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Re: Shifter + TNM: Status

Posted: Fri Feb 19, 2010 3:51 pm
by Grimples
I liked the Shifter MOD but i wont it use in TNM. The main thing i liked was when you searched a body, their items would fall to the ground & not be placed into your invo, filling it with useless junk. Would it be possible for yourself or the TNM Devs to create a small patch or mod for this single feature?

Re: Shifter + TNM: Status

Posted: Fri Feb 19, 2010 4:13 pm
by Hassat Hunter
Ehm, have you even played TNM yet?

Or do you dislike adding multitools and lockpicks and items like that and want nothing added to your inventory upon frobbing?

Re: Shifter + TNM: Status

Posted: Fri Feb 19, 2010 4:29 pm
by Jcelios
I think what he's saying is that Shifter will drop everything on the ground while in TNM stuff will only drop if you have no more space.
Thus if you do have space stuff will still be automatically added to your inventory upon frobbing.
TNM still does it way way better then the original Deus Ex. Although a little baton/knife and pistol spam does creep up sometimes. (If you happen to have free slots) I usually have those items already so I never noticed it until my most recent play through in which I had a pretty non-standard inventory. But I don't think it's much of an issue really.

Re: Shifter + TNM: Status

Posted: Fri Feb 19, 2010 4:36 pm
by Grimples
Yes, i have played TNM but i aint finished yet. Have you used Shifter? Items will fall to the ground & you can then decide what you want & what you dont want & mostly its "dont want".
Dont ever remember getting a lockpick or a multitool from a dropped body, am pretty sick of having to drop weapons every time i search a body.

Re: Shifter + TNM: Status

Posted: Fri Feb 19, 2010 5:09 pm
by Hassat Hunter
Well, I usually have a pretty filled inventory, so it auto-drops everything I don't need anyway.
With your suggestion I would have to pick up everything I needed from the ground, and I would imagine that would become annoying way more rapidly than throwing the occassional item away from my inventory.

Re: Shifter + TNM: Status

Posted: Sun May 22, 2011 5:47 pm
by TheUnbeholden
The new release of Shifter 1.8.4 finally increases compatibility with TNM among some other bug fixes.
Most notably medbots are not mysteriously gone.

Ready yourself for straight cut-paste:

- Shifter-TNM: Made sure that when Shifter replaces TNM's MedBots with
the Shifter ones it only removes the old TNM bots after its sure the
new ones are in place. If a replacement MedBot isn't spawned then the
old TNM one will still be around, which means it augmentation
replacement may not always be available in TNM + Shifter.

- HDTP no longer loads/unloads when you do a QuickSave, which will
make these saves actually quick, but not fully compatible if swapping
save files between computers. Of course, if you're going to swap a
save file then you can just make a separate, non-quick save file.

- Added a built-in way to skip the intro when starting a new game:
right-clicking the "OK" button. This is probably only going to be
useful for people trying to run Shifter with the Demo version, and the
horribly impatient.

- Moved around part of the fix for the UC destruction event in HK so
it's more efficient.

- Also moved around where Ray gets set to being neutral. While I was
there I also removed some old, out-of-date code that was doing nothing
but taking up resources.

- Added a routine to part of NPC Random Inventory which should help
ensure that items given to NPCs, particularly ones in TNM, don't just
wind up at their feet. Also adjusted NPC Random Inventory to not
factor in inventory belonging to another NPC that has somehow been
linked to the wrong inventory list.

- Fixed a subtle Deus Ex glitch with couches. Did you know they're
supposed to come in five different colors? I didn't. Thanks to Jonas
of TNM for pointing that out.

- Re-worked the Pistol Downgrade fix so that it is more compatible
with other mods like TNM/etc. which use a custom New Game Menu class.

- Changed the code for putting random augmentations in summoned Aug
Cans. The code was set up so that if it picked one of the "default"
augmentations then it would simply pick the next aug in the list, which
skewed results towards those "next" augs. Now it will just start the
random selection process over.

- Restored the Crossbow's original firing sound, which was never heard
due to a code oversight. Thanks to Lork on the OTP forums for pointing
this out.

- Also adjusted the Targeting aug so it will use the display name of a
weapon it spots being carried by an NPC, if available. Also thanks to
that wacky Lork guy.

- Holy crap more Lork-reported fixes. This time he discovered that if
you are using a Charged Pickup (thermoptic camo, etc.) when you are
captured by UNATCO it will leave the HUD in place and cause some other
weirdness after the item is confiscated.

- And someone ELSE pointed out that while the description on the
HazMat Suit says it protects against fire, electricity, and EMP damage,
it actually doesn't. Now it does.

- Ballistic Armor will now protect against explosive gunfire.

- A "because I can" fix, If you boost the EMP aug past Tech Four using
the Synthetic Heart aug you will actually GAIN health and energy from
sources of EMP.

- Finished work on one of the more odd-ball DXMP models I decided to
add. I'm not going to say who or what it is, except that if you've
played through one of the more bizarre Deus Ex mods you'll get the joke

- Any consumable items (soda, etc) which show up in DXMP will act as
instant-effect items when you click them, e.g. if there's a bottle of
booze when you click it you'll immediately gain some health and get a
teeny tiny bit drunk. This has something to do with the new DXMP model
I mentioned above.

- Changed the ammo pickup count from bodies. Again. In normal DX it
was anywhere from 1 to 4, which I changed to 1 to <Weapon Clip Size>.
Now it's a bit more complicated: 1 to (half the clip size or four,
whatever is greater).

