Vengeance Overhaul mod! We're working on Arkham Knight's overhaul, follow on Youtube for updates. This mod is tested for the Steam version. Users can elaborate on mod compatibility with other platforms, we will focus on adding support for more platforms if needed.
Note: Many combat upgrades will be unlocked automatically as you progress through the game due to the new Dark Knight system. This is normal behaviour and is to avoid forcing players to unlock all armour upgrades first before unlocking additional combat upgrades.
Regarding issues with Dark Knight progression, it was originally redesigned to be easier to go through, but was causing issues with Special Combo Takedowns working for some users and had to be reset. This will be looked into in a future update, but Dark Knight progression is low in our priority list and aiming for 100% completion isn't something the mod is designed around in it's current state. The current version of the mod prioritises the main campaign.
Hi, I'm trying to install the mod but every time I try to open the VengeanceOverhaulInstaller it opens for like a second and then immediately closes before I can press anything. EDIT: Nevermind fixed it lol
For some reason I'm unable to use the sonic batarang? its not even selectable in the gadget wheel? I've done the challenge for it and its not there. Any idea how to get it back? or if its locked as part of the mod until a certain point, when is that point? thanks
Don't know whether its this mod or the Graphics Mod that you linked, but whenever I load the game up, all the writing just seems to be variations of "?Ini?Frontend.Characternames" or "?Ini?Frontend.Prompts" and then whatever the thing or button or character is etc. Anyone else had this issue and know what it might be???
EDIT: Sorted it. No idea what caused it but "Verifying files" and then reinstalling the "Improved Origins Graphics", then the "Vengeance Overhaul" works fine now. Hope this helps anyone else
EDIT: Nvm I guess the base game is just like this?? weird
I like this mod but I feel like it broke the duel counter move because almost every time I do it an enemy hits through it instead of being involved in the move which makes many encounters frustrating.
Hopefully this gets fixed soon because I like the difficulty it adds, but if enemies are so fast they won't be countered it isn't really worth it to play.
I have two extra upgrade points available which is keeping the level up notification on the top center of the screen, I think it's for the two upgrades for the disrupter and the remote claw that aren't available through the mod...
Is there any way of removing that, or am I stuck with it? (Besides the debug menu hidden HUD option)
This mod broke my game, I just spent an hour trying to defeat Copperhead and after I did I tried to leave the room to progress but the game just breaks. The camera freezes on the Copperhead boss fight room, and goes into x-ray mode, to which all I can see is the skybox and can't do anything. I've tried restarting the checkpoint and the game and it doesn't work.
[side note] the fact that a group of thugs is harder to beat then any of the bosses (besides Copperhead who feels a lil unfair at times with this mod) is insane. it'll take like 15 minutes trying to deal with 1 group of thugs. Making the Thug AI stronger, faster and smarter is one thing but it takes WAY TOO LONG to defeat a average group of thugs with no upgrades/takedowns/beatdowns for a "Hardest Difficulty run". When the groups get larger too it becomes nearly unfair to face. You gotta lower the health for thugs in this mod. Tedious ≠ Hard
This mod broke my game, I just spent an hour trying to defeat Copperhead and after I did I tried to leave the room to progress but the game just breaks.
This seems like an edge case and is likely down to the game being fundamentally buggy regardless of the mod. I have save files I can send, all on Chaos difficulty though.
This mod has to be bugged. My opinions on the average thugs health aside, this would be much less tedious if special combo takedown wasn't bugged. It doesn't matter how many reinstall I give it, once I unlock free flow focus or batswarm, it just removes the ability to combo takedown. It's a shame cus I was really looking forward to playing this mod but it's not really hard, it's just punching and evading simulator at this point. A lot of things need a rebalanced, but I think it's fine as long as special combo takedown is fixed.
