Deus Ex: Game of the Year Edition

Deus Ex: Game of the Year Edition

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Correcting first person gun models for high FOV
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Guide describes how to correct first person viewmodel for high FOV so the models do not appear glitched or flying in midair
   
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Example
To save you some time
I've made a small mod for vanilla Deus Ex that incorporates viewmodel changes along with some minor quality of life improvements. If you want to change the offsets yourself or play with a mod such as GMDX, please proceed further below.
Things to download
You will need to install Deus Ex Editing Pack[yadi.sk] (although I think just the official SDK will suffice, I had problems with its installation). Next download pre-made offsets from here[community.pcgamingwiki.com].
Instructions
First, go to the System folder located in your Deus Ex directory and launch the UnrealEd.exe. If you are playing with mods, (for example, The Nameless Mod or 2027), you should launch UnrealEd with “-INI=” parameter followed by path to mod’s ini file (for example TNM.ini or 2027.ini, e.g. "UnrealEd.exe" -INI=TNM.ini). If you are playing with GMDX or Revision, read the respective section first.

When UnrealEd fully loads, go to the window on the right (consult the image below). In that window, go to Inventory>Weapon>DeusExWeapon. There is a list of all weapons in the game. You’ll need to go through this list and change PlayerViewOffset and FireOffset properties for each weapon. Be advised that POWCorpse model is located at Inventory>Pickup. Also, Lockpick, Multitool and Nano Keyring are located at Inventory>Pickup>SkilledTool, though I was unable to change offsets for them (they are broken for some reason).

Let’s look at WeaponAssaultGun (your Assault rifle) as an example. First, right-click on it and choose “Default WeaponAssaultGun Properties”. A window with properties will appear. The PlayerViewOffset property is located in the Inventory group, and FireOffset property is located in the Weapon Group. Now just copypast offsets from txt file according to you FOV and aspect ratio.

When you are done with offsets, click Save at the bottom of the right window. A new window will appear asking what package do you want to save. Choose DeusEx (if you are using any mods, the package you need to save most likely would be named after the mod, e.g. "TNM" or "2027").
Editing GMDX or Revision
Editing GMDX (both v9 and v10) or Revision is a bit tricky. I will be using v10 as an example.
First, go to the game folder and make a backup of “System” and “Textures” folders.
Next, go to the GMDXv10 and copy the contents of GMDXv10\System and GMDXv10\Textures to the respective folders of the main game, overriding existing files.
Then, go to the “System” folder of the main game (the one you’ve copied files into) and launch UnrealEd.exe with “-INI=GMDXv10.ini” parameter. Now you can edit viewmodel offsets the same way it is described in the section above. After you done with editing, save the “DeusEx” package.

Next, copy the DeusEx.u package you just saved from “System” folder of the main game to the GMDXv10\System.

Then delete the “System” and “Textures” folders you have been working in and restore the ones you had backed up.
Changing Viewmodel offsets yourself
Also, you can make “dirty” edits trough in-game console. If you put any of the txt files containing offsets into System folder, you can execute them from the game console (push the “Say” button, “T” by default, remove Say and type exec followed by name of the txt file e.g. “exec WeaponOffset.txt”). Just pick up the weapon you like, execute the “exec” command, change the offsets in the file, execute the “exec” command again and reholster the weapon. Once you are good with offsets, use UnrealEd to put them into the game. “Dirty” edits can’t be perfomed with lockpick, multitool and keyring (if you try to change them in-game you’ll just get a mess-upped viewmodel).

Of course you can change these offsets to whatever you like (although PlayerViewOffset coordinates can’t be negative), just don’t forget to correct the FireOffset.

In almost every case if we sum up corresponding coordinates from PlayerViewOffset and FireOffset, we will get zero.

For example, take a look at AssaultGun:

set WeaponAssaultGun PlayerViewOffset (X=16.000000,Y=-5.000000,Z=-11.500000)
set WeaponAssaultGun FireOffset (X=-16.000000,Y=5.000000,Z=11.500000)


But be advised, that in some cases we will not get zero:

set WeaponLAM PlayerViewOffset (X=24.000000,Y=-15.000000,Z=-17.000000)
set WeaponLAM FireOffset (X=0.000000,Y=10.000000,Z=20.000000)

8 Comments
gobbins 13 Aug, 2023 @ 8:19pm 
Thank you for this guide. I'm playing on a 21:9 monitor and would see beyond the limits of various weapon models as well as picking up corpses. Your convenient 16:9 pack was very helpful, but I wonder if you'd be open to uploading a 21:9 variant to go along with your 16:9 and 16:10 versions?
 [author] 19 Mar, 2022 @ 6:55am 
> Is there a way I can just make the game auto load the 'exec weaponoffset.txt'

Unfortunately, no. You can pass the “-exec weaponoffset.txt” argument to original exe, but you can’t pass it to Kentie’s Deus Exe. You can launch the game and execute this command once (or bind the command to a key and press the key once), and the offsets from txt will should remain in effect until the game is closed. However, sometimes they revert back to default values, and if you are playing with a mod and the mod has new weapons, these new weapons will always revert back to default offsets when changing maps or loading the game.
chicken paste 17 Mar, 2022 @ 2:44pm 
Is there a way I can just make the game auto load the 'exec weaponoffset.txt' thing every time instead of having to go in and manually edit every single one of these or type that every time i open the game?
 [author] 14 Nov, 2020 @ 1:00pm 
> any way to make them look closer to original
Well, you have this entire guide at your disposal. Be aware though, gas grenade and knife are tucked away due to glitchy animations.
arhum 8 Nov, 2020 @ 8:07am 
The gas grenade and combat knife seems way too tucked away under the screen compared to how they originally looked, any way to make them look closer to original?
Liz 2 Jun, 2020 @ 2:27pm 
thanks
 [author] 2 Jun, 2020 @ 1:23pm 
The link is fixed now.
Liz 28 May, 2020 @ 7:53pm 
First link is dead.