- Moved another MissionScript fix to a lower-lag location, this time
the fix that stops the x51 scientists from making their own bots turn
on them.

- Decoration items which are not supposed to be highlight-able (i.e.
you don't see borders around them when you get close, like destroyed
cars and such) would show the "default this is a bug" description
when the Targeting augmentation was active. Fixed. Thanks to Allan
on the OTP forums.

- You may now notice ricochet sounds for bullets that miss you. This
was due to a strange bug in TraceHitSpawner.uc, which cannot parse any
variables of the Name type. Thanks to Lork for pointing this out.

- More Lork stuff: the "standing aim bonus" kept increasing the longer
you stood still, to the point where you could wind up with a rather
large "movement grace period" if you stood still for long enough.
Fixed.

- Grenades other than just yours will now cause a screen flash if you
are close enough. This applies in singleplayer AND multiplayer. Lork
pointed this out too.

- Optimized a bit of code which determined what types of projectiles
the Aggressive Defense aug could detonate. While I was there I also
made sure it won't detect and detonate placed grenades, which was just
a bit silly.

---My Opinion---Honestly I like TNM + shifter, well now I do since the medbots are no longer in another dimension. Shifter adds some much needed fixes like being able to cycle through similar items using the change ammo key, which saves space on your toolbelt. Automatically turning on the laser sight on weapons that have it, don't understand why TNM didn't borrow this feature. And combat strength and muscle aug being fused into one (I never understood why the original game had them seperate... everyone always picks combat strength) and adding a new aug... the Electrostatic Discharge which allows melee hits to cause EMP damage. With such few ways in the game of dealing with bots/cameras.. its a godsend.

Re: Shifter + TNM: Status

Posted: Sun May 22, 2011 11:21 pm
by Jonas
That's cool, Yuki certainly is effective.

I'm really happy he fixed the couch bug, it's been annoying me for years.

As for the laser: I totally understand why you'd want it to be on automatically, I just personally like the extra little immersive touch that you have to turn it on (or off) yourself. It's kind of the same reason you have to punch the keypad codes in yourself instead of the game remembering it for you like in Invisible War - it's technically a needless inconvenience for the player, but I love it as an extra little bit of authentic interactivity.

Re: Shifter + TNM: Status

Posted: Sun May 22, 2011 11:33 pm
by bobby 55
adding a new aug... the Electrostatic Discharge which allows melee hits to cause EMP damage. With such few ways in the game of dealing with bots/cameras.. its a godsend.
=D> <3

Re: Shifter + TNM: Status

Posted: Sun May 22, 2011 11:55 pm
by chris the cynic
TheUnbeholden wrote:And combat strength and muscle aug being fused into one (I never understood why the original game had them seperate... everyone always picks combat strength)
Speak for yourself. The only way I ever get combat strength is if I use the allaugs cheat and am not going to keep playing for long enough to justify adding the muscle one first.

The muscle aug is one of the most useful that you can have, combat strength is meh. I doubt I'd ever choose combat strength unless I was specifically trying to change things up by doing something I'd never normally do.

So anyway, the point of this message is that you shouldn't assume everyone is like you. Because: combat strength? Really? Combat strength? Why?

Re: Shifter + TNM: Status

Posted: Mon May 23, 2011 5:27 am
by TheUnbeholden
Well thats why I said its my opinion.

Well I suppose that combat strength allows even characters worthless at melee to use melee. It allows you to break doors down without having to waste lockpicks, saving on alot of skill points.
And anyone who is going to be a specialist at low tech is going to get it, lets face it, no beating around the bush. I know how tempting it is to become a ninja...

With a sword and combat strength, taking down bosses seems like a cake walk. Combine with speed aug to close in fast.

Re: Shifter + TNM: Status

Posted: Mon May 23, 2011 10:41 am
by nerdenstein
I must admit, I never use Combat Strength. Muscle was used a fair bit in Vanilla but Shifter does make Muscle way more useful by combining both Augs into one and because you can actually injure enemies by dropping crates on them, similar to IW. :P

Re: Shifter + TNM: Status

Posted: Mon May 23, 2011 8:26 pm
by bobby 55
Dumb-ass question. Does it matter if I have NV installed?

Re: Shifter + TNM: Status

Posted: Mon May 23, 2011 10:29 pm
by nerdenstein
Nope. :mrgreen:
Both New Vision and Shifter Alter Different Files. :mrgreen:

Re: Shifter + TNM: Status

Posted: Mon May 23, 2011 11:26 pm
by bobby 55
nerdenstein wrote:Nope. :mrgreen:
Both New Vision and Shifter Alter Different Files. :mrgreen:
Woo-hoo! Thanks man. I haven't played with Shifter as yet, mainly because I'm always considering another TNM run. However I made a mess trying to get DX10 going in DX, so I did a clean install and yesterday's news about the Electrostatic discharge aug was the final push I needed.

Edit: Oooh! Got it already.

Re: Shifter + TNM: Status

Posted: Thu May 26, 2011 4:21 am
by bobby 55
Sorry if this has been reported: After taking out the generator at Osgoods, I saw Carter about equipment, and, because I'd tranq'd or ko'd everyone at Castle Clinton, he was giving me some extra rounds. I got the " I can't carry anymore" cinematic though there was room in the inventory. I don't know if it's a glitch or because I'd already reached the carry limit with the ammo.