Thread: [PC MOD] Difficulty level mod

[PC MOD] Difficulty level mod

  1. #26
    Originally Posted by Zyme junkie
    id say increase ALL enemies health by 50-100% including bosses. would be cool
    Yeah, right. Because if we need one thing, it's more bullet sponges.

  2. #27
    Join Date
    Sep 2011
    Posts
    154
    Originally Posted by El Zoido
    Yeah, right. Because if we need one thing, it's more bullet sponges.
    lol. sure would be more difficult tho

  3. #28
    Originally Posted by satan claus
    Some readables in your first location in the Megan office (couch, desk, computer, photos)
    And no others
    Nothing about researches in the lab.
    Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody sees - E.S.

  4. #29
    SO hows the disabled radar coming along? hehe

  5. #30
    Originally Posted by drunkrussian9
    SO hows the disabled radar coming along? hehe
    Radar lv1 toned down to 8m what feels like it almost disabled. But you can disable it completely by yourself.

  6. #31
    Originally Posted by satan claus
    Radar lv1 toned down to 8m what feels like it almost disabled. But you can disable it completely by yourself.
    How can I do that?

    Thanks for the help btw.

  7. #32
    Mod updated to version 1.01 Full details in first post of the topic
    Changes in v1.01

    -Increased LIMB clinic and weapon merchants item stock. Slightly increased price.

    -Repainted texture of "Cracked wall"(Weak destructible wall) for best recognition when Items Highlights option is off.

  8. #33
    Awesome mod!

    Is making enemies stay in phases longer possible(Hostile, Alarmed)? I'm not sure if anyone wants this. And it might be annoying. But I think they quit looking too fast. If I remember in DX1 they were pissed at you for a long time or until you left the screen I forget.

    Maybe I just think wrong.

  9. #34
    Originally Posted by satan claus
    - All Energy Cells regenerate fully beyond the first, regeneration rate remains the same.
    may be possible, more tests can prove possible or not

    - Energy Bars no longer re-fill Energy Cells.
    may be possible

    -Health DOES NOT regenerate above 25%~30%.
    may be possible, more tests can prove possible or not

    -In order to max health to 100% and beyond you need to consume 'protein' bars / food / drink.
    may be possible
    I would love to see this, I would instantly want to play this game more then I do now... I would hate to run around 90% of the game with one battery all the time.. as I see alot of people seemed to do.

    A fully recharging system would've worked better for energy, and a segmented system would've worked better for health, preferably twinned with locational damage or at least overall damage penalties.

    I'm wondering if you could decrease the health of bosses by about 40-60%... being able to take 3 rockets to the face and live just doesn't work common sense wise

  10. #35
    In my opinion, cost of some augmentations in the mod too high. It just too constraining: instead of 4-5 ways to pass the situation, there will be 2, rarely 3 because of the too few augments available. It will be too cramping for personal playstyle. Some will not care, but others just won't play.
    The augments, which, in my opinion, provide the ability to choose various paths, and which cost should NOT be increased:

    Capture up to level 3.
    jump enhancement.

    and

    lung enhancemet
    icarus system,
    but these seems to be untouched.

  11. #36
    Great work, especially the better weapon stats, but Autohealth Speed should be hardly reduced, by 70% or so.
    Vanilla Autohealth Speed is pure joke.

    edit: I meant 300% :-)
    Sell very rare copy of Deus Ex 1 in complete condition (with box etc.).
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  12. #37
    Originally Posted by ECM_specialist
    Capture up to level 3.
    jump enhancement.
    Well, after some additional calculations, yes, its ok return jump enhancement to vanilla cost.
    Capture Lvl3 cost decreased by 1 (now 2).

    ps: Mod v1.01 download link and first post updated.

  13. #38
    Originally Posted by Zyme junkie
    lol. sure would be more difficult tho
    In one of the most bull ways possible. Congrats on getting banned AGAIN, btw.

  14. #39
    Originally Posted by satan claus
    Radar lv1 toned down to 8m what feels like it almost disabled. But you can disable it completely by yourself.
    Originally Posted by drunkrussian9
    How can I do that?

    Thanks for the help btw.
    Open globalplayerinfo.drm go to offset 00013550 and change C8 41 to C8 78 (or try instead of 78 any value up from 42) and Radar becomes unreadable.

  15. #40
    Originally Posted by TheUnbeholden
    Open globalplayerinfo.drm go to offset 00013550 and change C8 41 to C8 78 (or try instead of 78 any value up from 42) and Radar becomes unreadable.
    Sweet, gonna go try that out. BTW is there a guide to this out there?

  16. #41
    Is the mod compatible with 1.1.622 ?
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  17. #42
    Originally Posted by IwantedOrange
    Is the mod compatible with 1.1.622 ?
    Yes
    Originally Posted by satan claus
    Deus Ex Human Revolution Hard difficulty mod
    Compatibility:
    Mod compatible with game version 1.2.633.0 and any older.

  18. #43
    Oh, I overlooked "and any older."

    Thank you!
    Sell very rare copy of Deus Ex 1 in complete condition (with box etc.).
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  19. #44
    Join Date
    Oct 2011
    Posts
    1
    This is great, I played on normal then Give Me deus Ex and hardly noticed any difference in difficulty.
    I love the way you have to be far more selective with augs now rather than filling all the useful ones by mid game.

  20. #45
    By the way:

    Do we find more praxis points in the game now, because some augs need more than before to activate?

    Or do you just hidden some more of them somewhere in the levels?
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  21. #46
    Originally Posted by IwantedOrange
    Do we find more praxis points in the game now, because some augs need more than before to activate?
    No, no additional praxis. Placing more praxis in game will make incresed prices meaningless.

  22. #47
    Could you make Lethal takedowns do less noise?

    If a real Special ops guy can't kill someone with a retractable blade silently, then he shouldn't even be called special ops but might as well be some zyme junkie of the street who's been given a knife.

    If its loud to kill someone with it then why even use it? doesn't make sense.
    I mean Special ops guys have been killing people silently for a long time, snapping a person's neck or strangling them with a garrote wire is silent and deadly...

  23. #48
    a stash box in located in the start location (presumable transported by the elicopter) and that is relocated to the end of the level or other strategic would be wonderful . the machanics possible is a merchant monitor on top of a box.
    but is true without a sdk this would be really hard maybe impossible i fear.

  24. #49
    Looks cool, but I think the stacking increase is a little much. Maybe decrease it a bit? With it as it is now, it seems like inventory management will become meaningless.

    Just saying. Maybe you should consider making a version without the stacking increase for those of us who liked the inventory system in vanilla.

    Forgive me if I sound demanding. Just giving my thoughts.

  25. #50
    Originally Posted by TheUnbeholden
    Could you make Lethal takedowns do less noise?

    If a real Special ops guy can't kill someone with a retractable blade silently, then he shouldn't even be called special ops but might as well be some zyme junkie of the street who's been given a knife.

    If its loud to kill someone with it then why even use it? doesn't make sense.
    I mean Special ops guys have been killing people silently for a long time, snapping a person's neck or strangling them with a garrote wire is silent and deadly...
    He is ex SWAT, not military special ops.

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