"Removing the suck from Deus Ex." It's an odd slogan, but that's what Shifter does, what little of it there is. In my opinion anyway. A little mod that started off as an effort to get the damn laser sight to turn on automatically now includes additional augmentations, unique weapons, new game mechanics, bugfixes, restored game content, and even a complete and working alt-fire option for almost every weapon. All of this, seamlessly integrated into the existing game, capable of running simultaneously with almost any other Deus Ex mod. Play your favorite mod, then play it again, "Shifter-ized".

For those of you who are sticklers for actual, quantifiable advantages, here are a few features which Shifter brings to Deus Ex:

  • "Replacable" Augmentations: Find a new aug you just have to have? Now you can replace an existing augmentation with one found in an augmentation canister. Just use a medical bot to install it, like you would with any other augmentation.

  • New/Better Augmentations: In unmodified Deus Ex, many of the augmentations were of limited to no value, or only useful in very specific situations. Shifter attempts to rectify this by modifying how some of these augs work (like Microfibral Muscle) or by replacing them completely with new, superior augs. (like Electrostatic Discharge)

  • Alt-Fire: Long since overdue, most weapons in Deus Ex now have alt-fire modes, accessed through a separate alt-fire key. Now you can unleash a napalm bomb from your Flamethrower, or throw those ever-so-common Combat Knives at unsuspecting NPCs. For weapons without alt-fire, the button doubles as a scope toggle key.

  • Unique Weapons: Scattered throughout the game in key locations are new and ever-so-deadly weapons. These weapons are unique, and only appear in that one location, nowhere else, to balance their power.

  • Random NPC Inventory: In a realistic setting one would never be able to say for certain what a random passerby on the street might have on them. Shifter incorporates this into Deus Ex, giving NPCs hostile, neutral and friendly alike randomly determined items. Perhaps nothing more than some extra credits, perhaps some food or cigarettes, but maybe even a contraband substance or weapon.

  • Additional Skill System: It seems somewhat unfair that a player is not rewarded with skill points for some acts of true skill, feats like defeating a room full of MiBs, or perhaps walking within just a few feet of them without being detected. Either way, combat or stealth, players are now rewarded for their feats of skill.

  • Deadlier NPCs: Many of the additions made to Shifter would seem to shift the balance of power almost exclusively to the player. To counteract this, NPC AI and skill has been upgraded. Enemies shoot better, aim quicker, and dodge faster. Never underestimate a Shifter NPC. (Well, when I finish all the AI tweaks, anyway. :P)

I've spent far more time on this mod than any other project I've ever undertaken, and I don't see myself stopping anytime soon. I may get distracted from time to time, or be mostly happy with a release only to find a few flaws in it several months down the road, but I will never abandon the mod. The day I stop maintaining Shifter is the day after the Deus Ex modding community officially dies.

For those of you who are brave, check out my Savefile Project Folder from time to time. It's where I store various "snapshot" builds of Shifter as I add features between releases. You'll get to play with new goodies between the official releases, at the slight cost of having to deal with possible bugs, crash-tacular errors, and other beta-esque things.

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Choices, choices.... Watch your step... Fun with Combat Knives
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0 comments by Y|yukichigai on Nov 2nd, 2009 digg this super bookmark


Okay, so the whole "Demo Version" issue is something which quite eludes me.  I'm not sure why my code - which works on most installs, by the way - randomly doesn't work, but there it is.  After trying a few alternatives I've decided to give up on that feature.  I'm releasing the result as v1.8.3.

This version is free of the game-stopping bug where it tells you to buy the full version, despite the fact that you are already playing it.  As a consequence anybody who tries to install this on a Demo version of the game won't be able to play it "Shifter-ized" without some extra work and typing things in via the console.  If any of you who this applies to can't figure it out, feel free to talk to me and I'll walk you through it.

Anyway, while ModDB approves the file you can download v1.8.3 from here.

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Shifter v1.8.3

Shifter v1.8.3

Nov 02, 2009 Full Version 1 comment

Mostly the same as v1.8.2: At least 80% support for The Nameless Mod, plus a few other bugfixes and some minor features compared to v1.8.1. The only difference...

