GMDX V10 is a community made update for the GMDX mod. It features over 1400 new changes, in areas ranging from artistic direction to deepened function, and even bug fixing and attempts to reinforce adherence to canon. It's been built to have zero obligation (should a user not prefer it) by using a separate installation and save directory. Many save files are supported retroactively, although some hiccups do occur, as this was not a strictly intended feature. In our opinion, the game looks better, runs better, is balanced better. If you're looking for a way to facelift Vanilla or simply touch up GMDX, we think you'll enjoy what we bring to the table with v10. By the community, for the community.

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Minor bugs found (Games : Deus Ex : Mods : GMDX 'v10' Community Update : Forum : Issue Reporting : Minor bugs found) Locked
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Jun 18 2020 Anchor

Hello! Here's what i noticed:

1) some security cameras do not function (although they are online). One of them is in the submarine dock - on your way to the crane - in the room with the two spiderbots and a big central fan that kills you if you don't time your ladder climb correctly.
So that camera didn't react even when i disabled the security bots right under its nose.
Another one would be In the freighter and at least one in paris with the same issues, they do not even react to corpses (and i have that option turned on, and they did work for other areas, like on libery island for example.)
I'm sorry i cannot exactly pinpoint the others, only after i have encountered more cams that lay idle have i alarmed myself. And i had a save file right near that one near the submarine bay crane, so i could go back and further test it.

2) although i encountered quite a few duplicate augmentation canisters (yes, augmentation canister, the one which offers augs to install), i cannot upgrade my augs with them.
Encountered an aug can that had speed/stealth and one that had aqualung/enviro: One of them is in the MJ12 test labs below VersaLife, can't remember where i've seen the other. Now...i definitely do not remember my last playthrough since 2010 or so(dunno if it's vanilla or not)... but i think i read somewhere around here (not in the 2018 changelog from 11 december from the files section, checked that already) that aug canisters should upgrade your installed augs if they contain the same ones???
So what's the point? Is it intentional? as in just in case i missed the previous aug cans so i have a second chance to install lost augs?

OH! Almost forgot.

3) I cannot assign the electric prod for the quick action slot. I have the required skill and i can assign all the rest of the melee weapons (including the ...sigh... PS20)

4) more a quality of life thing than a bug:

The microfibral muscle also influences the standard "drop" throwing strength and speed, along with the active throwing one (the one you use by mouse 1 as default).
Sooo, if i have the aug turned on and i pick up something near an NPC, like a crate or a pillow or a pack of cigarettes, basic-dropping that item makes a lot more noise than it usually does(even destroying lesser items), so the NPC gets alerted and all my feng-shui gets shoved down the drain.

YES, THANK GOD there actually is a "deactivate" button in the augmentation screen (who thought of this and implemented it - may you be blessed with good health and fertility so that you can make more people similar to you!!!!!!). But i have to admit, i'm halfway through the game and i'm already fed up of constantly opening and closing my aug screen and turning that ting on and off.

I actually tried to fix it myself, but when looking at the aug with the unrealEd, i did not find anything in the script that caught my eye; and when searching through the class properties of the aug - same thing, did not find anything that i could have used (or i don't know where to look. HEY, speaking of this - how on earth did you guys implement the energy consumption of the light? no matter how much i add or substract, when turning on the light it goes straight back to 10 units per minute?????).

I don't know if fixing the actual mechanic on the basic drop function takes too much time, or if it's worth the fuss - but maybe can you pretty please make it activable by button?

Jun 23 2020 Anchor

MessageLog:"Iterating...

1. The camera detection may be improperly applied or perhaps camera alliances are slightly bugged in some places. These examples will be recorded of what is known and used for reference when checking for things to fix.
2: This feature is intended to be implemented in the future but currently is not. If it is listed in the documentation it appears to be an error but no instance of it in the documentation exists to the team's knowledge.
3: Likely because the Prod has very strange properties while the PS20 was rigged to be technically 'hand to hand' in some hacky code for v9. However in v9 it was to stop an accuracy display reticle. This will be investigated accordingly.
4: This is noted and is one of many reasons that passive augs can now be disabled in 'v10'. While the handling is no doubt clunky there is not much more that can be done. The code for how it operates is in DeusExPlayer.DropItem and not the aug itself. The light aug's power consumption is based in its EnergyRate property and not the functionality itself. Default Properties are what section of code you're looking for. Standard script editing in UED does not show the properties panel.
Adding the ability for it to be toggled by button however does make sense and will be added to possible additions into the future."

Jul 2 2020 Anchor

Thank you very much for the reply. I appreciate the pointers, i will look into it ("...teach a man to fish...").

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