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Readme.txt
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//=================================//
Shifter for Deus Ex
Version 1.9.1
//=================================//
INTRODUCTION:
Shifter is my little attempt at "removing the suck" from Deux Ex. Not
to say that Deux Ex sucks by any means, but that there were certain aspects of
the game which could have been changed for the better, mostly in the areas of
weapons/items. One of the things that drives me batty with any game is when you
are given weapons or items that are useless for one reason or another. In Deus
Ex there were several instances of items that were never useful or were useful
only for short periods of time. (As well as a few which were very nice but you
rarely came across, e.g. throwing knives) Therefore, being the (relatively)
competent coder that I am I took it upon myself to remedy these problems.
I have been told that my mod is part of a so-called "Holy Trinity of
Deus Ex upgrade goodness," namely the part that improves the gameplay. I feel I
should mention the other two parts of the trinity, namely Project HDTP (found at
http://offtopicproductions.com/hdtp/) and Chris Dohnal's enhanced OpenGL and
Direct3D8 rendering engines for Deus Ex. (found at
http://cwdohnal.home.mindspring.com/utglr/) HDTP will make the game look
absolutely stunning, while the new rendering engines will keep the game's
visuals free of the kind of aliasing and intersection artifacts that usually
plague older games when run on newer hardware.
INSTALLATION:
The most basic installation procedure -- the only one I'll cover -- is
to go to your DeusEx\System directory and replace your existing DeusEx.u and
DeusEx.int files with the ones in the Zip file. I highly recommend you make
backup copies of each file just in case you want to switch back for some reason.
(e.g. multiplayer) Doing this will ensure that Shifter runs *with* other mods,
meaning that any other new singleplayer maps/levels/plots you play will use
Shifter rules, with some few exceptions.
If you want to install Shifter so that you are still able to play
unmodified Deus Ex without having to swap files, please read the file
"Advanced.txt" for detailed instructions.
In case you don't know, by default Deus Ex is installed to the
"C:\DeusEx" folder. For people with the Steam version of the game, the default
path is "C:\Program Files\Steam\steamapps\common\deusex". The basic install
works with both versions.
**PLEASE NOTE** You MUST have the v1112fm patch installed to run Shifter
(The Game of the Year edition comes prepatched, usually) PLEASE NOTE THE "M" AT
THE END OF THE PATCH TITLE. You MUST install the MULTIPLAYER patch. If, after
installation, you get an error mentioning "FloatProperty Streak" when you try to
run Deus Ex then you do *not* have v1112fm installed.
**PLEASE ALSO NOTE** The second file you need to replace is DeusEx.inT.
The "T" at the end is not a typo. If you replace DeusEx.inI the game will not
run!
**HDTP RELEASE #1 USERS** You need to move or copy the HDTPanim.utx file
into your C:\DeusEx\Textures folder for Shifter to work properly with HDTP.
This file is installed to C:\DeusEx\HDTP\Textures by default. You must also use
the NORMAL Deus Ex/Shifter exe file. Do NOT run HDTP.exe or Shifter will not be
running when you do!
A BRIEF FAQ-TYPE THING:
No readme would be complete without a FAQ, and believe me, I do hear a
lot of the same questions over and over and over again. So, in no particular
order whatsoever:
- I CAN'T FIND THE ALT-FIRE BUTTON: Look up two paragraphs. You need
to make sure you've replaced the DeusEx.inT file in your
C:\DeusEx\System folder with the one I've included in the zip file.
Alt-Fire is the third button down in the button list, but if you're
using the default DeusEx.inT file it will list it as "Drop Weapon". The
real "Drop Weapon" key is located just below it, in what used to be "Put
Away Item". "Put Away Item" is now at the very bottom of the list.
- CAN I USE YOUR MOD AS PART OF MY MOD, OR USE PARTS OF YOUR CODE: Yes,
as a matter of fact you can. I'm very much an open-source kind of guy.
The only requirement I have is that you 1) have a readme, and 2) note in
it that you used my code as part of your mod. You don't have to go into
incredible detail about what specific sections you used or anything, but
do at least try to mention how much of my code you used.
- WHY DON'T YOU HAVE AN INSTALLER: Because I don't know where to find a
free one and I'm too lazy to write my own. I can't just use a self-
extracting installer either; I need something that will copy existing
files, move them, and modify them in addition to extracting my stuff.
(Basically, something to do the Advanced Install automatically)
- OMG MY GAME CRASHED WHY: Umm... "crashed" how? Did it just close?
What was the error message? What were you doing in the game at the
time? If you can't answer two out of three of these I probably won't be
able to help you. If you can then I should be able to figure it out.
- MY GAME CRASHED, SOMETHING ABOUT FLOATING STREAKERS OR SOMETHING: You
mean "FloatProperty Streak"? That invariably means that you don't have
v1112fm installed properly. No, this doesn't mean you did it wrong, just
that sometimes the patch doesn't, well, patch all the way. This is
surprisingly common with the Game of the Year edition, which supposedly
comes pre-patched. Just go get the v1112fm patch -- NOT v1112f -- off
of FilePlanet and install it, then reinstall Shifter.
