Deus Ex: Human Revolution

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Grognougnou

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  1. IvoMirce1
    IvoMirce1
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    Connot use it, still got info about bad game version. Steam, Director's Cut. Anyone have the same issue?
  2. Nobody1221
    Nobody1221
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    Hi. Could you please provide the location of logicinput_database.drm? I wish to change the amount of seconds the button must be held to perform non-lethal takedown.

    And I would really appreciate if you instructed me on which values to change exactly.

    I see the guide included in images quite confusing.
    1. igelschmigel
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      Hi.
      1. Unpack BIGFILE.000
      2. Open folder BIGFILE_unpack\default\pc-w - file logicinput_database.drm is here! :)
    2. Nobody1221
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      Thank you!
  3. KnightShadePrime
    KnightShadePrime
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    If you are having problems getting the mod to work on the start of the game (especially the GoG version), you may need to get the latest gibbed/DXHRDC modhook from the development GitHub repository: https://github.com/gibbed/DXHRDC-ModHook/releases/tag/v1.1.0.0 as the one in the mod is an older version that occasionally has compatibility issues with some installs.
    1. ASHZAZA
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      This one should be pinned! kudos
  4. igelschmigel
    igelschmigel
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    Hi, guys!
    Please tell me how to change the NUMBER of items from merchants? I understand how to change one thing for another, but I didn't find the "quantity" in the code... :(
  5. Uttely
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    Does this disable health regen? Is that possible at all?
  6. bradleyivan
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    I am also getting a crash when exiting sarif building int detroit. I also tried disabling the mod, exiting the building (which obviously works in vanilla) saving and then loading the save with the mod installed. Gives me the same error. 

    Hello Grognougnou,
    I get this error while playing the game. After the first mission, I try to exit Sarif Industries from the front door into Detroit but the game crashes and this windows pops up:
    "Deus ex Human revolution - Director's Cut Error A Fatal Error has accoured during the execution of Deus Ex: Human Revolution. Check the reference at the Readme file for useful information to resolve the problem, or contact the Square Enix customer service. More Information: Can't open file pc-w\shaderlibs\2xdns_perchannel_be8d915267b68aee__dx11.drm"
    It seems like the culprit is the DFEngine.dll file since playing without it makes the game not crash, got any clue on how to solve this?
  7. Okradion
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    Oh, and Energy Recharge augs are unbalanced. The 1st one is too weak (takes an eternity to recharge 1 cell). The 2nd one is way too strong. 4 seconds is just too fast, I can literally chain-takedown enemies with basically no delay (since for some reason the recharge begins during the TD animation, so it's already fully charged by the time it ends).

    Suggestion: Lower the number of max energy cells, from 5 to let's say 3, but give the Recharge aug several stages. 1st one can stay as it is (glacially slow, I timed it, takes about a minute), at the cost of 1 Praxis. The 2nd one can be let's say 20 seconds, at the cost of 3 Praxis. The final one (which comes after fully upgrading the number of cells) can be 10 seconds, at the cost of 5 Praxis, and also charge 1 more cell beyond the first. 4 sec is just too fast. Coupled with silent running, I can basically run up to enemies 1 by 1 and put them all to sleep.

    Also, you need to put more Stun Gun/Tranq ammo at the starting shops in Detroit. I made the mistake of dropping all the ammo for the Stun Gun i picked up at Sarif Plant, to make room for the sniper to sell later, only to find out there's literally no Stun Gun ammo to buy. So I had to ditch the Stun Gun completely. 
  8. Okradion
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    Any reason why the silenced sniper rifle now doesn't make ANY sound while firing? Not even the suppressed 'flop' sound it does in vanilla? All you hear is the bolt carrier.

    Other then that, I love what you did with it. With damage upgrades, the thing is now actually worth carrying around on Hard. For the life of me I can't figure out why the vanilla weapon can't use damage upgrades. A very needed fix!

