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2 questions,each more fan-boy lame than the other!

Posted: Tue Jul 16, 2013 6:06 pm
by ericjmz
Hey,

2 questions came to mind while playing TNM, that I wanted to explore before replaying again.

1. You know in the original Deux Ex that 'bug' that allowed one to save more weapons than the small window-slots were made to allow by dragging an item out of the window but then letting go, choosing a new weapon, and the result was one weapon over-lying the other in the same slot?
I know the game was not made to run that way, but it was kinda cool!.

Well (as we know) that big was removed in TNM.
My question is was that 'fix' made in the .exe itself (which means nothing one can do, suck it up) or was there an alteration in an .ini or some other file one can re-alter to re-allow that cool bug in TNM?

2. Other question...I once, while playing TNM, accidentally reloaded a saved game from Deus Ex (Original) which opened normally.
Which begs the question can the entire original Deus Ex be played from TNM?
Why?
Well for one thing I have bullet time enabled in TNM...maybe it'll stay enabled in Deus EX?
Also, the augs were enhanced in their function in TNM to act slightly differently, right?
Does anyone know if the entire Deus Ex game will play from a TNM start?

thanx


eric

Re: 2 questions,each more fan-boy lame than the other!

Posted: Wed Jul 17, 2013 5:18 am
by Jaedar
ericjmz wrote:Does anyone know if the entire Deus Ex game will play from a TNM start?
Iirc: Yes, and you can even use the TNM weapons and such if you use console to add them.

Bullet time was always rather crash-prone for me, so I can't comment on how it would work.

Re: 2 questions,each more fan-boy lame than the other!

Posted: Fri Jul 19, 2013 11:33 am
by Hassat Hunter
You can play Deus Ex with TNM, but you will notice small problems, like the original icons of your incoming messages being static, and certain TNM-weapons (like the PHAT-rifle) will just plain not work since DX NPC's don't got the correct code to make it work.
Also I think all DX Weapons will display as 'THIS IS A BUG!!!' since the game expects TNM weaponry, even if they still work as they should.

Re: 2 questions,each more fan-boy lame than the other!

Posted: Fri Jul 19, 2013 12:57 pm
by Jonas
Hassat Hunter wrote: Also I think all DX Weapons will display as 'THIS IS A BUG!!!' since the game expects TNM weaponry, even if they still work as they should.
You should be able to "fix" that by opening our .opt file (I don't remember its exact name or where it is, probably in TNM\System) and then just removing all those override lines. Then it'll go back to using Deus Ex's localised strings.

Re: 2 questions,each more fan-boy lame than the other!

Posted: Mon Feb 17, 2014 12:47 am
by Rimtar
I was wondering if there was some way of enabling the augs to work like they do in TNM while playing Deus Ex in TNM. For example, the power recirculator doesn't automatically turn on even if playing Deus Ex with TNM. I know Shifter does something like that too, but I don't like the skill points for kills it forces on the game. This sounds sort of simple to do, but I know next to nothing about modding so I'm not sure if what I'm asking is nearly impossible.

Although it is a bit off topic, I'd also like to know if it is possible to get rid of the sounds from activating and deactivating augs.

Re: 2 questions,each more fan-boy lame than the other!

Posted: Tue Feb 18, 2014 7:18 pm
by Jonas
No, that's not possible, unless you get into modding and code up the changes yourself, grabbing the relevant code from our classes :)

Re: 2 questions,each more fan-boy lame than the other!

Posted: Fri Apr 11, 2014 12:10 pm
by that guy
Actually I think the power recirculator had it's own augmentation cannister class in TNM. If you spawn that with the legend menu it might work.

Did TNM have bullet time? I dont remember that.

I'm fairly sure the fix to the inventory stacking bug was in the scripts (.uc/.u). The exe contains basically nothing.

Re: 2 questions,each more fan-boy lame than the other!

Posted: Fri Apr 11, 2014 4:14 pm
by Jaedar
that guy wrote:Actually I think the power recirculator had it's own augmentation cannister class in TNM. If you spawn that with the legend menu it might work.

Did TNM have bullet time? I dont remember that.

I'm fairly sure the fix to the inventory stacking bug was in the scripts (.uc/.u). The exe contains basically nothing.
Bullet time was unlocked if you found the meta ending iirc. It also had a tendency to crash the game. :)