I think it’s more Splinter Cell: Double Agent-esque.
Not sure how reddit videos display on this forum, let’s find out
That is the excellent work of Wuzmart and his team you are hearing
oh sweet russian
out of curiosity will it be added to accent overhaul (even though its for a sniper mission maybe passenger car but thats in romania) and will that mean more speaking the language for other locations
I’m thinking of adding the “No Geese” sign from Berlin somewhere in Colorado. Need somewhere appropriate but still hidden to act as a small easter egg. Anyone got any suggestions?
Started modding yesterday!
I would like to give thanks to @BlossomFox for all the pointers. ![]()
The glaciermodding sites and its documentation has been of great help too.
- Replacing the SilverBaller Mk2
- Replacing the Remote Semtex Demo Block (untold Mk2)
Both work as intended.
Simple weapon repository changes were fine(ish) to do.
Items though… templates, audio, effects, VFX, model, etc, It’s a learning experience. ![]()
I’ve wanted a Micro Breaching Charge soooooo badly in the proper game, it would be a key part of a role-playing SASONKO, Accident Only, No Running run that I’d like to try on Three-Headed Serpent.
Can someone at IOI please hire @LandirtHome?
Great to see more people into modding for WOA. Love the creativity and would like to try modding myself sometimes. But I guess I couldn’t do it ![]()
Can’t do it at the moment anyway as my graphics card just fried and can’t play anything.
My main worry is having three breaching charges for all three slots will cause the exact situation you seem to want, which is not a good thing; It’s a silent explosive that is functionally quite easy to use and the penalty for placing items is basically a non-factor.
It’s bad enough we have two silent explosives, we don’t need a third. Breaching charges were nerfed for a reason. If this makes me unpopular, then so be it.
Guess it’s an agree-to-disagree situation, it’s well established at this point that we have different views on game balance (and tbf, I reckon that the devs align more with you than they do with me).
Personally - and I realise that I can only speak for myself rather than the playerbase at large - I’m all in favour of ‘OP’ gear (e.g. the Electrocution Phone) making its way into the game because I use this stuff in a way that I find fun and that doesn’t see me unwittingly ruin the game for myself.
We’ve been through all the arguments about players optimising the fun out of games to their own detriment before so there’s no point in hashing it all out again, but for me personally a Micro Remote Breacher would make the game a better experience than a worse one for the way that I would plan to use it.
That’s not what the arguments were about (“should OP items be in the game” is the one I participated in, at least), and the phrase “optimising the fun out of the game” is not one I remember, the arguments were more about their use-cases and how people play. That seems more like an exaggeration more than anything.
And Hitman is designed in such a way that optimising routes and gameplay is a part of the intended experience itself. You may think that having less OP items sucks the fun out of the game, but having free kill buttons and items that are power-creeped out of usefulness (keycard hacker/ gas grenade etc.) by newer items is not a good thing in game design. As I said before; you are not the only person that matters, IO has to consider all of the audience. People can, and will, abuse items, irrespective of each specific players’ own choices, and IO has to keep that in mind.
I will give credit, the more interesting items (I.E, not melee reskin #137) IO have added recently have been in the vein of puzzle design and specific use-cases. The Rifle Case is only useful if you’re using a non-sieger, and the Access Dongle is quite novel and, while not faster than other methods, does let me mess around with electronics, opening up more gameplay ideas. And they were quite careful to not make it open doors, as silly as that is, for obvious balance reasons, so the player still has to interact with the environment the developers lovingly created.
Yeah, I fully admit my argument is a selfish one, if other people abuse OP tools and it makes the game worse for them then for me that’s a ‘them’ problem, because I have the restraint to use OP tools in a way that doesn’t ruin the game for how I like to play. I’m never making any arguments other than what I would like to see happen in the game, and usually that’s treated with the appropriate weight given to one lone person’s opinion.
An easy way to solve this would be to make a micro breacher that has the same “unlocking” capabilities as the regular one, but KOs people instead of killing them.
Specifically what I’d hope to use a Micro Breacher for in my role-playing run use-case would be to remotely cause the watercooler in Andrea Martinez’s downstairs office to leak without having to fire a gunshot at it.
Weirdly enough despite having tried a wide variety of explosive on a wide variety of human and non-human targets it never occured to me that you could place a breacher on water tanks. I don’t know if it actually creates a leak but if it does this is good to know for Perfect Shooter contracts ![]()
Why can’t we throw a screwdriver or other pointy/sharp objects at watercoolers again?
Just tested with a full-size Breacher and it turns out they don’t cause watercooler leaks (those water bottles are clearly made of a mithril-adamantium alloy), so it turns out it’s all a moot point anyway…

That seems like a fair compromise, though this would not stop their abuse with gas canisters. Though a pacification stat could open up some damage-based contracts, such as the ones from the Linux puzzle pack.
Admittedly I created the micro breaching charge for winches. @scat1620
A week in.
I made what is the reason I went into modding: the ICA Lure Phone.
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Made out of the ICA Remote Audio Distraction mk2, this item allows you to attract an NPC to your position, as if you thrown a coin at your feet, under the same radius.
The sound used is subject to possible change.
A vine bottle breaking seems fine for 47 though, and there are three of them for sound diversity.
The question is what to do of the phone if on the ground: make it a phone (and then what effect to give it?), or let it be a simple audio distraction (giving it the mixtape 47 music).
I have both ready.
I wouldn’t mind opinions on that.
I also continued to play around weapons, their models, and their kit.
Experimented a bit with ammo and magazine config too. Made nothing using those though.
Making custom model and behaviour for:
- The TAC-SMG mk2, into a loud dart rifle (10 sedative darts, one per magazine)
- The TAC-4 AR mk2, into a marksman rifle (semi-automatic, stable, precise when crouched and unmoving, and yes, the slowdown ability)
I have unfortunately hit a snag for two items:
- The EMP Case, I cannot find what to change to make it be brought to a weapon crate if found on the ground. (Right now it’s just pocketed)
- The RFID Letterbomb Parcel, made out of the Proximity CX Demo Block, works but the RFID coin spawns in a semi-broke way.
Unfortunately this demands a change in the unlockable file. Which works well on Peacock and offline, but does not online.
Are currently in the work:
- a new model kit to the Enram Shotgun mk2, and turning it into an Auto Shotgun
- an Sedative Atlantide Bottle (it’s blue) out of the Emetic Syringe mk2, a non lethal blunt weapon, with a single dose of poison in the cork.