Comments  (20 - 30 of 125)
fordschick
fordschick Jul 13 2009, 7:30pm says:

I played Shifter for the second time (putting a normal DX in between) I missed shifter - it's fun the Lo Bruto on advanced pistols is awesome - one thing was odd - my strategy for Dowd (Osgood and Son) was to whack him round the head (he runs off) and let the troopers shoot him...in shifter you can whack him hundreds of times and he doesnt move? I found a way of whacking him with my nanosword (the green one) and pressing forward to gradually get him out in the open it takes ages then the troopers attack him and I stay behind the burning barrel - but he's kind of stuck (does the code insist he doesnt run?) anyway the troopers all shoot him and he picks up an assault rifle slides around and shoots them even though he is aiming at his foot - when they're all dead I shoot him and he comes after in "slide mode" very funny plus you get dialog never heard before - what did shifter do to Dowd????

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nerdenstein
nerdenstein Jul 21 2009, 9:30am replied:

Muwahahaha Magical Dowd! =P

+1 vote     reply to comment
thevicejesus
thevicejesus Apr 13 2009, 10:55am says:

think I'm more pleased with this mod than I will be with Deus Ex 3.

Having a couple problems though:
1) If I use the alt-fire to throw something (knife, crowbar, baton) then all the items in my bottom screen (the 1-9 things) disappear
2) After taking the elevator down to the MJ12 lab from the computer room in the Versalife building, the game locks up

Anyone else having similar issues?

I'm using the "Game of the Year" edition, and the mod runs great otherwise.

+1 vote     reply to comment
nerdenstein
nerdenstein Apr 14 2009, 1:49pm replied:

Try reinstalling Deus Ex and installing the patch. I know that the game of the year edition is the lastest version but for some reason my Deus Ex ran better after i installed the patch... :)

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nerdenstein
nerdenstein Mar 8 2009, 4:06pm says:

Hey Shifter.
I have just thought of a few more ideas that could be implemented if possible.
1)The Alt-Fire for the sword/nano-sword should be a block. If would be fun to block Melee attacks using the sword. That would make a few good sword fights. :P
2)Are u making TNM version of Shifter???
3)I dunno if this is a good thing but i kinda fits the story. When JC wakes up in his cell under UNATCO, he still has all his augmentations. Maybe after he gets caught he should lose his augs as well???

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JC_Fenix
JC_Fenix Mar 24 2009, 9:01am replied:

2: From a gamefaqs topic; "Who's ready for TNM?"

"I'm not. :|

I was even slipped (thank you thank you thank you) a beta of it to get Shifter ready for TNM's release, and I'm nowhere near done with the first play-through, much less getting Shifter good-to-go. It has a LITTLE something to do with the main computer being down. Still. I'm actually in the process of not getting around to fixing it. :P (Relax, just need to plug in the various cables and we're good to go)"

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J.
J. Apr 5 2009, 8:05am replied:

Add AI ability to crawl the tunnels. Gutter crawling makes some escapes too easy.

+1 vote     reply to comment
nerdenstein
nerdenstein Aug 11 2009, 11:35am replied:

OMG That would be good.. lol Scare the hell outa me to suddenly see a bunch of MJ12 troops crawling through air vents after me lol

+1 vote     reply to comment
Blade_hunter
Blade_hunter Mar 8 2009, 11:51am says:

I will suggest some corrections too but they are hard to do

-have the ability to make more piles of one kind of items, just like if we have more than 10 LAMs it makes an other pile it was a good thing from IW inventory
-the item selection in a conversation when we want to give a weapon into an NPC we can choose or sort of wait i will check the room to give the item
-more shots allowed with a fire extinguisher 5 - 8
-AI should be able to use ladders

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Miburec
Miburec Nov 3 2009, 12:59pm replied:

usualy i am not someone who answers to comments older than 4 weeks, but i just have to respoind to the suggestion to remove j.c.'s augs after beeing captured.

this would eventually fit in the fact that he is captured but not that he is supposed to be executed. it wouldn't fit the DX scenario at all. remember: nano-augs are built up as modules as small as single cell microorganisms. j.c. is nothing more than a beta test version. MJ 12 just managed to put those tiny things inside a human, doing their jobs well without causing an immune response (grey death?). i don't think they even had a chance to find out how to remove all of those billions of nanites from someones organism without bleeding him dry or fry him with EMP.
and even if they know how to... j.c. is supposed to die. so removing the augs would be an unnecessary action. the only reason why j.c. survives respectively escapes is due to daedalus. so the only reason for MJ 12 to remove his augs would ben the knowledge about daedalus' help...

sory, but i'm playing DX again right now, so i'm a bit caught inside the scenario, thats why i go into detail so much :oP

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Deus Ex
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Y|yukichigai
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Released Jun 2, 2007
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