/----------------------
Index:
1-About
2-Install
3-Tips
/---------------------
//====================
//About MSIronMan V1.1
//====================
Backstory: This is one of many mods I'm releasing under the package of "Markistan: The Missing Files".
This is very much the 3rd generation of my work with vehicles. The first was MSDriving, the second was
MSMechs, and the third is this one. Going from sh*tty cars to slightly less sh*tty cars to gunships to
"You know what? F*ck vehicles. I want Power armor." and as a result I'm not releasing the unfinished
mod clutter that was MSMechs, for many, many reasons. The 3rd incarnation was inspired from seeing the
movie for Iron Man 3. I think I should explicitly state that other than inspiration and generally being
awesome, Marvel and its related partners to the Iron Man franchise have absolutely 0 affiliation with this
mod, and it is not meant to be infringing in any way, but rather a tribute and as of now a promotional. I
don't think I even have to state that you should go watch the iron man movies if you have not already, they
are pretty rad, the first and third particularly, in my humble opinion. This mod underwent its initial stage,
then after being shared with friends it has been expanded, modified, upgraded, smoothed, and finally for its
public release, upgraded and finished enough to be called a final product, which it is.

Rating:
Stability - 10
Fun - 9
User Friendliness - 8
Compatability - 10
Multiplayer Compability - 0

Compatability:
This mod is fully capable with almost any total conversion I can think of, and generally works very well.
This mod has been tested and is compatible with:
-Hejhujka's Hardcore Mod (type "Mutate Hardcore" once to fix sound glitches after you summon your suit)
-Smoke39 total conversion mod
-Shifter/Biomod
-Redsun2020
-Zodiac
-The Nameless Mod
-Nihilum
-Hotel Carone
-Counterfeit
-All mini-fan missions

2027 is perhaps the only mod I know of that's incompatible, and this is something about them removing the
font that's used in the menus, particularly for the customization screen. What a shame.

PATCH NOTES V1.1: A small number of issues have come to my attention after releasing this. I'm uploading a patched
version to resolve these problems, they are as follows:
-Shield mode + jumping no longer invokes super jumping. I use thrusters for jump so this went undiscovered
during beta testing.
-Typos and weird bits in part descriptions. I did some spell checking and although it may not be perfect still,
it should be leagues better. Notepad does not spell check so google had to be my 2nd opinion on this.
-Info window now reads more modern versions of the damage, damage was being applied to use but not to info
descriptions, and this isn't particularly surprising seeing how hacky the damage feed to info was.
-Stun Missiles have been nerfed in damage considerably. Man these things were OP as hell.

PATCH NOTES V1.2:
-Added minigun fix for shifter. Turns out minigun wasn't spinning up properly in shifter/biomod because they don't
use TraceFire but instead DoTraceFire, which means spinup wasn't being called. Someone actually reported this, but
I either didn't believe them or forgot about it at the time, and I forgot if I forgot, which just looks even dumber.
Now you can  type "Mutate Shifter" in the console to enable minigun fix mode.

PATCH NOTES V1.3:
-Made machine guns more accurate after upgrades. They are now much more competetive as a general use weapon.
-Nerfed max fire rate on tranquilizer carbine by 0.05 seconds between shots (0.15 vs 0.1)
-Halved the fire rate bonus on tranq carbine from upgrades. (0.3 to 0.15)
-Made tranq carbine base fire rate higher by 0.1 seconds (0.4 to 0.3)
-Buffed hydra rocket damage. They just were not competetive compared to higher caliber weapons.
-Buffed Railgun blast radius to be less sensitive.
-Debugged UX438 warhead. Would leave some enemies as a "ghost" as well as not properly restoring properties in
the event of multi-collision. Additionally, anything it hit weighing 0 mass could run math that divided by 0 and
then affected damage. These should ALL be fixed.
-Added Altfire Scope support, for when togglescope is disabled by a mod. For instance, hardcore mod disabled the
ability to use scope on railgun/sniper modes, but now altfire scopes anyways to subsitute.
-Looked into bugs related to shields not working on some mods. Evidence inconclusive; I really have no idea what's
going on... and that's saying something with the 6 years over of experience I have modding for DX, specializing in
code.

v1.3F Notes: Fixed scope FOR REAL in hardcore mod. Uploaded patch prematurely. Had tested everything EXCEPT scope
in hardcore mod. Turns out that's a really weird franking deal with how it read the weapon. Added a check for being
in state "idle", which the weapon could never assume due to lack of first person animations. Ugh. Anyways... this is
now fixed FOR REAL. Short of added content, this is likely the last patch I should ever have to make. Hopefully.
Thanks for your patience, I'm kinda renound for jumping the gun in a complete routine of debugging.

//====================
//Insallation
//====================
-Copy MSIronMan.u to your DeusEx/System
-Install the proper control inputs for the suit, this must be done per mod launcher and here's how:
 1. Find your User.ini or other User-type config file in the proper directory.
    Vanilla is DeusEx/System for instance, open the file in question.
    *For first time users of the mod, you may want to make a backup of this file if you mess up.
 2. Install the following commands to the proper letter keys. Keys are used twice, one is for
    multiplayer and one is for single player, but I don't know which is which... so just do both.
    
