Contents of the Hardcore Revival Mod (Version 1.020) for Deus Ex Human Revolution Director's Cuts.
The computers and consoles located in restricted areas are now a little bit harder to hack than in public areas, the mini-games are better, there are less datastores with rewards inside and most of them are nuke and stop programs. Also, hacking now doesn't grant any experience points to the player : This way, when you get a password or a code or if there is another path to reach an area, you won't be penalized, xp wise, if you use it. This is one of the main features of the 1.018 version : Hacking isn't anymore the most rewarding way of accomplishing an objective, it is just one way amongs others.
The mod also somewhat modifies a little bit the game's graphics. At least, it change how some characters look (Grayson now seems less out of place but a few others characters have been modded as well).
The weapons have also been modded so they are better balanced : Thoses which were overpowered like the 10mm Zenith pistol, the stun gun or the grenade launcher have been nerfed. And others like the rocket launcher, Burke's revolver, the silent sniper rifle, ect... have been made a little bit stronger.
The augmentations costs and most augmentations trees have been modded too : Cloaking (invisibility) lasts less time, the rebreather allows Adam Jensen to sprint longer now, the ballistic armor makes the player a little bit more resistant to bullets, the fortify aug allows the player to fortify 5 nodes, ect...
The radar is disabled at the start of the game and its tech tree changed to include upgrades like enemies cones of vision, how far the noise travel, the timer indicating when the enemies will return to their normal states if they have been alerted (NB: These upgrades were previously attached to other augmentations).
- Jensen starts the game with 1 energy cell (instead of 2) and this energy cell doesn't recharge automatically : To enable the energy recharge, the energy recharge rate must be upgraded to level 2. And at level 3, the energy recharge rate is very fast (Only 4-5 seconds are necessary so it is full again).
The merchants (including Quinn in the DLC "The Missing Link") sell NEW items, some others in big numbers and some others in small numbers. The V1.018 of the mod gives the player one chance to acquire rare weapons like the plasma rifle and the laser rifle early but they have to be found in the levels (so yes, this mod replaces some of the items found in the levels ;)
The black market merchants don't buy anymore items like nutrients, beverages and very common weapons such as the 10mm pistol, the machine pistol, the revovler, the shotgun, the combat rifle, ect...
In the Missing Link mission, when the player gets his equipment back, he gets different items (and 16 praxis kits in total, instead of 7).
- The prices of the items have also been adjusted.
- Some quests items are now playable items (and can even be sold by the merchants).
- In the Cloak & Daggers quest, if Jensen decides to let Jack O'Malley go, he will get 10,000 credits (instead of 3,000) which corresponds to the price of 2 praxis kits.
- Also, secondary quests don't grant any xp anymore, same for staying undetected or having not made the enemies trigger the alarm. The player will still get STEAM achievement and rewards (credits, praxis kits, ect...) for this but won't get any experience points.
Well, do the secondary quests only if you wish and play stealthly or not if you wish. You won't any expericen points if you choose to do that (and as the quest givers carry the rewards they promised to the player on them... your choice). Now players who want to be jackass can be a jackass without getting penalized. And by the way, instally the TYM chip still makes the fight with Namir more difficult (as it should) but now to counterbalance that, the player get 2 praxis kits as bonus if he decides to install it).
Well, in summary the goal of the mod Hardcore Revival is to make the game more interesting and balanced and to not push the player to play Stealthly, non-lethally and to hack everything.
Hopefully, you will have as much fun to play with the mod as I had to make it. And for those who may want to change a few things in the mod (well, we all have different tastes), there are tutorials :)
NB : The version 1.020 makes the mod compatible with other graphical mods for Deus Ex Human Revolution Director's Cuts (Like Rudy's ENB, or the use of Reshade or SweetFx presets).
MOD INSTALLATION :
Put the file DFEngine.dll and the folder "mods" into the main folder where you installed Deus Ex Human Revolution.
Also, just in case, make a backup of your original DFEngine.dll before replacing it with the one contained in the mod (this way, if there is a problem, you won't have to re-install the whole game just because of a small file).
NB : Playing with this mod and an old savegame could make the game crash so it is better to start a new game.
Thanks to :
This mod wouldn't have been possible to make without the Gibbed tools to extract the game's archives and without the (unknown) user who made the game recognize a small archive with the name Revived.000, archive which I used a a container
for my mod so I could share it with others players easily and without them having to do anything, excepted put the modded archive and the DFEngine.dll into the game's folder.
