Deus Ex: Human Revolution

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Grognougnou

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About this mod

The Hardcore Revival Mod for Deus Ex Human Revolution (Director's Cuts) changes :
- The merchants stocks,
- The price, size and stacking values of the items,
- How long augmentations last & cost and their tech trees,
- The weapons' power,
- The XP rewards,
- How some characters look.

Permissions and credits
Detailed features of the mod Hardcore Revival for the game Deus Ex Human Revolution (DC) :

NEW in the version 1.020 :

- Compatibility : The mod is now compatible with RUDY's ENB MOD, Reshade, Sweet Fx, Debug Burger Menu.
- Most MCB and DRB gang members now have a unique look (less clones).
- The Laser Rifle now has the cooling upgrade equipped by default (so the non-functional overheat logo now makes sense).
- An optional version of the mod where weapons and ammos use their original size and stacking in the inventory (but it is possible to carry more grenades, mines, unlocking devices, rockets and consummable items so it is more practical if you assign shortkeys to them : No need to open the inventory).

Returning from version 1.019 :

- The EMP grenades destroy sentry robots in 1 hit and 2 of them are required to destroy the biggest robot but their power decreases with distances : So if you don't aim right, sentry robots and boxguards may only be temporally stunned for a dozen seconds and then recover (just like in Deus Ex Mankind Divided).
- The Double barrel shotgun now appears to have the Burst Round special upgrade equipped by default in its description (Since it can effectivelely fire 2 bullets at once, if prompted).
- The special pistol upgrade is now a fully decoration object and doesn't have a yellow glow anymore around it.


Adjustements :
- A few changes in the augmentation costs.
- 4 praxis kits only can be bought from Limb Clinics (So just 2 more praxis kits than the original number).
- The computers' security levels have been further adjusted.
- The normal pistol and the silenced sniper rifle can get 1 more damage upgrade than before.

Well, the goal of this 1.019 version is to slightly improve the graphical quality of the game and to make the gameplay more fluid (less repetitive, less going back to the limb clinics, ect... especially in the second part of the game).


Returning from version 1.018 :
 
 
1) WEAPONS :

- Realistic Stun Gun : 90% of the time one stun dart will be enough to KO an enemy but some strong NPCs may sometimes randomely need 2, 3 or
even 4 darts to go down.
Also like in Deus Ex 1 and Mankind Divided, now the stun gun can't temporally disable laser and robots. It can only
be used against organic targets.
- The dermal armor is now a little bit more powerful at max level (That doesn't make the player invincible, far from it, but you will notice the
difference).
- The rocket launcher is a little bit more powerful and can now take out the heavy robots in one
hit, making it the most powerful weapon of the game (Well, know it may
finally be useful).
Also, the weapon can equip more reload upgrade.
- The normal weapons (all of them) can't be sold anymore to the merchants unless they are equipped with their special upgrades.
This was done to visit the merchants again and again to sell them the weapons and also to make inventory management easier.



2) AUGMENTATIONS :

- Big changes in the augmentation trees : The focus here was to make the player fully develop the augmentations he chooses to play with.
- Hacking fortify now add 5 points to a rating's node.
- The augmentations cost a bit less than in the 1.17 version : 100 praxis kits are now necessary to make Jensen "complete".



3) EXPERIENCE POINTS REWARDS :

- The XP points you get when perfoming actions like taking down enemies aren't displayed on the screen anymore.
- The player get only 10xp for reading rare notebooks (So you want to bypass that ? No problem, as reading Notebooks will grant very few xp through the whole game, making it useful only for Steam achievements).
- Most Ghost and Smooth Operator bonus now grants zero (0) experience points = The player won't loose any xp if he is detected by enemies and/or cameras : Play as you want, you won't loose experience points (Useful for those who want to use robots and turrets).
But there are 2 exceptions, thought : When Ghost and Smooth Operator are mutually exclusive with another way of completing the quest which grants XPs (like the conversation battles for example).
In this case, they grant xp, so whatever option the player chooses (conversation battle OR sneaking), the player gets the same number of xp points at the end of the mission.But it happens only 2 times in the whole game.
NB: The steam achievements for Ghost and Smooth Operator aren't disabled : You will still get the Steam achievements for getting them. Just you get no XP points for choosing this playstyle.
- Also, the player won't earn any XP if he decides to play the secondary quests.
The rewards for these quests are only the items (Weapon mods, praxis kits, money, weapons, lower prices given by some merchants,...) and steam achievements.
The reason ? The player could refuse to do these quests but what was the point to do that as he would lose experience points ? Now, if you aren't interested in the reward and if you don't care about the character's problems or getting steam achievements, you can bypass these quests, they are fully optional.
Also, if the player installs the TYM killswithc at the LIMB Clinic in Hengsha 2, he now gets 3 praxis kits as a reward. So now it is really a choice : The Namir fight is way hard but you get 2 praxis kits + a cool cinematic OR the Namir fight is easier and you get the satisfaction of not having felt for Zhao's trap. Your choice

