GMDX is an award-winning large-scale modification for the 2000 PC classic Deus Ex. GMDX addresses the many flaws of the game, polishes it to a very high standard, and adds new layers of depth that one would have hoped to see in a sequel. GMDX is executed with the strict parameter of staying true to the original design principles that define Deus Ex, and seeks to improve all aspects of design excluding the plot and soundtrack. The cumulative result thus far is said to be, and aims to be the "definitive Deus Ex experience".
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Experimental fork of GMDX v9, candidate for a future official update. Includes radial augmentation menu, HDTP toggle menu, inventory item rotation, new playthrough modifiers (randomizers, addiction system), 17 new and reworked perks, rebalanced skills/augs/weapons, simulated laser sight waver, overhauled wearable equipment (Repairbot now repairs!), bugfixes, and more. English only. Current version: Beta 2.1 (2.0 standalone installer + hotfix)
Current version: Beta 2.1 (2.0 standalone installer in main download + 2.1 hotfix here)
This is the beta version of the GMDX version RSD fork. Up until now, it was referred to as the RSD addon (placeholder name) as well as version 9.0.4, which was originally going to contain only the bugfixes and QoL updates from the addon. After much discussion, Totalitarian and I agreed that the design changes in the addon were solid and worthwhile, and as such it wasn't worth the effort to maintain two separate branches of GMDX just for its own sake. Moreover, the scope of the project has expanded to the point that it is best considered as a wholly new version of GMDX.
Version RSD is an experimental fork of GMDX v9, with many brand-new features and adjustments to the game, in addition to a large number of bugfixes. Ultimately, the goal is for vRSD to become a suitable release candidate for an official update to GMDX. As such, it will evolve over the course of the beta period as feedback determines which experimental elements from vRSD remain in the final release. In particular, new and reworked augmentations/skills/perks and overhauled systems (such as the new addiction system for drugs) require testing and analysis for their place in GMDX, which has earned its reputation in previous versions for subtly expanding and refining Deus Ex while remaining true to its core design principles. As a new face succeeding the development of such a revered mod for a legendary game, I do not wish to transform GMDX into something unrecognizable, but rather work within Totalitarian's vision for his mod and produce something that new and old fans can appreciate. Please do not hesitate to voice your opinion on the new features and join in the discussion.
Only the English localization is currently updated from version 9, sorry!
======================================== CHANGELIST ========================================
#### SKILLS/PERKS ####
-17 new and reworked perks to further differentiate skills, flesh out playstyles, and balance character builds. Examples:
-CONTROLLED BURN (Trained Heavy perk): An agent is trained with the use of the flamethrower, ensuring that the igniting fuel is not blocked by targets.
-SIDEARM (Trained Pistols perk): An agent's aim stability is not reset when swapping to a pistol.
-STOPPING POWER (Advanced Rifles perk): An agent can stop an enemy in their tracks with a shotgun blast, gaining bonus damage (+25%) when every pellet hits a single target.
-FIELD REPAIR (Trained Environmental Training perk): An agent can perform more effective equipment repairs with biocells (1.5x).
-SLEIGHT OF HAND (Trained Lockpicking perk): An agent is able to pick locks and perform acts of theft without arousing suspicion from onlookers.
-TURRET DOMINATION (Master Hacking perk): An agent can alter the IFF routines of gun turrets to make them target enemies or everything in sight.
-SECURITY LOOPHOLE (Advanced Stealth perk): An agent easily identifies the blindspots of modern security systems, evading camera detection for a longer period of time (+50%) and tucking the legs away from laser tripwires.
-Athletics skill now influences mantling reach in addition to swimming speed and stamina/breath
-Stealth skill now improves the player's ability to hide in darkness, with other benefits moved to perks
-Weapon skills now increase the player's maximum ammo capacity
-Minor balance adjustments to skill costs and effectiveness
#### AUGMENTATIONS ####
-Ammo Capacity augmentation replaces Energy Transference, passively increases all ammo capacities
-Run Silent now features half of Speed Enhancement's movement speed bonus while on the ground
-Ballistic Protection (Passive) no longer drains any energy, now provides up to 35% protection proportional to the bottom 100/80/60/40% of the player's energy bar
-Spy Drone can now be set in standby mode with no energy drain for long-term surveillance
-Power Recirculator and Synthetic Heart are now fully passive
-Minor balance adjustments to energy cost and effectiveness
#### WEAPONS #####
-Full overhaul of hitscan range mechanics to unify weapon accuracy stats and make range modification more valuable
-Full overhaul of projectile gravity mechanics for consistency and balance
-New laser mod behavior with simulated aim waver and recoil to make continued skill/mod investment worthwhile while still offering a clear and logical benefit to its use
-Added 0-1 points of damage variation so decimal increases in damage are not rounded down to nothing
-Assault Gun now fires in 3-round bursts rather than 5-round bursts
-Increased Sniper Rifle inventory size from 3x1 to 4x1 (vanilla) to reflect its potency and enforce more stringent equipment choices
-Mini-crossbow and GEP gun load one round at a time (like shotguns) to simulate an internal magazine
-Stun duration on riot prod/taser darts scales with half of weapon damage
-Sabot shells are now truly slug rounds and they, along with 10mm AP rounds, are more effective on a variety of armored targets and weaker against soft targets
-Rubber bullets deal more damage and receive proper bonuses from skills/augs/mods. The Sawed-Off Shotgun deals an extra 30% damage with rubber bullets
-Throwing Knives retooled as precision weapons with lower base damage but improved headshot damage, and a maximum of one knife can always be retrieved from any enemy hit
-Melee attack speed is halved when out of stamina
-Increased pickup counts for specialized ammo types (10mm AP, taser darts, rubber bullets)
-Reduced base max ammo capacities across the board, can be increased through weapon skills and the new Ammo Capacity aug
-Dragon's Tooth Sword now accepts damage mods, base damage reduced from 26 to 22
-Holding the fire button now causes melee weapons to attack continuously
-Numerous minor tweaks to weapon stats (accuracy/range/ROF/recoil)
-Bullets now penetrate breakable glass
#### EQUIPMENT ####
-Items can now be rotated in the inventory by pressing the Spacebar
-Removed all restrictions to swapping and dropping wearable items on the fly. Stacking behavior is now seamless and straightforward, and the last copy remains in the inventory when fully drained (disabled in Hardcore mode)
-Can now repair/recharge wearable equipment with the repairbot. Worth 3 biocells of charge
-Binoculars now come equipped with a rangefinder
-Secondary items expanded to include flares, binoculars, tech goggles, and medkits/biocells (with the Combat Medic Bag's perk), now always quickdraw
#### MECHANICS/SYSTEMS ####
-All new playthrough modifiers (crate/weapon mod/aug canister randomization, addiction system)
-All new opt-in addiction system for cigarettes, alcohol, and zyme:
-Use of each substance applies a temporary buff, but also makes the player prone withdrawal effects if they become addicted, temporarily curable by consuming more of the substance
-Using a substance adds to an addiction meter, and passing a threshold (50%) makes the player addicted to that substance
-The addiction meter goes down gradually as the player progress through the game but NOT with time
-Cigarettes temporarily improve aim stability, but hurt stamina in withdrawal. Moderately addictive.
