dear god
Awesome! just did some quick testing and it seems to be pretty well aside from some minor issues, thanks for taking my request into consideration and implementing it so quickly. This is really good for a initial release.
Few things that I noticed that could use improvement:
*I think the witnesses condition shouldnât apply to Targets. I noticed that doing illegal actions in front of Target got ride of my SA objective.
*Objective to delete evidence doesnât change once youâve deleted the evidence. Maybe it could function like the datacore where it toggles back and forth depending on if you have it.
Thatâs why the whole SA system changed in H2; to avoid this exact issue (hence the weird hotfix it had for several months too)
Is it required to also rebuild the models in order to update a mod from H2 â H3? I tried before to update the 2B 47 mod by extracting the RPKG, rebuilding the textures, and rebuilding the RPKG, but it was still missing textures.
After doing some more testing, looks the sa objective works in some cases. It worked for me on the black hat elusive but not paris with Victor novikov. In both cases i incapacitated then bodyguards, committed illegal action in front of target and then killed the target.
The offline scoring mod counts all living witnesses. So if you kill all witnesses, you should not see any remaining witnesses getting counted. Are you sure that Novikov was the only person that saw you, and that Novikov did not tell anybody about you before he died?
What is intended is that the SA objective gets hidden if a target spots/witnesses you, until you kill that target. This is necessary to support optional targets, which should get counted if they are not killed.
The only special case I know of are cameras: committing crimes on camera counts as one witness even if multiple guards are alerted, and killing these guards does not change the witness count. If other modders are reading here: the issue is that I did not find a way to loop over an array in an objective statemachine. I welcome feedback if somebody knows how to do that!
If somebody wants to do excessive debugging, I can provide you with an ugly debug patch that keeps scoring goals and counters visible during the mission. Iâll include one in the next update as optional file.
When I tested cameras again l, they started working as intended. I probably committed a crime on camera like you said instead of getting spotted,which is why the objective didnât reset.
As for the SA objective, ill do more testing later but Novikov consistently didnât work for me. Was wondering if it was because there were two targets vs 1 elusive. My test consisted of shooting novikov with emetic gun, going to shieks bathroom and incapacitating his guard. Up to this point i have SA. Once novikov notices me doing anything illegal after, the objective is gone and doesnât come back despite me killing him. No one else was alerted from what i could tell. Blackhat worked fine and I did see the scoring code was the same for both jsons.
On a side note, was wondering if it was possible to add the sa icon to the list of possible icons for an objective. I know there a quite a few to choose from but i wasnât able to find out where they are referenced from. Could always replace an icon I suppose. I think it would be cleaner to just have an icon represent SA but i can easily make that edit myself.
The debug scoring model is now available as optional file. If you install it, you should see all non-zero counters when doing a mission on an unmodded map. Then you can see what triggered the loss of your SA rating.
Regarding the camera objective, that should not depend on crimes. Maybe you deleted evidence on the wrong recorder?
RPKG v2.9 Changelog
- HITMAN 3 export Models + Textures linked to a TEMP:
-
GUI:
- Exporting:
- Right click a TEMP hash and select âExtract PRIM Models Linked To 00123456789ABCDE.TEMP to GLB/TGA file(s)â.
- Reimporting
- Rebuild menu: âRebuild Primitive Models (PRIM/TEXT/TEXD) From Folderâ (RPKG(s) archive(s) will also automatically generate).
- Exporting:
-
CLI:
-
-extract_all_prim_model_of_temp_from
and-rebuild_prim_model_in
.
-
-
GUI:
- Added error handling to the GUI when rebuilding PRIMs.
- Added interactive mode to rpkg-cli which can be access using the
-i
argument.
He truly needs a few weeks of vacation in the Maldives from the looks of it
Never thought there would be so many quality mods for a Hitman game, IO should endorse it a bit more, maybe have an actual workshop on Steam or have highlights in their videos every now and then
The debugging feature is nice. Here are some video captures that showcase the issue. Like I said, I didnât have this issue on the blackhat ET when I tested so maybe its limited to when thereâs more than 1 target.
https://youtu.be/_RxCp-wKbYs
https://youtu.be/KlrvAPcwjOM
https://youtu.be/BxhwdL1Emgg
As you can see, the crime/witness status clears correctly in your videos. The issue is that your target discovered a body as well. Body tracking does not depend on the person doing the discovery, so it is not reset if the target dies.
I believe the official scoring code uses a different event to track bodies getting found, but that event is on its own not useful for counting.
With that, a workaround for your exact situation is likely possible, though. I hope the next version will include it. If it works out a single target seeing a single body and then getting killed immediately afterwards will not count as a body being spotted.
It will remain impossible to recover from targets finding multiple bodies, multiple targets finding a body and non-targets finding a body.
The Absolution Textures looks really good, definitely fits the darker tone of HITMAN 3.
IO should find a way to add mod support for at-least next generation consoles, itâs a crying shame that these mods exist but only a small portion can actually use them. The Absolution 47 texture would definitely be a go to for me personally.
2.2 Limitations. You may not make any commercial use of our products, distribute our products, use our products on more than one personal device at the same time, reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works based our products, remove, disable or circumvent any security protections or any technical measures that control access to our products, remove, modify, deface or circumvent any proprietary notices or labels contained on or within our products, or create data or executable programs that mimic data or functionality in our products.
Currently, modding of IOIâs game is technically against their terms of service. And there would be a good reason for that as well. So there would be a lot of discussion inside IOI if they start to consider the official mod support as the actual thing.
Their loss if they donât reconsider
Your explanation makes sense but then what explains the objective properly when I tested it with an elusive? Proposed compromise sounds fine as most often youâd be dealing with a target seeing a bodyguard. Looking forward to the update.
Edit: Nvm, i the difference was that one was a accident body found which is not counted.
Note that you find that in most TOS of games. It is less about the developer being against modding in general and more about having a legal ground to sue people who mod really bad stuff into the game or sell their mods without authorization.
IOâs moves against actual modding (or letâs say the absence of it) shows they really are not against it, just monitoring if lines are crossed.
In other words, itâs possible. Just the caveat is moderating what mods are allowed and what isnât. I think if IO looked into doing something similar to what Bethesda does it should be do-able. Just have it similar to PlayStation Bethesda Modding and not Xbox/PC Bethesda modding where other IPâs are ridden everywhere.
I just want some lore friendly texture/lighting mods that enhance the experience not take away from it. Hell they can disable achievements and Iâd be okay with it too.
Mod support is a huge deal that requires much work and development. Given how reduced the number of core devs was for H3 I see simply no possibility that will ever be a thing. I already fear that a proper offline mode will be quite a stretch after the server live time.