/----------------------
Index:
1-About
2-Install
3-Tips
/---------------------
//====================
//About MSMassEffect
//====================
Backstory: I am aware this has about absolutely nothing to do with Mass Effect, fact. In fact, I'm pretty
convinced this shouldn't even be titled MSMassEffect at all. Started with my cousin telling me about some
game and this insanely cool and in-depth crafting system they had, this inspired the idea for custom
crafted items out the shawazoo. At the time it'd been a while and THOUGHT it was Mass Effect, at this point
I'm about completely sure it isn't. The idea stuck though and was incredibly succesful because of fun and
detailed the system became. This project eventually fell through just before I had finishined modeling the
first person models for the rifle. Was also going to have pistols, blades, explosives, all sorts of cool
stuff you could make with equal depth to assault rifles... but this didn't exactly pan out since the meshing
was too much work and I said it was do that or go nowhere. The meshing and animating actually was done (and
some of it remains in the mod) but there were issues about vertex proximity that produced scrambling for the
first person's animated sections, and this was the ultimate killer. By now I've realized what the issue was
and have fixed it, but I don't have the same drive to re-animate the grevously outdated weapon model, so this
remains 1/4 finished almost to the dot, and is still damned amazing. This mod served as a very big stepping
stone, and, in many ways, the father of Hatchet's crafting system, but with some notable key differences. If
you enjoy this (which I think you will, so don't worry) you'll get a real kick out of Hatchet's crafting system
that does essentially the same as this, but on a MUCH larger scale with better UI, workbench art, matching
models, hotkeys, and much more user-friendless/easy-to-learn nature.

F SUFFIX: Added the missing texture file. I'm a moron for forgetting this.

Rating:
Stability - 10
Fun - 10
User Friendliness - 7
Compatability - 9
Multiplayer Compability - 0

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
-The Nameless Mod
-Hotel Carone
-Nihilum
-The Cassandra Project
-Countefeit (RIP Ghand.)

Feel free to try any full conversion mods, but many of them are not intended for compatiblity. So that. Additionally,
the bug that plagues MSIronMan (if you want to even call it a bug) should not be prevelant in MSME, as MSME uses death
tracking and not damage tracking, which is considerably more compatible and universal.

//====================
//Insallation
//====================
-Copy MSMassEffect.u to your DeusEx/System
-COPY MSBORDERFX.utx TO YOUR DEUSEX\TEXTURES sorry about the caps, I forgot this damned file. ugh I feel dumb.
Was gonna originally release this together with the mod that originally used this texture file, so this slipped
my mind.
-Start Deus Ex
-open console and type "summon MSMassEffect.MSMassEffectMutator", be sure to erase "say".
-You should be gifted with a parts bag momentarily, a message confirming the mod has come
online, and a small deposit of starting scrap for which to make a ghetto rifle, or, if you
want, for you to save for later to make a better rifle.
-???
-Profit

//====================
//Tips
//====================
-Currently only rifles are craftable, as mentioned in the length backstory.
-Select the parts bag and push your fire key in order to open the dialog. From
there you can navigate to all the submenus to make parts, ammos, and rifles.
-Use scrap to make parts, parts to make items, and items to make the good times
roll. Use arrows placed in various locations of "crafting" screens to cycle parts
to choose, as the options are nonlinear.
-You get scrap from killing enemies, higher game difficulties reward more scrap metal.
-Make sure to routinely repair your weapons (or they will break or reduce functionality)
and their attachments. Make sure to take advantage of attachments to increase your
weapon's performance.
-Use your laser key to switch firing modes (if the gun has multiple) and scope to activate
accesory. Scopes have 2 zoom settings, 3 clicks for on > more > off. Lasers take damage
for every shot fired while active. Flashlights take damage from being on X seconds; they
have 10 minute lifespans total. Grenade launchers take 10 damage for every 1 grenade fired,
15 grenades total per lifespan. Supressors take one damage for every shot fired while supressed.
-Acessory activation toggles lasers, flashlights, supressors. It cycles grenade launcher and
scope from multiple setings. You may have to re-set your rifle ammo used after finishing GL usage.
-Grenades from grenade launchers don't explode at close range, they produce high levels of
knock-out damage and knock-back, referred to as "rocking". After the safety range has been (mostly)
cleared, they enable explosive properties.
-Grenade launcher ammo is still standard 20mm ammo, and can't be crafted currently. Loot and spend
your 20mm grenades wisely, as they are each a treasure of their own.
-Flashlight is redundant, but insanely cool to use. It feels totally different knowing it comes from
the gun and not your augmented vision.
-Craft custom ammos as you wish, they are one of the funnest things to do in MSME.
-Tranquilizer bullets WILL kill a target if you just keep shooting them. They are still bullets, keep
in mind. Wait for the poison to do its work.
-Hollowpoints do bonus damage vs standard or low-health targets that aren't robots. Armor Piercing
does damage vs robots, high health targets (such as MIB's), and various security systems.
-Everybody hates exploding rounds. They just plain F'ing hurt.
-Incendiary rounds don't proc every shot, but if you ignite your target just once they're probably as
good as dead. Incendiary kills don't grant scrap metal (or so I believe, I could be wrong) so make
sure to use them carefully or perhaps just finished the target off yourself.
-EMP rounds are devestating versus robots (in fact, a bit too much) and scramble security systems,
just like EMP grenades, except it fires instantly and in a straight line.
-Every part has a tradeoff. Whether it be weight, durability, or performance, no part or combination
is perfect, but some are better than others on average.
-Higher part cost = Higher repair cost.
-If your weapon's weight totals to > 30 mass, you will walk slowly while using it, like a gep gun.
-Higher caliber weapons fire less shots per kill, so they are sometimes more cost effective.
-Breaking your stock will increase recoil dramatically. Breaking your feed will make your weapon
jam until repaired. Breaking your body, barrel, or firing mechanism will make your weapon completely
unusable altogether. Replace broken parts by installing new ones in their place.
-Breaking accesories on your weapon does not stop it from working or hamper performance. It just stops
using the accesory in question and returns to "standard" performance.
-Rember to name your ammos and weapons! If you don't, it becomes very hard to tell them apart. This is
currently your responsiblity. Hatchet has a fix for this by using "standard" that automatically renames
as necessary, but MSME does not.