-Alcohol increases torso max health, but reduces base accuracy in withdrawal. Slightly addictive.
-Zyme increases combat speed/strength and stamina regen, but reduces torso max health in withdrawal. Extremely addictive.
-Modified Hardcore hunger meter to decay more gradually as the player progresses through the game
-Stamina no longer regenerates while crouched and standing still to make stamina management matter to stealth players
-Mantling now requires stamina
-Refined the Heavy weapon movement speed penalty, with granular improvements from the Heavy weapons skill and Microfibral Muscle
-Auto turrets can now run out of ammo, firing routines refined
-Scrambler grenades now deactivate the player's augmentation system for a number of seconds equal to scrambler damage taken
-Maximum burn time with the flamethrower reduced from 40s -> 10s so it's at all relevant to gameplay
-Security cameras no longer react to unconscious bodies on Hardcore to uniquely punish dominant lethal stealth tactics
-Hacking alarm panels now allows the player to disable any active alarms in the area
#### DIFFICULTY ####
-Medbots/Repairbots now offer Inf/3/3/2/2 charges on Easy/Medium/Hard/Realistic/Hardcore (previously Inf/Inf/Inf/2/2)
-Revised lockpick/multitool effectiveness:
-10/25/40/75% on Easy (vanilla values)
-10/15/25/50% on Medium/Hard/Realistic (GMDX values)
-5/10/20/50% on Hardcore (previously 5/10/20/45%)
-Security cameras now have 10/15/20% hack strength and turrets now have 25/50/50% hack strength on <=Hard/Realistic/Hardcore
-Tranquilizer darts break when they hit the ground on Hardcore mode to disable dart farming
-Reloading resets the player's aim stability on Hardcore mode
-The player's ammo is now taken away at the start of the MJ12 prison escape and placed in the armory on Hardcore mode
-Some extra challenges and obstacles added to GMDX are now Hardcore exclusive
#### USER EXPERIENCE/OPTIONS ####
-Added a Weapon Model Selection menu for toggling weapon model replacements (vanilla/HDTP/FOMOD beta where available)
-Ported and polished lrosenth's Radial Augmentation Menu addon, which allows the player to quickly toggle augmentations on and off in real time with a slick radial menu (now supporting toggle and hold binds)
-Added a new menu option for Restricted Metabolism: The player can only eat/drink so much before getting full, and withdrawal symptoms occur twice as quickly (forced on in Hardcore)
-The "Perks" button on the Skills/Perks screen now dynamically toggles between "Perks" and "Info"
-Targeting reticles are now precisely sized to weapon accuracy for all resolutions/UI scalings
-Left click interact now equips weapons from in the world as it did in previous versions of GMDX
-Streamlined ammo cycling behavior (previously led to bad swaps and displayed bogus messages to the log) and added true real-time ammo loading from the inventory if the player has Real-Time UI enabled
-Spillover ammo remains in the world when the player reaches ammo capacity
-Ammo pickup counts and wearable charges are now displayed in the HUD, and pickup messages are refined for clarity and consistency
-Added number of uses remaining on repair bot and medical bot user interface on Medium difficulty and above (Inf/3/3/2/2 uses on Easy/Medium/Hard/Realistic/Hardcore)
-The hack timer is no longer set to 0 when exiting a computer terminal, instead retaining its value. Master level was counter-intuitively punished by taking 16x longer to fill up again
-The HUD no longer disappears when taking EMP damage
-Decline Combat Knives option now always deletes combat knives from looted inventories instead of only doing so 85% of the time
-MIB/WIB corpses now explode when killed from unconscious if the Persistent Corpses option is disabled (forced on in Hardcore)
-Added an blue indicator to show where the target item will go when swapping items of equal size
#### ENEMIES ####
-AI have more varied decision-making regarding how much they'll lead projectile shots
-SecurityBot4 (the MJ12 one that cloaks) now rapid-fires plasma bolts instead of bullets and rockets, can no longer strafe on its treads
-AI now fire four times as fast with the stealth pistol
-Death sound radius increased from 14ft to 21ft (was roughly 31ft vanilla) to punish overly dominant lethal stealth tactics. Remember, a nonlethal takedown is always the most silent way to eliminate resistance
-Reduced Military Bot rocket blast radius from 24 -> 15ft and damage from 240 -> 100 (still direct hit instakill with no Energy Shield)
-Changed some MJ12 Elites back to MJ12 Troops from Vandenberg onward (especially snipers and squads with MIBs) to smooth out the difficulty curve and enable more variety in nonlethal tactics
-Super MIB health on Hardcore reduced from 900 -> 850 to avoid cases like two Master-level sniper rifle headshots leaving them at 0.4% health
-Halved flamethrower damage threshold for MIBs to be set on fire
-Headshot capability added to Grays, x2 damage multiplier
-Decreased Gray hitcylinder radius by 30% to better accord with its model
-Decreased Gray health by 20% on all difficulties
