HITMAN 3 - Modding Thread

I think either a sedative phone if you’re looking for effects, or a mixtape phone.

Great work, man! Keep it up!

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Huh? No :grapes: Grape Flavored Soda that attracts NPCs to come and drink from it? :grin:

I suppose the poisoned cork for the bottle makes it different from my idea. :thinking:

Then again, I don’t know exactly how your idea works. It just reminded me of something I’ve pitched for a Twitch unlock.

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Cheers @Dribbleondo. :grin:
I’m looking into the ICA Devices Payloads templates, see what I use.
If possible I will have a sedative (same idea as you), but not a poison gas cloud.
Just the one NPC that picked up the phone.
Have some flavour text about cutaneous toxin.


@Tetrafish_21
I see what you mean. Like a new bubblegum mechanic wise.

What I’m making is just a non-lethal equivalent to the Black Almond’s Dagger, or the Blunt Knife.
A melee weapon that also works as a poison vial.


In other news: textures!

(it’s simple but honest)
(it’s for the EMP Case)
(did you know I like Tenet)

(I may or may not have tried before, and may or may not have forgotten to change the .metatony into a .meta, and may or may not have tried everything to solve the issue before realising I accidentality skipped this one early bit)

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Okay, if you go down the sedative route, I have the perfect description:

A phone that emits a sedative gas cloud when answered, and to any outside observer, it will look like an unfortunate victim of doomscrolling fatigue.

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I have a zip filled with generic meta’s so I cheat =P

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Well, my thinking was that it could be placed and poisoned with any vial (or syringe if you have the Versatile Syringes mod) of poison you had on you.

Otherwise, it could act as a distraction of sorts. It would attract any NPC; they would go to it and pick it up off a table (or ground?), then they’d drink it. If it’s not poisoned, they will drink it for around 10 seconds or whatever, set it back down on whatever table (or stash it if picked up?), then return to their routine. Then it would only act as a normal melee can, unable to be poisoned (if it wasn’t dropped and destroyed).

If it is poisoned, they’ll still drink for the 10’ish seconds, then it would take effect. Or maybe just act like a normal poison without the delay? :thinking: The delay would be better for gameplay, imo.

It probably shouldn’t be retrievable once poisoned… Or it could if poisoned somewhere else and transported. No poison effect allowed if thrown or used as a melee item. That’d be too OP’ed. A throwable lethal poison can that emits a cloud? :speak_no_evil_monkey:

Eh, why am I saying all this? :sweat_smile:

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In the absolute this might be possible to mod. I’m not certain though. @Tetrafish_21
I will take a look later if you want, I won’t for now though.


My objective is to create a mod called the Mk2 Retooled Pack.


I want to replace all mk2 items with new novel gameplay archetypes ones.
Ones you could make original runs of the puzzlebox with.

So interesting enough to use, but not so powerful that they cut the Gordian knot clean off.
I don’t think many use the mk2 items.
It allows the new items to be used online.
The mk2 briefcase stays. It has its own quirk.

  • Weapons are admittedly powerful, sometimes even better than the current selection, without being broken:
    • The ICA19 Classicstriker gives the classic games ragdoll. More recoil, less ammo, and slower than the usual ICA19. Due to the silencer it’s not as powerful in medium to long range than the striker. It allows to open doors, but not unlike a dak x2 smg, and like the classic games, again.
    • The TAC-4 Marksman Rifle make shooting quite smooth, but don’t expect silent assassin with it. Two squeezes to centre mass at short to medium distance. And I’m tweaking the recoil up a bit still. The Sieger Ghost of the rifle category.
    • The TAC Dart Rifle is loud. It’s mostly useful to drop carried items by NPCs from distances, or sedating an open-air frisk zone from far away, or under high-risk.
    • The Sieger 300 Shockwave only real advantage is that it one-shot vehicles, and some shot angles. Which is interesting on itself.
    • The Enram Auto Shotgun is a currently missing archetype.
  • Items are made in parralel to IOI designs.
    • The EMP Case is the most powerful one. It’s also situational (it’s for Bankok, and an easier Sapienza virus EMP throw). But you also have to transport it as a briefcase, with all that means to agility movements. (and on Peacock cannot bring in undercover starts)
    • The ICA Lure Phone is the usual phone and a situational coin in function, It’s also why I’m hesitant on the sedative. It seems too much.
    • The ICA Micro Breaching Charge was made for winches.
    • The Sedative Atlantide Bottle is a direct non-lethal equivalent to current items.
    • The RFID Letterbomb Parcel is a rfid item that is not seen when placed, to actually use the RFID mechanic.
    • The 60 Second Fuze Explosive is a flavour item.

