Modding tutorials for Deus Ex Mankind Divided

Is it possible to mod Deus Ex Mankind Divided ?

To mod Deus Ex Mankind Divided can be a little tricky at first because there doesn't exist any official modding tools.
As for unofficial modding tools, the modding community has created some but they are very limited.

- One allows to extract the game's files but unfortunately, it can't be used to rebuild the game's archive files afterwards.
- The other existing tool is a debug menu which includes a map selector and a list of all playable items available in the game (Very useful for getting the items you want and when it comes to modding, it can be used to rapidely verify if the changes made work or not).

What can be modded

For the moment, it is only possible to mod :
- The items' size, prices and stack values of the items.
- For the consumable items : What are their effects, how strong they are/how long they last (Health regen, energy regen, blurred vision effects...).
- For the weapons, their base stats, how much spare parts are needed to upgrade them and how strong are the upgrade bonuses.
- For the weapon mods, it is possible to change the bonus and malus they give.
- How much spare parts are necessary to craft items like Multitools, battery cells or Typhoon ammos with the assembler augmentation.
- How much praxis kits are necessary to enable the augmentations.
- Which augmentations are enabled and disabled by default.
- How much energy the augmentations use.
- The amount of Adam Jensen's energy which is regenerated automatically.
- If an augmentation and/or an upgrade adds +50 to the overclocking or not.
- How fast the IA reacts.
- How much noise the items and moves made by the player do (For the moment, it works only with certains items and moves, not all).

What files to mod

- First, you need to make sure that your game is up to date : (Last version is v.1.19 Build 801.0) as one of the latest patches adds a file named Game.layer.1.all.archive which contains a lot of useful data and is kinda small: 16mb (which means you can then share your mod with other players if you feel so). You can find the file in :...\Steam\steamapps\common\Deus Ex Mankind Divided\runtime

The other files which you can mod and easily share with other players are the dlc item files below :
- DLCPackAssault.layer.0.all.archive : Elite Assault rifle and CHAFF upgrade.
- DLCPackClassic.layer.0.all.archive : Classic Revolver.
- DLCPackEnforcer.layer.0.all.archive : Elite Combat Rifle.
- DLCPackIntruder.layer.0.all.archive : Elite 10mm Zenith Pistol.
- DLCPackTactical.layer.0.all.archive : Elite Tranquilizer Rifle and disassembler augmentation.

You can find the DLC files in : ...\Steam\steamapps\common\Deus Ex Mankind Divided\DLC\runtime

If you mod all the files above and then compress them with winzip or winrar, then your mod will weight 98MB, which will make it easy to share it with other players.

Of course, technically, you can directly mod the big archives files too if you want but searching for data in such big files may be complicated.
Also, forget sharing them with other players as adding such files to your mod would make it weight several Gigabytes.

What tools do you need to mod Deus Ex Mankind Divided

- You need an hexadecimal editor (Winhex, 010Editor are amongs the best but many free hex editors are OK).
- Cheat Engine (it is very practical to convert decimal/normal values to hexadecimal values.

What to expect when editing a game's with an hex editor and how to use Cheat Engine to convert them :
The first thing to know is that in the game's files, the values aren't written in decimal but in hexadecimal.

Let's take an example : If you want to convert 300 into an hexadecimal value, then write 300 in Cheat Engine and check the box "hex".
Doing that will convert 300 into 0000012C.
So, 300 (in decimal) = 0000012C (in 8-bytes hexadecimal).

In the game's files however, the values are written in 4-bytes hexadecimal, so you will have to convert 0000012C into 4-bytes hex.
To do that, proceed like this :
Add space to 0000012C. You will get 00 00 01 2C. Then write 00 00 01 2C from right to left. You will get this 2C 01 00 00. And this (2C 01 00 00) is 300 written in 4-bytes hexadecimal.

Let's try another value : Convert 500 into hexadecimal.
500 => 000001F4 in 8-bytes hex (Converted with Cheat Engine).
000001F4 => 00 00 01 F4 (It is the value 500 written in 8-bytes hex with spaces).
00 00 01 F4 => F4 01 00 00 (It is the value 500 written in 4-bytes hex).

So, 500 => 000001F4 => 00 00 01 F4 => F4 01 00 00.

And for the contrary = To convert an hexadecimal value into decimal, here is how to proceed :
For example, if you have a E8 03 00 00 value in the game's file and you want to know to what it means in decimal/normal value.
First, remember that in the game's files, the values are written in 4-bytes hex. So, here is the steps to follow to convert this value into decimal :
First, write this value from right to left : E8 03 00 00 => 00 00 03 E8. Then remove the spaces : 00 00 03 E8 => 000003E8.
000003E8 is the value written in 8-bytes hex.
Now, in Cheat Engine, check "hex" and then write 000003E8.
Then, uncheck "hex" and the value 000003E8 will be converted in decimal. You will get 1000.
So, E8 03 00 00 = 00 00 03 E8 = 000003E8 = 1000.

For easier understanding, you can do the same with values we already saw in this small conversion tutorial, like F4 01 00 00 for example.
So, to convert F4 01 00 00 into decimal (normal) values :
F4 01 00 00 (in 4-bytes hex) => 00 00 01 F4 (written from right to left) => 000001F4 (without spaces) => Check "hex" in Cheat Engine, write 000001F4, then uncheck "hex" and if you haven't made a mistake, you will get 500.

With this basic decimal/hexadecimal conversion tutorial, you will be able to make basic mods for Deus Ex Mankind Divided.

Tutorial 1 : Find easily the paragraphes of the items in the game's files

In the game's files I listed in "What files to mod", most of the data which needs to be modded is found in paragraphes which contain the name of the item written in capital letters.
For example : BIOCELL, or COMBAT_RIFLE.