#### LEVEL DESIGN ####
-Hardcoded the hacking skill requirements for all computer terminals to tightly control rewards for differential skill investment
-Added hidden goodies to several levels
-Added prod batteries and plasma ammo to lategame areas
-Rearranged augmentation canisters and weapon mods in several locations for improved balance and diversified character builds
-Added some Hardcore save points to levels with overly stringent checkpointing
-Liberty Island laser mod reinstated on Hardcore
-Added an Assault Shotgun to the locked armory in the MJ12 Sewers to allow perceptive players to choose between shotguns earlier (not "wasting" mods on a Sawed-Off by accident)
-Reduced Osgood and Sons' mirror damage threshold from 5 to 3 (to match AR/shotgun damage)
-Fixed some unsightly texture flickering and inconsistencies between geometry and destructible mover on the EMP generator in Osgood's and Sons
-Fixed AI chain reaction leading to Rooks being hostile to the player after killing the zyme dealer
-Moved the datacube with the basement password in the NSF Warehouse "Send the Signal" mission to the locked room
-Scattered additional ammo in the MJ12 Prison Escape to offset the removal of the player's ammo on Hardcore, removed plasma rifle trooper
-Removed illogical event trigger from MJ12 Prison Nanotech Lab alarm to release Greasels from containment (now activate manually with button/computer as vanilla)
-Fixed Flight Control Deck 1 inside door button opening a vent grating in the barracks instead of the adjacent door
-Fixed inconsistent textures between map loads in Hong Kong
-Added more 10mm rounds and buckshot shells to Hong Kong and Paris
-Smuggler's Assault Shotgun for 7500 credits on the 3rd Hell's Kitchen visit now comes with a full-auto mod pre-installed
-Rearranged some objects in the Brooklyn Naval Shipyard map so as to require crate stacking, skill/aug investment, and/or precise platforming for a mantling path over the main gate and side fence
-Added a special option to the security terminal in the Naval Shipyard ventilation area to turn off the fan from inside the facility
-Fixed non-functional shower faucets on the PCRS Wall Cloud upper decks and fixed their alignment
-Made the bouncers in the Club de la Porte de L'Enfer hostile if the player brandishes weapons like they warn
-Moved the Haz Lab storage key in Vandenberg to where it was in the pre-GOTY release version
-Added working fan speed control to the new Area 51 ventilation room, including reduced gravity
-Removed the forcefield generators in Area 51 Sector 4 on non-Hardcore difficulty, as Everett's message about Page's OTHER forcefield may confuse new players
-Fixed some misaligned/missing geometry and textures in Area 51 Sector 4
-Rearranged and replaced some augmentation canisters for better build variety and insurance
-Misc. added and improved doors and buttons to patch softlocks
-Misc. fixes to ATM accounts to equalize credit distributions and correct passwords
-Misc. fixes to PC accounts for consistency
-Misc. fixes to door pivot points
#### GRAPHICS/AUDIO ####
-Added support for individual vanilla/HDTP weapon models as well as the beta Stealth Pistol and Sniper Rifle from FOMOD (see new Weapon Model Selection menu)
-Refactored Cloak/Radar Transparency animated texture routines for efficiency, code clarity, and consistent effect stacking. Radar Transparency is now a solid (animated) texture.
-New sounds thanks to Markie Music (no relation):
-Security Robot 4 miniplasma bolt impact
-Withdrawal onset notice
-New individual dart loading sound for the Mini-crossbow
-New bullet ricochet sounds for hitting helmets with ballistic weaponry
-Tranquilizer darts will no longer play a flesh hit sound when hitting a robot, play a weak deflection sound instead
#### BUGFIXES/PERFORMANCE/MISC ####
-Fixed infinite wearable charge exploit
-Fixed a strong rightward and upward bias to projectile innaccuracy
-Damage done to the four "corner" wedges on the head will no longer count as torso damage for some unfathomable reason (GMDX fixed the multiplier, but still counted as torso damage like vanilla)
-Damage taken by the player now rounds properly, rather than just truncating during conversion to an int
-e.g. 9 damage from an assault rifle would always round down to 6/4/4/3 with active Ballistic Protection, but now rounds properly to 6/5/4/3
-Box of WP rockets in Sam Carter's cabinet in the second UNATCO visit moved back so the cabinet can be opened
-Fixed a bug where laser dots would remain on map transition
-Inventory overlap exploit fixed
-Removed a dirty dirty GMDX hack that associated a 3/10 chance to 15% complexity locks becoming 20% complexity locks, meaning that you could get two cabinet doors with different strengths where unlocking one would also unlock the other.
-Fire extinguishers now have a damage threshold of 3, so limply thrown pistols/combat knives etc. won't cause them to explode without the muscle augmentation (heavier thrown items will still work)
-Reduced two sources of randomization (position + velocity) from crate item spawning to hopefully cut down on the issue of items spawning outside of walls?
