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Topic: Give Me Deus Ex: Ultimate Edition Read 1049 times  

67e8981fe2c00sarge945

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Hey there everyone!!!

Most of you probably know me from my SS2 mods, but I have also been working on a fork of GMDX over the last year or so. This is based off (and is a continuation of) the vRSD fork of GMDX v9, made by our very own @RoSoDude.

Originally this started out as a few bugfixes and QoL additions for vRSD, but it has since grown into it's own behemoth with it's own goals and vision.

Most of the changes have been run by Rosodude and Totalitarian, and they seem to largely approve of them, which fills me with confidence that this will be a worthy successor to both GMDX v9 and the vRSD fork.

Amongst the major changes are:

  • Addition of literally hundreds of little quality of life adjustments and fixes, including a QoL menu with over 60 entries to tweak the mod to your liking. This should be the smoothest, most modern feeling version of Deus Ex, bar none, with many modern game conveniences - belt improvements including slot memory, laser sights remembering their state when holstering weapons, a dynamic crosshair, being able to use the number keys for dialogue choices, etc. It basically works "as you would expect", with most if not all the clunkiness and unintuitiveness of the original game removed.
  • A complete overhaul of Hacking mechanics. Now, cameras and turrets will "reboot" after some time (usually a few minutes, dependent on Hacking skill), giving you good reasons to use multitools on some cameras, and making hacking less overpowered and ubiquitous as a "fix all" solution. It also makes your trip back from the Ocean lab a little more interesting...
  • Augmentation Rework. As awesome as GMDX and vRSD are, I have always felt that their augmentations were on of their weakest points. Previous mods like Biomod had, in my opinion at least, more interesting and involved Augmentation systems. GMDX v9 mostly kept the vanilla spirit of Active augmentations for everything, and vRSD added a lot more passive augmentations, neither of which are approaches I particularly like - lots of active augs makes aug management a chore, and lots of passive augs makes their gameplay uninteresting and makes them feel like they lack impact. To remedy this, many passive (and a few active) augmentations have been converted to "Toggled" augmentations. When activated, Toggled augmentations will "reserve" a portion of your energy pool, making it unusable to anything else. So for instance, if you have a total of 100 maximum bioelectrical energy, and you activate a Toggle augmentation that reserves 20 energy, your maximum bioelectrical energy will become 80. This is designed to add some more resource management to augmentation use (including always-active, "passive" augs, by making them toggled), outside of the standard "augmentations draw energy when used" system. A typical Toggle-focused augmentation build will generally leave you with about 30 bioenergy to play with, which isn't much.
  • Massive code cleanup. HDTP and New Vision have now been made optional, you can run the mod without either one. Every single HDTP object can now be toggled in the HDTP toggles menu, including decals, fragments, etc. Some major optimisations have been done around HDTP trees, giving some players a whopping 40 FPS increase in certain areas when using HDTP trees.
  • General gameplay balance adjustments and improvements. The Assault Rifle grenade launcher can now be used immediately when changing ammo types, no need to reload! Buffs to certain weapons like the Sawed-Off, Augmentation Swapping to make duplicate aug cans less worthless, the ability to have 5 damage mods on certain guns, the Dragons Tooth sword now has a battery and recharges using biocells (but has been made more powerful), the GEP Gun requiring a special perk in order to attach a scope or laser sight, the flamethrower can be reduced in size with a perk, and other interesting gameplay additions!
  • General Non-Skill Perks. Enjoy new non-skill related perks like Firefighter, which makes fire extinguishers into potent explosive weapons, or Lawfare Expert which allows you to carry a whopping 3 LAWs at once.
  • Multiple new playthrough modifiers and gameplay settings, including Unknown Codes (basically the Deus Ex version of No Keypad Cheese), enemy Weapon shuffle, and several other options
  • Full compatibility with The Lay-D Denton project. Now you can play as Female JC and enjoy all of the features of this new GMDX version!
  • Comes with a new version of ConFix created by Flippers, integrating several vanilla conversation fixes for both male and female JC
  • Much, much, much, much more. The full list of changes is absolutely huge!

