Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

A refuge for those migrating from the fallen DXEditing.com and a place for general discussion relating to Deus Ex editing (coding, mapping, etc).
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FastGamerr
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by FastGamerr »

Did Alistair follow you to the top area? If so, then I'm quite certain I know what happened.
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by ggrotz »

FastGamerr wrote:Did Alistair follow you to the top area?
Yes.
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by FastGamerr »

Alright.. Here's hoping this will work:

https://www.moddb.com/mods/nihilum/down ... ddon-fixes
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by ggrotz »

FastGamerr wrote: ... well, it will wait until I've added a Trivia Console or something to Dynamene Inner Section near JED's cellar so that you can skip the ultra-long infolink where Zavich gives you the Illuminati's goals.
I saw that on a recent big-game play with 1.5.6.2 and actually was kind of confused as to what it was doing. It's pretty well hidden away (not easy to notice), too. I don't know how well it'll work out in the end, but good to know it's there if I can think to look for it.

Only thing really left that interests me is trying to figure out how to do the whole Alistair scenario without burning through all my supplies up to that point.

The only other bug/problematic thing I saw was the Zyme dealer. Is there any way to program the convo for him to be more like the one in Deus Ex/Paris streets? Bringing 16 vials of Zyme to him and then having to go through the conversation to unload them one at a time is definitely super-annoying.
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by FastGamerr »

I tried to fix the Zyme dealer issue... and it seemed to work. Something must be off!

https://www.moddb.com/mods/nihilum/down ... ddon-fixes

(However, I will retain the part where you can't sell your Zyme to him anymore if you've mentioned him to the Zyme gang)
ggrotz wrote:I saw that on a recent big-game play with 1.5.6.2 and actually was kind of confused as to what it was doing.
Oh yeah, it's pretty much the quickest possible way I could put in such a bypass for the infolink convos. Which may or may not be something that only I'd find a use for, anyway. :P
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by FastGamerr »

Since I got five new tracks from RetroXor for the mod, here's version 1.7 of DXN.

(As with all things FGR, it remains to be seen how "Final" this ends up being, but here's hoping ;))
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by ggrotz »

FastGamerr wrote:Since I got five new tracks from RetroXor for the mod, here's version 1.7 of DXN.

(As with all things FGR, it remains to be seen how "Final" this ends up being, but here's hoping ;))
Thanks for posting this. Will the new tracks be available separately like the others were?
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by FastGamerr »

ggrotz wrote:Thanks for posting this. Will the new tracks be available separately like the others were?
You're welcome!

I've also added the new tracks to the full soundtrack download.
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by FastGamerr »

Well, it's DXN's sixth anniversary today - and it's a Tuesday just like May 28th 2013 was.

Which reminds me - who or what did download DXN a total of 29,714 times on January 29th 2014? Every time I make my "hey wow DXN has x downloads today - most of them probably by spambots, but eh" announcements, I have to subtract 29,714 from the actual download count to get something more "accurate".
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Re: Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]

Post by carsonreed »

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