This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Update 2: If you receive a black menu screen on startup, delete your VMDSimUser.ini file in your DeusEx\System directory. Testing cannot consistently replicate this, but it's a one time fluke with some growing pains. Update 1: If you change the installer's target directory, it'll attempt to put \WCCC\Vanilla? Madder. on the end of the install path chosen. Please MANUALLY delete this part of the name. For example, if you chose "C:\DeusEx" in the folder selector, it'll suggest "C:\DeusEx\WCCC\Vanilla? Madder." Manually delete that in the typable field to just be C:\DeusEx, or whatever the name of your Deus Ex install folder is. I'll probably work on getting a new installer out since installforge is absolutely shafting me with this, and it appears to be completely non-configurable, at that. Very epic.
Kicking off Phase 1.5, we have some bug fixes, fine tuning, enhanced and expanded mod support, as well as future support for LDDP v1.1 when it drops.
List of total changes:
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v1.04
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Adjusted main menu test to say "Using DXT" to make the intention more clear
Fixed wobble and kicks to camera position snapping view straight down
Fixed item transfers of pickups not accounting for flexible pickup max stacks
Pharmacist medkits halve existing screen blur drug effects when activated
Added a more advanced damage gate. A sum total is ran per frame of the game. If the total damage inflicted this tick is greater than 95, and the latest hit is to the torso or head, do no more damage. Do not ever deal more than 95 damage to torso or head. If the total damage inflicted this tick is greater than 190, and the latest hit is to the arms or legs, do no more damage. All caps of damage per tick will work as soon as possible, not purely after the numbers are totaled. Took 180, then 20 more to the left arm? That's now 10, and the total stops any more to your person that tick.
Fixed using last pickup in stack leaving a "0" on the end
Using right and middle mouse in items in inventory will use and drop them respectively. Credit to id8800 for bringing this modernization idea to my attention.
Removed message for Binoculars displaying message when zooming in/out, as the player can probably tell when they're doing that anyway
Caution be damned, stress messages have been removed, since they convey minimal information for much space
Killswitch now reads using a delayed, midscreen message in bold font, instead of a subtle message
Picking no frames for glasses now always forces no lenses, but your lens selection is not forgotten
For VMD extending mods, weapons can now sit in on damage multipliers received by the player, and can also "listen" to what damage is inflicted for players. If you want a riot shield and pistol or something dorky? The mod framework is there for it to be easily possible.
New smell system effects on pickups: Smell types (only used for "Food" atm) are now categorized, and Smell Units is now a variable, and not a switch/case-per-class function. Smell units are now also whole numbers. Yuck, me. This makes rebalancing easier, adjusting print less prone to typos, and adds a potential to iterate more smell types later.
ActivateAllAugmentations no longer activates spydrone, because who the F ever thought that was acceptable
Status windows now update in real time when dropping instances of an item
Assault gun is no longer concealed via Low Profile, as it's a little too obvious as to what it is, in addition to being very forward-heavy in profile
Low Profile now increases swap speed of small weapons by 50%, to make it better synergize with small weapon builds for purposes other than pure stealth sake
Pump action boosts from Followup Shot now applies to pumping occurring in reload states
Deadeye now also increases material penetration by 50% for the 10mm handguns
As they were all increased by 50 points previously, all "trained" skill level investments are now 50 points less in cost.
Counter-acting this, however, buying a trained level skill you're not specialized in will cost 150 more skillpoints than is "baseline", AKA 100 points more than previously. Buying trained costs 75 points more than is "baseline", which is entirely new. Master has no increased level of cost.
On the flip side, skills you ARE specialized in had costs altered by 50/100/150, and now it's 100/200/300.