If you are new to modding Deus Ex Mankind Divided, the easiest way is to mod the DLC Elite weapons as their file contains only one item, plus their dependencies (= the stats of the weapon if upgraded with spare parts, their bonus, malus if equipped with a silencer and/or a scope, ect...).

So, for a start :
1) open the file DLCPackEnforcer.layer.0.all.archive with your hex editor.
2) Search for the TEXT: COMBAT and you will directly come to the paragraph of the base Elite Combat Rifle.

Please note that for a few items, their name is in small letters only. That is the case for example for the stun dart ammo's paragraph, which in ...\Steam\steamapps\common\Deus Ex Mankind Divided\runtime uses the name: Stun Dart Regular.

How to find the paragraphes of the items in Game.layer.1.all.archive so you can mod the items of Deus Ex Mankind Divided.

Also, the paragraphs of a few special items don't use a readable name at all. This is for example the case for the EMP ammo boxes' paragraphes. For these items, the easiest way to find them is to search for their price code or for their stacking code.

So, how to find the EMP ammos ?

In the game's files, the special EMP ammos aren't named and use different hex codes than the normal items.
Here is how to find the paragraphes of these special ammos in order to mod them.

This modding tutorial explain how to mod the EMP ammos in the game Deus Ex Mankind Divided.

Tutorial 2 : How to change the space taken by the items in the player's inventory.

Note : For some items it is only to change their lenght and not their high. And for a few items (not many), the space they take in the inventory can't be changed at all. It is for example the case for the smalles firearms (pistol, revolver and stun gun).

How to change the items length.

The lenght codes for the items are :
8BB5F8E1 : Length code for most items (Consummable, firearms, grenades, ammos,...).
8E6BC587 : Length code for the firearms and the multitools items (including Marchenko's killswith and Allison's Jammer).

In the file "Game.layer.1.all.archive" file, 8BB5F8E1 and 8E6BC587 are always followed by 00 00 00 00 and then 17 00 00 00.
Here is how it looks like in the file :
8B B5 F8 E1 00 00 00 00 17 00 00 00 00 00 00 00 02 00 00 00
So, never modify the 17 00 00 00 as it acts as a separator. The lenght value is the 02 00 00 00. So in my example, the item's lenght is 2 inventory cells. If you want to make the item use 3 cells in lenght in the inventory, then change 02 00 00 00 to 03 00 00 00 :
8B B5 F8 E1 00 00 00 00 17 00 00 00 00 00 00 00  03 00 00 00 .

It works the same with the lenght code for the weapons and multitools :
8E 6B C5 87 00 00 00 00 17 00 00 00 00 00 00 00  07 00 00 00 : This code means that the item will use 7 cells in lenght in the inventory.

Now, for the DLC items, the codes are the same, only the 17 00 00 00 codes are replaced by 09 00 00 00 (but it doesn't change anything as 17 00 00 00 and 09 00 00 00 must never be changed)..
Example : 8E 6B C5 87 00 00 00 00 09 00 00 00 00 00 00 00  07 00 00 00 <= That is how the lenght codes for the DLC items look like.

How to change the items height.

In the file : Game.layer.1.all.archive and the DLC files, search for the hexadecimal values :
0E609B24 = Height code for the ammo boxes, grenades, mines, consummable items, ect...
5FA99754 = Height code for the multitools, Allison's jammer and Marchenko's killswitch. NB: The weapon's height can't be changed.

These "height" codes work the same as the "lenght" codes.
Example :
0E 60 9B 24 00 00 00 00 17 00 00 00 00 00 00 00 02 00 00 00 .

How to change the place taken by items in the player's inventory (Modding tutorial for Deus Ex Mankind Divided).

Tutorial 3 : How to change how many times the items can stack.

With this tutorial, you can set how many times Deus Ex Mankind Divided's items can stack... or you can make them not stackable. Your choice.
There are two exceptions, thought : The weapons can't be stacked and the multitools are stackable up to 10,000 and I haven't found yet how to make them not stackable.

In Game.layer.1.all.archive, search for the code 8D0137A2.
This value is always followed by 00 00 00 00 and 0C 00 00 00. Like this :
8D 01 37 A2 00 00 00 00 0C 00 00 00 00 00 00 00 F4 01 00 00.
So, never touch the 0C 00 00 00 as it is a separator.
The stackable amount here is F4 01 00 00 (500).
If you want the item to be stackable up to 200 instead of 500, replace F4 01 00 00 by C8 00 00 00.
NB : For big numbers like this, which are mainly used by the ammo boxes, use the hexadecimal/decimal conversion tutorial above on this page.
And if you don't want an item to be stackable, change the amount to 01 00 00 00.
With 01 00 00 00, you will still be able to put several identical items in your inventory, but they won't stack on the same cells.

How to make items stack in the player's inventory (Modding tutorial for Deus Ex Mankind Divided).

Tutorial 4 : How to change the prices of the items

To change the item prices, in the files Game.layer.1.all.archive and in the DLC files, search for the following codes :

