Deus Ex: Nihilum (DXN, DEN or Nihilum for short) is a First Person Shooter mod taking place in an alternate Deus Ex continuity - released on May 28th 2013. It features new made-from-scratch original content, while also extensively featuring material from the UNATCO Born mod (used with permission from fender2k1, UB's project leader) and Deus Ex: Revision (used in accordance with the mod's license).
Frequently asked questions for DXN. More entries will be added if necessary.
Posted by FastGamerr on May 28th, 2013
Frequently asked questions and troubleshooting for DXN. More entries will be added if necessary. Links valid as of May 2013.
- Voice Acting
- Cheat Codes:
* How to enable cheats
* Instructions and Item List
- New Vision
- Gameplay/Bugs (SPOILERS)
- Plot (SPOILERS)
- Final (SPOILERS)
Well, you could also just access the volume controls from Menu -> Options -> Sound and set the VOICE volume value into OFF (the left end of the slider).
The voice acting in particular has not been well received, but alas, it's the best I got when I asked for anyone interested in voice-acting for the mod for free to do so. A shame that some actors even expressed their regret in voicing for the mod! Nevertheless, I'm eternally grateful to everyone who voiced for it - especially the professional voice actors who did their work for free (and resumed working on their actually paid gigs). I really can't thank you enough! 8]
Please (re)install the Microsoft VC++ 2012 runtimes!
It's more or less compulsory to use Kentie's launcher with the Steam version of Deus Ex (as far as I know). If you've already installed the mod, grab the launcher from here ( Kentie.net ) and copy its DeusEx.exe and rename the copy as fgrhk.exe in your DeusEx\System directory (replacing the one put there by the installer).
DXN doesn't edit the DeusEx.u file, so in theory it should be compatible with such mods. Can't guarantee it, though!
1) First off, you should always make sure that you're running DXN via shortcut that includes the INI and USERINI settings in it.
fgrhk.exe INI=C:\DeusEx\fgrhk\System\fgrhk.ini USERINI=C:\DeusEx\fgrhk\System\fgrhkUser.ini
2) Sometimes the correct playerclass might have been changed into Class=DeusEx.JCDentonMale in fgrhkUser.ini by the game due to an unknown bug.
Make sure that the value Class in the [DefaultPlayer] section of your fgrhkUser.ini says:
3) If you're using Kentie's launcher, do note that the launcher makes copies of the fgrhk.ini and fgrhkUser.ini files into your My Documents folder (f.ex. \My Documents\Deus Ex\) the first time you run it.
If you're receiving any of these problems, check that the INI files in the My Documents\Deus Ex directory are correct - or remove them altogether and run the launcher again.
Sadly they seem to cause various issues after all (on the contrary to what I wrote on the readme, sadly enough!). Here's what you have to do:
Select the first pistol and then throw it away from your hand (there's a special keybind for this that you can assign from the Options). Then select the other pistol and throw it away as well. Only pick one of those pistols back into your inventory and move on.
First make sure that you have cheats enabled (i.e. running the mod by including -hax0r in the shortcut target (before the INI=fgrhk.ini part!)).
e.g. "D:\Steam\steamapps\common\Deus Ex\System\fgrhk.exe -hax0r INI=fgrhk.ini USERINI=fgrhkUser.ini
(Note! The default shortcut might have too much text for you to put the -hax0r part into it. Remove the log=fgrhk.log section to gain more space, and try shortening the INI and USERINI parts into the names of the INI files only as in the example above)
Press t, remove 'Say' from the console prompt and first type the following:
(Remember the dot at the end!)
3) Now, enter one of these item names to summon the custom DXN item in question:
In 2004, I discovered one of the Latin words for 'nothing' and combined it with 'Deus Ex' to form "Deus Ex Nihilum" i.e. "God from nothing" - which sounded very Deus Exy at the time. But in time I discovered that the actual phrase for "god from nothing" appears to be "deus ex nihilo" and I didn't like the sound of that - so in the end the mod became "Deus Ex: Nihilum" (the colon actually makes a difference!). As an added bonus, every time if someone asked me what I was working on I could have replied "nothing!" and followed that up with "I already told you, I'm working on nothing!" if they didn't get it. Oh the hilarity!
That's true. In fact, I considered releasing it with the project (it would have explained a lot of plot elements and character profiles in much larger detail) but I decided that I'd rather want the players themselves decide if anything in the mod makes sense in any way. As long as they just keep the whole "alternate Deus Ex universe" factor in mind! :]
Their contents were incorporated into the proper mod download already when the patches came out, and later on I decided that it was high time to remove the separate patch downloads to lessen confusion.
Yes. In fact, the mod has been designed with DX:NV in mind! It's recommendable to install New Vision before DXN as well (since the DXN installer will copy the current contents from your DeusEx.ini and User.ini files to DXN's INI files).
