Jashin on 13/1/2006 at 10:46
I've had the shifter mod for a long time now without actually having tried it. It's a gameplay mod that adds a whole bunch of changes to the base game (as well as MP) that I'd consider practical, and some changes that I'd say are pretty darn cool.
So I started playing it tonight, and before I created this thread I went back to see it again and noticed a new version (v1.5.1). Apparently this guy's still at it :thumb:
(
http://www.fileplanet.com/filelist.aspx?s=95778&v=0) Get it here.
Here are some of the changes:
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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)
- 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
- 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)
- Plasma Rifle: Now has an "Alt-Fire" option, accessed by pressing
"Change Ammo". (You must actually bind a key to "Change Ammo")
- 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.
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Augmentation Modifications:
- 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. Cannisters with no augmentations
specified for them will contain a pair of randomly determined augs. In
the future such Cannisters may be incorporated into NPC Random Inventory.
- 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.
- 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.
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General Modifications:
- Laser Sight Mod: A weapon equipped with a Laser Sight will come up
with the laser automatically activated. You can still turn the laser
off by using your laser on/off key, but as the NPC AI is not set up to
notice it there's really no point.
- Alt-Fire: While currently only one weapon has Alt-Fire (Plasma Rifle)
There is potential for other weapons to have Alt-Fire modes in future
editions of this mod. These modes can be accessed by using the "Change
Ammo" key.
- 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.
- 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.
- 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.
- 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. This will also
damage the item thrown; in general one or two throws will shatter the item.
- 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".