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orange lime posted:Everyone fell in love with Deus Ex (and it won all those GOTY awards) without any mods or patches, so it's not like it needs them to be a good game. No, but it's hardly the perfect game and Shifter/biomod do not fundamentally modify it. There's no real reason not to play something that's like the original but improved. Just because something is pretty drat good doesn't mean it can't be improved on. This purism doesn't make much sense since it's not as if biomod is to Deus Ex as Oblivion lost is to Shadow of Chernobyl or whatever.
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# ? Mar 6, 2011 20:10 |
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# ? Jun 3, 2024 21:40 |
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Any modification that removes my ability to open the inventory to skip multitool uses and so on is no friend of mine Wait, does Shifter or Biomod exist in versions that doesn't fix that thing?
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# ? Mar 6, 2011 20:29 |
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Not to my knowledge. It also fixes the stacked-inventory bug/exploit! I love Biomod for making augs useful but the packrat in me hates it.
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# ? Mar 7, 2011 01:20 |
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I see no problem with using Biomod/shifter on your first play through the game. They make the game better and fix a lot of the useless mod and skill balance flaws that the game has. Does it make the game a bit easier? Probably. But it also takes away problems like the health regeneration aug making the environmental one useless and the stealth aug being rubbish in comparison to speed, thanks to a reworking and turning swimming into a general athletics skill. Getting through the radiation room near cat lady in paris actually required me to use the hazmat suit in the other room on my most recent play through. A good thing. It's not as if Deus Ex is a game which completely relies on challenge for its charm, not to say it's not challenging if you've never played it before. I don't think biomod ruins anything, whilst making the game a lot less frustrating.
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# ? Mar 7, 2011 01:46 |
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I already have Shifter installed, is it okay to install biomod on top of that, or should I go back to vanilla and then install Biomod?
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# ? Mar 7, 2011 01:55 |
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Cheezymadman posted:I already have Shifter installed, is it okay to install biomod on top of that, or should I go back to vanilla and then install Biomod? You're find. Biomod includes Shifter anyway so it doesn't make a lick of difference.
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# ? Mar 7, 2011 02:09 |
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Ok, I'm having a weird problem with DX here. It was working fine, but I decided to install Deus Exe and the DX10 renderer for improved lighting and widescreen support. Most of the time, it works fine. But sometimes, I'll load up the game and while the game itself runs fine, UI elements seem to be very slow. Messages and "you picked up" popups will stay on screen far longer than normal; the scrolling text that appears when someone's talking on the infolink shows up at a rate of around one character every two seconds; the health display takes a long time to fade from red to green; and when trying to hack something, the scrolling text in the background of the ICE breaker goes extremely slowly (as does the ICE breaker progress bar). This doesn't make the game unplayable, but it's very annoying. It happens with the DX10, DX9, and openGL renderers (the software renderer is, for some reason, unplayably slow at 1680x1050). Rebooting fixes it, but it would be nice to have a way to fix it that doesn't require a reboot, or a way to stop it from occurring in the first place.
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# ? Mar 7, 2011 02:24 |
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ToxicFrog posted:Ok, I'm having a weird problem with DX here. I have that too sometimes, I just restart the game when it happens. I've never had to reboot.
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# ? Mar 7, 2011 02:26 |
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Restarting the game doesn't help in the slightest. Once it happens, it's permanent until the next reboot.
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# ? Mar 7, 2011 02:30 |
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I found my way into some top-secret "MJ12" base in Hell's Kitchen Sewers, but I don't think I'll be able to sneak around, there are too many enemies and there isn't any cover. And since the datacube I found says that they are explicitly not to interfere with UNATCO operations, I feel it might be out of character to just go in headshotting everyone without knowing who they are and what their goals are. Even if I see that red-coloured crosshair. I guess I can come back to Hell's Kitchen later on?
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# ? Mar 7, 2011 14:33 |
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Stabbey_the_Clown posted:I found my way into some top-secret "MJ12" base in Hell's Kitchen Sewers, but I don't think I'll be able to sneak around, there are too many enemies and there isn't any cover. And since the datacube I found says that they are explicitly not to interfere with UNATCO operations, I feel it might be out of character to just go in headshotting everyone without knowing who they are and what their goals are. Even if I see that red-coloured crosshair. Not if you want to get into that base, you can't.
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# ? Mar 7, 2011 14:35 |
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Pope Guilty posted:Not if you want to get into that base, you can't. Does the base disappear if you visit it later? Also: Just discovered the medbot on Liberty Island. Mind blown.
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# ? Mar 7, 2011 14:38 |
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Sam. posted:Does the base disappear if you visit it later? Yeah, if you come back later, the entrance is caved in.
