The MOD Deus Ex Mankind Divided: Hardcore Revival aims at improving the gameplay of Deus Ex Mankind Divided. Some features of this mod : - Some augmentations activated by default are now disabled by default. - The objects' price, size and stacking have been changed. - The xp rewards amounts have been changed.

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Here is what the Hardcore Revival Mod for Deus Ex Mankind Divided changes when it comes to the gameplay:


I) The Augmentations :

- The numbers of praxis kits necessary to activate Adam Jensen's augmentations have been changed (Basicallym most augmentations now require more praxis kits to be enabled so at the end of the game, the player will be more specialized).

- The Health Regeneration upgrade is now disabled by default but it can be enabled with Praxis kits after Koller resets Jensen's system (So, after the Dubai intro).

- The radar augmentation is also disabled by default but can be enabled with Praxis kits (Again, after Jensen's visit to Koller).

- The Stealth Avatar augmentation is now disabled by defaut so if the player is detected and manages to hide himself, there will be no image of his last known position displayed on his field of view... unless of course, he activates this augmentation (Like the 2 others augmentations above, following Jensen's visit to Koller).

- The Rebreather augmentation now doesn't consume energy at all (So it is just like in Deus Ex Human Revolution). Now when this augmentation is enabled, the player can stay indefinitively in an area where there is gas : He isn't limited by his level of energy).


II) The ITEMS :

- The items' size and how many copies of the same items can be stacked have been changed.

For example, now weapons use more space in Adam Jensen's inventory, so he doesn't carry them all in the same time. It forces the player to choose 2 or 3 weapons. The goal here is to make every party unique and increases the game's replayability.

- And that's not all : The items' stacking values have also been changed : With the version 1.01, the player can carry way more items than before. For example up to 500 ammos of the same type (including EMP ammos) can be stacked in the same cells. The goal here is to make the player to not loose too many time at managing his inventory.

- Also, the price of most items have been changed so it is more difficult for the player to become rich too easily.

- In additions, the effects of some items have been changed too : Biocells, painkillers, hypo stimjector and beverages grant less energy and health points (So the player has to consume more of them, which prevent him to accumulate too much of them).

- And now a funny side of the mod : The blurred vision effect when the player drinks a beverage now lasts only 2 or 3 seconds maximum (instead of 30 seconds originally). Yeah, you read that right : Now Jensen is finally resistant to alcohol (It made no sense that the player could become resistant to concussion grenades, gas or smoke and have 30 seconds side effects when he was drinking some consumable items. The mod fixes this ;)

- And now, one of the most important change : The base stats and the upgraded stats of the weapons have been changed to improve the gameplay and correspond to their written characteristics : For example now, the revolvers upgraded at their maximum can now carry only 7 bullets (and not 14, which was unrealistic). Another example, the Côte d'Azur combat rifle which was mostly an useless weapon is now a powerful weapon (hard to get, has little ammo, but it fun to play with now). The changes include the bonus/malus granted by the weapon mods such as the scopes, laser sights, silencer and customization with spare parts (And when it comes spare parts costs, the best customizations require lots of them now).

NB : I took a lots of time tweaking the weapons and testing values to make it sure it doesn't break the gameplay. So the changes are subtles but noticeable, especially when the weapons are upgraded at maximum. And of course, the DLC weapons have been modded as well :)


III) The XPs rewards :

The Xp rewards for some actions (like exploring, low-level hacking, remote hacking or knocking out enemies rather than killing them, ect...) have been nerfed as this incitated too much the player to play stealthly, to not use lethal force and to explore everything even after having cleared the area if he wanted to get the maximum number of XP points.

And as contrary, to rewards players : The rewards for completing main and secondary missions, to find notebooks and to do actions which require personnalized skills (like hacking a level 5 computers for example) have been increased.

Also, now you can tell what you want during conversation battles : The rewards are the same : 1000 eXperience points. The only things which change are how the characters react to your speech, what they tell you and what they give you (But often in that case, there is another way to get the item)... And this means : If you want to be a "jackass" like JC Denton in Deus Ex 1, now you can, without any xp penalties :D).


