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
- 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
- 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
- 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
- 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
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
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
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
00 00 01 F4 => F4 01 00 00 (It is the value 500 written in 4-bytes
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
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
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
In the game's files I listed in "What files to mod", most of
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
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.
Also, the paragraphs of a few special items don't use a
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
Tutorial 2 : How to change the space taken by the items in
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,
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
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 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
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.
0E 60 9B 24 00 00 00 00 17 00 00 00 00 00 00
00 02 00 00 00 .
Tutorial 3 : How to change how many times the items can stack.
With this tutorial, you can set how many times Deus Ex Mankind
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
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
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.
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
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
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
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.
Tutorial 5 : Set how long the effects of the consummable
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
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
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
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 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
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.
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.
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
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
Tutorial 9 : How to change the upgraded ammo count of the
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
In the file Game.layer.1.all.archive, search for the code
Note : This code isn't located in the weapon's paragraphes but in the
And most of them don't have a name at all, excepted the first 3
paragraphes named : AMMO_CAPACITY_01, AMMO_CAPACITY_02 and
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
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_02 : Number of bullets added by AMMO_CAPACITY_01 and
- AMMO_CAPACITY_03 : Total number of bullets added.
So, basically, if you want a weapon's magazine capacity to
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
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
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
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
8) Do the same with the AMMO_CAPACITY_03 paragraphes.
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 :
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
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
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
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
(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).
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_
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
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
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
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).
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
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
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
By default, two praxis kits are necessary to unlock most
augmentations. With this modding tutorial, you can change that.
Tutorial 14 : How to enable or disable an augmentation by
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
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 :
So, like most of the codes used by the game, 37 9F 68 3F is the name of
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
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 :
Tutorial 15 : How much of the player's energy regenerates
By default, only 1/5 (=20%) of Adam Jensen's energy bar
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 :
If you use my Hardcore Revival mod, it will be :
(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
official page of the Mod Hardcore Revival for Deus Ex Mankind Divided.
Gameplay videos of mods and
glitches for Deus Ex Mankind Divided.
game Deus Ex Mankind Divided (Review).