Shifter v1.8.3
Nov 02, 2009 Full Version 1 commentMostly 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...
ShifterDeus Ex mod | Released Jun 2, 2007"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:
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.
Latest News: Shifter v1.8.3
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 v1.8.3Nov 02, 2009 Full Version 1 commentMostly 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...
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I'm rediscovering deus ex with shifter for the first time,and I must say I'm really impressed how good the mod is,the game is much,much more enjoyable..and I have a few ideas myself:
-AI should get an overhaul,there is only a mild reaction from NPCs when they find dead bodies and none at all (!) when they stumble upon unconscious ones.
-it should be possible to extract throwable weapons from dead bodies if you kill someone with them.right now they just vanish-that seems quite illogical.
-masters of the pistol skill should be able to dual wield the pistol/silenced pistol (only one gun would be used when looking through the scope).
-those who are untrained in the demolitions skill should not be able to disarm explosives at all-that should give this skill at least some usefulness.
thanks for all your hard work..
I think that they are pretty good ideas,
the dual pistol thing would be coool, and not being able to dis arm explosives when untrained makes it seem more relistic... i dunno...
Its a good mod anyway...
When HDTP, Revision and New Vision are completed and with this along side it, Deus Ex is going to be a completely different game.
What I would suggest that when you get caught by a camera, it'll alert the gaurds immediately! (Literally as soon it you get into its sight!)
Question about the AI, do they also react quicker when they discover you because its rather hammy that they start shooting only 2.3 seconds after they see you. It should be more like a split second to a second, varies with each NPC. I do hope the maker of that mod is reading these comments.
Is there going to be another release of this or is it done?
On 5/11:
Yuki:
"Just a quick update, v1.8.2 is being delayed AGAIN because my raid array crashed and the rebuild function in the BIOS was... let's just say it was less than helpful. (Specifically, it erased most of the MFTs and then just sort of hung there for the next 28 hours) I can of course recover most of what I was working on via my SVN (why I set up the thing in the first place) but I hadn't been updating it as much as I should have. (BAD YUKI! NO BISCUT) Fortunately I know exactly what I'd been working on and I was able to recover several of the .uc files from my working directory, so it shouldn't be too too long.
And yes, I know I said this before. I've had real life stuff complicating things, some good (new girlfriend) and some bad (serious issues with the family company). Fortunately my way of coping is to concentrate on complex but ultimately non-vital projects (as far as real life is concerned) and Shifter fits the bill nicely. :P"
There was also some more recent activity from him as well, here:
Gamefaqs.com
Has the Unrealistic mode already been worked into the mod? If so, it doesn't appear under the difficulty settings D:
*spoiler*
RightclicktheRealisticdifficulty
also there a exploit that still hasn't been fixed. the Infinite skill point exploit.
I'm referring to this one....
"Before talking to Gary Savage on the rooftop at the sub base (save name New West Coast - Sub Base), make sure your inventory is filled up. Then talk to him. He will offer you a augmentation canister, and you can't take it. You will get 500 skill points. Keep on talkin' to him, and the skill points just keep rolling..."
Unlike every other infinite skillpoint loop in the game, the Gary Savage one appears to be due to the way the conversation file itself is coded; specifically, the convo itself gives you 500 skill points BEFORE it checks whether or not it needs to re-loop the convo because your inventory is full. I'm looking into whether or not I can fix it via code, but it may be hardcoded into the conversation itself.
TheUnbeholden: If you could, it might be better if you post you ideas at the gamefaqs topic here:
Gamefaqs.com
Or email Yuki, (his email is in the shifter readme)
As far as I know, Yuki doesn't check Moddb that much, and not to mention Moddb's comment function here is kind of wonky....