In all cases, I tried to make the player earns around the same amounts of xp points whatever playstyle or options he is choosing.
One example with the Hostages Quest at the beginning of the game :
- Took too much time wandering in Sarif HQ's offices and the hostages at the Sarif Manufacturing Plant are dead ? No problem, saving them now grants 0 (zero) experience points.
- The only benefit of saving both Josie and Greg Thorpe is to have the black market merchant Seurat give you a discount on his ware.
- And if you don't save Greg and Josie ? No discount from Seurat BUT the Thorpe's appartment will be locked and hacking their door will grant the player 1250 experience points.
So the choice is yours : A discount from Seurat or 1250 xp. It's up to you.
- Oh and if you convinced Zeke Sanders, when he contacts you later, you won't get any xp rewards if you agree to meet him near Sarif HQ. 


In short, the player needs less praxis kits, the limb clinic sell less praxis kits (which avoid coming back there several times) and to not make the game easier, the player get less experience points to counterbalance that change.
Also, the secondary quests are now really optional. Well, it allows the player to play more like he wants, he can refuse to help the NPCs if he wants and/or don't need the items they propose him tp helps them.

Well, one of the major objectives here is that the player doesn't get more rewarded when he plays a certain way and penalized when he choose another playstyle.


4) HACKING :

A major change in this 1.018 version :
- Hacking consoles and PCs DON'T grant any XP anymore = You get Zero (0) experience points from unlocking them, so if you want,you can now use other methods to reach places and/or enter computers without being penalized when it comes to xp.
- 80-85% of the game's PC and consoles DON'T contain any datastore anymore.
- For the few minigames which contain a datastore, most of them contain only Nuke and Stop Programs.
- A few PC belonging to civilians here and here contains credits.
- Through the whole game, very few computers contain datastore with XP (And most of them are special PCs). Only 1 console contain XP (Seurats door, unlockable only if the player failed to save the hostages).
- PC and consoles which have a code or a password DON'T contain any datastore (This way, it is more benefical to use their code or their passwords to unlock them (As it should be ;).
- Many computers and consoles now have a different Rating (Some quests would force the player to unlock at least hacking capture level 3 : It is not necessary anymore). And as contrary, Many PC and consoles in secure areas have a stronger rating.
- All hacking minigames have been changed to make them better and more different from each others : So the player doesn't have to use the same path each time he is playing them.
- For the computers and consoles which use the same minigames (copy/paste), they contain more transfer nodes so different paths may be chosen when playing them (as the transfer nodes randomely make different paths better than others)  
- Computers and consoles in secure zones (FEMA, Police, Belltower bases, PICUS secret areas, ...) have a better security (red node) than thoses in public areas (So the minigames become a little bit harder, if detected).
- Also, if the player wants to play as a hacker, now he will definitively need the augmentations hacking stealth and fortify (Even with a level 5 in hacking, for the secure areas, they are much needed but enabling both of them cost only 2 praxis kits).


VARIOUS :
- Quinn's stock has been changed to allow the player to play with whatever weapon he wants in the DLC. Also, he doesn't sell praxis kits anymore. This way, now for those who don't play with very rare weapons or the special revolver upgrade, it may be better to persuade him with BETA and get a discount rather than persuading him with ALPHA to make him open his special stock (which in this case would be unecessary to you).
- Also, the Henghsa merchants sell way more automatic unlocking devices and stop and nuke programs at cheap prices (This was done because this part of the game was very repetitive : Lots of safes and garage to open which didn't have a password or a code attached to them). Now, the player doesn't need to upgrade hacking capture to open them... or to hack again and again consoles and computers which, anyways, don't grant xp anymore.
The goal here is to make the game less repetitive.


VISUAL CHANGES :

- Grayson's physical appearance has been changed : His initial appearance was too flashy and he seemed out of place in the gas station. He has now a customized face and his outfit is different, making him an unique character.
- The LIMB Clinic doctor who had the face of a street thug with a earring has still his earring but now his face is personnalized.
- The cop who patrols inside the LIMB Clinic has now augmentations, sunglassses and a custom face.
- Sherri Ter Horst's look is now customized : She has now dark blond hairs and blue eyes, which now makes her distinct from the others characters who look like her who are found in the game.

====

And of course :


Returning from Version 1.017 :

- Seurat in Detroit 2 has now a slightly customized machine pistol.

