Deus Ex Hardcore Revival is a mod for Deus Ex Human Revolution Director's Cuts. The aim of this mod is to make the gameplay more balanced, since IMHO the game was inciting the player to play too much in a certain way. Last Version 1.020
V1.020 of the MOD Hardcore Revival for the game Deus Ex Human Revolution DIRECTOR'S CUTS. - Items replaced in maps. - Characters appearances changed - Better luminosity and fog in some levels - Computers' security is stronger and the player get zero experience points from hacking - Blurred Vision effects after drinking beverages now lasts only a few seconds - Weapons stats have been reworked so they are more balanced. - Merchants won't buy very common weapons anymore (Unless they are customized with their special upgrade). - Radar disabled by default (but can be enabled later with 2 Praxis kits). - Augmentations trees changed. - More Praxis Kits needed to enable augmentations and upgrades.
The MOD Hardcore Revival for the game Deus Ex Human Revolution (Director's Cuts).
NEW in the version 1.020 :
- The mod is now compatible with all other graphical mods (Like Rudy ENB, Reshade, SweetFx,...).
- Now most DRB and MCB gang members have a custom look (Less clones).
Returning from version 1.019 :
- EMP Grenades : The heavy robots require 2 EMP grenades to be destroyed. Also, at the border of their zone of effects, the robots will just be stunned for a dozen seconds (just like in Mankind Divided).
- Some areas now have a better luminosity and in some others the fogs is more or less dense, which changes a bit how the levels look like (For example, you will notice that the interior of the Chiron Hotel building or the Hengsha park exterior and interior are quite different now).
- The Double barrel shotgun now has the Burst Round special upgrade shown as equipped in its text description since this weapon can fire 1 or 2 bullets, if prompted.
- The special armor piercing upgrade is now a decoration object which can't be selected and it doesn't have a yellow glow anymore around it (See the description in the version 1.016 below, to see why).
- Various adjustements have also been made, so the game is less repetitive after the first trip in Hengsha.
Returning from version 1.018 :
- The computers and consoles' levels have been changed so they are mainly level 3, 4 and 5 in restricted areas and they are easier in public areas.
- The hacking minigames have been improved, the datastores with rewards inside are quite rare and most of them contain nuke and stop programs. Only a few of them contain credits and XP (and usually, they belong to special PC and consoles).
- Hacking them grants zero (0) experience points. This way, hacking is not the best path anymore : It is just one of the paths possible.
- One of the black market merchants in Hengsha sell 30 Automatic Unlocking Device for 120 credits.
- The Ghost and Smooth Operator bonusd now grant zero (0) experience points, excepted in 2 occasions where the other way to complete the mission is to convince a character. This way, the player won't lose any xp if he doesn't play stealthly.
- Secondary quests now grant zero (0) xp. You play them only if you want and you won't be penalized if you KO/kill the characters who give these quests to get their items without completing them. Same for the quests where you have to save hostages : For example, saving the Sarif employees during the Sarif Manufacturing Plant mission won't make you earn any experience points. You will just get a discount from Seurat. And alternatively, not saving them will allow you to collect over 1200xp points when hacking Seurat's appartment door (which will be unlocked if they are saved). So, more xp or a discount ? The choice is up to you.
- When you have the choice to install the Tai Yong Medical chip or should I say Killswitch, if you install it, now you will get 2 praxis kits as a bonus (So, 2 praxis + a cutscene + a (very) difficult fight later or an easier fight and 2 less praxis kits, choose your destiny ;).
- A few characters now have a unique appearance : Grayson, the cop in the Detroit LIMB Clinic, a doctor from the Detroit Limb Clinic, Sherri Ter Horst and one of the MCB gangbaners wandering near Highland Park.
- Big changes in the augmentations trees : Basically the best upgrades now require the less important upgrades to be enabled first. Also, the radar is now kinda like in Deus Ex Mankind Divided as it includes enemies cones of vision, noise distance, ect... which were previously part of the augmentation "Stealth".