    If anything, I think you should release it as a standalone mod. For people who just want a vanilla experience with improved balancing. That and the 10mm pistol separation into normal and Spec ops one. That's also awesome.  
  9. Okradion
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    Dermal armour augment isn't any more effective then it is in vanilla. Even at 70% (which I seriously doubt is 70%), a thug with a shotgun can still 1 shot me on Hard if he's point-blank. Pistol shots still do 12-14 health damage per hit (as opposed to 20 on a non-armored Jensen). That's far from 70%. Tried it against a pair of 10mm wielding and 1 shotgun-wielding punk in Detroit, attacking them in the open, they handed me my ass. And that's with me attacking first and getting an early kill on a shotgun dude. Even just two 10mils are enough to whittle you down to 0 in moments.

    So the armor-augs are still pretty much useless, they will NOT save you in a crunch, your best defence is not being hit. Rambo playstyle still doesn't really work. Only it's even worse. With nerfed cloak, which takes way too many Praxis points to even activate, you don't have ANY defence if you get caught out, early on. You just die. So you're still basically shoehorned into stealthy, non-lethal, sneaky playstyle (made harder by lack of Silencer upgrades anywhere for the pistol). Even more so then in Vanilla, actually. There at least I could get early Cloak up to 2, and have a few seconds GTFO card if I get focused. With this mod, there's no way out. You get caught out, you're dead. Simple as that. Even with "70%" (unlikely) armor reduction.

    Some other observations - enemies are way less accurate, most of the time. Even on Hard. But it's inconsistent. I had a Punk miss me 5 times with a pistol at half a dozen meters, with me standing out of cover. Then I had another guy bullseye me over and over again from twice that distance, with me peeking while IN cover. Did you play around with NPC accuracy? They're very... random. Police are also WAY less accurate. And they're easier to kill (that one I approve, their armor rating seemed way too high in Vanilla).

    Detroit area is almost unplayable with a character not invested in Hacking. With no merchants selling unlocking devices, and most locks being Security rating 3 or above, you won't get into any of the garage lockers, you won't pick up any loot from there. Half the hub is basically barred from you. Not good design. And with how much higher Hacking unlocks cost in Praxis points, you won't get there for a while. So basically you can't explore most of the hub, early game. I tried blowing-open the garage door with explosives (like it seems to work on some doors, with this mod) - nothing. So I'm not sure that's implemented properly, either.

    I can see you tried to emulate the original Deus Ex in some of your approaches in this mod. The problem is, DX1 had alternative options built-in the levels. This game does not. And the Skill system in DX1 plugged any gaps when you didn't have Augs for the job. You could bash down some doors with a powerful melee weapon (no melee weapons in HR), you could use explosives to blow open literally any door but those with INF strength. You could bypass some problems just using your Skills, not Augs. Hacking and lockpicking was NOT aug-dependent at all, in fact.  HR doesn't do that, augs control everything. So you've basically offered half a solution, without understanding the core problem. HR is designed around hacking everything, and relying on augs. By nerfing Hacking early on, you're barring people from exploring half the hub and missing out on a huge amount of loot and lore. It's frustrating, not challenging. Vanilla is already hamstrung by the paucity of augmentations early on, and by heavily nerfing XP gain, and locking important augs behind 5-7 Praxis kits to activate, this mod makes it far worse. Jensen is basically a normal human being cosplaying as a cyborg, for much of the early game. He has NO powers. The fact that even basic radar is disabled and you can't recharge energy at all (which Takedowns depend on), until you upgrade, is just going way too far over the top.

    Anyway. I can see you've put a lot of effort into this mod, but unfortunately, it's far from balanced out. I'd call it late Alpha, early Beta phase. I'll keep an eye on new updates you put out, but for now, back to Vanilla it is for me. And I can appreciate how hard it is to even do ANY modding on this game, given how mod-unfriendly the DXHR engine is.
    1. Grognougnou
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      Hi man.

      1) NPC stats
      - Enemies stats (and so resistance and accuracy) have NOT been changed.
      - Base stats for the weapons are the same; excepted for frag/emp grenades and taser gun.
      - For the other weapons, what has changed is the number of upgrades they can equip.


