims to be the "definitive Deus Ex experience".

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Feedback (Games : Deus Ex : Mods : GMDX : Forum : Final Version : Feedback) Locked
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Jun 24 2013 Anchor

Suggest changes or new features to the mod before the final version is released.
Give your opinion on the mod.

Apr 4 2014 Anchor

Possible bug, Gordon Quick is not moving to the Temple after I retrieved the ROM encoding. He is just standing at the entrance to the compound with no prod conversation.

Apr 4 2014 Anchor

This is a vanilla bug (that I was unaware of mind you). Solution here: Ttlg.com

Edited by: |Totalitarian|

Apr 5 2014 Anchor

You are right.

Side note - There is a spelling mistake with the Repair Bots, After you use them twice and they say that are depleted it says "The RepairBot Chrage has been depleted." Note it's Chrage and not Charge.

Apr 6 2014 Anchor

A simple typo. Thanks for pointing it out.

Apr 11 2014 Anchor

Loving this mod.

Found a rather large bug though. Upon arriving in Paris I was spawned in the tunnels under the original spawn building. The ones with the greasals. Still had my load out, and everything though. The infolink messages seemed to treat me as if I had worked my way there from the top of the building. I went back to an earlier save (Hardcore mode so not a lot to chose from) and played through the graveyard level again. Still spawned me in the tunnels. Its not a huge loss as it's not like I skipped a huge portion of the game but I am pretty sure this is not a design decision. It was cool to have a chopper drop me off underground though, not sure how Jock learned that trick. =D

Apr 11 2014 Anchor

Whoops ;) better roll out another patch. Thanks for your reports.

Sep 16 2014 Anchor

Ok, I've played a couple of missions, have some feedback.

Minor stuff:
- lights (desk lamps in particular) on several occasions had messed up initial state: it means there was light but the lamp was "turned off"
- crazy automatic door at generator building basement (Hells Kitchen) behind the keypad - it closes at improper moments, like when you are trying to get through an open door.. or when trying to push in an explosive barrel :D

Important balance stuff:

1) random element is too strong everywhere. Hardcore mode is impossible when random number generator decides weather you will succeed instead of objective circumstances. This applies to: hacking (no point to this addition, if you wanted to make hacking more difficult you need to add some kind of mini-game like in new Deus or leave it as it was), trying to stealth-kill or takedown using stealth pistol, throwing knife, tranquilizer darts, etc. In exact same conditions (player and enemy position, fully aimed at the back of the forehead, same close distance) you will get different outcome. All this just encourages save/load exploiting and makes stealthing hardcore mode impossible (or just switching to walking tank mode - killing everything with a shotgun).

2) some locations are unbalanced in terms of approach points.. specifically, the mission when you need to destroy NSF generator. Basement access is insanely hard (a lot of laser tripwire requires either EMP grenades - and you don't have many or crazy save/load ninja play), while the roof access (and through the window to the office) is a piece of cake (though you need to move quite a bit, there is no real challenge in terms of player skill or game Skills)

3) I've found it impossible to use underwater approach in the basement, even after upgrading my "Diving" skill to "Advanced". Haven't found any rebreathers yet (maybe I was looking in wrong places?)

4) weapon stats are still messed up (like in vanilla), not sure what was the exact purpose of the changes except for more variety (which is good). All pistols are still completely suck in comparison with a stealth pistol (Damage/second). Found 7.62 UMP (which in my oppinion, as a firearms freak, idiotic - 7.62x51 is a very heavy rifle round completely out of place on SMG - but this is another story), looks very cool (image from UMP 45 obviously), wanted to really use it.. but, it has 3 damage... 3! I had to make about 20 shots at blank range (head-chest) to kill a simple soldier, it's useless :(

Edited by: phobos2077

Sep 16 2014 Anchor

Minor stuff:
- lights (desk lamps in particular) on several occasions had messed up initial state: it means there was light but the lamp was "turned off"
- crazy automatic door at generator building basement (Hells Kitchen) behind the keypad - it closes at improper moments, like when you are trying to get through an open door.. or when trying to push in an explosive barrel :D

Thanks, will fix
1) random element is too strong everywhere. Hardcore mode is impossible when random number generator decides weather you will succeed instead of objective trying to stealth-kill or takedown using stealth pistol, throwing knife, tranquilizer darts, etc. In exact same conditions (player and enemy position, fully aimed at the back of the forehead, same close distance) you will get different outcome. All this just encourages save/load exploiting and makes stealthing hardcore mode impossible (or just switching to walking tank mode - killing everything with a shotgun).
All false. The only RNG involved here is player accuracy. Everything else is constant value, but even the accuracy can be circumvented by numerous methods. All vanilla design.

circumstances. This applies to: hacking (no point to this addition, if you wanted to make hacking more difficult you need to add some kind of mini-game like in new Deus or leave it as it was),

Hacking RNG too can be circumvented (it IS a mini-game): press Esc when detected- you have 0.5 seconds to react.

some locations are unbalanced in terms of approach points.