-Fixed the reload time on the minicrossbow doubling if you switched ammo types
-Moved headshot extraMult application outside of TakeDamageBase() in ScriptedPawn.uc to make behavior more robust and also ensure that headshot modifiers are reset when changing to a non-altered weapon
-Turrets will not fire if the player is beyond their maximum rotation (since they are now limited to 100 rounds each)
-Debug messages are no longer broadcasted to the player when installing the Combat Strength, Spy Drone, or Aggressive Defense System augs
-Random ammo pickup counts on pawns and corpses initialized on first map load, rather than on loot so as to not encourage savescumming
-Count transfers from pawn -> corpse as well as pawn -> weapon or corpse -> weapon for exploded pawns/corpses respectively; corpse -> weapon would previously result in 0 ammo due to a bug
-Most weapons drop 1-4 as before, Assault Guns drop 2-5 (was 1-5), hardcoded counts remain hardcoded
-Will not take effect if the player uses cheat commands to enter a map. Entering any area normally will rectify this.
-The homeless people by the burning barrel in the second Hell's Kitchen visit (relocated there by GMDX) now walk back to the barrel after fleeing in fear
-Binocular zoom is no longer reset when jumping, and hopefully zoom is also properly reset when using the GEP's fly-by-wire scope feature
-Reduced the delay before autosaving by 0.1s (smallest possible)
-Attempted a fix for the GEP Gun not making the inventory transfer in the MJ12 Prison level
-Made Hardcore save points unaffected by lighting so they can actually be seen with HDR lighting enabled (ClassicLighting=false in the D3D10 renderer)
-Reverted the pistol UI icons to their vanilla counterparts because they display better against dark colors
-Fixed the Radar Transparency visual effects using wrong or inappropriate textures on the stealth pistol, sniper rifle, and flamethrower
-Fixed Cloak and Radar Transparency effects not animating on the vanilla riot prod for some unfathomable reason
-Changed the behavior of bullet tracers so you still see e.g. water splashes when tracers are not visible
-Fixed the player view staying zoomed in if the player was using the GEP fly-by-wire feature and didn't deactivate the zoom before the rocket exploded
-Fixed the laser mod position not visually updating while using the GEP laser-guiding feature (intend to totally rework this, maybe in a later update)
-Fixed the robot alliance settings on the security computers in the Naval Shipyard only working one time each
-Added some seemingly missing code for related to new GMDX HUD features which should maybe cut down on crashes during game loads?
-Fixed not being able to pick up wearables from carcasses when at max copies but below max charge (now charges them to full, as with picking up from the world)
-Drastically reduced the degree to which items (weapons, pickups, and ammo) are knocked around by explosive damage so you have a chance of finding scattered loot
-Fixed triggers in the Paris Chateau map so you still get goal completed/Everett's datalink message/Nicolette staying behind if you hop over the maze wall instead of taking the entrance
-Fixed per-round loading weapons (Sawed-Off/Mini-Crossbow/GEP Gun) loading near-instantly if using the ammo icon in the inventory
-Cleaned up errors with minor game-crashing potential related to the following code:
-Turning off laser sight when reloading
-Player weapon dropping edge case
-Laser emitter turning off
-GEP Gun targeting
-Fixed inventory overlap exploit with weapon mods -- now they return to their original inventory position after application rather than to the nearest space
-Decoupled weapon range stats for NPCs and the player. Now weapon range can be altered indepenently without having to hack AI engagement distance or accuracy (this was some of my earliest code)
-Fixed an exploit on Hardcore mode where you could clip against an object while attempting to dolphin jump out of water to get limitless stamina for swimming
-Fixed a transparent square texture appearing when activating the laser mod on the pistol and then turning on cloak or radar transparency
-Weapon tooltip fixes:
-Renamed "Acc. Range" in weapon tooltips to "Eff. Range"
-Corrected rubber bullet damage stats
-Corrected rubber bullet and throwing knife headshot multipliers
-Fixed percentage displays rounding down 1% from actual values
-Added proper rounding for all decimal values
-Fixed the tenths place disappearing for numbers with two decimal places of precision when the tenths place was 0, e.g. 1.05 displaying as 1.5
-Fixed nominally incorrect accuracy formula in targeting augmentation display (overstating inaccuracy by 2x)
-Fixed the Rooks being overprotective of junkies/hookers in the Brooklyn Bridge map (would become hostile to player if they observed fleeing junkies/hookers)
-Fixed reworked +30% damage bonus for rubber bullets on the Sawed-Off Shotgun not actually going into effect
-Partially fixed an exploit that allowed the player to double activate Smuggler's laser trap, causing the robot door to close
-Restored autosaving in the Paris Cathedral map
-Added missing "some" to pickup messages for ammo types added in GMDX (e.g. You found some Taser Darts)
-Fixed some hazards in the EUAS threat detector being named "Flamed" instead of "Fire"
-Fixed Targeting aug displaying the weapon class name in code instead of the localized display name
-Addressed a potential oversight with mantling when changing keybinds
-Fixed stealth pistol full-auto jank (delayed second shot, clipped final shot animation). Now fires smoothly with a consistent ROF in full-auto
-Fixed duplicate config variables in GMDXUser.ini file ([DeusEx.DeusExPlayer] and [DeusEx.Human] vars were redundant with [DeusEx.JCDentonMale], now all vars only in [DeusEx.DeusExPlayer])
-Fixed pitch-dependent viewmodel rotation on some HDTP weapons
-Updated text descriptions:
-Added numerical detail to drug descriptions for the new addiction system, fleshed out by new UNATCO OPS file descriptions
-Added numerical detail to food descriptions (e.g. Heals 2 points)
-Restored Pistol, Combat Knife, Sword, Crowbar, Baton, Liquor, Wine, and Soda descriptions to vanilla
-Restored weapon mod drag message to vanilla
-Restored Datacube "It is blank" to vanilla "There's nothing interesting to read"
-Restored Water fountain "Your drinking limit has been exceeded, please come back tomorrow" to vanilla "It's out of water"
-Reworked Flare description to vanilla + new UNATCO OPS file
-Reworked Fire Extinguisher description to vanilla + new UNATCO OPS file
-Reworked Binoculars description to vanilla + additional note about rangefinder functionality.