The major design is “will this new item still require the same amount of steps to resolve the mission as most IOI items, while opening new categories of those steps.”
Fun, not effortless.

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If someone can help me find a place to properly ask this if this isn’t the place please lmk. idk where to ask about messing around with zhmmodsdk.

I’ve never used zhmmodsdk before and was playing around with it on Dubai to see if I could make Carl Ingram go golfing or whatever. But while doing so idk what I did but real NPCs couldn’t see me or dead bodies for some reason. I could kill someone and nobody would react, I could pull winches and walk around with my gun out but nothing. At most they’d still react to bullet noises. This was a bit ago, like last week, and I didn’t really think to test this, but I don’t really remember if they reacted to me shooting body parts to panic or not. Fake NPCs would still react to me doing stuff, but ofc they didn’t actually you know trigger anything. Even weirded but it seemed to persist across missions also, I switched to the Vector mission and no reaction, as well as some random contracts on Hokkaido and it stayed, as well as when I was loading other saves on Dubai.

I tried recreating it ever since but can’t so I’m wondering if someone who knows what they’re doing can figure out how I can redo it? Note I didn’t toggle invisibility and don’t have any mods installed aside from the world speed one and some of the default ones. I didn’t even know there was the mod with Invisibility and God Mode 'til I decided to search it up.

Mk2 retooled mod is forming well.
The list is completed.
15 items have their core behaviours, descriptions, custom hudicons, etc done.
Even added an optional bonus Suit.
Which mostly leaves me with the texture work when needed.
And other tweaks, like radius value, ammo count, distraction sound…

(thank you to @BlossomFox and @magicdave94 for their balance feedbacks)


I would appreciate a very quick support.
(with credits)

Could someone with access to Hitman 2 files on PC send me the diffuse texture of the Electrocution Phone.

As far as I can tell it was wholesale removed along the item itself in Hitman 3.

I’m currently working on the Lure Phone textures, diffuse and emmisive.
But I wish to give it a blue casing.
Having the one from the Electrocution Phone would help me a lot for when I’m going to do the Inventory thumbnail.


This is the kind of texture in question.
(it’s a work in progress)


(fun fact: the background is a heavily distorted image of Haven Island)


Finally, a poll.

One of the item is a Soda Can Firebomb.
A less powerful Molotov, but legal to carry (still illegal to throw).
In a soda can.
So:

Which soda can model should be used for the Soda Can Firebomb item?
  • Dr Popp
  • Fitter
  • Fizz
  • Jester
  • Thwack
0 voters

(currently it’s a Thwack Firebomb, but it has the issue of sending the item at the end of the long list of explosives)


Thanks!

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:man_detective: :palm_down_hand:

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Thank you so much @Luiluix !

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Im not sure where else to ask, I swear I remember there being a mod that changed the legacy escalations added back by peacock to be three levels like the modern escalations, but now I can’t find it. Does anyone have a link or can tell me if I hallucinated that?

Mk2 Retooled Pack mod is now at the “final testing” stage.