Currently, the planned release date is: End of April/Early May

You can see the mod in action here:
https://www.youtube.com/watch?v=a3fsUhjchLM
https://www.youtube.com/watch?v=_WfjVw6Aghs
https://www.youtube.com/watch?v=9wqWh_LaAGs
https://www.youtube.com/watch?v=NTkKT8N7IKY
https://www.youtube.com/watch?v=4R9uciRt3cI
https://www.youtube.com/watch?v=V5UR0hQclVQ
https://www.youtube.com/watch?v=4g82KEQxRxk
« Last Edit: 08. March 2025, 08:44:05 by sarge945 »

67e8981fe2eecvoodoo47

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good. now I only need Miguel to not be a complete moron, and a (cfg) switch that would make the sawn-off shotgun fall under the pistol skill.

67e8981fe2febsarge945

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Why would you want the sawed off to be a pistol?

There's an option to let you arm Miguel, so there's that at least.

67e8981fe32b6voodoo47

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because it makes a pistol specialist build viable. also a sawn-off is usually wielded single-handedly in movies/games, so it actually makes a lot of sense.

sawn-off is useless as a rifle, because you can get the auto shotgun just a bit later, taking just one more inventory slot (or rather, square) and being superior in every other regard. as a pistol, it's great, because it allows a pistol skill player to dish out some serious close quarters anti-personnel AND armor piercing damage.

and this is not an assumption, I actually have an old custom GMDX build somewhere I played back in the day, and this worked great - though I understand this might be too much for the main build, hence, a minimod/cfg switch would be good.

my last bugreport is still available on this forum, I'll probably check it later - off the top of my head, I really disliked how inconsistent the door breakage was, basically sometimes you can whack through a wooden door with a knife, other times you need the gep gun (not talking about the quest doors, which are sometimes unbreakable because plot). I think I suggested something like rotten door = whatever blade, wooden door = crowbar (would actually give the player a reason to carry a crowbar around), steel door = explosives and so on. hated that you can upgrade the sniper rifle and use it as a battering ram.

as you may have noticed, I dislike useless items/skills, so just like with SS2, I'd like to give them some value - think the redone OS upgrades, the Repairman mod etc. to make everything have worth in some specific situation.

oh here's one more - lams as the stealthiest lockpick, that one was fun, if you were in an area where you were not supposed to do bad things you usually had guards go nuts the moment you touched a lock with a lockpick, even if nobody was close enough to see/hear it (maybe even with the stealth aug active, but don't quote me on that), buuut you pop a lam on, shoot it with a silenced gun, boom there's your loot and nobody cares. btw this totally should destroy pretty much all the loot if the boom was close enough.

yep, you probably are getting my eyes on this whether you like it or not, rather sooner than later.
« Last Edit: 08. March 2025, 14:08:07 by voodoo47 »

67e8981fe3c69sarge945

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because it makes a pistol specialist build viable. also a sawn-off is usually wielded single-handedly in movies/games, so it actually makes a lot of sense.

sawn-off is useless as a rifle, because you can get the auto shotgun just a bit later, taking just one more inventory slot (or rather, square) and being superior in every other regard. as a pistol, it's great, because it allows a pistol skill player to dish out some serious close quarters anti-personnel AND armor piercing damage.

Someone hasn't played any of the previous GMDX versions. Or at least, not v9/vRSD.

In vRSD, the Sawed Off is the only shotgun capable of using rubber shells (newly added non-lethal damage type for assault builds), deals significantly more damage per shot than the assault shotgun, is WAY more accurate, to the point where it can be used at medium/long range with adequate skills and upgrades, and in GMDX UE, has also had an additional pellet added.

