Y|yukichigai
05-07-2005, 01:18 PM
EDIT: Nevermind, I'll just make a new thread.
*UPDATE* Shifter v1.5 has been released today. (7/25/05) You can retrieve it hither (http://f2.pg.briefcase.yahoo.com/bc/yukichigai@sbcglobal.net/lst?.dir=/Mods/Deus+Ex), or on fileplanet (http://www.fileplanet.com/section.aspx?s=95778&v=0) in a few days.
For those of you who are unfamiliar with my mod, a brief FAQ-type thing:
So what's this mod all about then?
Shifter is a "rules set" mod for Deus Ex. Rather than adding new missions, Shifter instead adds to and/or modifies the existing weapons, items, rules, etc. of the game. (Particularly in the area of weapons and items, as I despise when a game has useless weapons in it) It also has a modified multiplayer component, which adds a new inventory system and 89 new playable character models.
How does it work?
Shifter simply replaces your existing DeusEx.u file with a modified one.
Won't that be a problem for playing X mod?
Actually, no. I've played (as far as I know) all the Deus Ex mods out there and not once has Shifter caused a problem with them. The same rules set changes apply to the mods completely, with the exception of Hotel Carone. (Shifter's new skillpoint system doesn't work, among other things) A few of the changes provide amusing side effects in certain mods though. (e.g. The bots in The Cassandra Project occasionally carry credits)
So what kind of changes are we talking about specifically?
As I mentioned, I hate "useless" weapons, so I've tried to "fix" any such weapons. A good example would be Pepper Spray; in unmodified Deus Ex you practically had to stand on the enemy to have it affect them. Now it has a range of about 5 meters. I've done the same for items as well. Zyme, for example, now provides a 60-second "bullet time" effect in addition to a temporary skill boost. (But the hangover's a killer, lemme tell ya)
And because I can't keep my mitts of anything, I've diddled with just about everything else in the game. Many augmentations work slightly differently than before; two have even been consolidated to make room for a new one, and I've even added in the legendary Skull Gun augmentation. Skills now affect more than they did before. (e.g. higher medical skill means that you get more health from water fountains/water coolers) And since there were a few things I liked from Invisible War, I've added a number of "unique" weapons to the game. Railgun, anybody?
Dude, why the hell did you change X? I loved that. Your mod is stupid!
Unless you can articulate yourself clearly and provide solid, logical reasons why this change is bad, I DON'T CARE. If you don't like it, don't play it.
If you do have some good reasons why you think something should be changed, drop me an e-mail (yukichigai@hotmail.com) and tell them to me. I'll listen. I might even take your advice. (Really. If you read the Readme you'll notice that a few of the changes were suggested to me by someone else)
What's new in v1.5?
There's a complete changelog included in the download, but here are a few highlights:
Burning NPCs will no longer magically extinguish themselves just before they die. They will continue to burn for as long as the fire feels is necessary. ;)
I've added in 3 more Unique Weapons: The JackHammer, Lo Bruto and the Internal Light Anti-Personel(sic) Weapon. Perhaps the most interesting is the JackHammer, which cranks out 12 shotgun shells per second.
Added in the Skull Gun augmentation. It's been talked about so much I figured we might as well see what one looks like.
For those of you who choose to play with the new skillpoint system, there is now a working headshot bonus. Get those Sniper Rifles ready.
Added placements for various Shifter items throughout the game, notably the Rate of Fire Weapon Mod.
And so on and so forth. (Check the Readme for full details)
Enjoy the game with my little brand of tweaks.
*UPDATE* Shifter v1.5 has been released today. (7/25/05) You can retrieve it hither (http://f2.pg.briefcase.yahoo.com/bc/yukichigai@sbcglobal.net/lst?.dir=/Mods/Deus+Ex), or on fileplanet (http://www.fileplanet.com/section.aspx?s=95778&v=0) in a few days.
For those of you who are unfamiliar with my mod, a brief FAQ-type thing:
So what's this mod all about then?
Shifter is a "rules set" mod for Deus Ex. Rather than adding new missions, Shifter instead adds to and/or modifies the existing weapons, items, rules, etc. of the game. (Particularly in the area of weapons and items, as I despise when a game has useless weapons in it) It also has a modified multiplayer component, which adds a new inventory system and 89 new playable character models.
How does it work?
Shifter simply replaces your existing DeusEx.u file with a modified one.
Won't that be a problem for playing X mod?
Actually, no. I've played (as far as I know) all the Deus Ex mods out there and not once has Shifter caused a problem with them. The same rules set changes apply to the mods completely, with the exception of Hotel Carone. (Shifter's new skillpoint system doesn't work, among other things) A few of the changes provide amusing side effects in certain mods though. (e.g. The bots in The Cassandra Project occasionally carry credits)
So what kind of changes are we talking about specifically?
As I mentioned, I hate "useless" weapons, so I've tried to "fix" any such weapons. A good example would be Pepper Spray; in unmodified Deus Ex you practically had to stand on the enemy to have it affect them. Now it has a range of about 5 meters. I've done the same for items as well. Zyme, for example, now provides a 60-second "bullet time" effect in addition to a temporary skill boost. (But the hangover's a killer, lemme tell ya)
And because I can't keep my mitts of anything, I've diddled with just about everything else in the game. Many augmentations work slightly differently than before; two have even been consolidated to make room for a new one, and I've even added in the legendary Skull Gun augmentation. Skills now affect more than they did before. (e.g. higher medical skill means that you get more health from water fountains/water coolers) And since there were a few things I liked from Invisible War, I've added a number of "unique" weapons to the game. Railgun, anybody?
Dude, why the hell did you change X? I loved that. Your mod is stupid!
Unless you can articulate yourself clearly and provide solid, logical reasons why this change is bad, I DON'T CARE. If you don't like it, don't play it.
If you do have some good reasons why you think something should be changed, drop me an e-mail (yukichigai@hotmail.com) and tell them to me. I'll listen. I might even take your advice. (Really. If you read the Readme you'll notice that a few of the changes were suggested to me by someone else)
What's new in v1.5?
There's a complete changelog included in the download, but here are a few highlights:
Burning NPCs will no longer magically extinguish themselves just before they die. They will continue to burn for as long as the fire feels is necessary. ;)
I've added in 3 more Unique Weapons: The JackHammer, Lo Bruto and the Internal Light Anti-Personel(sic) Weapon. Perhaps the most interesting is the JackHammer, which cranks out 12 shotgun shells per second.
Added in the Skull Gun augmentation. It's been talked about so much I figured we might as well see what one looks like.
For those of you who choose to play with the new skillpoint system, there is now a working headshot bonus. Get those Sniper Rifles ready.
Added placements for various Shifter items throughout the game, notably the Rate of Fire Weapon Mod.
And so on and so forth. (Check the Readme for full details)
Enjoy the game with my little brand of tweaks.