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Grognougnou

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Grognougnou

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About this mod

The mod Hardcore Revival for the game Deus Ex Mankind Divided is at the same time :
- An Inventory Mod (2 versions: Realistic or items stacking up to 500. Modifies DLC items too).
- A Price mod (Makes the economy more balanced).
- An augmentations Mod (Praxis kits costs + energy + default states).
- A Weapons Mod (Power+Stats)

Permissions and credits
What does the Mod Hardcore Revival 1.022 for Deus Ex Mankind Divided change :

I) ABOUT THE AUGMENTATIONS :

1) The player won't be able to unlock all augmentations during the main campaign : This way, choices have to be made and Adam Jensen will be more specialized at the end of the game.

2) Some major augmentations are now disabled at the start of the game :
The Health regeneration augmentation and the stealth avatar now need to be unlocked with praxis kits, just like the normal augmentations.
In the DLC missions only : The hacking capture software is also disabled by default. Up to you to unlock it or not (Cost : 4 praxis kits).

3) A few changes in how the augmentations work :
- The augmentation "Rebreather" now doesn't consume energy anymore (Just like in Deus Ex Human Revolution).
- The radar HUD now only shows the maps and the objectives  : It doesn't shows the npcs, turrets and robots anymore (Now this aug doesn't compete with smart vision as these two augmentations are now complementary).
- Takedowns don't consume energy anymore but they can only be performed when very close to the targets (This is done to avoid spamming them).
- The chaff augmentation now delays grenades for 3 additional seconds only when they are located near the player (Instead of 10+ seconds).
The energy  now automatically regenerates to 2/3 of the energy bar (instead of 1/5), in order to make the gameplay a little bit more dynamic.
- Tesla's last upgrade which allowed to silently take out 4 targets at once has been removed (Now this aug "only" allows to silently eliminate 2 targets at once).
- The player can stay invisible less time now and it isn't possible anymore to stay invisible when performing a takedown.
- The energy consumption of the Cloaking, Focus and Titan augmentations has been adjusted to counterbalance the energy regeneration change and avoid making the game too easy.
- In the main campaign, the upgrades of the experimental augmentations now also add +50 to the player's overclocking (And with this change, now the overclocking system has a bigger impact on the gameplay if you want to play with the experiemental augs before Koller fixes Jensen with the calibrator).

II) ABOUT THE AI :

1) Reaction time :
- The enemies, civilians, robots and turrets now react faster.

2) Sound range :
- The sound range of the bullets when they hit the walls or the ground is now a little bit wider.
- The sound range of breaking metal grids now is a little bit wider, and so enemy NPCs nearby hear them and go investigate more.

III) ABOUT THE WEAPONS

1) The damage, range, accuracy, reloading time and recoil of the weapons have been modded to make them more balanced.
Also, now their visual stats and their real characteristics match together : You get what you see.
The stats bonus given by weapon mods such as the silencer and the scope have been adjusted as well. 
As a few example : No more revolver with 14 bullets, the rare but previously useless Côte d'Azur Rifle is now way more powerful (and funny to play with :), ect...
- Headshot with the stun gun now do the same noise as the bodyshots.
- Frag grenades now kill the player (excepted if he upgrades his life to level 2 and/or has unlocked the dermal armor augmentation).
- The mines are triggered from a little bit more far away (At around the same distance than in Human Revolution, just to make them a little bit more useful).
- The stun time for the EMP ammos have been nerfed a lot, so way more ammos are necessary, excepted for the Cote d'Azur. Now the best way to stun robotic is the Cote d'Azur and the EMP grenades and Mines.

2) More spare parts are needed to customize the weapons and to craft items.
In particular, upgrading rare weapons and Elite pre order weapons is now more costly. Also, some upgrades costs are special numbers which refer to invention dates (Example : 1947 for the battle rifle, 1997 for the revolver, ect...).

IV) ABOUT THE ITEMS

61) The blurred vision effect when the player consumes a beverage now lasts only 3 seconds.
The player having blurred vision for 30 seconds when using such items was quite annoying, plus it made no sense that Jensen could resist toxic gas and concussion grenades but not alcohol...

2) The hypo stimjectors, painkillers, bottles and biocells now grant less health points and energy, so more need to be consumed (which prevents the player to accumulate too many of them). Also, they can't regenerate health above the lifebars, now only drinks can do that (so... it may be a good idea to have a beer or 2 before a fight, finally even the beer cans are useful ;)

3) The mod also changes how many items the player can carry.
NB : ALL items size and stacking values have been modded, including the DLC pre order weapons and the EMP ammos.
The mod exists in 2 versions : A realistic version where you have limited ammos and an optional version where you can grab basically anything.