      3) Exploration : Detroit area 1 can be fully explored even without any augmentations.
      - You can find notebooks with codes on enemies or on the city's ground,
      - Some codes can also be obtained if you give 4 beers to Tish,
      - Appartment doors can be destroyed : Either by shooting at them (take a little time), by
      throwing items at them repeatedly (take more times) or (fast solution) by using frag mines
      (there are a dozens of them scattered throughout the city : If you approach them slowly, you can disable them, grab
      them and then use them).
      - There are also two automatic unlocking device which are hidden in the city and police station.
      - Last but not least, you can also obtain additional codes by using the Persuasion augmentation on a few characters
      found in the city.

      Actually, Human Revolution has many options to do things, just like Deus Ex 1 but the base gameplay is so unbalanced
      towards hacking and using airvents that they are kinda "invisible in plain sight".


      4) Cloak : This augmentation was too overpowered :
      In the base game, when using it with full energy bars and taser or takedowns, a whole squadron could be beaten easily
      which removed all challenge in the second part of the game, making it really boring.
      Now Cloaking is still useful but mostly for bypassing lasers or enemies, sneaking behind them before engaging them
      in combat, etc...


      5) Dermal armor :
      Upgraded to level 2, it is slightly more powerful than before but not too much...
      Simply because Deus Ex Human Revolution is a cover shooter game.
      If you play with the "cover shooter" playstyle with more armor than this, then simply put you never dies in fights
      in the whole game, excepted sometimes against the 3 bosses.
      By "cover shooter style", I mean when you click on the right mouse button to hide behind walls,
      then aim and do headshots..
      By using this playstyle, the game is still a little too easy, even with my mod (with the exception of the 3 bosses,
      of course).


      6) For the energy augmentation, when upgraded to the maximum, it is way more powerful and useful than in base game.
      But yes, passive regeneration is disabled at base because it makes the takedowns too easy to use.
      Theses change give the player the choice to limit their use or use them way more conveniently than before (but with
      a pause of 4 seconds between energy bar regeneration at maximum level, to avoid spamming takedowns).


      7) As for the augmentations cost, it is also done so the player choose a playstyle (At the end of the game, Jensen
      will have between 55 to 60% augmentations enabled).
    2. Okradion
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      Actually, Human Revolution has many options to do things, just like Deus Ex 1 but the base gameplay is so unbalanced
      towards hacking and using airvents that they are kinda "invisible in plain sight".

      And that's the problem. They are invisible in plain sight, while alternatives in DX1 were visible and intuitive, since the levels were designed that way. Say a new player installs your mod. They'll have no idea that doors can be broken by shooting at them or bashing stuff into them (I played this game for 6 years, and I never figured that out until recently, since health only shows for unlocked doors). The game doesn't show you that locked doors can be broken. And given how rare ammo is in HR, shooting the doors is a really inefficient use of it.  You'll likely run out of ammo before you break down the door. And spending 5 minutes bashing a crate into a door isn't my idea of a fun gameplay. Again. There's a difference between challenging, and frustrating.

      And frag mines? Seriously? Given how small the inventory is in your mod, who is even going to have space to put a few mines in there?  Especially if one never uses them for anything else then bashing down doors?  And correction; the only frag mines you can find at the beginning, are the ones in Derelict Row, which you don't find until the last main quest in the first area. Or the three in O'Malley's room, behind a Security 4 lock. 

      So I appreciate your point of view, but I still see this mod as offering half a solution. The level design itself needs a rework, to make alternatives more intuitive. This way, it just makes things more frustrating, not challenging. 

      Here's my suggestion - make the augmentation cost escalating, not front-loaded. Why does the 1st rank of any aug cost so much Praxis points, but every subsequent rank of it just costs 1 or 2? Why not make the basic rank cost 1 or 2, then every subsequent one cost let's say 4, then 8, etc? Why do I need 7 Praxis points to have 1 second of Cloak? That's ridiculous. Make it cost let's say 2, then the other two ranks 4, then 8. That makes way more sense. 

