Lower resolution or disable OTP fix (option in Kenties "configuration") are your options I believe.
I haven't tried it yet to be sure, but I believe that the Kentie option would be a tradeoff between normal sized scope with
HUGE HUD/toolbelt, versus normal toolbelt and
tiny scope. I think G-Flex figured out a proper solution for this in Human Renovation, you might check with him or kcomo or Bjorn. I believe they incorporated all the HuRen code into the Revision project.
Whole different game? How'd you mean? It is meant to still be DX in every way, minus the flaws. Simply the next level, as if the designers spent more time on it, only made it more uncompromising also akin to System Shock and the rest.
I meant it in the best possible way. I mean, as a person that's been through Deus Ex so many times that I've more or less memorized it as many of us on this forum no doubt have, it's exciting to have the game seem new and fresh again - I do have to admit in a bittersweet sort of way. I think you've accomplished what you set out to do here, for the most part, that is to say make Deus Ex somehow
more Deus Ex. In the original concept and spirit of the game, there was always supposed to be that element of choice and consequence that would encourage many replays. But in the original game it almost seems like the developers "chickened out" from going all the way with it. Aside from a very few irrevocable choices that only slightly branch the plot, there are almost too many different ways to do everything in Deus Ex, resulting not in agonizing choices and unavoidable tradeoffs, but just questions of which is the most efficient or expedient method at hand for any given obstacle. In Deus Ex the mildly determined player can do
almost everything there is to do in one play through, regardless of how they've built their character. In GMDX I can already see that this will definitely not be possible. In fact, I already can see after only a few hours of play on Realistic that even for an extremely experienced and determined player there will be significant portions of the game that will be inaccessible in a single play through.
Is it an improvement over the original? Probably. Is it more fun? Highly subjective. Is it more "Deus Ex"? Well, maybe the old standard "be careful what you wish for" holds true here, but I think this is definitely a lot closer to what many of us always thought Deus Ex
should be. And it's hard as f**k.
Oh, and I do like where the grenade thing is headed. It's more in line with where you've gone with everything else and definitely addresses the issue of the usefulness of the demolition skill. Of course this paradoxically makes the choices even more agonizing and the game even more difficult, which is probably also in line with where you're trying to go with it and is likely to be another improvement overall. I think you are closing in on the goal of "all skills equally useful" here... it really changes the game. I mean that in the sense of "fixes" the game. It almost forces the player to choose a combat or non-combat approach right off the bat and severely punishes deviation without making it totally impossible to grow the character in a different direction later in the game. Which is consistent with the intent of Deus Ex if not the original execution.