The basement entrance is more about getting speed enhancement aug/silent running than entering the place. Yes the approaches are imbalanced here, maybe I'll tweak.
3) I've found it impossible to use underwater approach in the basement, even after upgrading my "Diving" skill to "Advanced". Haven't found any rebreathers yet (maybe I was looking in wrong places?)
No rebreathers. Advanced level is enough to make the swim but you will take a little damage. Combine with aqualung or get master level.

4) weapon stats are still messed up (like in vanilla), not sure what was the exact purpose of the changes except for more variety (which is good).
There's been much work on the weapons. It's one of my favourite aspects of the mod. Check out the website: Genericname112.wix.com

Yes, the UMP is dumb though...maybe I'll remove it just for the sake of realism/simulation, but it has a big impact on the gameplay (3 damage is not useless. The assault gun did 2 damage vanilla yet was still useful (weak, but useful nonetheless)).
3 damage is 24 with a headshot. Master skill=4 damage, which is 32 damage per bullet with a headshot: three bullets to kill an NSF, 6 for MJ12.

Stealth pistol has been nerfed. Less damage in the next update.

Thanks for the feedback, some of it shall be considered (UMP, balance of paths etc).

Not sure what's up with the formatting here...

Sep 16 2014 Anchor

Thanks for the reply. Strange about random elements... I could swear my knife/dart is hitting directly in the head - yet the outcome varies. It was like this in vanilla, one of the things I didn't like most. What do I missing?

As for the weapons.. Why not leave UMP but switch it to use 10mm ammo (or new ammo type)? I'm trying to play stealth character and I really wish to find some pistol/SMG which can be upgraded to the point where it will be better than stealth pistol (for silent kills in later game).

I'm not sure nerfing stealth pistol damage is a good idea. As I see it, it is designed for silent head-shot kills, and the damage is pretty low as it is. But slightly nerfing it's rate of fire could be better (though it will make it less distinctive from regular pistols... ).

Am I understanding correctly, that with your weapon balance, all weapons of the same class (like pistols) are always equal in average effectiveness? I would personally like to see more variety in weapon stats.

PS: I'm a modder myself (currently working on Fallout), and if it were me, I would increase damage of some firearms across the board about 30-50%. I'm playing on HARD and still feel like I'm a walking tank (w/o any armor) and this applies to enemies too. When ordinary people take so much shots of 7.62x51 rounds and still standing this breaks immersion a little bit :)

Edited by: phobos2077

Sep 16 2014 Anchor

Randomness: Aim for the tip of the head. I think there may be a problem with the collision detection/hitboxes/whatever. Something to look into.

UMP: 10mm ammo is not suitable for the UMP as it is very rare in comparison to 765x. As for a new type of ammo, that would give the players the ability to have both the assault gun and the UMP in one playthrough. No good for choice and consequence plus that'd be too much ammo for the player.

Stealth Pistol: vanilla damage was 6. Not enough to 1 shot kill most humans in the game. GMDX made it 7 (possibly more, but I know in the latest release I have planned It is set to 7). Honestly all the pistols are good, and all can be fitted with the silencer mod. Try the USP or custom Glock (find it behind smuggler's apartment first visit to NYC).

Balance: the idea is to get them to be equal in overall worth, but all stats are different. Stealth pistol excels in all but damage. The other weapons have more recoil, varying clip sizes, varying accuracy and more in exchange for damage. (and damage is more important than damage per second in GMDX as ammo is rare plus the skills multiply the damage to a greater degree- same as fallout for the latter).

Link me your Fallout Mod?

As for feeling like a tank...dude, play the game on realistic or hardcore mode.

Edited by: |Totalitarian|

Sep 17 2014 Anchor

Not sure if this is related to the mod: on second visit to Battery park when talking to a bum on a station, he offers code location for 500 credits. But there is only one reply option "I'm not interested" even if I have enough credits.

2) after turning off steam on Brooklyn station, walking over the pipes still hits you with heat damage, though there is no steam anymore.

Edited by: phobos2077

Sep 17 2014 Anchor

Both vanilla problems. Nothing can be done for the bum as the original conversations cannot be edited (I believe). I thought I fixed the steam...I'll get it sorted.

Sep 18 2014 Anchor

Second visit to Hells Kitchen. Found datapad with bank account info behind some boxes near the bar, they doesn't work (tried several times at terminals in the bar).

