/----------------------
Index:
1-About
2-Install
3-Tips
4-Known Bugs
/---------------------
//====================
//About BroopMod
//====================
Backstory: Cousin who is less DX educated suggests randomly doing coop over lan one day. I kinda laughed at the idea then considered
some odd loopholes that make it (roughly) feasible. We sat down and played with crude instruments to begin, but things were slowly
refined, BroopMod was born, and along the way we did a lot of debugging and testing for Hatchet multiplayer compatability, and its
compatability has gone through the roof and is nearly identical to SP in quality, and is completely working as a result of this mod
for actually "Getting things done"... so this has been a great tool. Why it's a great tool is because it is as fun as it is good for
testing, and is incredibly flexible and (as of late) user friendly and powerful. What you've been handed (guy who is reading this)
is a watered down version (Hatchet added a lot of fun to things in our sessions, but is nowhere near completed or ready for any kind
of beta) This watered down version has some odd "junk" lying around its menus and stuff, these are actually not junk as much as they
are unused without Hatchet present. The mod is no longer Hatchet dependant but is forward compatible with Hatchet (I didn't like the
idea of compromise on that). Sooo, basically we have a well-polished working half of DX's campaign, but is actually compatible with
ANY campaign because of how adapative the mod and its components are. Hotel carone? Zodiac? RS2020? Nihilum? Go crazy. If it's not
a total conversion mod, it's probably completely compatible. If you have any questions or issues, PM WCCC on ModDB, or email me
@ WhiteChocolateChipClock@Gmail.Com. Happy and alert to discuss or answer things. Don't be shy.


Rating:
Stability - 9
Fun - 9
User Friendliness - 8
Compatability - 10
Multiplayer Compability - 10

Compatability:
This mod has not been tested with full conversion mods and, in all likelyhood, is very likely to be incompatible.
This should, however, work perfectly with any campaigns that don't fully convert Deus Ex.
Including:
-Zodiac
-Redsun2020
-Hotel Carone
-Nihilum
-The Cassandra Project
-Countefeit

Feel free to try any full conversion mods, but many of them are not intended for compatiblity. So that.

//====================
//Insallation.
//MEGA NOTE: Only the host needs to do this, clients can enter and DL freely.
//====================
-Copy BroopModPublic.u to your DeusEx/System
-Go to your DeusEx/System, and find you config for DeusEx (labeled DeusEx). Open it.
-Find Server packages and Server actors field and add:
"ServerPackages=BroopModPublic"
"ServerActors=BroopModPublic.BroopBrofileMutator"
"ServerActors=BroopModPublic.BroopKeypadMutator"
"ServerActors=BroopModPublic.TestTroopMutator3"
"ServerActors=BroopModPublic.BroopDeathDetector"
-Start Deus Ex and host your server freely, but please USE TIME LIMIT FOR GAME END.
 And a big one at that. Score levels may be overdosed and defeated, so consider time limit
 much better, and at the least a challenge.
-Login as admin and travel to whatever map you want in your campaign. As you transfer maps, it'll
 save the last map visited in your map listings. Super handy.
-???
-Profit