Overall this batch of changes makes players more likely to consider "specializations" as something that define their character in a core way, and less of a way to metagame
Increased frequency of MJ12 Grenadiers, but in particular focused on more EMP grenades vs the player, given the low spawn rates. May need tuning down the line
Mega Hertz is now only advanced level, and causes long term damage to electronics hit by EMP grenades, a la DXT
Fixed the wrong skin being used once alarm units reset from EMP damage
Removed chance of food poisoning when eating animals with a knife, because it's very gamey
Enhanced the turn speeds of commandos and "thug" NPCs by 20%.
Enhanced the turn speeds of "miltiary" NPCs by 50%
Greasel spit now produces noise other NPCs can hear
DTS now benefits from melee swing speed augment, contrary to what was originally intended
Reworked Brute Force. To quote: "Any type of door below 5/10/15/20% integrity can be broken with a crowbar, depending on skill level. Wood and glass doors maintain a minimum threshold of 15%."
Boosted Danger Close benefit to 65%, vs 50%
IFF Override reduced to advanced level
Improved description of soft spot and brute force, for what they apply to
Cap ROF with melee weapons now scales based on the swing speed effects of combat strength. No more awkward delays after letting loose a strike
Swing speed bonus granted by combat strength is now the Sqrt of its damage values, so instead of 25%, 50%, 75% and 100% speed boost, it gives 11%, 22%, 32%, and 41% boosts, respectively
You can no longer roll while holding a decoration
Made Show Off a child of Heavy Posture
Increased the depth of almost every skill's description, to give the best possible information
Fixed Zodiac C4 timer being overriden with player hands
You can no longer mid-air roll without the jump duck talent
Given its excessive prevalence, Fit as a Fiddle now only offers a 25% reduction in roll cooldown. Enough to be worth it for roll builds, but not so much reduction as to make rolling insanely strong
Added talent "True Assailant":
Any form of takedown on an enemy, so long as it is performed quickly, will produce no audible noise to nearby persons.
this is a migration of existing function to a talent, as it is very strong, but it has now had its "no onlookers" condition removed as a result
it is advanced tier and stems from silent takedown, requiring a minimum level of advanced (with or without specialization) to acquire
Decreased blast radius of 20mm to 341 by default, as this is 66% of 512, which it held previously
Rifle Ballistics (mostly) no longer alters accuracy with or without possession. Instead, it increase the blast radius of HEAT and 20mm munitions by 50%, and doubles the material penetration of HVAP rounds against humans robots, for those jucci collateral shots. Sabot is given an accuracy boost like the old system, however.
Pistol ballistics now increased the ricochet damage of gas caps, but their baseline ricochet damage has been nerfed, canonzing the gascap gunslinger build
Silent Mode now gives 33% more hack speed for rushed hacks, in addition to its noise reduction on fail, given its high risk factor. Speed Dial now only applies to non-rushed hacks.
Updated class presets according to recent changes
Added support for rotating the Joshua weapon in zodiac
Reduced the range containers' items drop into, since they rarely fall out of world when containers are slightly inside walls
Added support for zodiac datalinks
Fixed Joshua weapon behavior in Zodiac
Some secrets in zodiac are a little more hidden now. One may be monitored for needing to be reversed
Fixed a door pivot in buenos aires
fixed the sheer eye cancer that is page biotech's lighting in zodiac, because it will carve your eyes from their sockets with non-classic lighting d3d
Added janky, but perfectly workable, VMD style exploration for HC movers. 3rd party fixes jfc
Added frob display support for HC movers
Cracks now appear when melee weapons damage HC movers
Added support for rotating the HC Laser weapon in Hotel Carone
HC movers now "store" "starting strength" and "scouted damage levels"
I will not explain further
Expanded datalink code to adapt to campaign, not just bind name
Reverted bonus skill points for Hotel Carone, as computers have not needed a skill handicap in quite some time for HC
Added support for Mutations' map display feature when playing the campaign