-Reworked weapon range mod description to more clearly cover all projectile weaponry
-Reworked ballistic armor description to more clearly indicate draining with use and recharging
-Reworked Spy Drone description to remove noisemaker functionality and indicate the new standby mode as well as clarify the detonation energy cost
-Reworked Stealth Pistol description to vanilla + additional notes about its unique benefits
-Reworked Ballistic Protection, Vision Enhancement, Dragon's Tooth Sword description for clarity
-Reworked Mini-Crossbow description to indicate its new internal magazine
-Refined skill descriptions to account for new changes and improve clarity
-Capitalized "Low-Tech" and "Demolitions" in the Combat Speed description
-Uncapitalized "Bioelectric Energy Units" in item descriptions and log messages
-Renamed ONE-HANDED perk to AMBIDEXTROUS, simplified description
-Changed Athletics/Aqualung descriptions to reflect changes, corrected "imbedded" typo in Aqualung description
-Changed all mentions of "secondary weapon" to "secondary item"
-Added "40%" to the Speed Enhancement Tech Four description to specify the exact speed bonus
-Added exact bonuses to the Medicine skill description
-Added medkit healing amount to description
-Fixed biocell restoration amount with Biogenic perk in description
-Rewrote Hacking skill, Microfibral Muscle aug, and SONIC-TRANSDUCER SENSOR and SHORT FUSE perk descriptions for improved clarity and consistency
-Added exact ranges to Aggressive Defense System description
-Added exact damage bonuses to Combat Strength description
-Swapped the Combat Strength/Combat Speed aug icons so Combat Strength has its vanilla fist icon, while Combat Speed gets the new icon depicting the whole body (since it affects more than just melee speed)
-Fixed peculiar behavior with drug timers resetting during map transition
-Fixed exploit where players with Microfibral Muscle could cancel footstep sounds by attempting to power throw with nothing in hand
-Removed test code for NPC grenade throws that could spawn fire extinguishers
-Added protections to ensure alarm units and Area 51 cameras did not "heal" back hacking strength on map load
-Reworked difficulty modulation code for NPC stats to optimize performance and remove all edge cases with enemies healing on map load
-Unified mantling code across states, can grab slightly shallower ledges while jumping
-Explosions respect level geometry to a greater degree
-Fixed (loud!) stacking menu sounds when using ammo load buttons, and sounds no longer play when highlighting weapons with ammo (but not other items)
-Fixed Rebreather incrementing stamina/breath above 100%, allowing the player to store additional stamina
-Rebuilt Area 51 Sector 4 map to fix the death zone near the test tube where Page blows up the hallway (15_Area51_Page)
-Fixed crosshair user toggle being reset by hitmarkers, the new radial aug menu, and map loads
-Fixed the Security Bot following the player into the armory and causing crashing in the MJ12 Prison map (05_NYC_UNATCOMJ12Lab)
-Weapon tooltips now indicate the shot multiplier for multi-pellet weapons (x8 for buckshot and x3 for plasma)
-Corpses no longer spawn flies in sterile environments and underground bunkers
-Maps: UNATCO, MJ12 labs, 747, Versalife, Canal Road, Shipyard interior, Catacombs, Everett's, Vandenberg tunnels/comms, Ocean Lab, Area 51
-Fixed the UNATCO security bot on the Liberty Island dock turning against you if it sees the NSF security bot attacking you (the two now fight)
-The PS20 is no longer listed as variably lethal in the weapon tooltip
-Fixed Assault Shotgun double-firing with maxed ROF on full-auto after switching ammo types
-Fixed incorrect cloak/radar textures on the lockpick and nanokeyring viewmodel
-Fixed skin colors not updating on all vanilla weapon models and the multitool
-Fixed biocell recharge amount displayed in the log rounding down by one point
-Fixed "(NPC name)" missing from the frob display window when killing unconscious NPCs, e.g. "Unconscious (UNATCO troop)" -> "Dead Body"
-Fixed animal carcasses getting mislabled as "Dead Body" instead of "Animal Carcass" when kiling from unconscious
-Fixed log window appearing behind inventory windows due to new or delayed log messages with Real-Time UI enabled, now waits for inventory window close
-Fixed crosshair flickering on after hitmarkers when disabled by laser sight or user option, also an edge case changing the user option
-Hitmarker color is now always white when using laser sights, since IFF is otherwise disabled (also helps with seeing red laser dot)
-Fixed conversation bug allowing players to repeatedly increase their augmentation upgrade canister count even with a full inventory
-Fixed GEP fly-by-wire control not matching the player's Invert Y-axis setting
-Fixed loot window displaying the wrong amount of ammo picked up from bodies when the user is near full
-Fixed close-range tracers so zoomed weapons still consistently produce water splashing
-Fixed weapon tooltip implying ROF mods decreased weapon ROF
-Fixed weapon tooltips truncating base value in decimal rounding (e.g. 0.99 rounded to 1.0 displaying as 0.0)
-Fixed script log errors and logspam:
-Carts pushed by damage
-Reworked Synthetic Heart
-On hit blood spawning
-Piercing perk melee damage bonus to robots
-GMDX melee swipe
-Bullet decals from autoturrets
-Decline Combat Knives option for corpse looting
-Corpse looting
-GEP gun scope toggle
-Augmentation menu displaying added GMDX v9 aug slot
-HDTP weapon rotation fix
-HDTP NPC flamethrower fire offset fix
-Melee attack speed tooltip with Combat Speed
-Aug Canister Scramble debug logspam
-Difficulty modifier logspam
-GMDX fixes and balance changes for items transferred in conversation
-Secondary item quickdraw finish when out of ammo
-Secondary item equip tooltip
-Belt HUD ammo text for grenades
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Average
107 votes submitted.
