HITMAN 3 - Modding Thread

Thats sound cool very hope

The stupid americans from the Block will still be in this mission?


:unamused:

2 Likes

That is 47. He will be in the Mission.

10 Likes

I didnt found block guards so i sent of 47 with the that clothes​:laughing::laughing:

Due to something specific to this mod, I need a version of the vanilla Chongqing scenario, but with some entities having different ‘parents’, so that when big groups of things are deleted some individual things I want stay untouched.

If this is applied as a patch I can’t imagine it will interfere with any other mod as it changes no properties at all, just the folder structure of some entities in the Block; although adding on about 40 seconds to deploy time just to change a few parents seems like a waste, so I could just make a duplicate that’s not a patch, which would you rather?

What would you prefer for Chongqing Noodle Massacre?
  • The mod takes an extra 40 seconds to deploy
  • The mod is ~66mb instead of ~20mb

0 voters

1 Like

You could’ve selected Contracts Mode and start in the Block, where you would have had 3 different Block Guard Models right there to choose from to better hammer down your point :wink:

1 Like

I dont understand what you mean
but i was choose in 66mb option cuz its sound more massive and better😆

hello i’ve never modded a hitman game and have looked for a tutorial on how to swap outfits or replace outfits. I’ve installed simple framework mod and looked at the rpkg software thing but not to sure how to use it so could i have some guidance pls

It’s not a fair comparison. According to Sentry a large majority already have mods using patches/localisation/dependencies/blobs/sfx.wem files/contracts/unlockables/repository. “The mod takes an extra 40 seconds to deploy” only if no other remotely substantial mods are used.

1 Like

What would you estimate the extra time is if they do, and everything else in my mod has been converted to raw files (apart from the destinations menu patch)?

(Keeping in mind this is a whole scenario.brick, if that makes a difference)

1 Like

I’m confused why you need to make a patch to the scenario brick just to make overrideDeletes easier for you to do. Wouldn’t it be better to just manually add overrideDeletes for each entity that you want gone instead of moving them into another group and deleting that group. You can still delete the group but you can also just delete the other entities manually.

There are about 2000 or so entities to be deleted, I want to save about 40. No I don’t think individually deleting 2000 entities is easier than reparenting 40 in the vanilla brick.

[Tag me in Discord if you want to continue]

1 Like

A patch to a scenario brick is about 10 seconds; it’s done in parallel with other patches though so in practice it’s only a few extra seconds in many cases.


Does anyone know what I could do to negate this bug with the terrain spawning in everywhere? I’ve also noticed that 47 is unable to talk to people, so a lot of story stuff is broken.

You wait

20 characters

1 Like

I don’t understand what you mean with that.

The latest framework version fixes the dialogue bug but not the bushes bug yet.

Ah, I see. Thanks.

Twenty Characters

1 Like

The floating bushes are a Dartmoor-specific issue that arises when any mod edits Dartmoor (including LU 2.0). The dialogue issues were fixed globally in version 1.5.0 of the framework.

1 Like

Ah! Yep, I was using that mod. Thanks.