- The augmentations cost more praxis kits than in the original game and the LIMB Clinic sell 5 praxis kits. Basically to unlock all augmentations, 100 praxis kits are needed. In a normal party, you will get 55-60 praxis kits (Soif you play with NEW Game Plus, you will be able to unlock all of Adam Jensen's augmentations).
- The Stun gun has now the same effects as the Prod in Deus Ex 1 : Most of the time, it will knock out opponents with one dart but sometimes (not always), 2, 3 or more shots may be necessary to put some of the stronger characters (like the special ops or the Ogre) down for the count. It has also a longer reach (around 15 meters).
- The Rocket Launcher is now the most powerful augmentation of the game and can destroy the big robots with one hit. It can also accept more reload upgrades.
Returning from version 1.017 :
- The black market merchant Seurat in Detroit 2 has now a machine pistol customized by a few regular upgrades.
Adjustements :
- Frag Grenades (Damage adjusted: 2 grenades are needed to kill heavily armored and augmented characters like Nahari Kahn and Mickael Zelezny.
- The PEPS Gun now supports a laser sight and 3 reload upgrades.
- Various adjustement have been made to other weapons as well such as the machine pistol, the shotgun, ect...
- Inventory management : The weapons and ammo cartridges use more space in Jensen's inventory so the player has to choose the weapons he carries (in order to maximize replayability) but the ammos and most items stack a lot more (For example, 5000 ammos of each kind can be stacked).
- The merchants sell common items in bigger quantity : Like for example the Combat rifle ammos, the machine pistol ammos, ect...).
- The prices of the items have been adjusted.
- Fixed : An item had the name "burst round system" in the Sarif HQ's helipad room.
- Fixed : The Crossbow equipped with the special upgrade didn't have the same stats as the normal Crossbow.
Returning from version 1.016 :
- Items replaced by others in some maps.
- Shorter blurred vision effects when drinking beverages.
- More interesting items given to the player when he gets his equipment back in the Missing Link DLC.
- Quinn now sells some rare ammos if the player convinces him to open his extra stock.
- The 10mm pistol now exists in 2 versions (A Normal version and an Elite "armor piercing" version).
Returning from version 1.015 :
- The occasional "loading bug" which some players occasionaly experienced has been fixed as well as some text problems in the french version of the mod.
- The text files of the others languages have been added to the mod (the texts in theses languages haven't been modded, but if some people would like to play the mod while playing in German, Spanish, Polish or Russian, they will be able to edit the items' descriptions more easily now.
- When Jensen returns as augmented after the prologue, he had 15 minutes to wander around the Sarif Industries' Headquarters before receiving a message from Sarif telling him that "the situation has worsened". The delay has been reduced to 4 minutes, so now the player has to make choices if he wants to save the Sarif employees (like for example, discussing and arguing with Peterson and Pritchard or wandering around a little ? The situation is now more tense and realistic).
- In the 2nd mission at Sarif Manufacturing Plant, an easter egg code which unlocks the several assembly labs doors has now been added to an ebook. This way, now players can complete the level without hacking any devices.
- Takedowns prompts have been inverted : Now to perform a silent non-lethal takedown, the player needs to hold the A or Q button for a few seconds. And to perform a (very) noisy lethal takedown, he needs to rapidely press the A or Q button.
Returning from Version 1.01 :
-The merchants sells NEW items, including rare weapons (like the grenade launcher) and rare ammos.
- It is not possible anymore to sell most common items to merchants, unless they have been customized with their special upgrades.
- The amount of praxis kits needed to enable and/or upgrade the augmentations have been changed.
- Jensen can stay invisible for a shorter time (Because the original values made the game really too easy when using the combo stun gun + invisibility).
- Jensen can now sprint longer if he upgrades the rebreather augmentation to the level 2.
- 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 augmentation must be upgraded.
- The armor now makes Jensen a little more resistant (Jensen is still far from being invincible but thoses who prefer the fighting approach will notice the difference).
- The sniper rifles can't equip a laser sight anymore (because equipping sniper rifles with theses upgrades ruin them as they become totally imprecise when using the scopes: It's one of the game's glitches).