2A28DFE5 = Price code for the consummable items.
B9B2FE47 = Price code for the machine parts (and amount for disassembling or upgrading weapons), mines, grenades, Neuropozyne, Praxis Kits, hack programs.
20EDD36A = Price code for the multitools.
C8E9D6EF = Price for the 5.56mm ammo (For the Combat Rifle).
ED3C00CD = Price for the 10mm ammo (For the Zenith Pistol).
0E90F2F6 = Price for the Shotgun ammo.
4A2034A4 = Price for the 40mm ammo (For the Grenade Launcher).
6C8E04FF = Price for the 7.62mm ammo (For the Assault Rifle).
6038AA15 = Price for the 9mm ammo (For the Machine Pistol).
594FCED0 = Price for the Revolver ammo.
5697B650 = Price for the Stun Gun ammo.
015248E0 = Price for the Tranquilizer Rifle ammo.
EF482EB8 = Price for the .416in ammo (For the Sniper Rifle).
CD7BD3AF = Price for the Shotgun EMP ammo.
56CFB420 = Price for the Revolver EMP ammo.
76771038 = Price for the 9mm EMP ammo (For the Machine Pistol).
0344B883 = Price for the 5.56mm EMP ammo (For the Côte d'Azur Combat Rifle).
0C092EF3 = Price for the 10mm EMP ammo (For the Zenith Pistol).
28084B16 = Price for an Unknown EMP ammo.
0B06F865 = Price for an unknown EMP ammo (se cumulent 30 fois).
9A590F0A = Price for all the weapons (Excepted for the Grenade Launcher).
B368F1C3 = Price for the Grenade Launcher.
A76435AB = Price for the EMP grenade/mine.
A463A1F8 = Price for the GAS grenade/mine.
563E4A81 = Price for the FRAG grenade/mine.
16C64E9C = Price for the Concussion grenade/mine.
E856DF13 = Price for the Smoke grenade/mine.

NB: The normal ammo and the armor piercing ammo of a weapon use the same price code (so you will find this code 2 times and with a different price as the armor piercing ammo cost more).
For example : C8E9D6EF is the price code used by the normal combat rifle ammo and by the armor piercing combat rifle ammo.
Also, important : The price is the price for 1 copy of the item, including for the ammo.
For example, this is the price of one 5.56 ammo :
C8 E9 D6 EF 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 .
Of course, the black market merchants don't sell the ammos at the unit, they sell a box.
So in this example, if the merchants sell 20 normal ammos for the combat rifle, the price will be : 4 x 20 = 80.

How to change the price of the items in Deus Ex Mankind Divided (Modding tutorial).

Tutorial 5 : Set how long the effects of the consummable items last

The paragraphes of the consummable items are located in the file: Game.layer.1.all.archive .

List of the game's consummable items. The names between are the name like they are written in Game.layer.1.all.archive :
- BIOCELL.
- PAINKILLERS.
- HYPO-STIMJECTOR.
- BEER_DAI_TAGA.
- ABSINTHE_TENSONS_SENSE.
- SHOT_NYES_RYE.
- BEER_BEEKMANS_BROWN_ALE.
- BEER_MRAMOR_PILSNER.
- Goldtooth_Whiskey.
- WINE_LAVENDE_DE_MACHINISTE.
- BEER_CHANGUCH_PALE_ALE.
- SPIRITS_AKUMA_SHOCHU.
- BEER_SVOBODY.
- WHISKEY_SURLY_WELSHMANS.
- SHOT_SURLY_WELSHMANS.
- SPIRITS_OLD_MANS_PRESTIGE).
- WHISKEY_NYES_RYE.

NB: There is also an additional whiskey bottle item in the DLC "A Criminal Past" but it is included in a 5GB DLC file.

How long the blurred vision effects last

To change that duration, search for the code 4A376618 . Example of a blurred vision effects code as found in Game.layer.1.all.archive :
4A 37 66 18 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 20 40 .

Here, don't change the 0A 00 00 00 (It is a separator). The 00 00 20 40 is the timer duration = How long last the blurred vision effects.
If you set this to 00 00 00 00, then consumming the item won't make the player have the blurred vision effect. In the base game, the blurred vision effects duration depends of the alcoholic beverage items consummed by the player, so if you want to increase it, then increase 00 00 20 40.
For example, use 00 00 30 40 or 00 00 80 40.
If, as contrary, you want to lower the duration of the blurred vision effects, then decrease 00 00 20 40. For example, use : 00 00 00 40, or 00 00 E0 3F or 00 00 80 3F.

How many items are recovered when consuming a beverage in Deus Ex Mankind Divided
How much health are recovered when consumming an item

The recovery functions for the beverages and items like the painkillers and the hypo-stimjectors aren't the same.
If both these items give life points to the player, the points above 100 given by the beverage will slowly decrease to 100, while the points above 100 recovered by consumming a painkiller or using an hypo-stimjector won't decrease until the player gets hurt.

F1F9CDA5 = Code for the Normal health recovery.
It is used by the painkillers and the Hypo-Stimjectors : Any health points recovered above 100 won't decreased until the player is getting hurt.
Note : The alcoholic beverage items also have this code but its value is set to 00 00 00 00 as they use the special health recovery code.

E1B6D572 = Code for the Special health recovery.
It is used only by the alcoholic beverage. Any health points recovered above 100 will slowly decrease over time back to 100.

Change the amount of energy recovered by using a biocell

In Game.layer.1.all.archive, search for the code energy recovery code : 72C142AA.
In the file, it looks like this :
72 C1 42 AA 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 AA 42 .
Now you should be familiar with such codes and know that you must not modify 0A 00 00 00 and that the value to change is located after it :
The amount of energy recovered is 00 00 AA 42 .
If you want to increase how many energy a biocell gives to the player, increase 00 00 AA 42. For example use 00 00 CA 42, 00 00 00 43, 00 00 40 43 or 00 00 AA 43.
As contrary, if you want the biocell to give less energy to the player, diminush 00 00 AA 42.
For example you can use : 00 00 6A 42, 00 00 2A 42 or 00 00 E0 41.
And for testing purposes (if you are learning modding), if you replace 00 00 AA 42 by 00 00 00 00, then the player won't recover any energy at all when using a biocell.

Note : The biocell is the only item in the file Game.layer.1.all.archive to use this code, so it is very easy to find this item's paragraph.
If you are new to modding Deus Ex Mankind Divided, learning how to mod by modding the biocell is a good way to start.