A welcome surprise to see an unofficial patch for GMDX, from the description I see the changes to be very agreeable and bugfixes are always welcome, seems like you put a lot of work in this so thank you, can't wait to do another playthrough (I lost count on how many times I finished DX) when the final version of this comes out!
Downloading...
Holy Zyme! You included into GMDX the "Radial Augmentation Menu" made by lrosenth? This is awesome!
Seriously this modification is the greatest invention since the wheel. ^^
THANK YOU!! :heart_eyes:
(Real) Beta 1.1 hotfix here: Mega.nz
No need to start a new save game.
Beta 1.2 hotfix here: Mega.nz
No need to start a new save game.
Beta 1.3 hotfix here: Mega.nz
Map changes will only go into effect on saves that have not yet visited those maps (non-critical)
Beta 1.4 hotfix here: Mega.nz
Map changes will only go into effect on saves that have not yet visited those maps (includes some crash protection)
Beta 2.0 is live with a new standalone installer. There were some unforeseen bugs in the original upload, so please redownload if you grabbed the one before this message.
Beta 2.1 hotfix here: Mega.nz
No need to start a new save game.
Making GMDX even better? What a great idea.
Game impossible dark when using dx9 renderer.
Cant wait the final version! This is the best mod for Deus Ex. Hate "Revision"!
Thank you.
Very cool mod. I enjoyed it thoroughly and played through the game from the beginning again. There are a few things I would like to see fixed though. First it is darker than GMDX with DX10. Secondly, I can't talk to Morgan Everett about the bad mechanic like in GMDX. Thirdly, the transgenic seems sometimes just standing there biting air without coming close to me to be in range. Of course I enjoy them being less lethal since most human enemies have become VERY lethal. :P But you may want to take a look at that too. Also the fly by wire control of the GEP gun should allows the inverted Y axis that I use in the game as well. The assault rifle doesn't seem to do auto reload once fired till empty, even with auto reload set enabled.
There's also one thing about the AI that the bot will instantly know where I've hidden and attack me after I've set the auto turrets to attack it.
Thanks for playing! Some comments:
-I'm not sure why it's darker in DX10. Maybe the fresh install is resetting some of your config?
-There's a bug with Everett that locks out parts of his conversations if you do them in the "wrong" order. As far as I know, this was present in vanilla too
-Yeah, I messed up melee AI as a side effect of the hitscan range overhaul. Was fixed in version 1.3
-Good point, I'll see if simulated camera controls can match the inverted Y axis setting
-Will look into the Assault Rifle reload
-Will look into fixing robot omnipotence
OK I have play tested extensively and been following your update for this for some time on rpgcodex.
I must say that I love most the changes, even the ones I had initially thought I wouldn't like so much. I love the re-balance in realistic mode, MIBs now only take a couple of shots of the pistol to the head (great).
In fact, I like how squishy everyone is in combat, including JC.
One change I find particularly irksome is despite inventing a bunch of upgrades in the Enviro aug, the gas from the gas grenades do way more damage to me than I feel they ought to (it's even equivalent to the heavily toxic and radiated areas in late game).
I feel that after putting an overdrive upgrade in junction with 2 other normal upgrades, damage from my own gas grenades or even enemy gas grenades really should be negligible if anything at all.
I love the minor speed boost to the stealth aug but I do think that, again once fully upgraded it really ought to be more generous with relation to the amount of fall damage one can sustain as from anything more than a single story the damage inclination becomes really steep.
I also miss the taser darts being able to actually KO opponents. For me at least, it was a very effective non-lethal way knock out the MJ12 commandos quickly and efficiently at a distance. Their rarity always made it a tough decision on weather or not to spend these extremely rare darts on any particular occasion, so they never really felt OP to me. So I am not sure I understand the new purpose of these munitions after the nerf, especailly when the tranq darts are more than efficent at taking down conventional targets anyway.
In terms of balance these are my mayor gripes, but overall, excellent. You made the game-feel, feel more real, tactile and well... more deus ex.
I have also noticed a couple of bugs thus far.
One being the one of the doors of the secret closet in Paul's apartment becoming invisible just before the raid.
Karkians have a new tendency to stand still and bite the air rather than me.
Also, randomly, one time, I randomly couldn't input an amount of money to withdrawn from an ATM in the 'ton during mission 04.
There was a noticeable decrease in general performance and an increase in stuttering.
There were a couple of crashes particularly I noticed in missions 09 and 10 in NYC & Paris.
Also I noticed the skybox seen from inside the Verserlife building in HK is still bugged from prior GMDX builds.
Sorry for all of that and thank you for your amazing work.
I only mention these things because I love the mod and want to help you make my favorite game even better than you already have.
Thanks for the feedback! Some of the things you mention (e.g. gas damage) are from v9, but I can look into them regardless. My goal with taser darts was to counteract the "too good to use" problem and make them a more active part of the stealth toolkit without introducing redundancies.
As for the bugs:
-Karkians biting the air is something I've addressed in the 1.3 hotfix. Very silly oversight on my part.
-Currently ironing out some performance issues. I had a 1.4 hotfix ready to go, but I wanted to iron out some crashing before I release it.