Adjustements :
- Frag Grenades (Damage adjusted: 1 grenade can destroy metal doors again and only a few heavily armored/augmented characters like Nahari Kahn, Mickael Zelezny and robots can survive if hit by them.
- EMP Grenades's power : Back to normal, excepted for the heavy robots which requires 2 to go down.    
- The PEPS Gun now supports a laser sight and 3 reload upgrades (The laser is useful for knowing if the target is in range or not, since otherwise it is impossible to aim with this weapon).
- Inventory management : Items take more space so the player has to choose his weapons but ammos and grenades can be stacked a lots.  
- The items' prices 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

- Some items in the maps have been replaced by others.
- The blurred effects when drinking a beverage now last only 2 or 3 seconds (but if you drink several of them at once, the effects will cumulate).
- The player gets more interesting extra items when he gets his equipment back in the Missing Link Mission (And in particular, since augmentations cost more, the player now gets more Praxis Kits).
- The 10mm pistol nows exists in 2 version : Normal (can equip silencer and laser upgrades + 2 damage upgrades) and Elite (Has the armor piercing upgrade added but it can't equip silencer, laser and damage upgrades).

Returning from version 1.015 :


LANGUAGES SUPPORT :
The mod functions with ALL languages BUT only the english texts and the french texts have been changed (As I don't speak the others ones).
But in this version 1.015, I have included the following language files : FFFFFD64 (German), FFFFFD68 (Italian), FFFFFD70 (Spanish), FFFFFDE0 (Polish) and FFFFFF60 (Russian) to the mod.
This way, people who play in theses languages can change the texts (descriptions, ect...) if they want. All they need to do is to use an hexadecimal editor to open them and edit the texts.

NEW FUNCTIONALITES :
- Mission 1 : At Sarif Headquarters, The player has now less time to wander around before departing in helicopter for the Sarif Manufacturing Plant. If he plans to save the hostages, that is ... In this case, he will have to make choices (Argue with Prichard ? Wander around a little ? Talk to the receptionist ? ect...).
- Mission 2 : At the Sarif Manufacturing Plant, the code 1337 which unlocks all the assembly lab doors has now been included in the pocket secretary found near the start of the level (the one mentionning the black market merchant Grayson). So now, it's possible to for a player who play normally to finish the level without hacking any consols or computers at all.


Returning from the V1.01 of the mod :


1) The merchants
- They now sells NEW objects, including rare weapons.
- Also, some items can be sold to merchands a limited number of time before their stock become full (but when the player leaves Detroit and Henghsa and come back later, it is reinitialized so he can sell theses items again.


2) The Augmentations :
- The praxis kits needed to enable/upgrade the augmentations have been changed.
- Jensen can stay invisible for a shorter time if the invisibility augmentation is upgraded at max level (Because it made the game really too easy for player who would use the combo stun gun + invisibility).
- Jensen starts the game with 1 energy cell (instead of 2) and this energy cells doesn't recharge automatically : To enable the energy recharge, the energy augmentation must be upgraded).


3) The items :
- The space taken by the items in the inventory has been modded : The space they take in the inventory is proportionate to their size outside of the inventory.
- The items' price have also been changed ( The goal is here is to prevent the player to becomes too rich too rapidely).
- The weapons' power have also been changed (for example, the silenced sniper rifle has been made more powerful).
- The sniper rifles can't equip a laser sight anymore (Because equipping sniper rifles with scope ruin them as they would then become totally imprecise : 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).


4) The Quests :
- In the quest "Back in the Saddle", the player has now only a few minutes to meet Sarif at the helipad, otherwise the hostages at the Sarif Manufacturing plant will die.
- In the quest "Cloak & Daggers", if Jensen decides to let O'Malley go, he will get 10,000 credits (instead of 3,000) which corresponds to the price of 2 praxis kits.
- In the mission where the player needs to find Van Bruggen's whereabouts, if he decides to sneak and hear Tong's discussion with Nahari Khan, rather than to persuade Tong to get a rendez-vous in his office,
now he will get around the same amount of XP.


5) Change in gameplay.
The lethal and non-lethal takedowns have been inverted :
- To perform a (very noisy) lethal takedown, just press A or Q rapidely.
- To perform a (very silent) non-lethal takedown, keep pressed A or Q for 3 or 4 seconds and then release the button.
Now, it's more difficult to use the non-lethal takedowns, especially if the player is surprised by an enemy. And if he decides to perform a lethal takedown instead, then if there are others enemies nearby, they will most likely be alerted as the lethal takedowns do a lots of noise.



Returning from version 1.017 :

- Seurat in Detroit 2 (second visit) has now a slightly customized machine pistol.