Tutorial 6 : Set how many spare parts are needed to craft an item with the micro-assembler

In the file: Game.layer.1.all.archive, search for the code 8B658735. It is always followed by 00 00 00 00 and 0C 00 00 00.
Example : 8B 65 87 35 00 00 00 00 0E 00 00 00 00 00 00 00 64 00 00 00 .
In this example, 100 machine parts are needed to craft the item (NB : 64 00 00 00 corresponds to 100 in hexadecimal).

Also, with the code 65000977, you can set how many copies of the item you can craft at once.
For example, if you want to create 5 biocells at once with a x number of machine parts, it is possible.

Modding tutorial which explains how to change the amount of spare parts needed to craft an item in the game Deus Ex Mankind Divided.

Tutorial 7 : How to change the experience bonuses

With this tutorial, modders can change how many experience Points are granted to the player when he performs particular actions and when he completes main and secondary quests.

How to change the XP rewards in Deus Ex Mankind Divided (Modding tutorial).

Tutorial 8 : How to change the base ammo count of the weapons

This tutorial will allow you to change the base ammo capacity of the weapons.
To do this, in Game.layer.1.all.archive and in the DLC files, search for the code 79D898E8 : It corresponds to the base ammo counts of the weapons (= How many bullets they can carry by default).

Example of how the code looks in the game's files :
79 D8 98 E8 00 00 00 00 0C 00 00 00 00 00 00 00 14 00 00 00 .
In this code, the weapon's base magazine can carry up to 20 bullets (14 00 00 00 in hexadecimal = 20 in decimal/normal numbers).

For the DLC weapons, the code is the same, only the second 00 00 00 00 in the code ligne is replaced by 08 00 00 00 (but it doesn't change anything).
Example : 79 D8 98 E8 00 00 00 00 08 00 00 00 00 00 00 00 15 00 00 00 .
Here, 15 00 00 00 indicates that the base ammo capacity of the weapon can carry up to 30 bullets (15 00 00 00 = 30 in decimal/normal numbers).

How to change the base ammo count of the game's weapons (Modding tutorial for Deus Ex Mankind Divided).

Tutorial 9 : How to change the upgraded ammo count of the weapons

This tutorial explains how to change the maximum ammo capacity of the weapons : Basically, it will help you set how many bullets are added to a weapon's magazine if you customize it with spare parts.

In the file Game.layer.1.all.archive, search for the code 3D96AB5F.
Note : This code isn't located in the weapon's paragraphes but in the paragraphes :
AMMO_CAPACITY_01,
AMMO_CAPACITY_02,
AMMO_CAPACITY_03 .
And most of them don't have a name at all, excepted the first 3 paragraphes named : AMMO_CAPACITY_01, AMMO_CAPACITY_02 and AMMO_CAPACITY_03.

So, the problem is : These paragraphes don't indicate to which weapons they correspond to, so you will have to find the 3 "AMMO_CAPACITY" paragraphes which correspond to the weapon you want to mod, which I will explain a little bit later.

Now, here is how the upgraded ammo counts code looks in the files :
3D 96 AB 5F 00 00 00 00 0C 00 00 00 00 00 00 00 03 00 00 00 .
So, like usual now, don't touch the separator code (0C 00 00 00) and only modify the 03 00 00 00 (which is the number of bullets added).

Now, the 3 "AMMO_CAPACITY" paragraphes work differently :

If you change the number of bullets added by :

- AMMO_CAPACITY_01 : Number of bullets added by AMMO_CAPACITY_01.
- AMMO_CAPACITY_02 : Number of bullets added by AMMO_CAPACITY_01 and AMMO_CAPACITY_02.
- AMMO_CAPACITY_03 : Total number of bullets added.

So, basically, if you want a weapon's magazine capacity to have :
4 bullets added with the AMMO_CAPACITY_01
7 bullets added with the AMMO_CAPACITY_02
9 bullets added with the AMMO_CAPACITY_03.

Then, here are how the 3 upgrade ammo counts codes will look like :
AMMO_CAPACITY_01 = 3D 96 AB 5F 00 00 00 00 0C 00 00 00 00 00 00 00 04 00 00 00 (= 4).
AMMO_CAPACITY_02 = 3D 96 AB 5F 00 00 00 00 0C 00 00 00 00 00 00 00 07 00 00 00 (= 4+3).
AMMO_CAPACITY_03 = 3D 96 AB 5F 00 00 00 00 0C 00 00 00 00 00 00 00 09 00 00 00 (= 9, Total).

Find what weapon corresponds to what AMMO_CAPACITY paragraph

So, how to find to what weapon an AMMO_CAPACITY_01 (or AMMO_CAPACITY_02,...) corresponds to ?
Well, for the time being and until an easier method is found, you will have to proceed by elimination (yes, really).

So, before we proceed :
Note that, fortunately, if most of the AMMO_CAPACITY paragraphs don't have a readable name, it is at least possible to identify if they are AMMO_CAPACITY_01, AMMO_CAPACITY_02 or AMMO_CAPACITY_03, which will help save time while investigating them.

The code which indicates what level (1, 2 or 3) an AMMO_CAPACITY paragraph is, is 77731DD6.

AMMO_CAPACITY_01 = 77 73 1D D6 00 00 00 00 1C 00 00 00 00 00 00 00 01 00 00 00
AMMO_CAPACITY_02 = 77 73 1D D6 00 00 00 00 1C 00 00 00 00 00 00 00 02 00 00 00
AMMO_CAPACITY_03 = 77 73 1D D6 00 00 00 00 1C 00 00 00 00 00 00 00 03 00 00 00

Now, let's proceed.

1) First, make a backup of your original fichier Game.layer.1.all.archive.
2) Make sure you have a savegame where you have all the weapons NOT upgraded and many machine parts.
Tips: If you have Windows 10, the MOD debug menu MDSuen can help you (With it, you can instantaneously get the items you want and it even include a maps selector).