- I SAVED MY GAME IN SHIFTER AND NOW IT WON'T OPEN IN NORMAL DEUS EX:
This is unavoidable, unfortunately. Shifter has a number of items in it
that normal Deus Ex does not. Regardless of whether or not you pick up
any of these items one or two will get saved into your savegame. Deus
EX will try to load the items, find it can't and stop trying to load the
savegame.
- HOW CAN I MAKE YOUR MOD WORK WITH "X" MOD: This really depends on the
mod in question. As I mentioned, Shifter works "out of the box" with
most "mission" mods, e.g. those which add new missions, such as Zodiac.
However, I do get occasional requests for instructions on making my mod
work with mods like Smoke's Mod, i.e. those which don't add new missions
but simply change the rules of the game. The problem is that my mod and
mods like Smoke's modify the *same* file (DeusEx.u) in order to work.
The only way to run the two together would be for someone (e.g. myself
or Smoke) to "merge" the two mods, which would take time.
- DOES YOUR MOD WORK WITH HDTP: Yes, it does! HDTP is the exception to
the above answer, because I have gone out of my way to make Shifter
compatible with HDTP. I have spent a good amount of time adding code to
Shifter so that it will automatically load up the HDTP textures and
models if it finds them, but will default to the normal Deus Ex ones if
it can't. This change happens whenever you enter a map OR whenever you
load a savegame, so if you install HDTP and then load an existing save
you should notice the new textures and models immediately.
- DOES YOUR MOD WORK WITH THE STEAM VERSION OF DEUS EX: From what I've
been told by various folks, apparently Shifter is 100% compatible with
the version of Deus Ex you can purchase via Valve's Steam program. I'm
still in the process of testing it fully myself, but all indicators are
that the functional enhancements of Shifter cause no problems with Steam
and are not impeded by the program at all. However, certain other mods
(like HDTP) may require some extra configuration to get working.
- DOES YOUR MOD WORK WITH THE GAMETAP VERSION OF DEUS EX: I am pleased
to say that yes, Shifter does work with the GameTap version of Deus Ex
though it takes some additional configuration and the install procedure
is VERY different. Complete installation instructions can be found in
the file "GameTap Info.txt". Please note that while Shifter's gameplay
modifications will be passed along to the GameTap version, some of the
associated text changes (some item descriptions and one button label in
the keyboard config menu) will NOT come through.
- DOES YOUR MOD WORK WITH THE DEMO: It can, but some extra work is
required. The Demo versions (the 1-, 2- and 5-mission varieties) do
not have the most up-to-date versions of some files which Shifter needs
to work (i.e. the Demo isn't patched to v1112fm). You can add these
files by downloading the v1112fm patch, opening it with WinZip/etc.
(NOT running it) and then extracting the contents into the Deus Ex
Demo's installation folder (e.g. C:\DeusExDemo\). This will overwrite
the old, incompatible files; from there you can install Shifter. In
order to start a new game in the 1- or 2-mission versions of the game
you will need to right-click the "OK" button when starting a new game.
(This skips the intro, which these demo versions do not have)
- WHERE IS THE SHIFTER HOMEPAGE: You can find the Shifter homepage at
http://yukichigai.googlepages.com/shifter. I also have an account over
at ModDB (http://mods.moddb.com/8002/shifter/) which is where I usually
post news items, ramblings, and other such things. There's always the
SaveFile project page for it, where you can get the latest version.
(http://tinyurl.com/2b5k82) I upload to FilePlanet semi-regularly,
though not as often as to SaveFile. I also update a thread in the Eidos
Forums about Shifter. (http://tinyurl.com/zxehg) Finally, if you want
the bleeding-edge latest version you can get my most current source
files from Google Code, under the account "shifterdx".
SPECIFICS:
Weapon Modifications:
- Assault Rifle: Increased the amount of 7.62 ammo you pick up from
corpses. (8-12 rounds, up from 1-4)
- Baton: Does a tiny bit more damage. (one point)
- Combat Knife: You can now carry 6 Combat Knives at once. This is
important since you can throw them using Alt-Fire.
- Crowbar: Increased the damage to make it worth two item slots.
- Explosive Rounds: I have placed a few boxes of explosive 10mm ammo in
a few places throughout the game. This ammo is somewhat scarce, as the
amount of damage it allows a basic pistol to do is quite remarkable.
- Grenades: You can now switch between the various grenade types
by pressing "Change Ammo" when holding a grenade.
- Hand to Hand Weapons: You can also cycle between hand to hand
weapons (e.g. Knives, Swords) similar to how you can with grenades. In
addition, most Hand to Hand weapons have an Alt-Fire mode, which simply
throws the weapon.
- Laser Sight Mod: A weapon equipped with a Laser Sight will come up
with the laser automatically activated. The laser "dot" will now wander
about within the range of your accuracy. When you fire the weapon, the
bullet will go EXACTLY where the laser is pointing. You can still turn
the laser on/off if you have a key bound to it, though why you would
want to is beyond me.
- Mini-Crossbow: Flare Darts will now set NPCs on fire. The length of
this burn is half of what you would get from the Flamethrower.
