View Full Version : Deus Ex mod

29th Aug 2005, 11:16 PM
Here, test this thing for me.

29th Aug 2005, 11:28 PM
Sweet Deal, dling now.

30th Aug 2005, 01:21 AM
I forgot to mention the high jump in the readme. It's executed by jumping just after releasing the crouch key.
edit: I also forgot to mention that the combat knife is thrown when dropped at Trained or bettter.
edit: Oi, I keep remembering things that the user wouldn't be able to figure out just by observation that I failed to mention. Crouching with a rifle or heavy weapon reduces recoil and increases it's standing accuracy bonus more quickly ('nother edit: it also reduces scope view waver).
edit: An aug canister containing an aug you already have installed can be used to upgrade that aug. A medbot is still needed for this.
edit: Charged items can be deactivated. Ballistic armor and hazmat suit charges are reduced based on relevant damage taken as opposed to idle use.

30th Aug 2005, 07:45 AM
Make a list, and put it in the readme.

So far, I really like. But the standing view waver seems way to high. Also for some unknown reason you can reload when you dont have any spare ammo, or when the mag is full.

30th Aug 2005, 08:07 AM
I've already added everything in my previous post to the readme. I'll do the same with anything else I think of, if I do think of anything else.

What do you mean by the standing waver is too high? The breathe effect causes your view to bob to far? The glancing around moves your view too far? The amount of time you have to be idle before glancing around is too short?

You could reload when it would accomplish nothing in the original. Pointless, really, but realistic. I kinda like idly reloading while there are no enemies around. :b But it's annoying for weapons like the GEP gun that don't actually show if the clip is full, and you end up wasting a long reload time redundantly reloading. So perhaps I'll get rid of it.

30th Aug 2005, 09:42 PM
standing waver is way to large. I like the idea, but you dont end up looking at the ground if you stand for a couple of min.

30th Aug 2005, 11:18 PM
It should return your view to the center after a few seconds, unless you interrupt it. Then start moving again after a few more seconds, then return again, and so on.

31st Aug 2005, 10:27 AM
This is awesome. I love the ability to remotly use computers. The modifed AUGs I have got so far are great.

31st Aug 2005, 10:49 AM
Excellent. :D

1st Sep 2005, 11:36 AM
Thought of another thing for the readme: damage dealt is converted to a number of skill points that go toward the next skill level of the weapon used.

1st Sep 2005, 12:03 PM
Yup, but EMP nades dont seem to help any.

I think this mod makes the game so much better.

Im a killing machine this time around using an upgraded pistol. Sadly when I got caught, I didnt get my upgraded sniper back, but thats no prob. Is that conc blast aug new? I just got that, havent used it yet. I have found no show stopper bugs yet. The new little things like throwing the knife, and getting it bloddy are great.

I will report backin when I have more to say.

1st Sep 2005, 02:18 PM
The skill point bonus only checks Health of pawns, not the EMP points of bots. It may be reasonable to change that.
The conc blast is new. It replaces one of the damage protection augs that I merged with one of the others.

1st Sep 2005, 03:28 PM
So far, theres only been a few minor things I have noticed. Not really bugs, but perhaps balance issues.

3rd Sep 2005, 07:24 AM
Ok Minor issues

Auto reload seems broken.
Autorun disabled/enabled option is switched.
When you enter/exit a level, youre laser sight dot still stays on the walls/doors

Now on little stuff. Ditto on the EMP, what about gas nades, I use those a ton. Im about half way though the game and its saying Ive done less then 100 points of demo damage.
Love the vision augment. Consider on the nv-binos and the vision aug to make pickups glow. That would help you find hidden areas/doors.

Why can I raise clip sizes over 50 percent? I got like 3 clip upgrades and I got my 10mm pistol up to 11, I want more shots!(I know thats game default, but I want it changed)

I like youre augs so much better then the stock ones.

3rd Sep 2005, 08:32 PM
Someone at DXE's mentioned the autoreload thing. They also managed to have -2 shots in the assault rifle clip when selecting it once.

What do you mean the autorun is switched?

With the laser sight, do you mean the dot stops updating it's position when you change levels?

I think you're right about the gas 'nades, making use of them should naturally increase your skill with them.

The only reason the 50% upgrade cap is there is because that's how it was originally. I'll have to think about the implications of increasing or removing the cap before changing it.

