BioMod - A new gameplay mod building on Shifter

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Lork
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BioMod - A new gameplay mod building on Shifter

Post by Lork »

Youtube Trailer

I'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: Select all

========================================
             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.
BioMod

If 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.
nerdenstein
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Re: BioMod - A new gameplay mod building on Shifter

Post by nerdenstein »

Wow sounds great :mrgreen:
I'll have to give this a try later :smile:
So this is basically Shifter 1.8.3 with your own addons/improvements?
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AgentSmithereens
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Re: BioMod - A new gameplay mod building on Shifter

Post by AgentSmithereens »

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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Re: BioMod - A new gameplay mod building on Shifter

Post by Lork »

nerdenstein wrote:Wow sounds great :mrgreen:
I'll have to give this a try later :smile:
So this is basically Shifter 1.8.3 with your own addons/improvements?
Yep, that's it exactly.
AgentSmithereens wrote: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.
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.
joefitts63
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Re: BioMod - A new gameplay mod building on Shifter

Post by joefitts63 »

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
DDL
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Re: BioMod - A new gameplay mod building on Shifter

Post by DDL »

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...
nerdenstein
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Re: BioMod - A new gameplay mod building on Shifter

Post by nerdenstein »

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 O:)
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Re: BioMod - A new gameplay mod building on Shifter

Post by Allan »

DDL wrote:fucking with DX window code is shitty anyway.
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.
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Jonas
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Re: BioMod - A new gameplay mod building on Shifter

Post by Jonas »

DDL wrote:see TNM: add fists, but drop swimming, to avoid remaking the entire menu...
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 :P
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Re: BioMod - A new gameplay mod building on Shifter

Post by ggrotz »

nerdenstein wrote:I think it was Hotal Carone anyway.. Not played it in a while
Correct me if i'm wrong O:)
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.
joefitts63
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Re: BioMod - A new gameplay mod building on Shifter

Post by joefitts63 »

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.
AgentSmithereens
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Re: BioMod - A new gameplay mod building on Shifter

Post by AgentSmithereens »

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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Kee715
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Re: BioMod - A new gameplay mod building on Shifter

Post by Kee715 »

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.
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Re: BioMod - A new gameplay mod building on Shifter

Post by ~DJ~ »

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
DDL
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Re: BioMod - A new gameplay mod building on Shifter

Post by DDL »

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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