- The revolver can't equip a laser sight anymore (Only the customized Burke's revolver has one but this special revolver can't equip the special revolver upgrade).
- Some quests items are now playable items (and can even be sold by the merchants).
- Now 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.
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MOD INSTALLATION :
Put the file DFEngine.dll and the folder "mods" into the main folder where you installed Deus Ex Human Revolution Director's Cuts.
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.
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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.
Thank you for mod :3
Really awesome and hardcore, but placing in inventory is meh
And also, on last version (i mean .2) all "q" hits are deadly :O
in both folders xdddd
Non, they are just inverted (to make the use of non-lethal takedowns more difficult if an npc surprises you).
If you hold the button enough, Jensen will performs a non-lethal takedown.
I like almost everything about the mod,
but this lethal/non-lethal swap is driving me crazy.
How can I bring it back to normal?
[2020-10-14]
Look at the images (One of them is a tutorial which will allow you to change the takedowns back to how they were originally.
Thanks.
I'm guessing every update to this mod is totally incompatible with the previous versions' save files, right?
Not every update but this one heavily changes the augmentations tree, so it may cause problems with savegames made while playing older versions.
However, for upgrades which change only the items (how much spaces they take, how they stack, ect...), old savegames aren't a problem (In this case, it is necessary to just drop everything from the inventory and save again, then install the new version of the mod, and then load the save and it should work).
Hello, thanks for the great mod it's fantastic. I have one issue with it. The inventory gets stuck in "ACCESSING DATA..." when I bring it up. I noticed this happens especially on newly loaded parts of the game, like it just need veeery long. I tried deactivating and activating auto-sort but it keeps coming back. Is there any way to remedy it?
Hi, I just released a new version (1.015) of the mod which fixes this problem. The bug was caused by the custom inventory size from the versions 1.0 and 1.01.
Thanks man. I also found a way to continue playing when updating mid-playthrough. Creating separate post with instruction.
another problem: After increasing my inventory to max (using praxis) the game does not load, crash to desktop on loading.
For anyone updating from 1.01 to 1.015 mid playthrough:
1. Empty your inventory, save game (optionally load from that new save and save again to another new save)
2. Update mod
3. Load game from the latest save you did in 1. pick up your stuff
4. Save game to another slot and load from it to test if save loads.
I did it man! 1/3 of the game my inventory was inaccessible and I achieved pacifist with the mod :D.
"1/3" Lol sorry about that. But your problems helped me notice this bug and fix it with the 1.015 version ;)
No complaints here :). Was my hcoice to continue playing when the problems started, so not blaming anyone. I am very happy I could help to fix it. That's how we support Skyrim mod authors daily. We have a guide for modding SkyrimSE here: Nexusmods.com
If you'd be interested to install +200 mods in SkyrimSE the above link is the recipe to get a lovely looking and stable playing game. Believe me, having this amount of mods (60 GB of mods, while the game is 12 GB :D) we've had a lot of problems and interactions with the mod authors. Keep up the great work. Your Deus Ex HR DC hardcore mod is a must for ultimate RPG experience in Deus Ex HR because of the high praxis cost of augs choices really matter. I also loved the pacifist takedown needing to hold "Q" longer, made it harder to do and more realistic gameplay resulted.
Bruh, can you fix the moment when you cant grab wepons in Sarif or Limb? Sometimes i just want to make some genocide crusade.
bro can you upload a version where the take downs dont take energy pls, i appreciate that and nice mod
Gotta say, I'm not loving these changes in v1.018 of the mod:
“Secondary quests / Ghost / Smooth Operator now grant 0xp”
It's starting to feel a little like you're stripping away more and more of the game. I think if you go much further the whole game will start to feel a bit pointless.
The parts of the mod which replace one thing for another, or offer cool new upgrades, are by far the most intriguing.
Like running faster and longer, or that really fast battery recharge, or infinite stacking. They're what attracted me to the mod.
Other things which you could add are infinite sprint, or a sprint which recharges way faster than it drains, or an even bigger inventory upgrade, or bust through walls and stun instead of kill, or Typhoon stun instead of kill, or see your energy while hacking, or see cracked walls while using gold vision, or allow you to takedown while cloaked even if you don't have 1 full battery left.