    *FOR ANY OF THESE THAT ARE PLACED ON KEYS ALREADY IN USE, ADD THEM TO THE END OF THE KEY'S
     TEXT, BUT PUT "|" IN BETWEEN THE TWO. CREATE THIS SYMBOL BY HOLDING SHIFT AND PRESSING \ KEY.
     THIS MAKES IT PERFORM BOTH AT THE SAME TIME, SO YOU DON'T BREAK YOUR CONFIGED KEYS
     
    "|IronForward" - bind this to your forward movement key (W or Up Arrow depending on your preference)
    "|IronLeftward" - bind this to your left movement key (A or Left Arrow)
    "|IronRightward" - bind this to your right movement key (D or Right Arrow)
    "|IronBackward" - bind this to your backward movement key (S or Down Arrow)
    "IronShield" - bind this wherever you want. I use duck. This key will unequip weapons and engage shield mode.
    "IronThrusters" - bind this wherever you want. I use jump. This key activates your suits thrusters for flight.
    
 3. Find the "aliases" section of your config file and install some new ones in blank spaces.
    
    Blank spaces look like this:
    Aliases[25]=(Command="",Alias=None)
    
    Insert these lines of text inside multiple, seperate empty alias fields:
    -Command="Mutate IronRightward| onrelease Mutate StopIronRightward",Alias=IronRightward
    -Command="Mutate IronLeftward| onrelease Mutate StopIronLeftward",Alias=IronLeftward
    -Command="Mutate IronBackward| onrelease Mutate StopIronBackward",Alias=IronBackward
    -Command="Mutate IronForward| onrelease Mutate StopIronForward",Alias=IronForward
    -Command="Mutate IronShield| onrelease Mutate StopIronShield",Alias=IronShield
    -Command="Mutate IronThrusters| onrelease Mutate StopIronThrusters",Alias=IronThrusters
    
    If you did this right in both fields, the suit's controls should be enabled. This may be CASE SENSITIVE, so
    please make sure to type carefully.
 4. Start Deus Ex (Yey)
 5. open console and type "summon MSIronMan.IronMan", be sure to erase "say".
 6. The suit should automatically bind to you and give you the according weapons.
    
    -If you are playing Hejhujka's Hardcore Mod, make sure to type "mutate Hardcore"
    to fix some sound bugs.
    -If you are playing in Shifter/Biomod, make sure to type "mutate Shifter" into the
    console to fix minigun spinup issues. 
 7. ???
 8. Profit

//====================
//Tips
//====================
-Double tapping your forward key quickly will engage sprint mode. Until you release forward key you will run
 considerably faster, but still have to accelerate to reach top speed.
-Your bio energy works as an armor system (upgradeable) to reduce incoming damage. Activating shield mode will
 reduce how much energy is lost and cut the damage to absolute 0, but your weapons will unequip as soon as possible.
-With your iron man weapons in hand, use change ammo key to switch mode, scope to activate scope (if the current mode
 has a scope), and laser key to open the config menu. From the config menu you can change weapons in use, upgrade, and
 preview your current equipment. It looks f*cking awesome, give or take the suit being chocolate chip shaped.
-To upgrade specific parts or view the information on them, click the part in the preview of the suit. The parts are:
 *Thrusters (Shoulder bits, clicking inbetween shoulders in the center makes sure not to misclick weapons)
 *Armor (The main body or "chip" of the suit, anywhere not on another part)
 *Power Cell (Click the circular blue bit in the center of the suit)
 *Scanner (Click the mask/face of the suit)
 *Weapon 1 (Left Weapon, also selected by changing your first weapon type)
 *Weapon 2 (Right Weapon, also selected by changing your second weapon type)
 *Weapon 3/Special Weapon (Not displayed on suit. Change the third weapon type to select)
-All parts and weapons have 3 levels, except for special weapons. (slot 3) Upgrading them will increase performance.
 All upgrades are 500CR and special weapons need to be bought to use, and are nonupgradable (but VERY powerful)
-When flying, use your movement keys to adjust balance. This makes you go forward, backward, left, right mid flight.
 not holding a key or pressing its opossite key will help recenter thrust to go upwards again. You CAN fall off-balance
 and begin to fall downwards in the direction of question. Flying is tricky at first, but incredibly fun, especially after
 you upgrade your thrusters to max (2x original speed). Make sure to tap thrust a bit when landing to cushion fall damage,
 otherwise your bio energy is going to be absorbing the shock.
-When underwater you don't generate energy anymore, regardless of power cell level. You do, however, get rebreather mode to
 produce oxygen at a tiny cost of energy overtime. Additionally, your thrusters work as turbines that push in the direction
 you are currently looking. Good for being a submarine.
-The suit's weapons are waterproof, so they can operate underwater.
-when using explosives, its best to aim center mass. Center mass dishes the most damage and in some cases increases hit rate.
-Power cell is the center to the suit. It starts out not generating energy profit, but a quick upgrade changes that to some
 energy production over time. This is incredibly friendly for staying alive, since energy is used to absorb incoming damage!
-Explore your weapons and spend upgrades carefully. Your resources are limited and good upgrades can be the difference between
 life and death in some situations (especially on harder difficulties) Many weapons are very tactical and can be used to remedy
 tricky situations, so try them out a bit or even just read the description for some helpful info.