Strengthened lam damage to be the original value in mutations, because mutations uses very precise thresholds with explosives in mind
A tip will now be given when starting the first map of mutations, scrolling across the center of the screen with a reminder to check your keybinds. While small and harmless, this helps remind people to bind their showmap key
If not obvious already, customize keys now has a (Mutations) Show Level Map keybind featured, after SP and before MP commands
Fixed futz state blocking the ability for NPCs to recognize legit crimes, including cold blooded murder
Added appearance support for IWR
IWR now has a custom start ID, allowing for more custom tailoring for it
Added supreme functionality to eliminate needs to explicitly support all bind names for datalinks to work. Mod friendly datalinks now do not need package recompilations for fan missions wired in via INI changes
Fixed amount of food in IWR to be more akin to what is needed
Added custom campaign picture for IWR
Small scorch marks will now persist like large scorch marks
Slightly optimized decal permanence checks
Created and began bundling a "master" CaroneElevatorSet, so all mods using CES can be played through VMD's universal start point
Added a fix for IWR coffee, in addition to making it now recognized as a food
Fixed bug with drinking the last zap soda in a stack, and in theory, the last in stacks for other outside foods as well
Fixed an accidental mixup between RS2020 and RS2020Demo in datalink IDs (new in VMD)
Added support for RS2020 Info Links
Fixed DTS in 22_LostCity clipping through a box
Fixed a rare crash related to failures to load the first level after new game.
Fixed bad button collision sizes in Kurokuma hideout
Fixed duplicate aug can inside another in Kurokuma hideout
Fixed 3 blank aug cans in RS2020, filling in their blank slots with 5 augs not seen repeating in RS2020, and heartlung, which is never seen in RS2020 at all
Fixed 6 different invisible grenades that aren't stuck to the wall in Kurokuma hideout
Fixed 2 grenades with 10x their collision radius in kurokuma hideout
fixed falling through one of the floors in kurokuma hideout
Made map fixer confirm proper grenade positions for the 6 errored grenades in kurokuma hideout
Fixed bad door pivot in kurokuma_hideout. This is the last issue being fixed in that hellhole
Fixed the 3 broken front doors in 22_lostcity. This marks the final fix needed for Redsun's misgivings
Redsun and Zodiac will now play their main menu themes when customizating character setup. This will later be toggleable by config option. Nihilum will follow when appropriate.
French fries are now identified as food
Fixed hit indicators, smell, anxiety, and smell indicators not appearing when nihilum player
fixed nihilum player appearance
eliminated need for Nihilum map pack concept, and now it can be played with no additional file setup
fixed OGG music player with nihilum
added char setup music for nihilum
began bundling DXOGG properly
began bundling a "master" carone elevator set that works with all versions
Fixed conflict between 762 ammo name and desc
Added rotation support for nihilum heavy weapons
Fixed nihilum computer hacking to be in-line with VMD standard hacking
Added time cost deductions for hacking HC security computers. However, due to the breadth of HC security consoles, they only cost 42.5% of their normal value, after some testing
Dumped int with fixes to a couple of bits
Fixed items sometimes floating around the player if dropped in a very particular way
Zodiac C4 now sticks to the first wall hit if thrown, given its notoriously microscopic blast radius, and its dire need to be placed on something to have any effect. This should reduce potential softlocks from C4's necessity in zodiac
Completed the implementation of Item Refusal functionality, a la DXT/RF
Installed new, overhauled options menu a la DXT, but with some slight tuning
Added boolean in the new options menu for swapping out music with mods' music on new game char setup
Adding scouting noises when scouting hotel carone movers with melee weapons
Scouting hotel carone movers can now be iterative with the appropriate skill talent
Updated damage value listed on Shurikens, as it is relevant for comparing against doors
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v1.05
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Fixed wrong skill talent being used for scouting HC movers