-Versalife skybox problem is due to a default renderer setting that I should revert from v9 release (was the other way in beta). There's a tradeoff with mirrored surfaces, but I think the skybox is more important.
Thanks so much for following my work, playing the mod, and posting feedback! It really means a lot.
No problem at all. GMDX is the best mod I have ever used for any game in terms of breadth, depth, detail and quality and it is for my all time favorite game. I'm still playing it and if I do find any issues or anything like that I'll happily post more if it helps - I am certainly not complaining though. You made my favorite game even better - I didn't know that was possible. Cheers, mate. I hope you get something out of all of this work in the future. Do you have a kickstarter or anything I can at least buy you a beer with? I feel like we in the community owe you and totalitarian around of drinks.
Glad to hear my efforts are appreciated. This is all just a part-time obsess- er, hobby so I don't really expect any recognition for it. If you really want to support me, send me a PM or something and we'll figure something out.
Here's are some more bugs I noticed.
-The subway train doors in all of M04 no longer makes a noise when opening.
-Game randomly crashes under certain conditions when using vision aug.
-Also been testing the stealth leg aug for differences of fall damage with and without it installed and despite the description there is no difference to fall damage with this or not installed at the moment.
-I have the old build of GMDX v9.0.3 installed and in that version the gas grenades do not damage JC at all when enviro aug actives, now it's approx 4 damage per second on the torso.
I do have a suggestion, would it be possible to have the overdrive augmentation canister have additional 'perks' like it does on the enviro aug?
Like greater fall distance for the stealth legs aug, better energy conservation for cloaking or auto activation functions on health regen or defense?
Though this sounds OP, if there is only one in the game it would retain the game balance whilst adding an interesting choice.
I know you are probably exhausted on this as a project but I figured I'd put it out there.
I like the concept of having plasma weapons equiped on the advanced security bot but not sure on the sound effects, they'll probably grow on me though.
I must say I do miss the hud disappearing when the player's energy depleted by an emp blast as it added to my immersion.
The non-KO taser dart nerf is growing on me as I have adjusted my play style.
It's good that the enviro aug now offers greater protection against fire and plasma but feel it may be a tad OP, especially when I'm near invulnerable against Simons
The addiction system is great as is the laser sight and equipment recharge.
I hope you keep at this as these subtle alterations really elevate the game.
Oh and I forgot to thank you for fixing the rubber bullets - finally they are now a viable and fun option.
I've heard of Vision aug crashing... not been able to replicate myself but I'll try to figure it out.
Speed Enhancement fall damage reduction is 31.5/33/34.5/36, and Run Silent fall damage reduction is 18.75/22.5/26.25/30. Scales up more aggressively, but less overall.
Did you spawn the override canister using cheats? I removed it from the map... I dislike unique upgrades, and I also don't like energy drain that the player can't control (hence my change to passive Ballistic Protection). I wouldn't mind it if the item were expanded in the way you mention, though this would probably swing the balance even further in favor of Synthetic Heart.
Strange about gas damage. I don't recall changing anything in this regard, but perhaps there's an interaction I missed.
A friend of mine supplied the new plasma bot sound. It probably needs a bit of refinement, as I've heard others complain about it sounding a little too weak (this was somewhat intentional).
HUD disappearing was removed because it doesn't add anything to gameplay and some players experience terrible menu hanging. I would like if EMP deactivated the HUD and then rebooted automatically after a duration (like the newer DX games).
I might support the removal of fire and plasma from Enviro. It doesn't make much sense to me, and it's redundant with Energy Shield.
Glad you're liking the rest.
Yes, sorry used cheats for testing. (Also I do rather like the auto-function as an avid gas grenade user)
As for the run silent I think I found the bug.
"-Fixed Run Silent giving DIMINISHING fall protection as you upgrade it (was 26.25/22.5/18.75/15 reduction, now 18.75/22.5/26.25/30, compare with 31.5/33/34.5/36 from Speed Enhancement)" but I think this remains unfixed in realistic mode as fall protection in my game with the run silent Aug is so much greater before being upgraded. Once full upgraded the fall effect is basically identical to being entirely unaugmented.
If this is indeed the case, perhaps this oversight is also why I receive so much damage from the gas grenades with the full enviro aug when testing on realistic mode, though that wasn't an issue with 9.03
Or maybe I installed incorrectly. I may do another clean install and see if the problem is at my end. Either way keep up the good work, mate.
I think this looks really good!. Although I some issues with one of the weapon models.
I noticed that this is also a bug in GMDX 9.0.3 as well, I tested some of the weapon firing animations in front of a mirror.
The Sawn-off shotgun texture is replaced by JC's tanned skin texture along with his sleeve for some reason. Also, everybody holds the shotgun upside down...
Also, is there a way to replace the weapon icons and world models to match their first person model?
Or maybe I installed the mod wrong incorrectly. On the bright side, some of the weapon models from Firearms Overhaul is really awesome.
I'm glad GMDX is getting updated by fans. Anyways, I can't wait to see the final version.
Thanks for checking it out!
Yeah, there are still a few lingering model toggle issues. I'm not sure if I have a fix for everything. The skin tex appearing on the sawed-off continues to elude me, and I think it might actually be impossible to fix the mirror texture mismatches with FOMOD Beta weapons (the code doesn't allow any distinction between texture overlays for first and third person models so I had to favor one for the player and the other for NPCs). Maybe I can do some new model imports to solve it. As for the Sawed-Off rotation in NPC hands, that's only for the HDTP model right?
I think it’s the world model that is floating out of everybody’s hands when they’re holding them. I’m not sure which because the world model doesn’t change in HDTP toggle...
hello, thanks for this beautiful mod
going to report some issues:
1. default weapon name bug Ibb.co
2. assault shotgun started to shoot 2 bullets per mouse click by default, I can provide a savefile, if needed.