I put all .U files from the HDTP Release #1 + HDTP Beta packages (DeusEx.u, HDTPBookClosed.u, HDTPBookOpen.u, HDTPCharacters.u, HDTPDecos.u, HDTPDemo.u, HDTPItems.u, HDTPPapers.u) in \Deus Ex\HDTP\System and HDTPanim.utx in \Deus Ex\HDTP\Textures. In the [Core.System] part of your fgrhk.ini file, add these lines right after CacheExt=.uxx
In-game, you have to go to the HDTP Options to select 'Custom' from the Global option and disable the MJ12 and JC models. With these settings, HDTP works fine with DXN on my system. If you do this to no avail, I'm sorry if it doesn't work the same way on your end!
Quite a bit of the code in HDTP is different from the original game in certain areas, and fixing this issue for DXN in particular would have involved too much work for me and most definitely for other people as well. Sorry!
See the answer above.
I guess some guns are just way too dirty for Agent Ingram! Anyway, the gloves are a part of their original 3D models and I wasn't willing to spend any extra time in getting them removed/modified.
After playing through the mod a few times, hearing the proper End Credits music only after finishing the mod was much more effective and gratifying to me. I guess you could consider it an artistic choice. Doesn't stop you from taking a peek into the Music folder, though!
It's quite easy if you have invested in the Lockpick skill (so that it's at least in the Trained level) and have acquired two lockpicks from the crates at the helipad (Hint! You can drop them from the helipad or use the movable railing to crush them open). The prod is located in the locked drawer left of where the mechanic is standing in the Tech Section (in other words, when you enter the Tech Section, go down the slope, immediately turn left and you should see the locked drawer in the corner).
The item descriptions for the items from the original game remain unedited for practical (mostly editing-related) reasons.
Well, the light fixtures in there are blue to make it look more appropriate... at any rate, it's a minor bug at best.
That's just how the game seems to work with that particular scenario. I don't really consider it a bug.
I guess those mean scuba guys started shooting them for fun.
Most bots in the mod don't like it if they see the player walking around with a gun (in UED terms, bHatesWeapons=True), regardless of the loyalty settings. It'd be wonderful if it affected other NPCs as well, but eh, that's DX AI for you.
Well, I guess it's fitting that DXN has a bug like that just like the original level has (at the Vandenberg Air Force Base)! I tried to do my best to avoid bugs like that in DXN, though. People, try not to abuse it! ;]
To me it looks more like he expects the player to go inside in the moment when he steps on the side. After all, he's still not that appreciative of Ingram's presence there. While tacky, I don't really consider it a bug.
In-game explanation: that's how he tends to work (thus annoying some of his coworkers). In-editor explanation: that's the easiest way for the full sequence with Alistair present to work.
As with so many things in the mod, you just needed to explore a bit more. >.> <.< Namely, finding out the datacube in his apartment where he states how much he hates the gang members.
The physics with the maglev and the buttons has always been sketchy, removing the buttons from those two instances makes it look more tolerable in my opinion.
Artistic choice again. This way you can have a smoother transition to the endings (so that the music won't start twice). Since those two levels don't have many conversations anyway, I decided to omit that music sequence even though the bug still occurs if you transfer to the endings with the combat & death tracks playing. But as those levels can involve more combat and death than conversation, I thought it was more natural to retain those two sequences there.
The error (that says something akin to "BreakableWall1 (function Engine.Mover.Makegroupstop:0000) Infinte script recursion (250 calls)") tends to be caused if you blow doors up with the 20mm HE ammo - sometimes in other scenarios. As this issue is related to DX's native code and fixing it would require remaking the entire level from scratch, it will not be fixed in any future release. Sorry! Sometimes it doesn't even occur. I also recommend sticking to LAMs when blowing things up in the level.
!!!! A solution to this problem has been implemented by kocmo, creator of the unifiedDeusEx mod. I still recommend you to make the fix (requires recompiling of DXN's packages) or use the new Engine.u at your own risk! Many thanks to kocmo for this information! !!!!
As a general note, Deus Ex: Nihilum takes place in an alternate Deus Ex continuity, meaning that several deviations have been taken with the original game and its Continuity Bible. Even further, the mod takes place in an alternate universe altogether, so many events have taken a different path in the mod's past several years, decades and even centuries before the DX(N) era. To highlight a specific example, you can come across a reference to "The Tonight Show with David Letterman" specifically to highlight this in a subtle non-intrusive way. But it cannot be understated that the overall Deus Ex continuity has fascinated me ever since I played through the game for the first time, so with DXN I've done my best job at trying to maintain a mostly consistent continuity with the original game even with the deviations in mind.
Check the clipboards in the large room where the lab equipment (and stairs) are. At any rate, enabling a similar "retrive the inventory!" scenario as in the original game would have been feasible as well, but as the "product statement" goes: similar events have taken a different course in DXN. Besides, I find it funny! >.>
Four: the Illuminati, MJ12, XVA and Sacrifice.
Going with my current (September 2013) top-of-the-crop favorites here:
1) Levels: Yuanda Zhu Streets, Queens, the White House, Outer Section (Dynamene)
2) Characters: Alexia Novikova, Alistair Carlsburn, Larry Fay, Jin
3) Music: Main Theme, Civil Unrest, Stalker, End Credits - Globality
Hey, you're welcome!
"Don't examine this too closely." - Bellisario's Maxim
"In the end? Nothing ends, Adrian. Nothing ever ends." - Dr. Manhattan