- Pepper Spray: Increased the live time of the pepper spray cloud. (Up
to about 3 seconds from < 0.1 seconds) This means you can actually stun
people without having to practically stand on them. As an interesting
and as yet unexplained side-effect, Greasels now shoot Tear Gas in
addition to their poisonous spit.
- PS20: Increased the damage and the explosion radius of the projectile
it fires. Worth using even late in the game now. You can also carry
multiple PS20s in your inventory, should you feel the need.
- Scope: You no longer have to wait between shots to zoom in/out. Much
less annoying, much more realistic.
- Stealth Pistol: Increased the rate of fire and damage by a slight
amount.
- Throwing Knives: Reduced the spread and increased the damage.
- Unique Weapons: Taking a page from Invisible War, I have added in a
number of Unique weapons. Some have been added as separate pickups,
some were added in via other means. You'll have to keep your eyes
peeled and your curiosity high to find them.
- Weapon Accuracy: Originally, Deus Ex was somewhat inconsistent in how
it displayed and calculated the accuracy of a weapon. Firstly, the
crosshair's range in no way reflected the spread of the weapon.
Secondly, the spread of two bullet-based weapons with the same accuracy
could be wildly different depending on their maximum range. Shifter
addresses both of these issues. While it may appear, based on the
crosshair, that all weapons are now more accurate, weapon accuracy is in
fact (mostly) the same. (Slightly better for some weapons, slightly
worse for others, depending on the range of the weapon) The flat edges
of the reticle now correspond to the maximum possible spread that a
weapon can produce projectiles.
Augmentation Modifications:
- "AugAdd" cheat: Using the "AugAdd" cheat for an augmentation you
already have will upgrade that augmentation, rather than simply failing
as was the case in normal Deus Ex.
- Augmentation Cannisters: Cannisters for augmentations you have
already installed will now allow you to upgrade that augmentation once.
You must use a Medical Bot to do it though. You may also choose to
"overwrite" an existing augmentation with a new one if no slots are
available, though the new augmentation will be installed at level 1,
with no upgrades. Cannisters with no augmentations specified for them
will contain a pair of randomly determined augs. (Meaning that if you
use the cheat "summon AugmentationCannister" you'll actually get
something useful)
- Environmental Resistance: Enviro Resist will now decrease the length
of time you will experience "drunk" effects when it is active by an
amount based on the level of the augmentation.
- Light: The light augmentation is also upgradeable, similar to how it
is in Hardcore. However, unlike Hardcore the distance the flashlight
effect can travel also increases with each level, and the boost of
"radiant" light around you increases at higher levels, but is actually
LOWER than normal at the aug's lowest level.
- Power Recirculator: Power Recirculator will now automatically
activate whenever using it would decrease overall power use, and
similarly will automatically deactivate whenever it is using up more
power than it is conserving.
- Combat Strength: The Combat Strength and Muscle augmentations have
been consolidated into the Muscle augmentation, a la Invisible War. The
Combat Strength augmentation has been replaced with the Electrostatic
Discharge augmentation, also a la Invisible War.
- Regeneration: The Regeneration augmentation can be activated at any
time, and will stay active until you turn it off, instead of when you
are fully healed. It will drain a low amount of power when you are
healed -- i.e. when it is in the "idle" state -- and will use the
normal, high amount of power only when it is actively healing you.
- Synthetic Heart: Using the Synthetic Heart augmentation will now
allow you to boost most augmentations past their maximum level.
- Skull Gun: Perhaps the most amusing running joke in the Deus Ex
series is now an actual augmentation. Augmentation Cannisters
containing the Skull Gun aug have been placed in two locations within
the game; one relatively early in the game and one which is somewhat
late in the game.
- Targeting: The Targeting augmentation will now allow you to zoom in
with any weapon, regardless of whether or not it has a scope. The
magnification of the zoom will depend on the level of the augmentation.
It also has two "modes" of use: one with the zoomed sub-window, and one
without. To disable the window simply hit the activation key assigned
to it a second time.
General Modifications:
- Alt-Fire: There is now a separate keybind for Alternate Fire.
Several weapons have Alt-Fire modes, including the Plasma Rifle and
Combat Knife. Pressing Alt-Fire while using weapons without an Alt-Fire
mode will simply turn on/off the scope on that weapon, if it has one.
(Or if the targeting aug is currently active)
- Charged Items: Items like Ballistic Armor, Hazmat Suits, etc. no
longer are one-use items. You can turn them on and off as need be. To
go with this some item functionality has been changed. For example, the
Rebreather now slowly refills your oxygen meter, rather than keeping it
at maximum level constantly.
- Kills: You will now be given skill points for each kill/KO you make.
The amount of points is calculated based on the max health of the victim,
along with their affiliation and the method used to kill/KO them.
- Kills (again): Dying NPCs can now be affected by bullets and the like,
which means that if you shoot them with something powerful enough -- say
a Boomstick at point-blank range -- they just might be propelled a rather
considerable distance by the force of the bullets.