Even if you charged us 20 praxis for these upgrades, they would keep players engaged for many, many more hours.
The option to skip the Missing Link part of the game would also be much appreciated. I start to dread it after the 3rd run through. Or the ability to change weapon FOV independently of world FOV.
All these things would be really cool, but just removing more mechanics is already draining my interest a little. Like it's the same thing but less.
I've already put about 50 hours into v1.017 of the mod, it's been great fun.
Well, different tastes, I guess :)
Theses changes (partially) fix the awfully balanced xp system which kinda forced the player to play as a stealthly and non-lethally hacker.
Because, why choose other roads when the hacking road grants the more rewards ?
Why use a password or a code to unlock a computer and get zero xp bonus while hacking it will give you reward ?
In Deus Ex 1, the player wasn't rewarded for hacking a stupid alarm panel or consols and computers.
Theses changes were made so however you choose to play, you get around the same rewards.
Between, you still get the "Smooth Operator" and "Ghost" awards, thought.
As for the side quests, they still grant items and for a few quests actually you are more rewarded than originally (Ex: If you let O'Malley go, you get 10,000 credits, which is the price of 2 praxis kits).
Just, now, you are not forced to do theses quests anymore : Depending of what weapons you use, you may accept or refuse them.
You can even KO the quest givers and grab their items without any penalties.
Now, for running longer, the mod already allows that but not too much (Because it would allow the player to just sprint to escape the enemies in some maps).
As for busting through walls and just stun NPCs instead of killing them, it is possible to do it without any mod : If you use the "See through Walls" aug, wait until the npc go a little bit away of the wall and then destroy the wall and he will get KO'ed (but you gotta time it correctly, thought).
As for modding the typhoon and making the Missing Link optional, that's a little bit too complicated.
But the new bonus items the player obtains when he get his equipment back makes this part of the game more enjoyable.
While I totally agree that it sucks that you got XP for hacking but not for sleuthing/password-finding,
I would've thought the obvious solution would be to *reward* password-finding too, not remove rewards for everything, as if that one mechanic is the bratty child who got the Disneyland trip cancelled for everyone. People like rewards! They're rewarding!
And I really liked seeing the little “GHOST (500)” message pop up and give me something meaningful for my efforts.
Can't you just increase the combat-related rewards instead? Or if you think that's too much reward, just normalise then nerf them all equally?
And even if one play style is more XP-rich than another, you asked why you'd bother with the other, and the reason is, because we're playing through your game multiple times!
The first time we want all the XP; the second time we don't need it, so we play the other way for variety! That's how literally everyone I know played DX:HR the first time.
Regarding running longer, you could always run away from enemies fairly easily, even in vanilla, and I appreciate the longer sprint, I do, but it takes longer to recharge. i.e. Do I want to run a short time and recover for a short time? Or run a long time and recover for a long time? It's supposed to be a bleeding-edge upgrade, but it's the only augmentation which is outclassed by a regular healthy human, even maxed out. Making the sprint meter fill up in the same duration regardless of how long it takes to drain, would make it feel like an actual upgrade. Most players spend almost half the game sprinting from place to place and I'm sure would appreciate it. Besides, I thought giving you the option to just run away from your enemies was exactly the kind of choice you *wanted* players to have; just like KO-ing an NPC for his stuff instead of doing his quest.
As for side quests, we were never forced to do side quests! We did them because they were rewarding and they fleshed out the world. They added more gameplay and —if like you said, we don't have the gear— more challenge too! The reason making such deep, choice-molded games difficult is because you have to make people *want* to do the content, no matter what it is. If you strip away all the reward, then sure you still have choice, but like, it's so *nihilistic*. There's barely any point doing anything.
Also, there's a few places in the game where you can't make the guy on the other side of the wall move, and if you could you'd lose your GHOST award anyway.
I'm just pointing these things out man; it's your mod. I doubt I'll be able to convince you. I had a good run with it anyway; thanks again.