"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  (30 - 40 of 125)
voodoo47
voodoo47 Feb 2 2009, 4:52pm says:

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..

+1 vote     reply to comment
nerdenstein
nerdenstein Feb 18 2009, 6:41am replied:

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.

+2 votes     reply to comment
kitethefallenangel
kitethefallenangel Mar 5 2009, 11:26am replied:

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.

+1 vote     reply to comment
Kee715
Kee715 Nov 22 2008, 9:04pm says:

Is there going to be another release of this or is it done?

+1 vote     reply to comment
JC_Fenix
JC_Fenix Nov 25 2008, 2:22pm replied:

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

+1 vote     reply to comment
SquiddyTreat!
SquiddyTreat! Aug 16 2008, 7:49pm says:

Has the Unrealistic mode already been worked into the mod? If so, it doesn't appear under the difficulty settings D:

+1 vote     reply to comment
JC_Fenix
JC_Fenix Aug 18 2008, 11:40pm replied:

*spoiler*
RightclicktheRealisticdifficulty

+2 votes     reply to comment
TheUnbeholden
TheUnbeholden Aug 13 2008, 6:47pm says:

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..."

+1 vote     reply to comment
Y|yukichigai
Y|yukichigai Aug 14 2008, 9:46am replied:

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.

+2 votes     reply to comment
JC_Fenix
JC_Fenix Aug 23 2008, 10:22pm replied:

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....

+1 vote     reply to comment
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