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# ? Mar 7, 2011 14:38 |
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Pope Guilty posted:Yeah, if you come back later, the entrance is caved in. Can you skip Smuggler until later? What does he say then?
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# ? Mar 7, 2011 14:43 |
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Well, that was fast. I guess it's sneaky headshots time, in that case. Also, is there any way to peek at a camera without it seeing you if it's pointed your way? The only method I can think of is to use quicksaving. It's really annoying, you can't even lean out of cover for half a second without getting caught. Stabbey_the_Clown fucked around with this message at 14:59 on Mar 7, 2011 |
# ? Mar 7, 2011 14:51 |
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Sam. posted:Can you skip Smuggler until later? What does he say then? He just has different dialogue to go with the different situation.
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# ? Mar 7, 2011 15:01 |
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Pope Guilty posted:He just has different dialogue to go with the different situation. A section around this was cut, but shifter puts it back in the game. Ford Shick, the hostage you rescue from the MJ12 sewer lair, appears at Smuggler's later and has some dialogue.
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# ? Mar 7, 2011 15:08 |
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Stabbey_the_Clown posted:Well, that was fast. I guess it's sneaky headshots time, in that case. For both guards and cameras can't you use the old "moving crate" trick? By which I mean hiding behind a crate you're carrying? They never see it coming.
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# ? Mar 7, 2011 15:55 |
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HoldYourFire posted:For both guards and cameras can't you use the old "moving crate" trick? By which I mean hiding behind a crate you're carrying? They never see it coming. If there's a crate around in the area, maybe. But there aren't always convenient boxes around, and I'd rather use quicksaves than be lugging a box with me everywhere I go.
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# ? Mar 7, 2011 15:57 |
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Stabbey_the_Clown posted:Well, that was fast. I guess it's sneaky headshots time, in that case. Alarms don't trigger until the camera sees you for a couple of seconds. You can easily glance at it, wait until it stops beeping, then try again a couple of seconds later when it should have panned away from you. Just so you know, I doubt it's possible to go completely unseen in Deus Ex. If you're just playing non-lethally or something, you shouldn't have any trouble tranquillising or prodding the MJ12 troops in that base.
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# ? Mar 7, 2011 15:58 |
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For camera's: When they see you they beep. Hide, and the beep goes away: nothing happens. If you stay in their FoV the whole beeping time, the alarm goes off. The time to alarm is reduced by the hacking skill IIRC. So yeah, you can just look, hide, look again etc.
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# ? Mar 7, 2011 16:07 |
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Stabbey_the_Clown posted:If there's a crate around in the area, maybe. But there aren't always convenient boxes around, and I'd rather use quicksaves than be lugging a box with me everywhere I go. Alternately, EMPs can temporarily disable cameras and high explosives (or sufficiently powerful conventional weapons) can disable them permanently. Who needs stealth when you have a rocket launcher?
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# ? Mar 7, 2011 16:45 |
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If I were giving advice to someone playing the game for the first time, I wouldn't recommend doing a super-sneaky run. A little stealth is always good, but if you're trying to never be seen you're either going to miss a lot of stuff or have a slow, miserable time. Alarms never spawn in extra guards like Metal Gear - One way of looking at them is as a way to get all of the enemies bunched up in one easily-explodable place. Save the ultra-stealth for a second run, when you have a fair idea of the layouts of the levels and what you can do in them. It'll be much more fun that way. microwave casserole fucked around with this message at 17:03 on Mar 7, 2011 |
# ? Mar 7, 2011 17:01 |
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HoldYourFire posted:For both guards and cameras can't you use the old "moving crate" trick? By which I mean hiding behind a crate you're carrying? They never see it coming. I haven't played non-Shifter/Biomod in a while, but did they add in the ability to upgrade your augs if you pick up a canister that contains an aug you already have or has that always been in the base game?
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# ? Mar 7, 2011 17:31 |
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Witchfinder General posted:I think if you're holding the box you'll still be spotted, but you might be able to just keep throwing it in front of you and hiding behind it if it's big enough. That's definitely new to Shifter/Biomod.
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# ? Mar 7, 2011 17:34 |
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Samopsa posted:For camera's: When they see you they beep. Hide, and the beep goes away: nothing happens. If you stay in their FoV the whole beeping time, the alarm goes off. The time to alarm is reduced by the hacking skill IIRC. So yeah, you can just look, hide, look again etc. Ooooooohhhhhhhhh... I thought the beeping meant that I was caught. This should be easier now. I've reached the final(?) area of the Hell's Kitchen MJ12 base, where the guy is being held. I'm now trying to figure out how to KO all the guards without them shooting me. That'll take a little while and a gas grenade or two, I guess.