Fixed garage keypad being mis-sized in Hotel Carone Hotel
Fixed auto turrets not being active by default, as seems to be intended, in Mutations
LAMs now list a proper damage value in mutations, to keep the intended solutions to destructibles clear
Fixed 5 different broken doors in 16_the_hq, with bonus points for a floating door also being solved
Added proper appearance support for Blood Like Venom
Fixed disagreement about smell thresholds when traveling to a new map
Fixed a typo with the very first killswitch message. oops
Fixed bad fall roll behavior if you didn't have the jump duck talent. This one's a bit of an oopsie
Fixed bad AI behavior instantly throwing the tiffany savage rescue mission
Better prepared jump ducking to reinforce against swiggity swooty ladder behavior. Now, the player's feet must touch a non-ladder floor again before a jump duck can be attempted
Fixed multitools not hacking the proper amount if the rush talent is had and you rushed a hack
Fixed unconscious scuba divers spawning blood clouds in water. Similarly, dead scuba divers will still emit blood clouds
Stopped blending anims for rubbing eyes and dying, as well as prospective fix for barks while reloading
Added a fix for some decorations not revealing themselves after being frobbed in the dark. This is also more mod friendly than the previous
Fixed being able to use a medkit while at comparatively full health during the killswitch section
Fixed hotel carone starting with a non-HC LAM in the starting inventory
Fixed ammo seeds not working as intended after rebooting the game
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v1.06
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Fixed bad oopsie whoopsie with frobbing items in the dark
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v1.50
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Fixed no animation playing during run, shoot, walk, and idle sequences for scripted pawn models without 2 handed weapons. While no log errors were being generated prior, it also had no fallback animation to actually play
Fixed gender entry being a typable field, despite being selected as an enum
Improved ladder behavior, allowing the player to duck freely while using a ladder
Reduced how absolute the softlock of the dreaded hotel carone fishtank is. Now, suspending yourself above the water for half a second will allow you to duck out of it, but it's still finnicky. I blame carone for its shape in general.
Finally ceased all the swiggity swootiness of ladder behavior for the foreseeable future
You can no longer activate medkits while at full health during fractional health sequences
Stopped containers from calling Frag twice when destroyed, potentially spawning double crate contents
Fixed elevators displaying a white crosshair, as if breakable
HC Movers can no longer display a bar of >100% length
Conversations and other triggers in the Hotel Carone intro now trigger properly
The Hotel Carone intro sequence now transitions maps properly
Changed Hotel Carone start kit food over to 8 super soy food, instead of 8 soyfood. Super soyfood, as a refresher, exists as "oopsies, not enough food" item in mods without ample food supply. Human thugs can smell small food smells, unlike human military. Accordingly, this was instantly sabotaging the player's stealth
Right clicking on weapons and skilled tools (multitools, lockpicks, keyring) in your inventory will now equip them, as a parallel to using disposable items with RMB
Fixed Hotel Carone DXD park not loading encounter
Controlled map sequence skipping to be 100% certain the intro is initialized in hotel carone
Stopped applying location tweaks for cigarette machines inside the actor. This causes some success, but some breakages. The issue, however, is mod's maps that never adjusted the 3d position to account for collision size. This is sometimes fueled by UED2 usage.
Carone garage doors are no longer encroachtype_crush in 16_HotelCarone_Hotel
As it was trending away from current design philosophy, carone's penthouse doors have been un-hidden, even though they were scoutable previously
Fixed 6 NPCs with bad names in HotelCarone_Hotel
Fatness is now inherited by carcasses when a pawn dies, for silly purposes
Made gas caps and 10mm HEAT not spawn in nihilum, for obvious reasons
Fixed an adaptive armor actor needing to exist for augs to bypass lasers. Oops.
