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

Description

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.

Preview
Deus Ex Human Revolution: Hardcore Revival Mod (V1.020)
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inkvitz68
inkvitz68 - - 8 comments

Thank you for mod :3
Really awesome and hardcore, but placing in inventory is meh

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inkvitz68
inkvitz68 - - 8 comments

And also, on last version (i mean .2) all "q" hits are deadly :O
in both folders xdddd

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Grognougnou Author
Grognougnou - - 36 comments

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.

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naryanrobinson
naryanrobinson - - 634 comments

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]

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Grognougnou Author
Grognougnou - - 36 comments

Look at the images (One of them is a tutorial which will allow you to change the takedowns back to how they were originally.

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naryanrobinson
naryanrobinson - - 634 comments

Thanks.
I'm guessing every update to this mod is totally incompatible with the previous versions' save files, right?

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Grognougnou Author
Grognougnou - - 36 comments

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).

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ponurymazepa
ponurymazepa - - 23 comments

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?

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Grognougnou Author
Grognougnou - - 36 comments

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.

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ponurymazepa
ponurymazepa - - 23 comments

Thanks man. I also found a way to continue playing when updating mid-playthrough. Creating separate post with instruction.

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ponurymazepa
ponurymazepa - - 23 comments

another problem: After increasing my inventory to max (using praxis) the game does not load, crash to desktop on loading.

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ponurymazepa
ponurymazepa - - 23 comments

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.

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ponurymazepa
ponurymazepa - - 23 comments

I did it man! 1/3 of the game my inventory was inaccessible and I achieved pacifist with the mod :D.

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Grognougnou Author
Grognougnou - - 36 comments

"1/3" Lol sorry about that. But your problems helped me notice this bug and fix it with the 1.015 version ;)

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ponurymazepa
ponurymazepa - - 23 comments

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.

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inkvitz68
inkvitz68 - - 8 comments

Bruh, can you fix the moment when you cant grab wepons in Sarif or Limb? Sometimes i just want to make some genocide crusade.

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jluka1000
jluka1000 - - 54 comments

bro can you upload a version where the take downs dont take energy pls, i appreciate that and nice mod

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naryanrobinson
naryanrobinson - - 634 comments

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.

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Grognougnou Author
Grognougnou - - 36 comments

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.

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naryanrobinson
naryanrobinson - - 634 comments

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.

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