- NPC Inventory: NPCs will randomly carry extra items, chosen from a
set list. These items will include some items not commonly found in the
game, (Throwing Knives, Pepper Spray) as well as some generic items and
certain "special" items. (NOTE: To stop people from just neutralizing
everyone in each mission all willy-nilly to take their stuff you will
LOSE skill points for killing/KOing friendly NPCs)
- Office Storage: Someone pointed out how it's odd that any items you
leave in JC's office at UNATCO will disappear between missions. While
this does make sense from a technical standpoint, from a plot standpoint
it's as though Walton Simons keeps swinging by during off-hours and
stealing your stuff. You can now leave items in your office and find
them there upon your return, complete with any Weapon Mods and so forth
that have been installed on them.
- Stealth: Due to complaints about the skill points for kills/KO system
slanted gameplay towards killing everyone (a valid point) there is also
a system for granting skill points based on how stealthy you are. The
determination is based on how close you get to an NPC without being
detected. "Minor" detections, where the NPC saw you but "wasn't sure,"
reduce the potential bonus by a fraction. Being fully detected removes
the stealth bonus for that NPC. Yes, killing them counts as being
detected for the purposes of the system. Skill points for stealth are
awarded at certain "Mission completion" points, usually when you have
been flown to another location by Jock.
- Vases, Plants, etc.: Throwing an item at an NPC will do "knock out"
damage to them, provided the speed the object is thrown at is high
enough and that you have the Muscle Enhancement augmentation on. (Though
if the speed is REALLY high the Muscle aug is not checked for) This will
also damage the item thrown; in general one or two throws will shatter
the item if it is breakable.
- Zyme: Since Zyme was pretty much useless in the original game, I have
modified it so it provides a temporary speed and skill boost. It also
initiates "bullet time" effects while it is active. Be wary though; once
the effects wear off there is a long period of "drunk-vision".
Unrealistic Mode:
Unrealistic Mode is a new difficulty level I've added to Shifter for
the benefit of players looking for either more of a challenge, or more
of a departure from traditional Deus Ex (and Shifter) gameplay. Though
it isn't finished yet, Unrealistic contains a number of modifications
which make it a unique experience, somewhat akin to the Hardcore mod.
These are, in no particular order:
- Player Model: Rather than being stuck with the single choice of JC
Denton, Unrealistic will use whatever model you have selected for use
in Multiplayer. I hear using the Child model is particularly amusing.
- NPC Weapons: All bullet-based NPC weapons fire explosive rounds now.
The damage is not as extreme as a weapon loaded with 10mm EX ammo, but
it isn't anything you can easily shrug off either.
- NPC Random Inventory: Gives weapons out more often and applies to
everyone, including non-armed NPCs, Robots, and Animals. I hear that
the Greasels in the Paris Catacombs often carry GEP Guns.
- Corpse looting: You can now check the bodies of Animals and Robots
for loot in Unrealistic, which works well with the expanded capability
of NPC Random Inventory.
- Smarter everything: Every NPC, be it Animal, Human, or Robot, uses
the highest Intelligence preset available in the game. This means that
Karkians can open doors and Spider Bots know how to call an elevator.
Both can also pick up new weapons in the middle of combat.
To access Unrealistic, right-click the "Realistic" entry on the
difficulty selection screen.
Multiplayer Modifications:
Shifter also includes a modified version of the Deux Ex MP code.
The key change in Shifter MP is the way weapons are carried. In
normal Deux Ex MP you are given three belt slots for weapons, the
others being reserved for Medkits, BioE Cells, various Grenades,
Multitools, and Lockpicks. Unfortunately this made MP gameplay somewhat
stifled and unvaried. Shifter MP instead allocates 6 belt slots for
weapons, but with a catch: the bigger the weapon is, the more belt slots
it will take up. For example, say you're carrying with you a Combat
Knife, a Pistol, a Mini-Crossbow and a Gep Gun. The Knife, Pistol and
Mini-C would take up your first 3 slots, and the Gep Gun would take up
your last 3. You could drop the Gep Gun and pick up a two-slot item --
say an Assault Rifle or the Dragon's Tooth Sword -- and another 1 slot
weapon. And so on and so forth.
The next 2 slots are devoted to categories of items: Grenade,
Recovery. (Grenades, Health Kits and BioE Cells) The contents of each
of these 3 slots can be changed by pressing the Change Ammo button,
allowing you to cycle through the available category items. The last two
slots, as in normal Deus Ex MP, are devoted to Lockpicks and Multitools.
I have also added in numerous new player models to choose from when
playing MP. In general any NPC model seen in the game is a selectable
player model. This does make cycling through them all a somewhat long
process (93 models in all) but remember that you can go backwards through
the list by clicking with the right mouse button.
Unique Weapons and other new items:
The following is a complete listing of all Unique Weapons in
Shifter, complete with a brief weapon description and the actual object
name, should you decide to cheat and use the Summon command to bring one
or two into play.
- Blackjack (WeaponBlackjack): A standard Baton, modified by Paul to
be a formidable weapon while still meeting his non-lethal weapon needs.
The interior has been filled with a heavy material, possibly lead shot
or even iron rebar for authenticity.
- Boomstick (WeaponBoomstick): Jock's Sawed-Off Shotgun, with improved
damage, less recoil and a quicker reload time.