      And that way early-game character can actually have some abilities, without becoming overpowered. To specialise in anything, they'll need more points. Or just spread out to have basic functionality in most augs. The way your aug system works now, early-game character will have at most 1 or 2 augs available.


    3. Grognougnou
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      The inventory is small in the normal version of the mod in order to force the player to choose what weapons he carries. I tested a lot and found the right values so only 2 weapons with ammos and equipment (or 3 small weapons and equipment) can be carried at the same time.
      Carrying more than this = The game becomes a walk in the park for players who master the combat mechanics (= Hide behind cover, aim from cover and do headshots).
      Also, this choice improves replayability.
      That said, in the alternate version of the mod the inventory isn't small : The Item sizes haven't been changed and some items stack more.

      Between, for the doors, you don't have to use normal weapons to destroy them.
      In addition to the possibilities I already mentionned, there are others : There is a rocket launcher hidden in the Derelict Row District, you can now also buy the Grenade launcher and also 5 Remote Detonated Explosive Devices from Seurat., etc etc...
      Besides, a few keypads have been left to level 1 so even without upgrading the Hacking Capture augmentation, you can still use them with hacking.
      All the changes have been made so the whole Detroit City Hub can be explored.

      As for the augmentations cost, if I chose to make the best augmentations costly and the upgrades cheap, it is so it incitates the players to develop augmentations to their maximum potential (level 2 or higher).
      Also, the augmentations which most players rarely use have a low cost (to counterbalance the little efficiency they give compared to major augmentations like cloaking, jump higher or the fall from high protection).
      Augmentations which give big bonus = Costly. Augmentations which give small bonus = Cheap.

      To accompany this praxis kit cost choice, the level 2 or 3 upgrades of the augmentations are now more powerful than before.
      This combination makes it not very interesting to enable many augmentations and let them at level 1.
      It makes it more interesting to enable a few augmentations only and develop them to their maximum level.
      The result is that Jensen will be more specialized and replaying the game will be a different experience if you choose different weaponry and augmentations.
      That is the logic behind this choice.

      What you suggest (like: Setting a 2 praxis kits cost for the hacking capture level 2 upgrade, 3 praxis kits cost for hacking capture level 3, 4 praxis kits cost for hacking level 4, etc...) were available in the earlier versions of the mod but I scraped it because I was very dissatisfied with such settings.
      Setting the game like this = The game can be played exactly like when no mod is installed...
      With the new augmentations settings, the player can use all available playstyles but not all the same at the same time.
      So it will still be possible to use the sneaky hacker way but only if you give the right augmentations to Jensen.

      Also with the mod, the Limb Clinics now sell 5 praxis kits instead of 2... but if you want to buy them all, you may have to sell rare weapons like the laser rifle (which is hidden in Detroit 1... or the plasma rifle, which is hidden in the FEMA level).
      You have to make a choice, here.
      All the mod settings I chose are based on choices.

      Basically, the mod tries to make Human Revolution more RPG than before :
      Depending what items you use (which is limited by the inventory in the normal version of the mod) and what augmentations you upgrade, then different options and playstyles are available.
      And some paths and possibilities can't be used if you don't have the right augmentations and equipment, so you have to use other ones.
    4. Okradion
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      Between, for the doors, you don't have to use normal weapons to destroy them.
      In addition to the possibilities I already mentionned, there are others : There is a rocket launcher hidden in the Derelict Row District, you can now also buy the Grenade launcher and also 5 Remote Detonated Explosive Devices from Seurat., etc etc...


      And all of it costs an arm and a leg. And you can't sell normal weapons in your mod, to make money. So would you mind explaining where exactly would one get the money to buy all these things? Use upgrades on weapons, THEN sell them? So basically waste upgrades?

      And the Rocket Launcher is so big you literally can't carry anything else. So I'm supposed to drop everything I carry, just to lug the rocket launcher to some door on the other side of the hub, to blow up? Then walk all the way back, and pick up all the stuff I dropped? That's not fun.