Appreciate you playing and reporting.
Default weapon name bug is logged, thanks -- I'd forgotten about it.
I've not been able to replicate the assault shotgun bug. Can you tell me what weapon model you're using (vanilla/HDTP) and screenshot the weapon stats in the inventory for me?
I was not able to replicate this bug too, when i started new game and summoned this shotgun with exactly the same weapon mods. It only reproduces for this particular savefile. Here is a screenshot with weapon mod info: Ibb.co
And looks like I am using all default weapon models, so Assault shotgun is HDTP
Interesting. You're the second person to report the issue, so I'd like to take a look at that save file as well. It's possible this is pointing some variable getting screwed up elsewhere.
have sent you savefile in PM
Fixed the Assault Shotgun double-fire bug (edge case that maybe affected another weapon or two). It'll show up in the next update. Thanks for the report and save file.
are these fixes overlaping with the fixes by gmdx v10 ?
in case anyone is keeping track
I did all of the fixes independently. If the "v10" Community Update branch includes any of the same changes, it is a coincidence emanating from the fact that both branches may have addressed the same bug reports.
Thanks for your interest!
I just did some boss fights and found that sometimes Walter Simons and Gunther would just hang in there in T posture after doing some damages to them and stopped reacting anymore.
Plus could we have the cloak working like in DXHR where firing with cloak on doesn't screw up the cloak's effect totally? I mean the DX enemies just attacked with absolute accuracy at me as if I'm not cloaked once I fired a single shot, despite the cloak is on by wearing the camo suit.
Is there any plan to implement headshots on animals and transgenic like V10 does? I can't play V10 past the first level due to memory error (32bit windows here). But I do want to see the correct helmet hit box implemented too. :D
To an extend, to improve realism, the enemies shouldn't always know where the shots were coming from if the firing weapons were silent or the sound of firing is far away, thus obscuring the direction / source due to various echo effects. They should first hide as in real ppl getting attacked by sniper, take cover, before taking a look at where the shots were from.
Right now they just always know and immediately react.
i've found that not only the bots will automatically know where I am hiding after they got hit by turrets, human opponents will automatically know where I am too once they got hurt by something other than me, in this case the transgenic that I released from the cage. Hope you can fix this. :)
Simons/Gunther - think I've seen this myself. Not sure of the cause. Worth fixing.
Cloaking nerfing enemy accuracy - gives cloak too much utility. Ultimately serves as a form of damage reduction, negating the choice between cloak and ballistic protection. The only reasonable thing would be to address the problem of all alerted enemies knowing your location when combat starts (especially a problem when AI are scripted to look for the player e.g. after meeting Stanton Dowd).
Animal headshots - I added a x2 headshot multiplier to Grays, though I think there might be some hitcylinder issues. Can be done on other animals. Helmet hit detection is already changed a good bit in vRSD, open to changing it further.
Enemy shot reactions - Yeah, some more nuance here would be good. Lethal stealth is already overpowered so I don't think it's a huge problem, but it is annoying to get swarmed all at once. The worst case is definitely when enemies know where the player is after getting attacked by other sources.
Thanks for all following up. Just wanna make the AI behaves more realistic, after all. :)
the truth is when my enemies are cloaking and shooting at me, I dunno where the hell they are. LOL, unless I turn on a fully upgraded vision enhancement.
So I think my cloak should at least have such effect. In DXHR it does.
Hello, I'm trying to run your GMDX vRSD 1.4 on Win XP. I've managed to do so using Kentie launcher (v5.3), but the text under first menu says "version RSD beta 1.0". Is it normal for Kentie launcher? Training and first mission are loading normally.
That's correct, but you need to install the 1.4 hotfix (linked above). I don't make a new installer for every update, since it's unnecessary for most players. Beta 2.0 with a fresh installer "soon".
Thanks. Btw, why it's called beta? Major changes are planned?
A few more features are planned (e.g. playthrough modifiers for randomization), and still more polish and fixes are required.
Understood. I've recently got interested in the DeusEx.u structure. I've seen that many different modders contributed changes to it. Is it possible to point out parts that define the AI (bots) behaviour? Cause i want to make some experiments with your file, if you dont mind it :D
There's a phenomena that I observed, which is that the NPC and the turrets only start doing their things when I'm physically close to them. The turrets would stop shooting at the enemies if I am out of certain distance, making them less useful for setting up traps for enemies that pass by. I know this exists way from the vanilla time and wondered if it can be corrected.
It's possible this is an engine limitation, but I doubt it. I'll check and see if it can be changed (without hampering performance too much).
Hello RoSoDude!
I am a little confused as to whether or not you are now the maintainer of GMDX and in charge of the upcoming version 10?
Or are we talking of two completely separate projects?
I am asking because on Oct, the 22th you wrote: "If the "v10" Community Update branch includes any of the same changes, it is a coincidence emanating from the fact that both branches may have addressed the same bug reports."
Thank you and Happy New Year!
Hi, Salk.
I am indeed responsible for the next GMDX update, subject to Totalitarian's approval. Over time I intend to move vRSD to the point where it is suitable for such an official update. I have no affiliation with the people behind the "v10" Community Update branch, and it is not recognized as an official version of GMDX.
Happy New Year to you as well.
"-Added 0-1 points of damage variation so decimal increases in damage are not rounded down to nothing"
Can't you just use Math.Ceiling?
I think you're misunderstanding the feature. All damage was strictly rounded down before, which meant that you needed at least +33% damage boosts on the Assault Gun or shotguns to get any actual increase in DPS. Rounding up instead would just change the bands of required increases. This adds appropriate variance so all damage increases count correctly on average.