- ILAW (WeaponMiniRocket): The Internal Light Anti-Personnel Weapon is
the official name of the cybernetic rocket-based weapon that Majestic-12
Commandos are outfitted with. Several prototypes were fitted for
external use, for demonstration purposes.
- JackHammer (WeaponJackHammer): An Assault Shotgun modified by
Smuggler, who just didn't quite know the meaning of the word "overkill".
It has dramatically reduced recoil, which is vital in a gun capable of
firing 12 shells in under a second.
- Lo Bruto (WeaponLoBruto): JoJo Fine's specially modified Stealth
Pistol. It has improved damage, but JoJo wasn't the best gunsmith in
the world.
- Magnum (WeaponMagnum): A modified pistol with improved accuracy and
damage. It's a bit louder than the standard pistol, however.
- Precision Rifle (WeaponPrecisionRifle): A rifle developed with two
goals in mind: long-range sniping and mid-range assault. The so-called
"Precision" Rifle mixes high accuracy with quick-chambering technology,
allowing the user to fire multiple rounds in quick succession, while
still retaining the high stopping power of the 30.06 round. Comes
equipped with a vision-enhancing scope.
- Prototype NanoSword (Mk I) (WeaponPrototypeSwordA): The first attempt
at creating what would become the Dragon's Tooth Sword used a
dramatically different approach, generating a ultrathin stasis field
around the blade to effectively amplify momentum and force. However,
the inherent instabilities of the stasis technology caused the approach
to be abandoned.
- Prototype NanoSword (Mk II) (WeaponPrototypeSwordB): The second
prototype of the NanoSword technology combined early-gen nanoscale
whetting devices with a significantly weaker stasis field, the hope
being that the instabilities in the stasis technology could be
eliminated by reducing the power of the field. This proved untrue, and
the stasis technology was abandoned completely.
- Prototype NanoSword (Mk III) (WeaponPrototypeSwordC): The third
prototype of what would eventually become the Dragon's Tooth Sword
relied on a traditional blade to do the cutting, kept incredibly sharp
by nanoscale whetting devices. Later revisions of these same whetting
devices can be found in the current Dragon's Tooth Sword.
- Railgun (WeaponRailgun): Created by an as yet unknown manufacturer,
the Railgun is technically a heavy modification of the Plasma Rifle, but
far more deadly. A heavily compacted set of four plasma charges is
magnetically accelerated to near-light speeds, making the resulting
projectile easily capable of penetrating multiple solid objects in
succession. It has also been equipped with a thermal scope.
- Toxin Blade (WeaponToxinBlade): On the surface it appears to be no
more than a standard Combat Knife, but the Toxin Blade is coated with a
brutally effective paralytic toxin. Deceptively high-tech, the coating
is maintained by a swarm of nanobots which replenish it and ensure that
the blade is always at its sharpest.
- Rate of Fire Weapon Mod (WeaponModAuto): Not a weapon in itself, but
a way to decrease the time between shots on most weapons you can carry.
Apply it just like any other weapon mod.
There also exists another, super-secret unique weapon that is by
no means intended for serious play. It is not placed anywhere in the
game. Yet, anyway.
HDTP SUPPORT:
One of the many things I've done with Shifter is make it directly
compatible with HDTP. Shifter will attempt to find HDTP's new textures if they
are present. If it finds them, it will then load them and apply them to all
objects, NPCs, and anything else that it can. This means all you need to do to
get HDTP + Shifter working is to install the HDTP .u and .utx files into your
main DeusEx\System folder.
There is, however, a downside to this. If the HDTP files aren't there
the game may pause for a second in trying to find them. On most modern systems
this is completely unnoticeable, but some users have reported experiencing lag
with certain actions, particularly anything which gibs NPCs (e.g. shooting a
Terrorist with a Gep Gun). Because of this, I have added a way to disable the
"HDTP" Facelift for specific objects, as well as entire groups of objects. You
can do this simply by editing the file "DeusEx.ini" and adding a section like
the following to the bottom:
[DeusEx.FleshFragment]
bNoFacelift=True
The above code stops the FleshFragment object (made when you gib an
NPC) from even trying to load up HDTP resources at all. This should fix lag
issues that happen when you blow up NPCs.
But what if you don't have HDTP installed at all, and don't plan to?
You can disable the HDTP Facelift entirely with the following lines:
[DeusEx.DeusExAmmo]
bNoFacelift=True
[DeusEx.DeusExCarcass]
bNoFacelift=True
[DeusEx.DeusExDecal]
bNoFacelift=True
[DeusEx.DeusExDecoration]
bNoFacelift=True
[DeusEx.DeusExFragment]
bNoFacelift=True
[DeusEx.DeusExPickup]
bNoFacelift=True
[DeusEx.DeusExProjectile]
bNoFacelift=True
[DeusEx.DeusExScopeView]
bNoFacelift=True
[DeusEx.DeusExWeapon]
bNoFacelift=True
[DeusEx.Human]
bNoFacelift=True
[DeusEx.LaserTrigger]
bNoFacelift=True
[DeusEx.ScriptedPawn]
bNoFacelift=True
The above lines will disable HDTP support for ALL objects within the
game.