      Same with Praxis kits. Yes, the clinic sells five of them. Each costs 5000. That's 25000 credits. How exactly is one supposed to make that kind of money in the first area? Even selling 'rare' weapons wouldn't be close to enough.

      I'm sorry man. There's challenging, and then there's frustrating. And this mod just goes over that line. Again, you tried to emulate DX1 diversity of playstyles, in a game that isn't designed for that. And it shows. 

    5. Grognougnou
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      Installing normal upgrades on weapons won't make them sellables.
      Plus it would go against the very reason why I made the common weapons and ammos unsellable, which was to avoid grabbing them, go sell them to the black market merchants and repeating the process over and over again...

      Actually, there are a few weapons and ammos which you can sell in the first levels so you can buy the praxis kits and/or 1 weapon from the black market merchants :

      3200$ = Silenced Sniper Rifle (found at the Sarif Manufacturing Plant's rooftop) : Useful for breaking doors rapidely.
      2430$ = Double Barrel Shotgun (Found at the Sarif Manufacturing Plant's entrance) : If you can't pick up the sniper rifle.

      2790$ = PEPS Gun (Found at the police station).
      1750$ = Crossbow (Found during the Cloak & Dagger Quest).

      5000$ = Rocket launcher.
      6000$ = Laser Rifle (Found in Seurat's garage) + ammo in the locker located in his bedroom.

      Just by selling theses weapons, you can collect around 19,000 credits.
      Plus, you can still sell the rare ammos too (ex: PEPS ammos, Crossbow ammos, Laser rifle ammos, Typhoon ammos, etc...).

      You can get the rest of the credits needed by exploring the Sarif Manufacturing Plant and Detroit 1.

      Also, if you save the hostages during mission 1, Seurat gives you a 25% discount on all his wares.
      And so you can get a 25% discount on the grenade launcher and the remote detonated explosive devices.

      Last but not least, now in the FEMA level, you can now find the Plasma Rifle (which is costly) and sell it after you come back to Detroit.

      Between, getting the Grenade Launcher is absolutely not necessary. It is just a choice you can make...
      The silenced sniper rifle can destroy the door quickly (5 shots by default, 3 shots only with the damage upgrades).
      And it is possible to get 3 damage upgrades quickly (1 at the Sarif Manufacturing Plant and 2 others are sold by Grayson).

      But 95% of the doors in Detroit 1 can be opened with codes, frag mines and the rest with hacking (there are still a few level 1 doors).
    6. Okradion
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      Ok I gave the mod a second try, and I've figured out a good way to bust down doors (metal barrels do the job). Can the garage doors be busted down that way? And what about various safes? 
    7. Okradion
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      By using this playstyle, the game is still a little too easy, even with my mod (with the exception of the 3 bosses,
      of course).


      That's something else I'm curious about. Any chance of making certain other enemies as tanky as the three bosses (and immune to takedowns)? Namely Zelazny, Khan, and all Ogres? Ok maybe not Khan, he's a step down from boss-level (in one of James Swallow's novels, forgot which one, one where Malik is the main character, he's scared shitless of Fedorova, so that says something XD ). He should still be tougher then a Heavy, though. But Zelazny definitely, he's a super-badass like they are, he deserves Boss-Status. Give you more incentive to not escalate it to a fight! And Ogres are, well - Ogres. They shouldn't go down to a simple takedown. Maybe not make them quite Boss-Status, but make them immune to takedowns?

      Oh yeah, and Spec-Ops Sneakers (the invisible guys you first fight at Picus) - they need a good buff. Maybe on the level of a Heavy. I figure they're elite Tyrant troops (above regular Spec-Ops Soldiers). Still don't make them immune to takedowns, but they should be able to take a bit more damage.

      Oh and Burke... not sure about him. He's a blowhard with an ego, but i figure he should be at least on the level of a Heavy, when it comes to tankiness. I'd put him below Khan though, for sure.

      And if not, any idea which file governs them so I can do it myself? 
  10. KnightShadePrime
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    A great mod for the players made even better!
    Thanks, and congrats.