3) In Game.layer.1.all.archive, search for the code 3D96AB5F and you will arrive to the first ammo counts paragraphes which are named AMMO_CAPACITY_01, AMMO_CAPACITY_03 and AMMO_CAPACITY_02.
But the paragraphes located just after these 3 are also AMMO_CAPACITY paragraphes but they don't have a name.
So, in these paragraphes, notice the paragraphes which are AMMO_CAPACITY_01.
They have the code : AMMO_CAPACITY_01 = 77 73 1D D6 00 00 00 00 1C 00 00 00 00 00 00 00 01 00 00 00 .
Modify only 4 of these level 1 ammo capacity paragraphes by giving them a different number of bullets : 00, 01, 02 and 03

For example : 3D 96 AB 5F 00 00 00 00 0C 00 00 00 00 00 00 00 03 00 00 00 .
Then save the Game.layer.1.all.archive.

4) Load your savegame where you have all the weapons not customized and customize them ONCE with the machine parts.
Note what customizations 1 have changed on a text file .
For example if you have set the number of bullets to 00 to the machine pistol, which was originally is 0A (10), then you know that the AMMO_CAPACITY_01 paragraph you have modded so it adds 00 bullets correspond to the AMMO_CAPACITY_01 paragraph of the machine pistol.
In the file, go to this paragraph, and note the number of ligne in a text file, so if later you want to change it, you can find it rapidely.
5) Continue to find until you find the AMMO_CAPACITY_01 for all weapons.

7) Then, do the same with the AMMO_CAPACITY_02 (Don't forget that the number of bullets is the bullets added by the AMMO_CAPACITY_01 PLUS AMMO_CAPACITY_02).

8) Do the same with the AMMO_CAPACITY_03 paragraphes.

How to mod the ammo capacity upgrades (Modding tutorial for Deus Ex Mankind Divided).

NOTE : The method is the same for the others upgrades like RATE_OF_FIRE_ , DAMAGE_ , RELOAD_SPEED_ , and even the SILENCER and others weapons mods.

Also, you can set how many machine parts each customization cost. For that, in the AMMO_CAPACITY_ paragraphs, search for the code : 585B7C22 .
Example : 58 5B 7C 22 00 00 00 00 0E 00 00 00 00 00 00 00 5E 01 00 00 .
TIPS : If you want, to indentify the paragraphes of the customizations/upgrades paragraphes, you can give them a custom price to each of them : For example : 51 spare part needed for the first paragraph, 52 for the next one, ect... (Well, instead of giving them a custom number of bullets, give them a custom price in machine parts, that works too ;)

Tutorial 10 : Where to find the upgrades paragraphes of the weapons

The way to mod the RATE_OF_FIRE_ , DAMAGE_ , RELOAD_SPEED_ , and even weapon mods like the SILENCER is exactly the same as how to mod the AMMO_CAPACITY paragraphes.

Here I will rather explain you how to look in the file, so you avoid searching them.

Please note that I haven't listed all of them and that the ligne numbers are in decimal (you can set if the lignes are displayed in hexadecimal or in decimal in your hexadecimal editor).

Pistol 10mm upgrades :
- Rate of Fire upgrade 1 (Paragraphe Ligne 6551152).
- Rate of Fire upgrade 2 (Paragraphe Ligne 6552048).
- Rate of Fire upgrade 3 (Paragraphe Ligne 6551600).
- Damage Upgrade 1 (Paragraphe Ligne 5031456).
- Damage Upgrade 2 (Paragraphe Ligne 5031936).
- Damage Upgrade 3 (Paragraphe Ligne 5032400).
- Reload Upgrade 1 (Paragraphe Ligne 6588432).
- Silencer Upgrade (Paragraphe Ligne 6767488).
- Ammo capacity upgrade 3 (Paragraphe Ligne 4435232).
- Full Auto Fire Pattern (Paragraphe Ligne 5665120).

Pistol (Training Tutorial)
- Ammo capacity upgrade 1 (Paragraphe Ligne 4432112).
- Full Auto Fire Pattern (Paragraphe Ligne 5666064).


Stun Gun upgrades :
- Ammo Capacity 1 (Paragraphe Ligne 4431792).
- Ammo Capacity 2 (Paragraphe Ligne 4433184).
- Ammo Capacity 3 (Paragraphe Ligne 4434944).
- Reload Upgrade 1 Paragraphe Ligne 6590560).
- Accuracy Upgrade 1 (Paragraphe Ligne 4317472).
- Accuracy Upgrade 2 (Paragraphe Ligne 4326784).
- Laser (Paragraphe Ligne 5883232).


Revolver normal upgrades :
- Rate of Fire upgrade 1 (Paragraphe Ligne 6543888).
- Rate of Fire upgrade 2 (Paragraphe Ligne 6547392).
- Rate of Fire upgrade 3 (Paragraphe Ligne 6548720).
- Fire Pattern - Hair trigger (Paragraphe Ligne 5664672).


Machine pistol upgrades : :
- Rate of fire upgrade 1 (Paragraphe Ligne 6544304).
- Rate of Fire Upgrade 2 (Paragraphe Ligne 6548256).
- Rate of fire Upgrade 3 (Paragraphe Ligne 6549552).
- Damage Upgrade 1 (Paragraphe Ligne 5020368).
- Damage Upgrade 2 (Paragraphe Ligne 5027040).
- Damage Upgrade 3 (Paragraphe Ligne 5028496).
- Reload Upgrade 1 (Paragraphe Ligne 6592304).
- Silencer Upgrade (Paragraphe Ligne 6766288).
- Full Auto Fire Pattern (Paragraphe Ligne 5665456).

