HITMAN 3 - Modding Thread

I followed the Tutorial, though the Tool isen’t doing anything.

Another terrible consequence of the Epic exclusivity shenanigans then lol. Hopefully it will work when it’s back on Steam

Which one?

You need to be more specific.

The Hitman3.exe isen’t doing anything. This is are the contents of rpkg file:

D:\Epic Games\HITMAN3\Runtime\chunk0.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk1.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk2.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk3.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk4.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk5.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk6.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk7.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk8.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk9.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk10.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk11.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk12.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk13.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk14.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk15.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk16.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk17.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk18.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk19.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk20.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk21.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk22.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk23.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk24.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk25.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk26.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk27.rpkg

Patch has the same without chunk0.rpkg

Hitman3.exe doesn’t do anything on it’s own. You need to use Command Prompt.
BTW, that’s gonna output EVERYTHING. I doubt you’re gonna want to do that, since the output files will not tell you which chunk they came from, and it will take up tons of disc space if you use the “All” function.

I reduced it to this:
D:\Epic Games\HITMAN3\Runtime\chunk0.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk1.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk2.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk5.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk14.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk21.rpkg
D:\Epic Games\HITMAN3\Runtime\chunk27.rpkg

Instead of doing a “Random” Swap, I’ll will just do one to reflect my Plans for my first real Custom ET in Mendoza for which I’ll not only include a Model from Himmelstein as the Target, but also CICADA from Paris to replace the Miami Suit Guards in Mendoza.

I can’t run the App through cmd.

Transferring models between chunks is a little more work than I first realized.

“Mini” tutorial to change 47’s head to Sean Bean:

Extract 47’s Head from Chunk 0 (Base):
rpkg.exe -filter 006AA90A54C589B9 -extract_from_rpkg "C:\Program Files\Epic Games\HITMAN3\Runtime\chunk0.rpkg"

Extract Sean Bean’s Head form Chunk 19 (Miami):
rpkg.exe -filter 003A730CD5860997 -extract_from_rpkg "C:\Program Files\Epic Games\HITMAN3\Runtime\chunk19.rpkg"

Copy
003A730CD5860997.PRIM
and
003A730CD5860997.PRIM.meta
from
chunk19\PRIM
to
chunk0\PRIM

Copy name of
006AA90A54C589B9.PRIM
and delete it
Paste it over
003A730CD5860997.PRIM

[EDIT with new info]
Copy name of
006AA90A54C589B9.PRIM .meta
Rename it
006AA90A54C589B9.PRIM .meta.orig
Past name over
003A730CD5860997.PRIM.meta

With HxD, open the two .meta files side by side.

Copy over the very first 8 bytes from
006AA90A54C589B9.PRIM.meta.orig
to
006AA90A54C589B9.PRIM.meta

Old Info with some information that might be useful?

From
003A730CD5860997.PRIM.meta
to
006AA90A54C589B9.PRIM.meta
Copy and paste over everything after the string of 5Fs, which come after the long string of FFs.
Mind that the first 8 bytes end in 00 (Just in case there’s a possibility 5F is actually part of those first 8 bytes) Just watch the 00s when you’re pasting, they shouldn’t move.


First 8 bytes reference a .BORG file, while each subsequent 8 bytes reference MATI (Material) files.
It doesn’t seem to make a difference weather the .BORG file is in chunk0 or not. Not sure what it does. :thinking:
Save.

Delete
003A730CD5860997.PRIM.meta


Save.

From the Material list created by the model exporter:
Material 821B8B1B9311ED
TEXT 61E958E09D09BF 1
TEXT B6A968EF2505A2 1
TEXT F20085C474F944 1
TEXT E7476E0CF7A9EF 1
TEXT A8F55495A73676 1
TEXT A2024CD0C5F7B0 1

Extract Sean Bean’s Head .TEXT files from Chunk 9 (HITMAN 2 General):
rpkg.exe -filter 00821B8B1B9311ED,0061E958E09D09BF,00A2024CD0C5F7B0,00A8F55495A73676,00B6A968EF2505A2,00E7476E0CF7A9EF,00F20085C474F944 -extract_from_rpkg "C:\Program Files\Epic Games\HITMAN3\Runtime\chunk9.rpkg"

Some of those are actually already in Chunk0.rpkg

In the newly create chunk9\TEXT folder:
For the ones that did extract, each TEXT.META file has the hash of the corresponding TEXD file in the last 8 bytes.
C6 EE 52 3C 6F D6 64 00
CA 3D FB C3 15 3C 40 00
89 32 CC 35 17 C2 5A 00

Using Notepad++ you can put those numbers in the correct order using these settings:

