doog1114 wrote:Hey. I am having FOV issues when I load up the game, and also when I actually start to play the game. I followed the install instructions very carefully, including the part about getting kentie's launcher. No problems there... but still no dice. I have no other mods, and I'm using the steam version so I'm sure it's up to date. To clarify those "FOV issues", I mean that the game looks zoomed in as soon as I start it. The Deus Ex logo itself gets cut off, and this follows into the actual gameplay.
That's quite strange.
First off, are other aspects of the mod working properly? For instance, is "Swimming" called "Athletics" and does increasing it raise you jump/run speed a bit? If so, you almost certainly installed it right.
Are you running it in a window or fullscreen, and in what resolution?
Does changing the FOV in kentie's launcher change anything, or does the mod always appear to set it to the same thing?
There is a problem with the FOV not getting adjusted until after the title screen. However, it shouldn't persist into the game itself. You're sure that the problem persists even after you start a new game?
In a bit, I'll download the currently uploaded version of the mod and make sure that everything is working okay. I can't verify that it works fine with the Steam version, though, because I have the old retail CD.
Neveos wrote:I read the OP, but not the whole thread, and I like what you've changed so far. So athletics replaces swimming, and influences jumping and movement speed?
Yep! I'm still not 100% sure of the balance of it, especially when the speed aug is also involved, but it doesn't seem atrocious or problematic, at least.
How would I actually implement this into my mod, and would these act as alterations to the classes themselves. For instance, would I need to put down a special auto-shotgun for the altered sabot shot or is it simply a default feature of every sabot shot?
Like most gameplay mods, my mod alters the classes used by the actual game. It doesn't alter the maps at all. For example, if you alter how shotguns work, by editing their class script, all shotguns already placed in the game should comply just fine with that.
There's no real easy way to merge mods, as far as I know. What you'll probably want to do is download the source from my mod, then manually merge all your mod's changes into mine by copying and pasting between script files. I definitely wish there were an easier way, but for mods that affect gameplay mechanics so much, I don't think there is.
Do you also have some of TNM's aug logistics where you can use an identical aug canister to upgrade the aug, and is the energy-replicator-aug thing "constant" (automatic) as it is in TNM?
I haven't incorporated that upgrade mechanic, because I haven't really considered the balance ramifications of it. I might in the future, but I'm not sure.
By "energy-replicator-aug" do you mean the power recirculator? If so, yes, I copied over Shifter's change so that it always turns on when it would be beneficial and turns off when it wouldn't be. I even double-checked their math and did a little testing. Basically, you never have to touch the button for that aug, it'll always be used when useful and not used when not useful.
I might change some more augs in the future, as well. I've made Run Silent hopefully a bit more attractive now that you can't run so fast with the speed aug when crouched (and now that athletics provides another avenue for increasing your speed a little), and EMP Shield and Spy Drone function a bit differently as well. I fully admit that I have how to salvage Aqualung or the first level of the vision aug.