Scrapped a few things at the last minute (replacing the autoshotgun I was never satisfied with with a Bartoli Dragon Shotgun, with custom incendiary ammo as an example).
And I need to give better pricing to the items in the optional Freelancer integration (except the Momendi Toy Pistol, it’s at 29 mercers because it’s a toy and I find it funny)

Should release next week.


In the meantime, I had to get away from textures work from time to time, so I did a very quick, and janky proof of concept for something you might have heard me talk about around…


Which closes my first month modding the game.
Thank you again to all who gave me pointers, tested and gave me feedback on the work in progress. @BlossomFox @magicdave94 @linux_penguin :orange_heart:

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Methlab 1.0.3 - Resurrected Assets

This year IO has resurrected some methlab assets (Never before included in H3 files) for use elsewhere. Mainly a ‘high tech crate’ in The Harbinger, and a case full of pill bottles for the Slim Shady Safehouse pack. So I’ve tweaked the mod to no longer manually include those files, which will prevent an issue with SMF3.

https://www.nexusmods.com/hitman3/mods/571?tab=files

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Those assets might be used on the next ET I think? Or some dev just want to play around with those

Since you made the Consistent Colorado mod… Thought I’d run this by you.

Since none of the other buildings with doors handles will allow this to happen, I don’t know what it’d involve or if it’d be too much work for such a simple feature. Maybe the doors for the house have extra geometry not present on the other doors of the other buildings.

There are metal doors with handles/knobs (which would make sense) on almost all of the garage like buildings, but some have wooden/barn door type doors (which wouldn’t make sense sine they don’t appear to have a handle).

Deleting parts is much easier than adding them when it comes to Hitman model modding. Sadly, not really much I can do with this information really. But thank you for making me aware of a new trick =)

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BOXC Generation

The SDK team has recently figured out how to generate boxreflectioncaches (BOXC), the things that bake lighting and reflections into surfaces which is used by IO and until now we were unable to do. You may have noticed with Random ToDs or Freelancer Variations that sometimes when you go from a bright ToD to a dark custom ToD there are ugly bright rooms littered around, because there is no BOXC on custom ToDs and it has leftover data from the previous ToD; well basically this solves that… that’s about it.

There’s a catch though: each of these BOXCs are fairly large file size. For example if all of them were to be included in Random ToDs, that mods filesize would go from 3.07mb to 1.3gb. I’ve been informed that there is no filesize limit on Github releases, but that means every single update you’ll have to sit through 1.3gb of download, even if it’s just a tiny hotfix update.

How should BOXCs be implemented into FV and Random ToDs?
  • “I use the mod/s and don’t care about this BOXC stuff”
  • Mandatory included in both mods (both mods increase size ~27-50x, much longer download time every update)
  • Mandatory included in RT, not present in FV (If you have RT the BOXC will be in FV. Means I’m upkeeping two versions of every ToD, I’ll probably make a mistake some point)
  • RT should have them and be a requirement of FV (FV stripped of ToD files, you must download RT even if you don’t want it. RT won’t affect regular mode unless you download a JSON for it though)
  • Optional files on Nexus to add them to RT/FV (I upkeep two sets of ToD files, I’m bound to make a mistake some point, you need to manually redownload from Nexus every update if you want to keep them)
0 voters

Why not maintain a separate mod that updates the Boxc’s used for RT/FV and make it a dependency required for those mods?. That’s basically how I treat Offline Image Pack, which is required for Offline Elusives in order for it to deploy, but is not included in the download to save on filesize (that and to save on redundancy). It can then have its own download URL linking to its own github repo. Also means people download mods they either want or need.

That way, instead of the user always needing to re-download BOXC’s on every update to FV or RT, they only need to do so if the BOXC’s have actually been altered (or if there have been significant lighting adjustments). You avoid constantly pummelling people’s internet connection with a 1.3GB download, and so long as it’s been installed once, it’ll always work.

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I was considering treating RT as that, since it gets updated waaaay less frequently than FV (Last updated November)

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