Note that this will ALSO disable support for the optional Shifter
Texture Pack add-on.
For those of you who are code-savvy, the above classes are the highest-
level classes which support the bNoFacelift variable. You can add the variable
to any child classes of the above-listed classes.
KNOWN GLITCHES:
Even though this mod is no loger in beta stages there are still some
lingering glitches. With some of these I am unsure if these are due to
my modifications or if they are simply pre-existing glitches that I have
only noticed recently, but regardless they are still present.
Single Player:
- If you have your resolution higher than about 1280x1024 then your
savegames may not have screenshots to go with them. This usually only
happens with the OpenGL rendering settings, and is a limitation in the
Deus Ex engine. There's nothing I can really do about it, other than
to warn you. The enhanced Direct3D8 renderer (available from the same
site as the enhanced OpenGL renderer) does not suffer from this
limitation, however.
- An odd side-effect of the "Office Storage" feature may rarely cause
random weapons to appear in JC's UNATCO office upon returning from a
mission. Sometimes these weapons come with a mod or mods installed;
apparently silenced Sniper Rifles are the most common.
- The new Zyme effects do not completely work in at least one map in
the game: the Hong Kong Canal area. While you will receive the skill
and speed boost, for unknown reasons the game's speed will not drop.
As soon as you move to another map in the area, however, all normal
Zyme speed effects will return.
Multiplayer:
- Clients connecting to a server running ShifterMP may witness some
bizarre behavior from the item belt, specifically an odd "scrolling"
effect when using multi-slot weapons. Theoretically this is now fixed,
but if you notice this odd behavior showing up again please let me know.
- Some of the new player models may "freeze" when attempting to perform
a certain animation, since that player model doesn't have it. If this
occurs please let me know which models are doing it.
If you notice any other glitches or errors please e-mail me.
THINGS TO EXPECT IN THE FUTURE:
- Okay, scratch that whole "run bar" idea mentioned in earlier ReadMe
versions. I am, however, fully committed to converting the Swimming
skill to a larger, more encompassing Athletics skill.
- The Skull Gun aug will be changed to a lower-damage, lower-drain aug
that automatically fires at enemy targets when active.
- You will be able to pet cats. Yes, I'm serious, I'm going to make a
system for petting cats.
- If I get bored enough I may make dead animals cookable, wherin they
will subsequently become edible. I warn you, I'm bored a lot.
- I fully intend for there to be a Unique Weapon to compliment every
existing non-one-use weapon in the game. (By "compliment" I mean like
how the Magnum compliments the Pistol)
OTHER NOTES OF DEADLY DOOM:
The included French localization file was created by deusex-m and
further modified by modDB user Babeuf97. Many thanks to both of them for the
effort to give French Shifter fans a better gameplay experience.
The name "Shifter" is a tribute to a popular mod for Starsiege: Tribes.
Shifter was created by emo1313. Check out his current version of Shifter for
Tribes 2 at www.shiftermod.com. Or check out mine, Shifter Classic, which can
be found... actually, nobody hosts it anymore, but if you really care you can
email me and I'll be happy to send you the mod. (Once I find it)
As always, if you notice anything amiss or something I haven't covered
don't hesitate to fill my inbox with your witty and thought-out e-mails.
For those of you who don't know, "NPC" means "Non-Player Character",
i.e. any person who you aren't playing as.
CONTACTING ME:
Send gripes, suggestions, enthusiasms, Swiss Bank account numbers,
free garden gnomes and anything that can be classified as a symptom of
progressed insanity to yukichigai@hotmail.com. You can also MSN me using
this e-mail address.
WHO THE HELL ARE YOU AGAIN?
Y|yukichigai. That's "you-key-chee-guy" for those of you who don't
habla Japañol. Or whatever.
TESTIMONIALS:
Here's what some satisfied (I think) players have had to say about my
mod and how it has affected their everyday lives (in Deus Ex, anyway):
"A UNATCO agent trained in melee weapons can hurl a crowbar with
sufficient force and precision to crack the skull of a ten-year-old
homeless boy in a single shot while rendering the candy bar he carries
still edible." - Sb27441X
UPDATES:
v1.9.1:
- Added a fix from DX Revision: prevented the Targeting aug from
showing hidden objects, e.g. hidden TNT crates for scripted events, so
on. Thanks to Bjorn for noticing I hadn't fixed that.
- Removed the code that unloaded and reloaded HDTP when saving. Due
to some of the new HDTP content it is impossible to fully unload all
HDTP meshes/textures from memory, even if they aren't currently being
used, so the save games wouldn't be able to be run on a non-HDTP
install anyway. If I find a way to change that I'll re-enable it.
- Modified Container Random Inventory so that Cigarettes and Zyme are
no longer the most common finds. I've also modified it to better
account for people running TNM, so you should find Crystal Melk rather
than Zyme in TNM.
- Fixed an issue with guns dropped from bodies being unusable due to
having permanently empty ammo. Turns out one of my overrides for ammo
display on pickup was the cause, as a condition check was preventing
the code from linking the weapon's ammo to the player's ammo supply.