Replace
Find what:^(.{2}) (.{2}) (.{2}) (.{2}) (.{2}) (.{2}) (.{2}) (.{2})
Replace with:$8$7$6$5$4$3$2$1,
Regular expression
Notepad++ Settings
Which results in this:
0064D66F3C52EEC6,
00403C15C3FB3DCA,
005AC21735CC3289,

You can then use that list to extract the .TEXD files from Chunk 9 (HITMAN 2 General):
rpkg.exe -filter 0064D66F3C52EEC6,00403C15C3FB3DCA,005AC21735CC3289 -extract_from_rpkg "C:\Program Files\Epic Games\HITMAN3\Runtime\chunk9.rpkg"

Copy over the MATI, TEXD, and TEXT folder from chunk9 into the chunk0 folder.

Create .rpkg
rpkg.exe -generate_rpkg_from chunk0

rename it
chunk0patch1.rpkg
and put it in your Runtime folder.

The lack of being able to swap skeletons is still a bummer since all heads use a different skeleton for proper face placement and movement. And, no, you can’t add hair. 47 does not have hair, thus there’s nothing to switch out to give him hair.
Eye and hair color is also dependent on the Outfit, which is why he still has 47’s blue eyes.

10 Likes

BTW I updated that table now it’s less trash :
https://fearlessrevolution.com/viewtopic.php?f=4&t=9893&p=97425#p97425

3 Likes

Cool, okay. But is it always that complicated or only for 47, since he’s the Player Character? Otherwise I’d maybe ask you (or someone else who’s interested) to help me, since my Plan would include a total of seven Model Swaps, since there’re 6 CICADA Guards:

Kurt Donovan (and Clones)
Davis (Moustaced Guy)
Serious Face Guy, I haven’t named yet, Shaved
Serious Face Guy, I haven’t named yet, Not Shaved
Augustus (Depressed Looking Guy. Guards Entrance near Garden.)
Kurt Donovan, but with a Moustace.

&

My Target, this Guy from the Himmelstein Mission:

2 Likes

BINGO!
Found out how to switch out models of the outfit itself in in the .TEMP files.
Looks like this iteration of 47 is gray haired. Haha.

In the HITMAN 2 days, I was right in assuming the .TEMP files contained the info of the outfit.
The .TEMP.meta file here is the one for 47’s signature suit. I swapped out the address for his shirt with that of some random hair. Adding a new address to the end doesn’t seem to work.
All these strings are references to files that are in chunk0. They are written backward every byte (2 characters).
Perhaps what determines hair and eye color is above this?


Perhaps one of the files is the skeleton (and can be changed)?
I tried switching out the .BORG reference, but it didn’t seem to do anything. :thinking:
TEMP_File_List

4 Likes

Flying Tourpet 47 isen’t real, he can’t hurt you.

Flying Tourpet 47:

Just kidding, that’s great News and may even allow “Custom” Models.

1 Like

If anyone can use this info to make a program with a user friendly UI, more power to them!
But right now, this is what we got. That’s why I was as thorough as possible. It gets easier the more times you do it. But no matter what, I ALWAYS seems to acculate a barrage of folders and text files fighting for screen space. Haha

1 Like

That would bei best case scenario and who knows? We already have a User Friendly Mission Creator and Mission Explorer.

I’m defenitly gonna give it a try tomorow and I think it is problably only a rights issue due to the saving Location. If you are trying some things out right now though, you could maybe try out one of the Guards. I’d be intrested to know if there are any “losses” like the Eye Color in Sean Bean’s Case.

How consuming is it to edit audio files? Preferably Diana (and other handler) lines to sound more electronic? A radio filter perhaps? It’s what I loved about Absolution and Bloodmoney heck even the older titles were able to distinguish voices that are over the phone vs irl better. I’m replaying night call and it’s so glaring being in that empty house and have it sound like Diana is there too.

2 Likes

It’s time consuming, sure, but doable. You need to extract WWES using rpkg (they contain dialogue), then edit the ogg files you want and repack them using Wwise. Then you can repack using rpkg (make sure to include the .meta files).

2 Likes

Do we have a list of what each type contains?

For example, LOCR-localization, RTLV-video subtitle, etc.

It depends on your audio skills. But in reality it is not difficult, especially when working with high quality recordings.

1 Like

Oh, awesome, thanks man!

1 Like

Here you go: HITMAN 2 support · Issue #7 · OrfeasZ/Statman · GitHub

It’s from Hitman 2 so it’s missing some things like WWES which is where all the dialog audio is kept now instead of it all being in WWEM

1 Like

Grey’s first dialogues in Dubaï sound like they’re actually through an earpiece, but the raw file doesn’t sound the same, maybe we could find what audio setting they use (in-engine) and edit Diana’s lines with the same thing

3 Likes