BioMod - A new gameplay mod building on Shifter
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Lork
NSF
Joined: Wed Mar 25, 2009 6:33 pm Posts: 58 Location: The Great White North
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 BioMod - A new gameplay mod building on Shifter
Youtube TrailerI've been working on a mod for the last three weeks that you guys might be interested in. I'll let the intro I wrote for the readme do the rest of the talking:  |  |  |  | Code: ======================================== BioMod Beta 2 Based on Shifter 1.8.3 ========================================
Author: Michael Justice ('Lork' on most forums) Shifter's Author: Y|yukichigai
BioMod is an extension of Y|yukichigai's excellent Shifter mod for Deus Ex. While I still think Shifter is a definite improvement over the original game, I sometimes felt while playing it that it was too conservative for my tastes. Eventually I decided to make my own mod which would contain some radical changes that might give some people pause, but would hopefully breathe new life into the game for everyone else.
As the name suggests, BioMod is primarily concerned with Deus Ex's augmentations, with the aim of making them more balanced, but also a lot easier to manage. Most augs are now automated, using energy only when they're actually doing their jobs. Some augs that were less useful or that would be a pain to manage have been made free or given extra abilities, while those that I thought were un-salvageable have been replaced with entirely new augs.
In addition to the augmentation system, BioMod also makes a few general gameplay changes, such as the addition of a pickpocketing system, an autosave feature, and an improved environmental training skill. |  |  |  |  |
BioModIf you have any questions, feel free to ask them in this thread.
Last edited by Lork on Wed Mar 10, 2010 12:57 am, edited 2 times in total.
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| Wed Mar 03, 2010 7:14 am |
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nerdenstein
Illuminati
Joined: Thu Apr 24, 2008 7:40 pm Posts: 1500 Location: Leicester, England, UK.
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 Re: BioMod - A new gameplay mod building on Shifter
Wow sounds great I'll have to give this a try later So this is basically Shifter 1.8.3 with your own addons/improvements?
_________________ The real trouble with reality is that there's no background music.
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| Wed Mar 03, 2010 11:57 am |
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AgentSmithereens
Silhouette
Joined: Wed Apr 02, 2008 2:06 pm Posts: 588 Location: England
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 Re: BioMod - A new gameplay mod building on Shifter
Interesting, I'm intrigued by this pick-pocketing system. Frob an enemy without him seeing you and you get their weapons? If so, that's a great idea - I'm surprised no one's thought of it before.
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| Wed Mar 03, 2010 6:53 pm |
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Lork
NSF
Joined: Wed Mar 25, 2009 6:33 pm Posts: 58 Location: The Great White North
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 Re: BioMod - A new gameplay mod building on Shifter
Yep, that's it exactly. Right now it's only for keys, sort of like pickpocketing in Thief. In future versions I plan to extend it to single slot items and credits, though.
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| Wed Mar 03, 2010 7:32 pm |
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joefitts63
Mole Person
Joined: Tue Mar 09, 2010 4:21 pm Posts: 2
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 Re: BioMod - A new gameplay mod building on Shifter
Fascinating. I like the looks of this, and will try it out quite soon. In the meantime, I had a comment about the pickpocket feature. Rather than making it have a failure chance, which just ends up causing people to do a lot of save/reload, you might want to consider making it a skill. The levels might work like this:
Untrained - no pickpocketing allowed Trained - can get keys and money Expert - can get ammo/lockpicks/multitools Master - can steal their weapons right off their backs
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| Wed Mar 10, 2010 12:13 am |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3641
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 Re: BioMod - A new gameplay mod building on Shifter
FWIW, the skill menu is hilariously overcramped* as it is, and fucking with DX window code is shitty anyway.
*see TNM: add fists, but drop swimming, to avoid remaking the entire menu...
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| Wed Mar 10, 2010 2:46 pm |
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nerdenstein
Illuminati
Joined: Thu Apr 24, 2008 7:40 pm Posts: 1500 Location: Leicester, England, UK.