Does that mean you're diggin' the conc blast? I just thought of something; I should mention in the readme that the spydrone can frob stuff.

3rd Sep 2005, 08:56 PM
Conc blast is sweet, and I still havent used it past lvl 2

For me, somehow, the autorun disable/enable button works the other way round.

I really want to use more clip upgrades. After the 2nd mission, LAMS, and the Pistol are the only weapons I really use.

Oh, what are the summons for the new augs?

4th Sep 2005, 12:47 AM
Wait, you mean you run when autorun is disabled in the menu, and walk when autorun is enabled in the menu? I haven't touched anything relating to autorun. I'll see what I can find, though.

Augs aren't summoned. You can summon a cannister, but it won't be set up to contain any augs. There's an "augadd" console command. I haven't added or removed any augs, just changed them. So "augcombat" is the new electrostatic discharge, "augmuscle" is the new microfibral muscle deal, etc. I'll get a list of names to use with the console command and what the real aug is later.

4th Sep 2005, 09:06 AM
Yea, I know. Im trying to figure out which one is the conc blast.

4th Sep 2005, 10:22 PM
AugCombat is electrostatic discharge
AugEMP is the new energy shield
AugShield is the concussive blast
I blieve the others are the same.

5th Sep 2005, 05:47 PM
Cool, cool, thanks.

11th Sep 2005, 12:36 PM
Yea for me, the assault rifle never has to be reloaded, I can keep firing and the mag will go into the negatives.

12th Sep 2005, 11:42 AM
Ok, my final list of the stuff I think needs fixing or dont like.

1 Auto-Reload is broken
2 AR now doesnt have to reload any more(prob tied into #1)
3 EMP darts weak. Much better then flare darts, but it takes too many darts to take down a medium or large bot, only really usefull on small spiders. Could you up the emp damage, or perhaps make it a scrambler or explosive arrow?
4 N/M
5 3 or 4 times my weapon has locked up when it runs out of ammo in a clip, then I cant change weapons or drop it, had to load a saved game, perhaps this is from #1
6 Hazmat suits seem to stop working right after a while(got one on with full charge and it hasnt been loosing charge, I think its still protecting me though) Been using this same one for half the game.
7 Let EMP and Gas damage count towards skill points.

Thats it for now, if I think of anything else, I will add it to the list.

12th Sep 2005, 01:46 PM
EMP darts are aimed mostly at disabling turrets and cameras. Otherwise there'd be little point to using any of the other EMP things. At least that's the logic I had in mind when setting the damage.

EMP darts become regular darts because after impact they have expended their charge.

Hazmat suits use charge based on relevant damage they absorb. Apparently the charge expended per point of damage absorbed should be increased considerably.

12th Sep 2005, 02:04 PM
Ah, that explains the EMP darts now, didnt think of using them on cameras and stuff.

Found out what happened with the Haz suit and the armor I was wearing, somehow they got turned off somewhere but were still being listed on my HUD.

1st Oct 2005, 03:14 PM
I've just tried this mod and it works great! That auto reload bug seems to keep the sawed-off shotgun from ever reloading, and once the ammo counter hits zero it freezes up and I have to reload the game.

Is there any way to combine this mod with the Shifter mod? I like both of these and they both add great things to the game. But they both also replace the Deus Ex.u file.

1st Oct 2005, 08:28 PM
It could be done, but don't count on it.

2nd Oct 2005, 10:27 PM
Well, I got the .u files to go into .uc files and edited them from there, though now I can't get them to turn back into a .u file. My UccMake.bat file skips it when compiling. How did you compile the uc files into the DeusEx.u file, is there a special way to do it?

3rd Oct 2005, 05:58 PM
You have to delete DeusEx.u for ucc to recompile it.
I, personally, edited it in UEd.

24th Feb 2006, 04:22 PM
Hi Can Any One Post Me The LInk To Download Weaponlord For Deus Ex Please Please?

24th Feb 2006, 06:38 PM
I don't think Weaponlord was ever ported to Deus Ex.

25th Feb 2006, 06:52 AM
Thank You For Telling Me Smoke I Will Remember That But A Forum Told Me I Could Find It But Best To Beleve You

25th Feb 2006, 06:05 PM
I believe Fraghouse made two Weaponlords, one for Deus Ex and one for UT.
Here is the link to the Deus Ex version. http://download.beyondunreal.com/fileworks.php/fraghouse/deusex/dx_weaponlord.zip