Combat Rifle normal upgrades :
- Damage Upgrade 2 (Paragraphe Ligne 5024176).
- Reload Upgrade 1 (Paragraphe Ligne 5697648).
- Silencer upgrade (Paragraphe ligne 6769792).
- Semi Auto Fire Pattern (Paragraphe Ligne 5665760).

Côte d'Azure upgrades :
- Reload Upgrade 1 (Paragraphe Ligne 6590240).


Tactical Shotgun upgrades :
- Damage Upgrade 1 = (Paragraphe Ligne 5021824).
- Damage Upgrade 2 = (Paragraphe Ligne 5026096).
- Damage Upgrade 3 = (Paragraphe Ligne 5030944).
- Rate of fire Upgrade 1 (Paragraphe Ligne 6545184).
- Rate of fire Upgrade 2 (Paragraphe Ligne 6547808).
- Rate of fire Upgrade 3 (Paragraphe Ligne 6549168).
- Reload Upgrade 1 (Paragraphe Ligne 6586192).
- Ammo Capacity 2 (Paragraphe Ligne 4427872).
- Silencer upgrade (Paragraphe Ligne 6768224).
- Burst Fire Pattern (Paragraphe Ligne 5666576).

Devastator Shotgun upgrades :
- Damage Upgrade 1 = (Paragraphe Ligne 5020880).
- Damage Upgrade 2 = (Paragraphe Ligne 5026576).
- Damage Upgrade 3 = (Paragraphe Ligne 5030528).
- Reload Upgrade 2 = (Paragraphe Ligne 6596928).


Battle Rifle normal upgrades :
- Rate of Fire upgrade 1 (Paragraphe Ligne 6544752).
- Rate of Fire upgrade 2 (Paragraphe Ligne 6546048).
- Rate of Fire upgrade 3 (Paragraphe Ligne 6550320).
- Damage upgrade 1 (Paragraphe Ligne 5023232).
- Damage upgrade 2 (Paragraphe Ligne 5027520).
- Damage upgrade 3 (Paragraphe Ligne ).
- Recoil upgrade 1 (Paragraphe Ligne 6561072).
- Recoil upgrade 2 (Paragraphe Ligne 6570544).
- Reload upgrade 1 (Paragraphe Ligne 6592672).

Lancer Rifle :
- Damage Upgrade 1 (Paragraphe Ligne 5021344).
- Damage Upgrade 2 (Paragraphe Ligne 5024688).
- Damage Upgrade 3 (Paragraphe Ligne 5030128).
- Reload Upgrade 1 (Paragraphe Ligne 6587680).
- Reload Upgrade 2 (Paragraphe Ligne 6594112).
- Silencer Upgrade (Paragraphe Ligne 6765424).


Sniper Rifle upgrades :
- Reload Upgrade 1 (Paragraphe Ligne 6591568).
- Ammo capacity upgrade 1 (Paragraphe Ligne 4428880).
- Ammo capacity upgrade 2 (Paragraphe Ligne 4431376).
- Ammo capacity upgrade 3 (Paragraphe Ligne 4426672).

Grenade Launcher upgrades :
- Reload Upgrade 1 (Paragraphe Ligne 6588800).


Tranquilizer Rifle :
- Reload Upgrade 1 (Paragraphe Ligne 6586992).
- Ammo Capacity 1 (Paragraphe Ligne 4430480).
- Ammo Capacity 2 (Paragraphe Ligne 4432448).
- Ammo Capacity 3 (Paragraphe Ligne 4434608).



Below is a list of other upgrades I found, but there I listed them by types, not by firearms (Well, sorry for the disorder but I don't have too much time, I will try put everything in order later, either list the paragraphes by firearms or by type, but for now that should help).

RELOAD BONUS :

(Paragraphe Ligne 6586576) = Unknown reload upgrade level 2. +25 (Cumulative with its upgrade 1).
(Paragraphe Ligne 6588064) = Combat Rifle Tutorial Reload Upgrade 1.
(Paragraphe Ligne 6589552) = Upgrade 1 Unknown.
(Paragraphe Ligne 6590928) = Upgrade 2 Unknown. +25 (Cumulative with its upgrade 1).
(Paragraphe Ligne 6591920) = Upgrade 1 Unknown. +10.
(Paragraphe Ligne 6593056) = Pistol Tutorial Reload Upgrade 1.
(Paragraphe Ligne 6595056) = Pistol Tutorial Reload Upgrade 2.
(Paragraphe Ligne 6595360) = Combat Rifle Tutorial Reload Upgrade 2.

All of the paragraphes below are Reload 2 upgrades (And the list is uncomplete) :
Tactical Shotgun = Ligne 6586576
Battle Rifle normal = Ligne 6589184
Combat Rifle = Ligne 6589872
Machine pistol = Ligne 6590928
Revolver normal = Ligne 6593424
Stun gun = Ligne 6593808
Inconnu = 6594112
Grenade launcher = Ligne 6594432
Inconnu = 6594736
Inconnu = 6595056
Inconnu = 6595360
Tranquilizer Rifle normal = Ligne 6595680
Inconnu = 6595984
Côte d'Azure = Ligne 6596304
Sniper = Ligne 6596608
Inconnu = Ligne 6596928
Inconnu = Ligne 6597232

=====

RECOIL UPGRADES :

Recoil upgrade Level 1 paragraphes (Uncomplete list) :
Combat Rifle Recoil Upgrade 1 = Ligne 6599744
Revolver normal Recoil Upgrade 1 = Ligne 6559328
Tactical Shotgun Recoil Upgrade 1 = Ligne 6557104
Tranquilizer Rifle Recoil upgrade 1 = Ligne 6560528
Battle Rifle Recoil Upgrade 1 = Ligne 6561072
Pistol normal Recoil Upgrade 1 = Ligne 6562128
Côte d'Azure Recoil Upgrade 1 = Ligne 6563104
Grenade Launcher Recoil Upgrade 1 = Ligne 6564272
Machine pistol Recoil Upgrade 1 = Ligne 6562608