Uninstall the mod, then download and install the latest version (1.2) and start a new save file instead of loading an existing file. That should fix the special takedown issue. You can download save files here if you don't want to start from the beginning https://www.nexusmods.com/batmanarkhamorigins/mods/469
Every change done to this mod is great but there's one major flaw that ruins this mod and asylum and City that makes repeated playthroughs worse then the defult game. that is enemy health now i don't know how enemy health works. but what i care about is how many critical strikes hits it takes to take down an enemy in the defult hard mode it takes 3 critical strikes to take down a thug(not counting the first 3 hits to start the free flow). and in chaos it takes 10 CRITICAL STRIKES. it's supposed to be a difficulty mod what's the problem you say. the problem is that now the only way to get through a room without wasting 10 minutes punching the same 6 enemies is to rely on beatdowns and special takedowns which makes the combat boring not challanging. punching enemies doesn't do any damage anymore it makes everyother playstyle meaningless and obselote other then relying on beat downs and special takedowns.
MY suggestion: make regular difficulty take the 3 hits like the defult hard mode keep everything else the same.On insane and chaos TONE IT DOWN make it take 4 instead of 3. anything more just makes it boring not challanging the speed and the damage they do is enough to make the mod substantially more difficult then the base game making batman hit like a baby just makes players rely to much on special moves and beatdowns instead of focusing on the free flow combat which is the main part of the gameplay. The most important thing is to make the game more fun not tedious and lean to much on one playstyle and makng every other pointless. I hope you do the same for Arkham Knight.
56 comments
Note: Many combat upgrades will be unlocked automatically as you progress through the game due to the new Dark Knight system. This is normal behaviour and is to avoid forcing players to unlock all armour upgrades first before unlocking additional combat upgrades.
Regarding issues with Dark Knight progression, it was originally redesigned to be easier to go through, but was causing issues with Special Combo Takedowns working for some users and had to be reset. This will be looked into in a future update, but Dark Knight progression is low in our priority list and aiming for 100% completion isn't something the mod is designed around in it's current state. The current version of the mod prioritises the main campaign.
"?Ini?Frontend.Characternames" or "?Ini?Frontend.Prompts" and then whatever the thing or button or character is etc. Anyone else had this issue and know what it might be???
EDIT: Sorted it. No idea what caused it but "Verifying files" and then reinstalling the "Improved Origins Graphics", then the "Vengeance Overhaul" works fine now. Hope this helps anyone else
I like this mod but I feel like it broke the duel counter move because almost every time I do it an enemy hits through it instead of being involved in the move which makes many encounters frustrating.
Hopefully this gets fixed soon because I like the difficulty it adds, but if enemies are so fast they won't be countered it isn't really worth it to play.
Is there any way of removing that, or am I stuck with it? (Besides the debug menu hidden HUD option)
This seems like an edge case and is likely down to the game being fundamentally buggy regardless of the mod. I have save files I can send, all on Chaos difficulty though.
worse then the defult game. that is enemy health now i don't know how
enemy health works. but what i care about is how many critical strikes
hits it takes to take down an enemy in the defult hard mode it takes 3
critical strikes to take down a thug(not counting the first 3 hits to
start the free flow). and in chaos it takes 10 CRITICAL STRIKES. it's
supposed to be a difficulty mod what's the problem you say. the problem
is that now the only way to get through a room without wasting 10
minutes punching the same 6 enemies is to rely on beatdowns and special
takedowns which makes the combat boring not challanging. punching
enemies doesn't do any damage anymore it makes everyother playstyle
meaningless and obselote other then relying on beat downs and special
takedowns.
MY suggestion: make regular difficulty take the 3 hits like the defult hard mode keep everything else the same.On insane and
chaos TONE IT DOWN make it take 4 instead of 3. anything more just makes
it boring not challanging the speed and the damage they do is enough to
make the mod substantially more difficult then the base game making
batman hit like a baby just makes players rely to much on special moves
and beatdowns instead of focusing on the free flow combat which is the
main part of the gameplay. The most important thing is to make the game
more fun not tedious and lean to much on one playstyle and makng every
other pointless. I hope you do the same for Arkham Knight.