Made cloak and radar trans both need to be active to bypass lasers, a la revision, as was originally intended
Fixed metal door having wooden fragments in 03_NYC_BrooklynBridgeStation
Fixed bad door pivot in 04_NSFHQ. Missed because it was not in vanilla mapset, but is in VMD map set
Fixed junkie female randomly engaging MJ12 troop mob at start of 06_Street
When NSF and UNATCO begin fighting in the street, the terrorists will now ALWAYS be aggro'd to the player as well
Paul Denton now actually "Takes the subway" and leaves 02_NYC_Street
Changed paul leaving trigger to radius of 4 (vs 96), so he stops at a more natural position
Fixed nanokeys printing a blank line in the log when acquired via conversation
Sailors and HK Military will no longer fight on the top of 09_NYC_Ship
Fixed a bad door pivot in 09_NYC_Ship
Plugged a BSP hole in 10_Paris_Metro
Fixed a bad hatch pivot in 14_Vandenberg_Sub. First try, bby.
Prospective fix for bad head turning during key states, although their merit is unproven
Fixed weapons given during conversations providing incorrect ammo counts AND ammo count given feedback
Fixed lingering checks for skill that were silently not allowing PCs to be hacked a 2nd time without refreshing the window
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v1.51
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Fixed MenuUIChoiceEnum using bad load property casting
Discontinuing support for IWR, given its tendency for file conflicts, lack of meaningful contributions VMD makes to it, and strange softlock behavior that can't be consistently replicated
Cleaned up paths vomit for various mods that are no longer used (Burden, IWR, TCP)
Reintroduced the custom colors manager from VMD Alpha
Fixed custom colors manager not restoring defaults as is intended
Installed new Phase 2 color scheme, and marked Phase 1 as its own. Standard VMD is kept for backwards compatibilty/as a customization freebie
Fixed FindTheme function in ColorThemeManager.
Added FindThemeAdvanced function to ColorThemeManager, so the function is particularly useful.
Added updated checks to color theme manager in game to make sure new color themes are always included on old save files.
Added fallback check to update VMD color scheme to VMD Phase 1 in old saves.
Removed VMD color theme due to confusion and the new operation of RestoreDefaults in color theme customizer.
Added null checks to not add the same color theme twice for theme manager
Fixed incomplete deletion functionality in color manager.
Patched in new Fem JC sounds from LupusDraconis and Xriborg's Lay D Denton project.
Updated mutator food support to not use "some game mutator food", but instead "MutFood", for the sake of human beings understanding it
Fixed caroneelevatorset (universal) to actually have its default properties
Overhauled female JC to use alterted height instead of altered drawscale
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v1.52
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Lots of fine tuning for fem JC size, eye height, and model offset
Added a prospective fix to level.game.gamespeed not updating properly on load game
Fixed pistol scope bonuses not applying for more than the first shot in projectile based pistol weapons' spreads. Whoops.
Fixed pistol scope bonuses not applying if double fire mode is enabled (no existing examples, much like the previous, but hey)
Enabled a bAllowFemJC option in options menu for VMD, and updated the default setting to true.
Installed code for auto-detecting Lay-D Denton project, and if detected, allow for female voice to be played. If this load fails, it disables female voice. This allows fem JC to be used automatically both with and without voice packs installed, with no hitches
Fixed corpses that were gibbed spawning excessive ammo counts
Added dynamic HUD/Persona screens for female gameplay
Disabled multiplayer button on main menu because oops forgot to do that ages ago
Added dynamic player skin textures for weapons and skilled tools
Female JC texture parallels are now used on default skin indices when female is selected as the gender
Re-enabled recoil mods on the stealth pistol to offset the fact it still has aim bloom, which can be a potential consideration
Made drug effect timer reset upon interpolation sequences (boat rides, helicopter rides, etc)
Added a water speed configurable multiplier in VMDBufferPlayer, in case mods want to edit water speed on the fly
If a weapon's top count is red from low total ammo count left, its bottom text will also be red, since having more magazines doesn't mean anything if you're low on ammo. This is only theoretically posssible, but hey
Added new hands for both male and female weapon textures, both with new aug decorations, donated by Lupus Draconis
Re-introduced female sniffing feedback, but now with a female sniff sound donated by Lupus Draconis
Introduced female roll cooldown sound, also courtesy of Lupus Draconis
Added branching functionality to allow for new NPCs from LDDP to be loaded into relevant levels, excluding the buzzer guy.