Recoil upgrade level 2 paragraphes (Uncomplete list) :
Côte d'Azure Recoil Upgrade 2 = Ligne 6569744
Combat Rifle Recoil Upgrade 2 = Ligne 6572528
Combat Rifle Tutorial Upgrade 2 = Ligne 6571104

=====

DAMAGE UPGRADES :

Damage Upgrade 1 :

Revolver Normal Damage Upgrade 1 = Ligne 5022288
Machine pistol Damage Upgrade 1 = Ligne 5020368
Battle Rifle Normal Damage Upgrade 1 = Ligne 5023232
Sniper Damage Upgrade 1 = Ligne 5023712
Combat Rifle normal Upgrade 1 = Ligne 5022768

Damage Upgrade 2 :

Revolver normal Damage Upgrade 2 = Ligne 5025152
Sniper Rifle Damage Upgrade 2 = Ligne 5025632
Combat Rifle Damage Upgrade 2 = Ligne 5024176
Battle Rifle Normal Damage Upgrade 2 = Ligne 5027520
Machine pistol Damage Upgrade 2 = Ligne 5027040

Damage Upgrade 3 :

Sniper Damage Upgrade 3 = Ligne 5027984
Machine pistol Damage Upgrade 3 = Ligne 5028496
Revolver normal Damage Upgrade 3 = Ligne 5028896
Combat Rifle Damage Upgrade 3 = Ligne 5029312
Battle Rifle Damage Upgrade 3 = Ligne 5029712

Silencer, but I haven't verified to what weapon it corresponds to (Paragraphe Ligne 6769072).

Tutorial 11 : How to change the visual stats of the weapons

This tutorial explains how to change the stats of the weapons which are displayed when the player examine a weapon in his inventory.
This tutorial doesn't change the characteristics of the weapons, just the visual stats (= the text).

How to mod the weapons' base statistics (Modding tutorial for Deus Ex Mankind Divided).

NB : Paragraphes like the SILENCERS uses the same text code as the one found in the weapon paragraphes : 05 19 EE 4D.
But the values are a little different as they change the damage displayed when equipping and unequipping the silencer.

Here are the possible values to use in the SILENCER paragrpahes to visually indicate how much the power of the weapon decreases when the SILENCER is equipped :

- D8 FF FF FF (-40)
- F0 FF FF FF
- F1 FF FF FF (-15)
- F6 FF FF FF (-10)
- F8 FF FF FF
- FB FF FF FF (-5)
- E2 FF FF FF (-30)
- E7 FF FF FF (-25)
- EC FF FF FF (-20)
- EF FF FF FF

NB: The SILENCER item works like the normal upgrades paragraphes : Which means that there is a SILENCER paragraph for every weapon which can equip the silencer. Also, note again (so there isn't any misunderstanding) that the code 05 19 EE 4D changes only the damage number on papers (= visually), it doesn't change the weapon's power (That will be shown in the next tutorial).

Tutorial 12 : How to change the stats of the weapons

I showed you how to change the base ammo capacity of the weapons, now let's see how to mod the other stats of the weapons.
So, The BASE stats are located in each weapon's paragraph. And the BONUS stats are located in the weapons' paragraphes (like the AMMO_CAPACITY paragraphes, the RELOAD_SPEED_ paragraphes, the DAMAGE_ paragraphes, ect...).
NB: To avoid all misunderstanding, the values in this tutorial DON'T change the visual stats. They change the real stats of the weapons only (= How they behave when you use them.

The Rate of fire values

The BASE Rate of fire values :

To change the rate of fire of a weapon, in its paragraph, search for the codes :
EA10EDF8 = This code says how fast is 1 shot (45 00 00 00 = Less than 2 seconds to empty a whole 20-30 magazine, as contrary if you put 00 00 00 00 to this number = The firearm will never stop to finish firing the 1st bullet it fired).
Example : EA 10 ED F8 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 00 41 (Here the value is set at 00 00 00 41).

F8861A4C = Delay before the next shot. With bigger values, you can fire the next bullet faster and even very faster.
With lower values, the next shots are slower.

D42EB87C = 3rd value which has an effect on how fast the weapon fires.

The BONUS Rate of fire values :

The BONUS Rate of fire is the improved rate of fire after the weapon has been upgrade with machine parts. They are found in the RATE_OF_FIRE_ paragraphes.

To change the improved rate of fire of a weapon, search for the codes :
72365784 = Weapons' Rate of Fire BONUS : Can be found in some of the Elite weapons "rate of fire" upgrade paragraphes and in some of the normal weapons' "rate of fire" upgrade paragraphes.
6712F5D4 = Weapons' Rate of Fire BONUS : Can be found in some of the normal and elite weapons' rate of fire upgrades.

Example of an improved rate of fire level 1 :
72 36 57 84 00 00 00 00 0A 00 00 00 00 00 00 00 66 66 A6 3F .
In this example, the improved rate of fire level 1 for this weapon is set to 66 66 A6 3F.

The Range value

It isn't possible ingame, but with modding you can change the range of the weapons.
The range of a weapon is a BASE Stat, so it is found in each weapon's paragraph. Search for the code : A1B89DD4.
Here is how this value looks in a weapon's paragraph : A1 B8 9D D4 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 90 42 .

The Reload Speed

The BASE Reload Speed of a weapon :

To change the BASE Range speed of a weapon, in its paragraph, search for the code: 5F317320.
Possible values for this code : 00 00 00 00 = Ultra fast. Bigger numbers = Reloading the weapon takes more time.
Example : 5F 31 73 20 00 00 00 00 0A 00 00 00 00 00 00 00 00 00 50 40 (NB: Here the value to change to change is of course 00 00 50 40, don't touch the rest).