Third visit to HQ (after killing Lebedev), there is an impossible lock in the room at the second level (at the level where Manderley is, across the large meeting room). Is there a key to it that I failed to find or is it just empty? Was it like this in vanilla?

Edited by: phobos2077

Sep 18 2014 Anchor

1. I'll look into it.

2. was like this vanilla. Nothing in there.

Sep 18 2014 Anchor

How combat strength aug supposed to work? I'm upgrading it but the damage (crowbar, looking through inventory) doesn't increase. It does when I increase Low-tech skill. I'm trying to bash some 50-55% doors at NSF HQ with a crowbar, upped combat strength aug to level 3 and low tech skill to Advanced - no luck.

Some minor stuff: tech goggles are useless. Might as well remove them or replace with something else (or otherwise increase their duration like 10 times or more - NV goggles which die out after 10 second is ridiculous).

Edit:

1) MJ12 facility (after being captured) above the armory there is a pipe with yellow steam coming from it. Valve behind the locked panel was supposed to remove the steam? Well it doesn't. I got EXP bonus but the poisonous gas remained so I cannot proceed. Major drawback for stealth play :(

2) Same map, suspension crate with aug canister is off by default. Is it supposed to be that way?

3) Same map. The french scientist guy is standing in most inconvenient position stealth-wise. I try to sneak from the vent to the corridor where he is standing, but at the moment when I'm about to enter corridor and hide safely behind the wall, forced dialog starts, JC stands up and being detected during conversation by the guy in white behind the glass window. If you could move him just a little bit out of the way, that will help.

Edited by: phobos2077

Sep 23 2014 Anchor

Combat strength increases melee damage (and now melee speed also). As per vanilla design it doesn't display any difference in the weapon stats in the inventory though, something I never got around to fixing.

Movers/doors I tried to have their door strength represent their damage threshold, though with -10 to the threshold to be lenient. So a door strength of 50% will have a damage threshold of 40, enough to destroy with master sniper or dragons tooth & some upgrades.
That gives me the idea to just add add the damage threshold along with the other displayed stats.

Tech goggles: you've seen something has been done in the latest release.

1) will add to the list of things to fix.

2) Will have to look. It's never been like this for me.

3) Added to the list.

Edited by: |Totalitarian|

Sep 27 2014 Anchor

1) I think I've just found a major bug. When I upgrade Aqualung from level 2 to level 3 or 4, lung capacity is decreased considerably (just like there is no augmentation).

Edit: ok, it was not so critical after all. You just have to save and reload for aug to work again. Still a bug though.

2) First visit to VersaLife HQ in HK. On my way out I saw one policeman who was not hostile (one of the two standing behind the receptionist, the one on the left). I thought everyone should be hostile.

I'm curious. Do you need to kill everyone in Tonnochi Road map in order to get to the secret Custom Sniper Rifle? Is there a way to find the keypad code?

3) Building at the Docks (near the tanker), some security cameras seem to be "friendly" for no reason (doesn't spot me while they are active).

Edited by: phobos2077

Oct 22 2014 Anchor

"I'm curious. Do you need to kill everyone in Tonnochi Road map in order to get to the secret Custom Sniper Rifle? Is there a way to find the keypad code?"

Hack it with tools only. Some keypads in the vanilla game do not have code, nor does this one.

"3) Building at the Docks (near the tanker), some security cameras seem to be "friendly" for no reason (doesn't spot me while they are active)."

Superfreighter docks in NY? I'll look into it.

Oct 23 2014 Anchor

Someone wrote: "Hack it with tools only. Some keypads in the vanilla game do not have code, nor does this one. "

Well, usually when keypad is so tough, it implies that you can find the code elsewhere. And the reward doesn't match for required loss of tools. I don't remember keypads where you need to spend almost all your tools to hack it.

I'm still playing, so expect some more feedback :)
PS: great experience overall, totally 9/10 from me!

Oct 23 2014 Anchor

Master tech skill= 2 multitools to unlock. Plenty of rewards inside for just 2 multitools. That room was specifically added to give more weight to the tech skill, which had no real reward in taking to master level in the vanilla game.

"Well, usually when keypad is so tough, it implies that you can find the code elsewhere"

It's never implied for hackable objects, totally random. Only when a keypad is INF is it implied.

Oct 26 2014 Anchor

Serious bug in Paris catacombs. When arrived at Silhouette hideout, before entering it, the other door in the corridor - metal one with INF strength is opened by default! You can close it but you can't open it back.

Oct 26 2014 Anchor

Thanks again for the reports.

Nov 15 2014 Anchor

Thanks for the reports, I'll look into them.

Nov 15 2014 Anchor

Thanks again.

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