- Finally got weapon and ammo frobbing working as I'd wanted. Now
when you find a weapon you already have, trying to pick it up will
instead get all the ammo out of it, but will not pick up the weapon
itself. If the ammo has been taken out already, then you will pick up
the weapon. Importantly, this means you can carry multiple copies of
weapons if you feel so inclined, e.g. if you wanted to keep a spare
pistol on you to give to Gunther. This doesn't work for special
weapons like the Combat Knife, Shurikens, and Grenades, which by their
nature can really only appear once in your inventory.
- Speaking of that, I added some code to the conversation system so
that it will try to find an unmodified weapon to give to someone if
you select the "give so and so your pistol/etc." option, rather than
just grabbing the first weapon it finds in your inventory. In other
words, don't feel like you have to drop your super special modded
pistol before talking to Gunther if you happen to be carrying another
one too.
- Cleared up a few erroneous error messages that would crop up for
people not using HDTP, mostly relating to being unable to load specific
textures. I'd just forgotten to tag those functions with the "you
don't need to log this when this fails" flag.
- Added a new twist to the MJ12 capture sequence: your ammo is now
confiscated if you are playing on Hard or above. Like everything else
it is taken to the Armory, where you can recover it later. However, it
does make the initial escape that much more challenging.
- Fixed an issue with the placement of Dragon's Breath ammo in UNATCO
HQ during your first visit. I'd accidentally put it in PreTravel
instead of FirstFrame. To put it plainly, the ammo was only being
placed the first time you left UNATCO HQ, rather than the first time
you entered, thus you could only get it if you left and re-entered.
- Fixed a problem with Unrealistic's custom character override option.
Playing as a UNATCO trooper, NSF Terrorist or MJ12 Commando would make
your character completely invisible during cutscenes due to no default
mesh being specified. The MP game normally fixes this, but SP doesn't.
- Added an ini variable to most classes which will allow you to stop
Shifter from trying to perform the HDTP and Texture add-on Facelift.
The variable in question is called bNoFacelift, and can be applied to
major parent classes (like DeusExDecoration) or to individual classes
(like MJ12Troop). Full documentation is now in the main readme.
v1.9:
- I'm back, baby! Almost two years since the last update. Whoops.
- HDTP: Added support for the MASSIVE number of new meshes/textures
added by the HDTP beta relase. Only things I couldn't do were the new
textures for Flamethrower effects and part of the changes for Flares.
These had to be omitted because the resources can't be dynamically
loaded like others, meaning for me to add them I'd have to make Shifter
such that it required HDTP to run. I also had to omit the MJ12 Trooper
mesh for the time being due to an animation issue which would actually
cause the game to crash outright if you happened to look at an MJ12
Trooper who was sitting down.
- Fixed a bug that was causing Ketchup Bars and the like to appear at
people's feet in TNM. Turns out it was also occurring in the normal
game as well, it was just going unnoticed. The problem, if you care,
was that I forgot a "break" statement in NPC Random Inventory and there
were instances where it would spawn TWO items, the first one being
completely forgotten while the second was placed in NPC inventory.
- Added a new feature similar to NPC Random Inventory: Container
Random Inventory. Certain containers have a small chance of being
given items if they would otherwise be empty. You are't going to find
anything amazing from this, but you might come across some minor health
items, consumables, or maybe even some ammo.
- Also related to Containers, I have made certain Containers able to
be opened. When interacting with them you will first check their
contents and take them into inventory, if applicable. Anything you
don't will be dropped at your feet. From that point you will be able
to pick up the items as normal. This currently only applies to trash
cans, mailboxes, and wicker baskets.
- Added a tiny bit of code so you can't accidentally step on Cats and
Cleaner Bots, subsequently killing/destroying them. I mean, JC isn't
THAT freakin' clumsy.
- Fixed a bug in my code for the Received Items window which caused
ammo pickup amounts to incorrectly display the total amount of that
type of ammo you have on you, rather than the amount which had been
added to your total.
- Switched around a little code in the function that controls you
looting dead bodies for weapons/ammo/etc. No changes in the end
result; the code changes just make sure that certain bits of code are
only run when their output actually matters, i.e. no sense calculating
ammo amounts when we aren't giving the player that type of ammo anyway.
- Added code so that when you pick up a weapon containing ammo it also
lists the ammo you receive from it in your log.
- Fixed a long-standing bug with Lamps in Deus Ex. If they defaulted
to on they would have an appropriate glow around them, but would not
change the actual lamp object's glow and whatnot.
- Fixed another Deus Ex bug, this time with Containers. Carrying
anything like an ammo crate or similar while going across a level
transition would reset the contents in the box. The box's contents
will now be stored prior to travel and restored after.
- Also fixed a variant of the above for barrels, which in this case
would turn into plain boring barrels on level transition, as well as
Datacubes, which would lose all text/images/whatever.
- Finally fixed the glitch that would give you two instances of prods,
pistols, and medkits when you started a new game without quitting the
old one. Turns out an existing DX function that is supposed to empty
your inventory doesn't actually do anything.