Adjustements :
- Frag Grenades (Damage adjusted: 1 grenade can destroy metal doors again and only a few heavily armored/augmented characters like Nahari Kahn, Mickael Zelezny and robots can survive if hit by one.
- EMP Grenades's power : Back to normal, excepted for the heavy robots which require 2 to be disabled.   
- The PEPS Gun now supports a laser sight and 3 reload upgrades (The laser is useful for knowing if the target is in range or not, since otherwise it is impossible to aim with this weapon).
- Various adjustement have been made to other weapons as well, such as the shotgun and the machine pistol.
- Inventory management : weapons and ammos take more space so the player has to choose his weapons but they can be stacked a lots.
- The merchants sell common items in bigger quantity (Like the Combat rifle ammos, machine pistol ammos, shotgun shells, revolver bullets).
- The items' prices 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 :

- Some items in the maps have been replaced by others.
- The blurred effects when drinking a beverage now last only 2 or 3 seconds (but if you drink several of them at once, the effects will cumulate).
- The player gets more interesting extra items when he gets his equipment back in the Missing Link Mission (And in particular, since augmentations cost more, the player now gets more Praxis Kits).
- The 10mm pistol nows exists in 2 version : Normal (can equip silencer and laser upgrades + 2 damage upgrades) and Elite (Has the armor piercing upgrade added but it can't equip silencer, laser and damage upgrades).

ADJUSTEMENTS :
- The player has the possibility to use rare weapons like the plasma rifle or the laser rifle against the first first boss Barrets, but the player has to find them.



Returning from version 1.015 :

- The text prompts now match the new way of doing the takedowns (It wasn't the case in the V1.01).
- Descriptions in english and french have been changed .
- In the quest "Back in the Saddle", the player has now only a few minutes to meet Sarif at the helipad, otherwise the hostages will die.
- At the Sarif Manufacturing Plant, the code 1337 which unlocks all the assembly lab  doors has now been included in a pocket secretary.
- In the quest "Cloak & Daggers", Jensen will now get 10,000 credits if he lets O'Malley go (Instead of 3,000).
- If the player decides to sneak and hear Tong's discussion with Nahari Khan, rather than to persuade Tong to obtain Van Bruggen's location, now he will get around the same amount of XP.

LANGUAGES SUPPORT :
The mod functions with ALL languages BUT only the english texts and the french texts have been changed (As I don't speak the others languages).  That said, in this version 1.015, the following language files are included : FFFFFD64 (German), FFFFFD68 (Italian), FFFFFD70 (Spanish), FFFFFDE0 (Polish) and FFFFFF60 (Russian) to the mod.
This way, people who play with the mod in theses languages can change the texts (descriptions, ect...) if they want. All they need to do is to use an hexadecimal editor to open the bin file in theses and edit the texts.


Returning from the Version 1.01 :


- The merchants sell NEW items.
- The radar augmentation is disabled by default but can be enabled with praxis kits.
- Jensen can stay invisible for a shorter time if the invisibility augmentation is upgraded at max level (Because the original values made the game too easy).
- Jensen can now sprint longer (around 15 seconds) if he upgrades the hyper oxygenation augmentation to the maximum level.
- Jensen starts the game with 1 energy cell (instead of 2) and this energy cells doesn't recharge automatically until this aug is upgraded.
- The item prices, their stacking and the space they take in the inventory have been changed.
- The sniper rifles can't equip a laser sight anymore (Because this upgrade was ruining their precision).
- The revolver can't equip a laser sight anymore (Excepted Burke's, but it can't equip the special revolver upgrade).
- Some quests items are now playable items and can even be sold by the merchants.
- The lethal and non-lethal takedowns have been inverted : To perform a (very noisy) lethal takedown, press A or Q rapidely. And for a silent non-lethal takedown hold A or Q for several seconds.
Now, it's more difficult to use the non-lethal takedowns, especially if the player is surprised by an enemy. And if he decides to perform a lethal takedown instead, then if there are others enemies nearby, they will most likely be alerted as the lethal takedowns do a lots of noise.


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MOD INSTALLATION :

The mod works only with the Director's Cuts version of Deus Ex Human Revolution.

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.

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For tutorials to mod Deus Ex Human Revolution, you can find the ones I made on my 2nd youtube channel (Niche Games).
And they are included in this  Youtube playlist on Deus Ex Human Revolution.

The official page for my mod is http://www.best-pc-games.com/deusex-human-revolution-mod-hardcore-revival.html

A SweetFx Preset I created to accompany the mod  : Custom SweetFx Preset


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Thanks to :

This mod wouldn't have been possible to make without the Gibbed tools which are essential to extract the game's archives and also without the (unknown) user who made the game recognize a small archive file which goes by the name "Revived.000", which is used as a container where the modded files are put, allowing to easily share mods with others players, without them having to do anything, excepted put the modded Revived.000 archive file and the DFEngine.dll file into the game's folder.