Hey,
2 questions came to mind while playing TNM, that I wanted to explore before replaying again.
1. You know in the original Deux Ex that 'bug' that allowed one to save more weapons than the small window-slots were made to allow by dragging an item out of the window but then letting go, choosing a new weapon, and the result was one weapon over-lying the other in the same slot?
I know the game was not made to run that way, but it was kinda cool!.
Well (as we know) that big was removed in TNM.
My question is was that 'fix' made in the .exe itself (which means nothing one can do, suck it up) or was there an alteration in an .ini or some other file one can re-alter to re-allow that cool bug in TNM?
2. Other question...I once, while playing TNM, accidentally reloaded a saved game from Deus Ex (Original) which opened normally.
Which begs the question can the entire original Deus Ex be played from TNM?
Why?
Well for one thing I have bullet time enabled in TNM...maybe it'll stay enabled in Deus EX?
Also, the augs were enhanced in their function in TNM to act slightly differently, right?
Does anyone know if the entire Deus Ex game will play from a TNM start?
thanx
eric
2 questions,each more fan-boy lame than the other!
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Please only use this forum for problems of a technical nature. If you're stuck somewhere in the game, post in the TNM Spoiler Zone forum. If the game crashes, you can't load a savegame, or something just plain isn't working, this is the place to post.
Re: 2 questions,each more fan-boy lame than the other!
Iirc: Yes, and you can even use the TNM weapons and such if you use console to add them.ericjmz wrote:Does anyone know if the entire Deus Ex game will play from a TNM start?
Bullet time was always rather crash-prone for me, so I can't comment on how it would work.
"Delays are temporary; mediocrity is forever."
odio ergo sum
odio ergo sum
- Hassat Hunter
- Illuminati
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Re: 2 questions,each more fan-boy lame than the other!
You can play Deus Ex with TNM, but you will notice small problems, like the original icons of your incoming messages being static, and certain TNM-weapons (like the PHAT-rifle) will just plain not work since DX NPC's don't got the correct code to make it work.
Also I think all DX Weapons will display as 'THIS IS A BUG!!!' since the game expects TNM weaponry, even if they still work as they should.
Also I think all DX Weapons will display as 'THIS IS A BUG!!!' since the game expects TNM weaponry, even if they still work as they should.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: 2 questions,each more fan-boy lame than the other!
You should be able to "fix" that by opening our .opt file (I don't remember its exact name or where it is, probably in TNM\System) and then just removing all those override lines. Then it'll go back to using Deus Ex's localised strings.Hassat Hunter wrote: Also I think all DX Weapons will display as 'THIS IS A BUG!!!' since the game expects TNM weaponry, even if they still work as they should.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: 2 questions,each more fan-boy lame than the other!
I was wondering if there was some way of enabling the augs to work like they do in TNM while playing Deus Ex in TNM. For example, the power recirculator doesn't automatically turn on even if playing Deus Ex with TNM. I know Shifter does something like that too, but I don't like the skill points for kills it forces on the game. This sounds sort of simple to do, but I know next to nothing about modding so I'm not sure if what I'm asking is nearly impossible.
Although it is a bit off topic, I'd also like to know if it is possible to get rid of the sounds from activating and deactivating augs.
Although it is a bit off topic, I'd also like to know if it is possible to get rid of the sounds from activating and deactivating augs.
Re: 2 questions,each more fan-boy lame than the other!
No, that's not possible, unless you get into modding and code up the changes yourself, grabbing the relevant code from our classes
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
-
- The Nameless Mod
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- Location: Perth, Western Australia
Re: 2 questions,each more fan-boy lame than the other!
Actually I think the power recirculator had it's own augmentation cannister class in TNM. If you spawn that with the legend menu it might work.
Did TNM have bullet time? I dont remember that.
I'm fairly sure the fix to the inventory stacking bug was in the scripts (.uc/.u). The exe contains basically nothing.
Did TNM have bullet time? I dont remember that.
I'm fairly sure the fix to the inventory stacking bug was in the scripts (.uc/.u). The exe contains basically nothing.
Re: 2 questions,each more fan-boy lame than the other!
Bullet time was unlocked if you found the meta ending iirc. It also had a tendency to crash the game.that guy wrote:Actually I think the power recirculator had it's own augmentation cannister class in TNM. If you spawn that with the legend menu it might work.
Did TNM have bullet time? I dont remember that.
I'm fairly sure the fix to the inventory stacking bug was in the scripts (.uc/.u). The exe contains basically nothing.
"Delays are temporary; mediocrity is forever."
odio ergo sum
odio ergo sum