- Fixed a few minor issues pointed out on the Shifter SVN. One was a
bug with the ill-used Skull Gun aug that prevented you from getting any
points from kills made with it. The other was not exactly a fix: some
NPC-specific weapons like Gray Spit and Greasel Spit aren't useable by
the player, as in even if you cheat to get them they won't work. I've
added code so you can. You dirty cheater.
- Included a French localization file created by modDB user Babeuf97,
as well as deusex-m. This should provide a translation of Shifter's
new and modified text for any French fans out there. The file is
DeusEx.fra. If your game doesn't load it automatically you can simply
rename it DeusEx.int.
- Removed some code in the New Game screen left over from abandoned
features from a few versions back. The code may have been causing some
crashes that users were experiencing when trying to load the game.
v1.8.4:
- Shifter-TNM: Made sure that when Shifter replaces TNM's MedBots with
the Shifter ones it only removes the old TNM bots after its sure the
new ones are in place. If a replacement MedBot isn't spawned then the
old TNM one will still be around, which means it augmentation
replacement may not always be available in TNM + Shifter.
- HDTP no longer loads/unloads when you do a QuickSave, which will
make these saves actually quick, but not fully compatible if swapping
save files between computers. Of course, if you're going to swap a
save file then you can just make a separate, non-quick save file.
- Added a built-in way to skip the intro when starting a new game:
right-clicking the "OK" button. This is probably only going to be
useful for people trying to run Shifter with the Demo version, and the
horribly impatient.
- Moved around part of the fix for the UC destruction event in HK so
it's more efficient.
- Also moved around where Ray gets set to being neutral. While I was
there I also removed some old, out-of-date code that was doing nothing
but taking up resources.
- Added a routine to part of NPC Random Inventory which should help
ensure that items given to NPCs, particularly ones in TNM, don't just
wind up at their feet. Also adjusted NPC Random Inventory to not
factor in inventory belonging to another NPC that has somehow been
linked to the wrong inventory list.
- Fixed a subtle Deus Ex glitch with couches. Did you know they're
supposed to come in five different colors? I didn't. Thanks to Jonas
of TNM for pointing that out.
- Re-worked the Pistol Downgrade fix so that it is more compatible
with other mods like TNM/etc. which use a custom New Game Menu class.
- Changed the code for putting random augmentations in summoned Aug
Cans. The code was set up so that if it picked one of the "default"
augmentations then it would simply pick the next aug in the list, which
skewed results towards those "next" augs. Now it will just start the
random selection process over.
- Restored the Crossbow's original firing sound, which was never heard
due to a code oversight. Thanks to Lork on the OTP forums for pointing
this out.
- Also adjusted the Targeting aug so it will use the display name of a
weapon it spots being carried by an NPC, if available. Also thanks to
that wacky Lork guy.
- Holy crap more Lork-reported fixes. This time he discovered that if
you are using a Charged Pickup (thermoptic camo, etc.) when you are
captured by UNATCO it will leave the HUD in place and cause some other
weirdness after the item is confiscated.
- And someone ELSE pointed out that while the description on the
HazMat Suit says it protects against fire, electricity, and EMP damage,
it actually doesn't. Now it does.
- Ballistic Armor will now protect against explosive gunfire.
- A "because I can" fix, If you boost the EMP aug past Tech Four using
the Synthetic Heart aug you will actually GAIN health and energy from
sources of EMP.
- Finished work on one of the more odd-ball DXMP models I decided to
add. I'm not going to say who or what it is, except that if you've
played through one of the more bizarre Deus Ex mods you'll get the joke
- Any consumable items (soda, etc) which show up in DXMP will act as
instant-effect items when you click them, e.g. if there's a bottle of
booze when you click it you'll immediately gain some health and get a
teeny tiny bit drunk. This has something to do with the new DXMP model
I mentioned above.
- Changed the ammo pickup count from bodies. Again. In normal DX it
was anywhere from 1 to 4, which I changed to 1 to <Weapon Clip Size>.
Now it's a bit more complicated: 1 to (half the clip size or four,
whatever is greater).
- Moved another MissionScript fix to a lower-lag location, this time
the fix that stops the x51 scientists from making their own bots turn
on them.
- Decoration items which are not supposed to be highlight-able (i.e.
you don't see borders around them when you get close, like destroyed
cars and such) would show the "default this is a bug" description
when the Targeting augmentation was active. Fixed. Thanks to Allan
on the OTP forums.
- You may now notice ricochet sounds for bullets that miss you. This
was due to a strange bug in TraceHitSpawner.uc, which cannot parse any
variables of the Name type. Thanks to Lork for pointing this out.
- More Lork stuff: the "standing aim bonus" kept increasing the longer
you stood still, to the point where you could wind up with a rather
large "movement grace period" if you stood still for long enough.
Fixed.
- Grenades other than just yours will now cause a screen flash if you
are close enough. This applies in singleplayer AND multiplayer. Lork
pointed this out too.
- Optimized a bit of code which determined what types of projectiles
the Aggressive Defense aug could detonate. While I was there I also
made sure it won't detect and detonate placed grenades, which was just
a bit silly.
- The Railgun will no longer accept the Rate of Fire weapon mod, which
did nothing since it was essentially a one-shot weapon.
v1.8.3 - v0.2:
- See Changelog.txt for a list of changes.