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# ? Mar 7, 2011 17:38 |
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Sam. posted:Also: Just discovered the medbot on Liberty Island. Mind blown. Just the one? Not both?
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# ? Mar 7, 2011 18:22 |
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Stabbey_the_Clown posted:Ooooooohhhhhhhhh... I thought the beeping meant that I was caught. This should be easier now. Do you have a mini-crossbow or throwing knives? You can shoot/toss those into the wall to make a noise. Nearby guards will turn to the source of the sound to investigate it, leaving their backs turned for stealth and/or police brutality.
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# ? Mar 7, 2011 18:32 |
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Kill/tranq the two guys walking around, throw a gas 'nade into the barracks, run in and headshot/bump their heads with the baton.
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# ? Mar 7, 2011 18:55 |
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orange lime posted:Another good one is to have saved Tiffany Savage, then go and talk to Gary Savage at the end of the ocean lab with a full inventory. He'll try to give you an aug upgrade, but you can't accept it, so you keep talking to him over and over for 600 skill points every time. This still works with Biomod installed. Happened to me by accident and I thought I was so crafty when I figured out what had happened. Didn't see any extra aug canisters, though.
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# ? Mar 7, 2011 19:01 |
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To chime in with virtually everyone else, I highly recommend shifter. Having played through vanilla umpteen times since it was released, I would say that it simply makes the game a lot better. With the augs being improved and some being passive they become practical to use rather than a chore, making the whole experience much more more fun and playable. Plus it really helps the atmosphere, making you feel as if you are some new breed of super-human. I'll confess I was dubious at first about the new skill point system which does result in a lot more points. But after playing through I do appreciate having more flexibility in choices, and being able to train up more fields to a reasonable level.
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# ? Mar 7, 2011 20:23 |
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Agreed, I rarely used augs on vanilla because they were such a chore. With biomod I actually feel like I'm playing it more like the designers intended. People should keep in mind that those who say shifter reduces the difficulty have probably played the game a billion times and find the game a cakewalk either way. It's not that difficult a game to begin with once you know what you're doing; the mods simply make it more fun.
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# ? Mar 7, 2011 20:46 |
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Male Man posted:Alternately, EMPs can temporarily disable cameras and high explosives (or sufficiently powerful conventional weapons) can disable them permanently. On a similar note, I finally started my second vanilla run through of this game and decided to try matching pistols with the GEP gun. It didn't take long for me to realize that just about any obstacle in this game can be overcome with a just application of explosive ordinance. Most locked doors, most locked anything, laser trip wires, cameras, sentry guns, military robots, you name it. LAMS and GEP rockets are the universal solution to almost every problem.
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# ? Mar 7, 2011 23:12 |
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timn posted:On a similar note, I finally started my second vanilla run through of this game and decided to try matching pistols with the GEP gun. It didn't take long for me to realize that just about any obstacle in this game can be overcome with a just application of explosive ordinance. Most locked doors, most locked anything, laser trip wires, cameras, sentry guns, military robots, you name it. LAMS and GEP rockets are the universal solution to almost every problem. I like to think UNATCO knew exactly what they were doing when they sent an agent out into the field with speedy legs, a rocket launcher and funds to buy drugs.
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# ? Mar 7, 2011 23:34 |
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Why would you ever play DX without the GEP gun, it's boggling my mind. It's the leatherman of the dystopian future.
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# ? Mar 8, 2011 00:24 |
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Samopsa posted:Why would you ever play DX without the GEP gun, it's boggling my mind. It's the leatherman of the dystopian future. "Hey JC. Its me, Your brother Paul. UNATCO wants you to pick an extra weapon for this mission. Your choices are a sniper rifle which is moderetly usefull, a GEP gun which is extreemly usefull or a crossbow which you can find on thugs and isnt really usefull at all. For reasons undisclosed I want you to be nonlethal so I dont want you picking the Sniper rifle. But the GEP gun might be usefull for destroying robots. God forbid you actually use it on people!"
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# ? Mar 8, 2011 00:29 |
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I like to pick 'em off from a distance. I'll take the GEP gun.
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# ? Mar 8, 2011 00:40 |
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Kind of wish he would offer extra prod charges instead of a crossbow.
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# ? Mar 8, 2011 00:41 |
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There are so many prod charges on the island, I don't think it mattered. What I don't get is what the hell use the crossbow has. "Use this when you want someone to get alerted, run to the alarm and pull it and then fall over"
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# ? Mar 8, 2011 00:43 |
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# ? Jun 3, 2024 21:40 |
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Underwater. Assuming you're not a melee build. Also the flare darts come in handy.
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# ? Mar 8, 2011 00:44 |