IV) Ressources for modders.

Since some of my mod may not suits everybody (Well, tastes...), here are some tutorials I made so you can create your own mods for Deus Ex Mankind Divided (Note: The tutorials list will be updated little by little).

Tutorial 1: How to mod the XP rewards : Youtu.be

Tutorial 2 : How to change how much space the objects use in Adam Jensen's inventory : Youtu.be

Tutorial 3 : Can the items be stacked or not in the inventory ? And how many copies of the same item can be stacked : Youtu.be

Tutorial 4 : How to change the items price in DX Mankind Divided : Youtu.be

Tutorial 5 : How to mod the weapon's base magazine in Deus Ex Mankind Divided : Youtu.be

Tutorial 6 : How to mod the number of praxis kits an augmentation needs to be unlocked : Youtu.be

Tutorial 7 : How to mod the weapons stats : Youtu.be


Tutorial 8 : How to mod the ammo capacity upgrades for the weapons : Youtu.be

Tutorial 9 : How to enable or disable augmentations and upgrades by default : Youtu.be

Tutorial 10 : How to mod the special EMP ammos (how they can stack, their price, ect...) : : Youtu.be

Other tutorials can be found on the Youtube.com channel.

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Mod Hardcore Revival for Deus Ex Mankind Divided

Mod Hardcore Revival for Deus Ex Mankind Divided

Full Version 4 comments

Version 1.012 of the mod Hardcore Revival for Deus Ex Mankind Divided. The mod is for the PC version of the game only. NB: You may need to install the...

Comments  (0 - 10 of 16)
dioxyde0
dioxyde0

is this now finished?

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Grognougnou Creator
Grognougnou

Lol it is finished since quite some time now :)

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Rambo919
Rambo919

Funny thing is, even on GMDE difficulty the game is still way too easy.... didnt have to kill anyone once only knockouts and the AI never notices anything unless you literally wave it around in front of them.....

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Guest
Guest

the hex for manipulating energy consumption of augmentations?

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Grognougnou Creator
Grognougnou

For the moment, it is just possible to remove the energy consumption of some of the augmententations (like cloaking, punch through walls, the rebreather aug, ect...). But it isn't possible to do that with all augmentations (For example, for now it is impossible to remove the energy consumption of the takedown). Search for the hex code 29 2E 5F AE (292E5FAE) in your hex editor. Before this code, some augmentations have 02 and 01 (01 means that when the augmentation is used, the energy is drained little by little. So if you want to disable the energy consumption, replace this 01 with 00).

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Guest
Guest

@Grognougnou using a hex editor I would like to remove energy consumption for cloaking. I searched for the text string and found it and I changed it from 01 to 00. Saved and started a new game but the energy is still consumed as normal. Am I doing something wrong?

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Grognougnou Creator
Grognougnou

The cloak augmentation has 3 states : Base, Upgrade 1 and Upgrade 2.
So in the file, there are 3 paragraphes to mod so the cloaking augmentation doesn't consume energy at all.
If you mod only the paragraph corresponding to the base Cloaking augmentation and not the paragraphs corresponding to the upgrade 1 and upgrade 2, then the Cloaking augmentation won't consume energy only when you are using the base stage of the aug. If you upgrade the aug with praxis kits to its upgrade 1 and upgrade 2 form, then it will consume energy normally in theses 2 stages.

The problem can comes from here : Did you test the 3 states of the Cloaking aug ? Maybe you modded only the base aug, the upgrade 1 or the upgrade 2 ? The problem can possibly comes from here.

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isa0005
isa0005

Can't wait for release, best of luck!

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isa0005
isa0005

Speaking of which, how's progress?

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Grognougnou Creator
Grognougnou

I would say the mod is finished at 65-70%.
If there is no unexpected difficulties, normally, the version 1.0 will be available for download this month.

Reply Good karma+3 votes
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