So big thanks to the creator of the Gibbed tools for Deus Ex Human Revolution and to the creator of the custom DFEngine.dll.
1 - How to make a stacking mod for Deus Ex Human Revolution. This tutorial will explain you how to change the number of cells taken by the items in the inventory and how much they can be stacked (or if they can be stacked at all) on the same inventory cell :
2 - How to replace the merchants stocks in Deus Ex Human Revolution Director's Cuts. This video tutorial is for players who would like to change what items are sold by Grayson, Seurat and the other merchants in the game. And also in what quantities they are selling them.
3 - How to replace what items some characters are carrying in their inventory. Note : This currently works only with a few characters like Seurat, Jenny Alexander or Brian Tindall. Still, this is a start :
4 - How to replace the items found in the game's world. Note : Currently, it is only possible to replace all the items added by the DLCs and a few items from the base games by others items. Still, this is a decent number of items and this can impact the game in many ways (difficulty, increase the maps' atmosphere, etc...).
4-1 - How to find items the ID codes of the items and characters in DXHR :
4-2 - A few examples of what can be done, in video (Just for fun :) :
4-3 - And it is even possible to replace the characters by other characters... like Eliza Cassan or the game's bosses (Barret, Federova, Namir, or Zhao). Example here in video where Eliza Cassan's 3D model replaces Jenny Alexander.
Theses video tutorials for Deus Ex Human Revolution will show you how it's done. NB : the tutorials and hex values used in theses tutorials work with...
Theses video tutorials explain how to change how much energy the augmentations and upgrades use, their strenght and also if they are enabled or disabled...
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Modding Tutorials for Deus Ex Human Revolution. For People who want to learn how to mod the game.
V1.020 of the MOD Hardcore Revival for the game Deus Ex Human Revolution DIRECTOR'S CUTS. - Items replaced in maps. - Characters appearances changed ...
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Amazing mod really makes the game more interesting overall. I was wondering how to mod horizontal vents to be locked as you showed in a video, or if you could add this as an addon to the hardcore mod ?
Since exp is now gone from hacking and stealth, is the cost of augments also lowered?
Yes. To completly unlock all of Adam Jensen's augmentations, now you will need 100 praxis kits while in the previous version, you needed around 130-135 kits.
Basically at the end of the game, Now your Jensen will ends up with around 55-60% of his augmentations enabled.
So do you only get a predetermined amount of Praxis at the end of Missing Link regardless of how many you had before you started?
Does that mean no matter how many times you play through NewGame+, you can never unlock every augmentation?
Because that would be a real shame, that was really the only reason I was playing through again with this mod.
When you play the game on New Game Plus mode with the 1.018 version of the mod, you can unlock every augmentations.
Hi, thanks for your mod an all the advise you have given out. I am not a modder yet but im going to try an i would like to remove the head bob / wobble from Adam.
Were would i find that instruction or line of code that tells Adam to bob his head in the files or is it an engine thing that cannot be done, as i have said im not a modder but im interested in having a go.
Sorry man, but I can't help with that as I don't know how to mod the animations.
Does this work with the regular non-Director's Cut version of the game?
No, unfortunately the mod works only with the Director's Cuts version of the game.
Well, since the normal version and the Director's Cuts version have a different number of files and since in each version the locations of theses files are differents, the ID codes of the items as well as other hexadecimal data are also different in each version.
That's why a mod for the Director's Cuts version won't work with the normal version of the game.
Thank you for your tutorials. I've managed to create a mod thanks to them.
But I'm not using the Director's Cut version of the game. Is there a modified DFEngine.dll for this version or should I repack the whole bigfile?
If in your version you have a small file with the name "patch" (For example: "patch2.000" which weight around 30Mo), then you can use it as a container instead of the special Revived.000 file.
In this case, normally you won't have to use any speciall dll file. If you don't have a patch like this to use however, you will probably have to rebuild everything.
But there may be another solution :
1) Install the Debug Menu / Map selector Mod for your version of Deus Ex Human Revolution made by Gibbed,
2) Then extract the debug map selector mod archive with the Gibbed tools,
3)Use my tutorial which explains how to add files to an existing mod archive.
Normally, it should work.
I haven't found a version of the Debug menu that is not for the Director's cut. So I tried to unpack the "patch2.000" file and repack it after adding my modified files. It worked great. It requires more work if you want to use others mod but it's still far more easy than repacking all the bigfiles.
Thank you a lot!