Added extra functionality and branching for new LDDP NPCs for version 1.1
Added branching functionality to the intro's test tube denton based on gender
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v1.53
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Integrated female JC test tube textures as I should've done to begin with.
Rewrote female test tube JC code to use the VMD Assets version, as it previously assumed the load would not fail. As LDDP 1.1 is not out, and may not always be present, this was certainly an oversight. Oops.
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v1.54
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Fixed an outdated localization file being included.
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v1.55
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Began bundling the HDR fix for d3d10 by Veronika.
Fixed conversation trigger always assuming LDDP was present. This broke some conversations.
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v1.56
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Began using new installer courtesy of DefaultPlayer. This should hopefully have better features and less false positives on AVs. Additionally, it features LDDP/Confix branching install options. You can even run it more than once to change which one is actively installed, which is neat. You can also, as with phase 1, manually unpack it if the install process fails. Huge shoutout to her hard work on this.
Fixed audio clipping caused by bad audio file processing methodology. Thanks to Xriborg for helping my pleb ass find out about it.
Starting 2 hours after the time of writing, this installer will have changed over to v1.53. Patched out a last minute issue with test tube denton. Oops.
Yes, A new update!
Happy to make some smiles :)
EDIT: Also, yeah, got a player guide coming in the next week or two, so that'll be really cool for helping people out. Given how deep the rabbithole goes, even someone who's mostly got it will learn a thing or two.
You might want to make a guide for compatible mods too with links, since that is thing for this mod.
Good idea. I'll probably encapsulate it in an image and put links in the desc, since it's pretty straight shooting.
What error are you getting? By default, it attempts to target your C:\Program Files(x86)\Steam\steamapps\common\Deus Ex, as I understand it. You want to target your deus ex parent folder. It could be C:\DeusEx, for instance as well.
Update: I just looked into it, and if it attempts to append a \WCCC\Vanilla? Madder.\ part on, just delete that BS. I need to figure out how to get install forge to stop trying to do that. The DEFAULT was changed, but apparently not what it suggests upon changing target directory.
Interesting. It may have issues based on the incorrect name it's suggesting have invalid characters for a folder name in it. I just tested on my PC, and was able to install to D drive successfully after fixing the bad name it was suggesting. Try that, as I've outlined in the comment below.
Update: If you change the installer's target directory, it'll attempt to put \WCCC\Vanilla? Madder. on the end of the install path chosen. Please MANUALLY delete this part of the name.
So if you chose "C:\DeusEx" in the folder selector, it'll suggest "C:\DeusEx\WCCC\Vanilla? Madder." Manually delete that in the typable field to just be C:\DeusEx, or whatever the name of your Deus Ex install folder is.
I'll probably work on getting a new installer out since installforge is absolutely shafting me with this, and it appears to be completely non-configurable, at that. Very epic.
Yeah, change that to "D:\steam\steamapps\common\Deus Ex" in the typable field. That should fix it.
Link me an imgur maybe? What's the new error?
Yeah, sorry for the slow reply. I had some IRL to take care of. Can you send me a screenshot of what the folder it's installed at looks like? The one where VMDSim.exe is at. I asked a friend with technical experience, and he said that often happens when it can't find one of the game's core files.
Is there a way to change the UI scaling?
The method to do so is not included. You can run Kentie's launcher with VMD, though, and that'll allow UI scaling. The install guide video goes over how to do that.
hi need some help with the new mod you have released. So I have installed everything including the LDDP but when I start up the new vanilla madders mod it opens and closes for a sec, could I have some feedback on how to fix this, thankyou for this mod.
Are you BigGDMX seen below? If not, can you give any feedback on the error?