The BONUS Reload Speed of the weapons :
They are found in the RELOAD_SPEED_ paragraphes. In these paragraphes, look for the code : FA600225.
It's the Weapons' Reload Speed BONUS code (It works like the others).

The Damage

For the moment, I only managed to change the BASE damage of the weapons by changing it in their ammo paragraphes (They are values like 0000F041 and are located in the lower part of the ammo paragraphes). They are several of them, some correspond to which damage they do to normal characters or against Viktor Marchenko. Some values may also correspond to what damage the weapons do when the target is at close, middle or long range distance.

The BONUS Damage code.
2B4352B8 = Weapons' Damage BONUS : This code is found in the upgrade paragraphes, including those which downgrade damage (Like the SILENCER paragraphes). So it can be used to give a bonus or a malus to a weapon.

There are 2 other BONUS damage codes found in the damage paragraphes like :
91 51 25 A7 and E1 68 CF B1. They may possibly correspond to the damage when the target is at middle and long range distance.
If that is indeed the case, then 2B4352B8 is the DAMAGE bonus at close range.

Well, anyways, I would advise caution if you want to mod the damage as it could really break the gameplay and
especially the balance between the different ammo types of a weapon, and it can be aggravated with the upgrades.
Also, note that decreasing or increasing the damage of a weapon will also affect the player : If you decrease the damage too much for a weapon, then Jensen will take low damage when an enemy fire at him with this weapon. If as contrary, you increase the damage for this weapon, Jensen will do more damage to the enemies but he will also take more damage when they use this weapon against him.

Tutorial 13 : How to change the amounts of praxis kits needed to enable an augmentation

By default, two praxis kits are necessary to unlock most augmentations. With this modding tutorial, you can change that.

How to change the how many praxis kits are necessary to enable augmentations.

Tutorial 14 : How to enable or disable an augmentation by default

If some players want to disable the radar or the health regeneration and change them into "normal" augmentations which can be enabled later if the player chooses to spend praxis kits to unlock them, this modding tutorial for Deus Ex Mankind Divided may interest you :

Disabling the radar and the health regeneration in Deus Ex Mankind Divided is possible.

Tutorial 14 : How many amount of energy the augmentations use

The amount of energy used by the augmentations is also stored in the file Game.layer.1.all.archive.

Most augmentations use the code 379F683F.
In the file, the code looks like this : 379F683F000000000A0000000000000000002041 .
So, like most of the codes used by the game, 37 9F 68 3F is the name of the fonction.
0A 00 00 00 is a separator code.
And the value which is found after the separator code is the amount (= the value to change).
In the example above, the value to change is 00 00 20 41.
So by decreasing this number, you can increase or decrease the amount of energy used by an action.
Please note that in the game, 379F683F is also used by FOV (so not all the 379F683F000000000A000000000000000 refer to the energy use of augmentations, some refers to the camera angles and distance : So yes, with some of the 379F683F codes, you can change the angles and distance of the cameras when Adam Jensen does some actions like taking cover or climbing ladders).

The only augmentations which doesn't use the 379F683F code for its energy use is the takedown : It uses the code 22C6ABC4 code instead.
And finding it in the Game.layer.1.all.archive is very easy : As the takedown energy use is the only function in the whole file which uses the 22C6ABC4 code.
It works like the others codes : 22C6ABC4000000000A000000000000000000C042 . So don't change the 22C6ABC4 and the 0A 00 00 00 and just replace the 00 00 0C 42 value by a bigger or smaller value... or by 00 00 00 00 if you wish that the takedown consumes no energy.

In video :

A video tutorial which explains how to remove the energy use for the interactive takedowns in the game Deus Ex Mankind Divided.

Tutorial 15 : How much of the player's energy regenerates automatically

By default, only 1/5 (=20%) of Adam Jensen's energy bar regenerates automatically.
With modding, it is possible to increase this so 60% (or moreà of his energy bar regenerates automatically.
Here is how to do change this :
Still in the file Game.layer.1.all.archive, search for the hex value 4C1BC5B1 ( 4C 1B C5 B1).
The 4C 1B C5 B1 value located at ligne 6577680 corresponds the Player's base energy regeneration amount.
This is how the base energy regeneration amount code looks like :
4C1BC5B1000000000A0000000000000000000C42.

If you use my Hardcore Revival mod, it will be :
4C1BC5B1000000000A000000000000000000D242.
(As I made Adam Jensen's energy bar to have automatic energy regeneration up to 60% of its total capacity).


So in theses 2 examples,
1/5 (20%) of the player's energy bar automatically regenerates = Use 00 00 0C 42.
2/3 (66,6%) of the player's energy bar automatically regenerates = Use 00 00 D2 42.

For players who would like to make Adam Jensen's energy bar regenerate to 80% or even 100%,
like usual, do not touch 4C1BC5B1000000000A000000000000000 and just edit the value which is located just after (00 00 0C 42 if you are trying to mod the original Game.layer.1.all.archive and 00 00 D2 42 if you use my mod as a base).
For example, you can test using the following values : 00 00 E8 42, 00 00 F8 42, 00 00 00 43, 00 00 08 43, 00 00 16 43, etc... and from there, proceed by elimination and go for more precise values (like 00 00 EC 42, 00 00 F0 42, etc...) until you obtain the result you want.

Other pages on this website are dedicated to Deus Ex Mankind Divided :

The official page of the Mod Hardcore Revival for Deus Ex Mankind Divided.

Gameplay videos of mods and glitches for Deus Ex Mankind Divided.

Presentation of the game Deus Ex Mankind Divided (Review).