4) The prices of the items have been adjusted so the player doesn't become too rich too rapidely.
- The prices for the common weapons is now very low as they are very abundant : This way, it may be better to just take the ammos (= To avoid going back to the merchants everytime). Prices are now based on the rarity of items :
Common items have low prices and rare items such as everything related to augmentations (like Neuropozyne, Processor chips,... but also rare weapons) have high price.
NB : If you want to get the 2 praxis kits sold by Tars, now you will have to make more choices (when it comes to what items you keep and what items to sell) as theses 2 aren't easy to get (see .

V) ABOUT THE XP REWARDS

1) The experience points rewards are now more balanced as they incited too much the player to play stealthly and non-lethally.
Here are a few examples of what was changed : The player doesn't get any experience points when he incapacitates or kills an NPC, uses hacking and explore areas (No more xp for crawling through airvents).
Also, the amount of xp points granted by social conversations are now the same no matter what the player says (The only difference now is only what infos the player gets from the characters and how they react to his words... and since most of the items/infos in these conversations can be obtained in other manners, you can now say what you want during the conversation battles without being penalized).
You won't get any experience points for eliminating characters, turrets and robots.

VII) WHAT TO EXPECT WHEN PLAYING WITH THE MOD

So, what to expect ingame ?

The mod Hardcore Revival 1.021 for Deus Ex Mankind Divided exists in 2 versions :

1) For both versions (Normal and optional :
- Stealth is a little bit harder (especially if you don't enable the Smart Vision aug, which is costly).
- Combat is a little bit harder since the enemies react faster, emp ammos are nerfed, frag grenades do more damage and takedows need to be performed closer to the enemies.
- To prevent the players from collecting weapons one at ta time so he could sell them to the black market merchants, they are now very cheap, excepted the rare weapons which are costly. Basically, the mod makes the common items to be very cheap, excepted rare items and every items related to augmentations (like neuropozyne, hydraulic micropumps or stem processor chips) is costly.

2) For the normal version of the mod :
- You can carry less ammos, weapons and consummable items, excepted hypostim, painkillers, biocells, spare parts and softwares.
- Weapons takes slightly more space in the inventory than in the non-modded game but a little bit less than in the previous versions of the mod.

Use the normal version if you want a challenge when it comes to combat, stealth and economy as carrying a limited number of ammos really make the game more challenging in some areas, including for stealth players.
Basically, in this version, powerful ammos (like the stun darts, revolver bullet,...) stack less, average ammos stack normally and weak ammos (like the machine pistol ammo) stack more.

3) For the optional version of the mod :
- All items stack a lots up to 500.
- Weapons takes the same inventory space as the non-modded game.

The optional version is advantageous for the players who don't want to have to manage the inventory at all but the downside is that since Jensen can carry a lots of weapons, ammos and items which regenerate health and energy, it makes the game easy.

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INSTALLATION TIPS (MUST READ) :
- This mod is ONLY for the PC version of Deus Ex Mankind Divided : It won't work if you play on PS4 and others consoles.
- This mod replaces the file "Game.layer.1.all.archive" which weights 16 Mo, so if some players don't have this file in their installation folder, don't worry : Just install the latest patches availables for the game before installing the mod (And of course, when you replace files in a game, ALWAYS make a copy of your original files, just in case...).
For additional infos, the version of the game I have and from which the mod was created is : V1.19 build 801.0 (In short, it is the game with the latest patches and all the DLCs installed).

- Also, using the mod with an old savegame can cause crashes when entering or exiting the inventory (because some items use more or less inventory space), so it is advised to start a NEW game if you want to play with the mod.

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TUTORIALS :
Modding tutorials for Deus Ex Mankind Divided so people can make their own mods (or just fix things they may not like in my mod ;)
  
How to mod the XP rewards in Deus Ex Mankind Divided .

An easy way to find the items location in the game's files.

Mod how much inventory cells are used by the items in the player's inventory .

Set how much the items stack (or if they can't be stacked) .

Set how much the special EMP ammos stack (or if they can't be stacked).

Change the price of the items .

Change the characteristics of the consummable items .

Change the base ammo count of the weapons .

Change the visual statistics of the weapons .

Change the maximized ammo count of the weapons .
What is the maximum number of bullets the weapons can have when their magazine capacity is fully upgraded.
The method is the same for modding the other maximized characteristics of the weapons (But to understand
better how it's done, see the modding text tutorials for Deus Ex Mankind Divided).

Change how many spare parts are needed to craft items with the assembler aug .

How to change how many praxis kits are needed to enable the augmentations .

How to enable or disable augmentations by default .

How to make the takedowns (melee attacks) consume more or less energy .

Deus Ex Mankind Divided Modding Text Tutorials.
This page also includes additional tutorials, like for example how to mod Deus Ex Mankind Divided's weapons characteristics.