Strange, I use it too and it works fine for me.
I guess double check it deployed correctly and you have the options enabled.
I’m not sure what you mean by this, can you show what the issue is with a screenshot?
Might be worth noting that it doesn’t change every line of dialogue, if you were expecting to hear that from it, mainly just the little remarks random NPCs make. It’s probably most noticeable on Hokkaido as you’ll get actual Japanese speech.
Hello everyone, as most of the week I am far away from my PC and could only try to work it out on the weekends I could only solve this awful issue I had with my Hitman last week.
I had Error : 0xc0000142 whenever I tried launching game.
In case any of you is unaware it means theres are corrupted file/s within the application.
I know for sure the corrupted file is a mod (theres no reason for it to be an actual game file) and I didn’t installed any mods since.
I would like to get some help with modding to make sure I won’t download any problematic mods again, thank you all.
Okay, since I have nowhere else to put this, and I found it mildly interesting, the latest UCP pull (now merged!) activates three toys that haven’t been enabled as props in Santa Fortuna; the Mini Ninja Figurines:
Because these are a part of an easter egg in Hokkaido, these are set to not show by default in their TEMP. However, this is only coded with Hokkaido in mind, so in Colombia, these go unseen, as the brick for Santa Fortuna does not override the TEMP to enable them to always be seen.
Adding Secret_IsVisibleAtAStart and setting that to true enables these toys to show up.
I actually found this by accident when going through GlacierKit, as it baffled me as to why the prims were being referenced in scenario_hippo.brick of all places. Turns out, these are meant to be toy props found amongst other junk in the manor.
IO, understandably, probably missed this when making the level and never fixed it. Literally an invisible issue, and hell, I only found it by pure luck.
Anyway, as mentioned it’s now a part of UCP, so enjoy finding Futo and Suzume all over again!
To test adding new setpieces and props to the safehouse. This includes adding a calendar to both the bedroom and the shed, as well as a poster in the bedroom.
I hope you enjoy the art as much as I liked making it!
So, I went to add some mods into my game and remebered that I desperately need mod for skipping interview in New York and Agent Smith’s dialogue in Hokkaido (two separate). But I went through all the mods in Nexus and couldn’t find them (and search in Nexus mods sucks.) I am sure these mods exist, if anyone knows these as well and could share the link – that would make my day.
Just had a thought… You know how you can place an item like a sound distraction device or an explosive onto a rat poison, you pick up the rat poison and it will have the device attached.
When you put the rat poison away it stays (yet, invisible and probably floating) where you performed this action. Go anywhere else, equip the rat poison, and the distraction or explosive will instantly be where you are back onto the rat poison.
While I don’t know why this happens, what if it were somehow done with a disguise? My thought is to use a briefcase (which you typically use to bring in a weapon, etc.), you can enter your inventory, select the briefcase, and instead of ‘remove’ you have equip or wear X disguise. Upon leaving the inventory 47 will then perform the disguise change animation and wear the disguise he had in the briefcase. It will actually switch it with whichever suit or disguise he’s wearing…
Although, one might want to discard (or leave) a disguise in a certain location. So that could be a choice along with equip/wear.
This Mod alters the levels’ props, movement and perimeter around Colorado to make up more consistent cover for the level.
The motivation for this mod was honestly fairly simple.; it’s a pain in the backside to actually enter the compound. Once you get inside, the stealth grass does a good job of keeping you out of sight.
Removed some unneccessary collision inside compound front entrance.
Added a Vision Blocker to a closed barn window outside the 4x4 exit.
Added a PFObject to a section of stealth grass near the haybaler. The guards
will now avoid the grass by default, unless you distract them or provoke them.
Expanded the section near the haybaler; this adds three trucks and a lot of rubbish as cover, as well as moving the haybaler to
the right-side, and adding haybales as some cover when cleaning up bodies.
Added “safety cover” near the barn windows outside the 4x4 exit. This should encourage using those windows more to get around
those two guards.
Added cover outside the slurry pit that dictates a pickable gate and allows for observation of the drunk guard.
Added extra “safety cover” that should encourage players to sneak past the barn guards outside the slurry pit.
Minor cover changes outside the main barn perimeter.
Added haywheels to provide cover when approaching the guards outside the main house.
Added a truck, rubbish, and trailers to work as cover when going past the
guard patrolling outside the back of the main house. This also extends the playable space, so you can have more room to breathe. A box has also been added to hide bodies further up.
Added tree’s outside the orchard entrance.
Added a logpile to act as proper cover outside the orchard entrance.
Added some cover (subject to change) outside the orchard.
Moved boat and added fishy props to act as cover outside the orchard.
Added more cover around the bog area near the starting entrance.
Added an explosive canister outside the barn. If you can see this, then you’re in range.
Reworked a room in the Barn, and slightly altered a sentry guard’s view of the door leading into said window.
Added Bananas and other melee items that can now be picked up.
Added more cover around the house and the kitchen.
More stuff I’m sure other players will find out.
This project took many weeks to accomplish and plan out, and has been on my
to-do list of changes I’ve wanted to make to the game since late-2022. So if you are appreciative of these changes made in this mod, or anything else I’ve made, then Consider donating to me via Ko-Fi! It would mean a lot =)
Have fun, and enjoy Colorado like you’ve always wanted to play it!
EDIT: I created a video that better explains the process of making the edits, as well as the tools used!:
Idea. Add an option to release NPCs 47 has in a headlock. 47 will let them go as if he choked them out, but the NPC will get back up as if hit by an apple or muffin. Before they get to their feet you’ll need to get out of their line of sight or become compromised (this might not happen due to how the game works). They should probably be in a panicked state and run away.
This could help in situations where No KO’s are allowed… and you unwittingly grabbed an NPC on accident.
It could probably work differently depending on if an NPC was grabbed from behind or from around a corner or over a barrier. I’m thinking you should become compromised ‘Crime Noticed!’ if you release them after pulling from a corner/barrier.
Maybe how soon they get up would depend on how many times you (pressed) before getting to ‘choke out’. The corner/barrier grabs will be choked out faster than just from behind.