This essentially makes both the shotguns work as sidegrades. The assault shotgun can pump a lot more ammo down-range significantly faster (especially with the full-auto mod), but is essentially worse than the regular shotgun in every other way.

This is especially important in Hardcore mode, where ammo management is critically important.

and this is not an assumption, I actually have an old custom GMDX build somewhere I played back in the day, and this worked great - though I understand this might be too much for the main build, hence, a minimod/cfg switch would be good.

my last bugreport is still available on this forum, I'll probably check it later - off the top of my head, I really disliked how inconsistent the door breakage was, basically sometimes you can whack through a wooden door with a knife, other times you need the gep gun (not talking about the quest doors, which are sometimes unbreakable because plot). I think I suggested something like rotten door = whatever blade, wooden door = crowbar (would actually give the player a reason to carry a crowbar around), steel door = explosives and so on. hated that you can upgrade the sniper rifle and use it as a battering ram.

The sniper is naturally limited by the rarity of it's ammo. 3006 is very powerful, loud, and more importantly, extremely uncommon.

The GEP is the real doorbuster. The DTS was a pretty serious doorbuster too, and it still can be, if you're willing to feed it biocells like candy.

I do agree some door consistency could be good. There are lots of wooden doors in the game that are invulnerable, and a few steel ones that can be blown through. Making everything breakable is probably a bad idea for a number of reasons, but I might tweak some of the values for some of the doors. If I get time. I am in a pretty rapid bugfixing phase right now, I just want this to release (I originally set a release date for last July, then December, and it kept getting pushed back as more features were added).

as you may have noticed, I dislike useless items/skills, so just like with SS2, I'd like to give them some value - think the redone OS upgrades, the Repairman mod etc. to make everything have worth in some specific situation.

There are no useless skills/augs/perks in GMDX.

oh here's one more - lams as the stealthiest lockpick, that one was fun, if you were in an area where you were not supposed to do bad things you usually had guards go nuts the moment you touched a lock with a lockpick, even if nobody was close enough to see/hear it (maybe even with the stealth aug active, but don't quote me on that), buuut you pop a lam on, shoot it with a silenced gun, boom there's your loot and nobody cares. btw this totally should destroy pretty much all the loot if the boom was close enough.

I might have a look into this

yep, you probably are getting my eyes on this whether you like it or not, rather sooner than later.

You can play the beta if you would like.

67e8981fe3e14voodoo47

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yeah, it's been a while.

so now you basically need two shotguns to fully utilize the potential of all shotgun ammo, and both are governed by the same skill. I still think this is not the best solution, but I'll probably stop here, and maybe continue after I've actually played it (almost sure the result will be the same though - yeah it's ok, can I have my sawn-off as a pistol mod now? I've enjoyed it too much).

ok maybe one more (looking at the linked post, or rather the few above it) - stealth pistol possible to have no scope sway without the accuracy aug or not?

67e8981fe41advoodoo47

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ok one more - is the PS20 plasma pistol still complete garbage? iirc last time I suggested it should just be converted to a single shot weapon (and you would collect ammo by picking another PS20s), with a normal reload animation after each shot (not that throw it away nonsense which takes 5 minutes).

67e8981fe4317sarge945

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The PS20 is a 100% accurate instant-kill on anything below an MJ12 trooper, which is pretty dang good. Especially against transgenics.

Yes it still has the throw away animation, but you can pick up 5 or so of them, many more enemies have them now, and Plasma damage is a lot more reliable (hits anywhere now count as torso hits), so they feel a lot better to use. Put them in your secondary slot for a quick one-button shot and they're effective little killing machines.

67e8981fe440cvoodoo47

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ok, that doesn't sound too bad. also you probably meant commando.

67e8981fe4508sarge945

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I actually meant an elite.

They will take out the regular mj12 troops but not the elites or commandos in one hit.
Acknowledged by: voodoo47

67e8981fe45dcsarge945

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Well this thread died a horrible death...

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