//====================
//Usage - IMPORTANT
//====================
Usage:
-There are lots of console commands. Help functions already exist for this in the mod.
 Type "Mutate help" in the console, and it'll list command names. Use "Mutate Help (CommandName)"
 to get specific info and usage on a command listed by "mutate help". Handles itself, yeah?
-ONE COMMAND IS NOT LISTED, I MAY PATCH THIS. In case I didn't and got lazy, use "Mutate SetDiff (Decimal Number)"
 This will set a damage multiplier just like SP's difficulty. Very handy for new players and old players alike.
 Difficulty is saved between games. 0.5 is easy. 1.0 is medium and default. 2.0 is hard, and 4.0 is realistic. No sh*t.
-PROFILE SYSTEM:
  *Profiles are saved and automatically loaded on travel, respawn, and server join. They contain options
   for starting gear, special ammos (sabot, WP, etc), special gear bonuses, and custom models for players.
   F*cking wicked, yea? Absolutely.
  *See attached image for labeling on all its tiny bits and whatnot.
  *Use "Mutate createprofile" "Mutate editprofile" "mutate loadprofile" to manage and load your stuff. Load
   is only necessary if your gear bugs and vanishes or it's your first time. Cherry broken, hopefully.
  *The mod stores up to 20 player profiles and can managed up to 8 players at a time. Super big deal to not
   do this public or with no more than 8 players.
  *The edit window will display updated icons and pictures relative to what you type in. Use summon codes for
   characters for Model Type and Face Type. Not all models are face/body oriented properly, but that's just DX.
   Most are, however. So for that, use Model for your body and Face for your face and hands to splice onto body.
   This allows RIDICULOUS customization. Me and friends have literally blown 20-30 minutes customizing in front
   of a mirror, the possibilities are literally endless. Example: use DeusEx.MIB for model and DeusEx.PaulDenton
   for face. You now are hitman and sunglasses Paul, simple enough? I'd hope.
  *You have 3 items (usually weapons, but medkits and etc work too) and 3 ammos you can hook data up to. Summon codes
   for items just like models. DeusEx.Medkit, DeusEx.WeaponPistol, DeusEx.AmmoSabot, etc. There are 6 fields for
   powders and tippings for Hatchet Ammos. They will do nothing unless you're using this WAY in the future when Hatchet
   is complete. I doubt it. For now they warn they are useless, but are harmless to toy with if you accidently (or purposely)
   do it one day. Just FYI.
  *There are 4 specialties you can pick from. Medicine (+1 medkit), Overclocked (+4 biocells), Invader (+1 Tool/Pick), and
   Extra Ammo (Take a wild guess. Adds 1 Extra mag to starting ammo.)
-When you walk to a map exit, it will transfer the server, all players, and their items to the next map. Due to MP Bullsh*t,
 you will start at the wrong spot nearly guaranteed when you travel... but you keep all your stuff and get a resupply (and maybe
 an extra layer of augs if you're doing partial aug gameplay. We dub this "streaking", because dying resets it.)
-Enemies are slightly tougher than normal, but not super duper tough... that much we do regret. Their guns work and so does melee if
 they happen to use it, but they fire sparatically, sometimes bug their clips, and generally animals are not fixed. But hell, anything
 with a weapon will be replaced with meatier, MP compatible combatants. Hella cool. Works everywhere every time, no bullcrap. Mostly.
 Some weapons look stupid, but we filtered robots and commandos, so some things like zodiac commandos may still bug out with bug guns.
-Scoring is in place for killing enemies and teamates, penalties enacted for Friendly Fire.

//====================
//BUGS QUIRKS AND UNTOUCHABLES.
//====================
-ALL COMMANDS DO NOT REQUIRE ADMIN CAPABILITY. This was tested and made for use on private, possibly lan or hamachi servers.
 use a password and a set guest list, or find some really cool and honorable bros in MP. At your own risk though.
-DO NOT TALK WITH NPCS. Serious business. Any replaced combatant or weapon owning NPC will not be conversible, cuz we're cool. But anything
 else that isn't armed and has a conv, do not frob it. You will be sucked into a bug convo that endangers the player and the server to crash.
 PLEASE PASS THIS INFO ALONG.
-Speaking of which, convos don't work at all period. You have to play pretend and go forth killing in the direction of the objective. Admin support
 desired for opening broken doors and stuff.
-Keypads now work in MP and are even failsafed for dying while using, old code done ages ago. They retain their old codes, but if they weren't hackable
 before they are hackable now, though often at elevated cost, so there's no unopenable keypads.
-Any lock can be picked. If it wasn't pickable (aka key only) it now has a 50% lock that says inf but shows a half bar. Replcation buggy stuff.
-Grenades and electronics will not work as intended. Lasers make 1 segment, grenade dont detonate, turrets and cams aren't fully hostile.


Patch Stuff:
-Fixed trigger requiring exits not working.
-Fixed accessed nones. Arg. May still be some.
-Added buff to health bonuses on pawns by 50%
-Buffed 0 rating weapons (commandos, robots, and others) to be elites.

1.3 "Slightly more acceptable" Patch:
-Slightly lowered health level buffs, as it was a bit absurd.
-Music stuff no longer is broken. Used to do lots of hard looping, since resolved.
-Enemies are no longer hyper psychic. This was part mega hearing ability and part reaction to distress.
I know you guys wanted this one the most, but it took the longest because other MP bots I've done worked
properly, so making ones that imitate SP has had its complex drawbacks.

1.4 "Security Grids" Patch:
-Turrets and cameras are now a thing and work just like in SP. Cameras aren't rotating, oddly. That's MP
more or less. They DO, however, spot players, track them, and set off alarms to alert NPCs and engage turrets.
-Turrets kill you. To death, mostly often. Better pack some EMP's kiddies.