Imgur.com
need some help keep getting this error when launching the vanilla madder mod with the LDDP 1.1.
Never mind, Figured it out.
how do i change where it installs it wont let me
After it gives you an alert about confix vs Lay D Denton, it'll do an "extract" bar from 0 to 100. After that, it'll open up the screen with the deus ex banner and "you are about to install Vanilla? Madder. on your computer.". Push "next", and it will ask you to change your folder by manually typing it in. You can copy and paste the directory from the top of a navigation window in Microsoft Windows to speed this up.
However, if this can't solve your issue, you can right click on the installer file to manually unzip it, and manually drop the folders into your DeusEx parent directory. You'll want to copy Help, System, and VMDSim specifically. Confix and Lay D Denton installers of similar types are bundled under the "optional files", so you can repeat a similar process to install those.
i got the mod working, but whenever I launch the game I can't get the start menu to pop up
Interesting. Does any sound occur, or are there any black elements that faintly appear with it?
Doesn't launch. Fresh Steam version, default installation path, booted vanilla once before installing mod. A single frame of some tiny window pops up when I run exe/launch from Steam and then nothing.
Couldn't get it running, get stuck on main menu without any ui buttons appearing after install. Say / teamsay keys work for some reason though.
Interesting. Do sounds play when you push Escape to open/close the menu? It could be an issue of missing color scheme for the UI, which is an ugly error, but has been seen before when updating from P1 to P1.5. Feel free to come over to the discord for VMD and we can talk about it more, or I can reply here, but it'll be slower. I don't want to intrude, though.
There are no sounds, ESC button doesn't work so I had to kill process from task manager to exit game. Which makes T and Y keys working weirder.
Is mod compatible with gog goty 1.112fm version (without revision installed)?
Huh. Okay. Very interesting. If you could find a file uploader medium and give me a link to an upload of your VMDSim.log that'd be helpful. It can be found in your C:\Program Files (x86)\Steam\SteamApps\Common\DeusEx\System directory.
Here is pastebin of VMDSim.log: Pastebin.com
Ah. Your user INI isn't loading, and you have no player class, so it's borking everything. Can you confirm the existence of a VMDSimUser.ini in your DeusEx\System? And confirm it's not blank?
EDIT: If not, can you also confirm your VMDSimUserDefault.ini exists as well? Thanks.
VMDSimUser.ini exists and is not empty. Contents: Pastebin.com
VMDSimUserDefault.ini does not exist, but there are VMDSimDefUser.ini Pastebin.com and VMDSimDefault.ini Pastebin.com
Ok, after I deleted old VMDSimUser.ini and renamed VMDSimDefUser.ini to VMDSimUserDefault.ini it started working.
Welp. It's BASICALLY empty, is what it comes down to. Did you override with kentie's before running the mod for the first time? Also, are you on linux? Both of these can produce these errors in the past. Either way, it seems to have generated PART of a default user ini when in doubt.
Solution is though: Copy all the contents from VMDSimDefUser.ini with Ctrl+A then Ctrl+C, delete everything in your VMDSimUser.ini, then paste the copied contents into your VMDSimUser.ini and save the file. Then start the game again.
stupid but.... how do i enable cheat codes i find games more fun that way
Push T to open the console, then write "set human bcheatsenabled 1", for the least amount of typing possible, and push enter.
Mod doesn't appear in GOG version
Thanks for letting me know. I don't have any data on GOG copies or how the installer works (or apparently, doesn't) with them. You can manually unzip the mod (as it is a 7zip archive) and install the files yourself in case of emergency. Inside there should be a "system" folder, which you should copy the contents of into your DeusEx\System directory. There should also be a VMDSim or Mods/VMDSim (I forget) folder. Copy and paste into your C:\DeusEx directory. After that, VMDSim.exe in your DeusEx\System should be fine to make a shortcut of with no other tweaks made. If you run into the black menu bug, be sure to read the post on that.