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 Re: BioMod - A new gameplay mod building on Shifter
Perhaps doing what Hotal Carone did and change swimming skill to a stealth skill and implimenting Pickpocketing as one of the features of it. I think it was Hotal Carone anyway.. Not played it in a while Correct me if i'm wrong 
_________________ The real trouble with reality is that there's no background music.
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| Wed Mar 10, 2010 4:34 pm |
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Allan
NSF
Joined: Thu Apr 16, 2009 4:54 pm Posts: 52
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 Re: BioMod - A new gameplay mod building on Shifter
Amen to that. Anyone who ever downloaded my "Gambler" package off DXEditing (It's just a Video Blackjack machine for DX) would know it can be done from scratch, but probably doesn't know that that ONE game window took me 3 weeks to make. Most of which wasn't even the Blackjack AI/back-end code... Window code is a bitch.
_________________
 Click, and watch with false amazement as this dragon grows up.
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| Wed Mar 10, 2010 4:41 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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 Re: BioMod - A new gameplay mod building on Shifter
Actually it kind of worked the other way around: drop swimming because it'd be close to useless in TNM, implement fist skill to replace it because we didn't want to have less skills than DX 
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Wed Mar 10, 2010 5:05 pm |
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ggrotz
MJ12
Joined: Tue Nov 10, 2009 12:55 am Posts: 457
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 Re: BioMod - A new gameplay mod building on Shifter
Actually....the Cassandra Project is what implemented stealth as a skill. See http://www.youtube.com/Dhalix232#p/c/33 ... h_M9GKEm9w at 2:08. Hotel Carone reference http://www.youtube.com/Dhalix232#p/c/FC ... Sam6oikY7c about 0:30 in.
_________________ You can find my Deus Ex Loader here.
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| Thu Mar 11, 2010 2:49 am |
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joefitts63
Mole Person
Joined: Tue Mar 09, 2010 4:21 pm Posts: 2
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 Re: BioMod - A new gameplay mod building on Shifter
Well, I suppose everyone has their own preferences. Personally, I would replace medicine. I always put a point into swimming, and never put anything into medicine.
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| Tue Mar 23, 2010 2:28 pm |
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AgentSmithereens
Silhouette
Joined: Wed Apr 02, 2008 2:06 pm Posts: 588 Location: England
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 Re: BioMod - A new gameplay mod building on Shifter
Really? I consider medicine to be one of the most useful skills in the game, especially at the start. For just 900 skill points you can double the amount of healing a medkit can do!
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| Tue Mar 23, 2010 4:33 pm |
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Kee715
Illuminati
Joined: Sat Nov 29, 2008 7:15 pm Posts: 1052 Location: Grand Saline, Texas
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 Re: BioMod - A new gameplay mod building on Shifter
I always put one upgrade towards medicine, 30 HP is just not enough.
Of course it's useless beyond trained, like swimming. I find it very helpful if/when I run low on bio cells.
_________________ Subject: Walrus, The Profession: Lurker
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| Tue Mar 23, 2010 11:19 pm |
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~DJ~
UNATCO
Joined: Thu Sep 13, 2007 4:15 pm Posts: 250
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 Re: BioMod - A new gameplay mod building on Shifter
Nice mod.
Yeah, lots of skills are useless.. so probably replacing em with swimming is the best, There's only 1 long swimming thingie I remember, and that's in the first mission, Liberty island.. and it's only to get the 'sawn-off shotgun' (which I can get without any swimming skill)
SO YEAH UNNECESSARY
_________________ http://s6.zetaboards.com/TREM/index/
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| Tue Mar 23, 2010 11:42 pm |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3641
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 Re: BioMod - A new gameplay mod building on Shifter
Also in laguardia, also paris catacombs, also sub base, also A51....there are quite a few places where swimming is useful, but nowhere it's essential. It's just ...less generally useful than the other skills.
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| Wed Mar 24, 2010 10:28 am |
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