[MOD] Freelancer Variations

1.10 - World Map + More Showdowns

Got a big update for ya, this isn’t merely some new variant or small fixes, but includes a change to the destination system. So I’m gonna give you a high effort changelog.

Please note new Mission Companion will require SDK 4.0.0RC2 (I got tired of waiting for proper release)

Changelog

Terminus
Following the Passenger Train update that’s mostly eliminated crashes, I have made showdowns for the train. They were on hold for over a year because showdowns involved suspects going all over the train in a way that can’t be scripted, and as we now know if an NPC goes through more than 16 doors in a single movement the game crashes, and there were 45 doors from start to end of the train.

But there are still 25 doors now and I didn’t want to take any chances, so to make sure you still get suspect area variety daytime will always be one half of the train and night will always be the other.

Spooky Season
I’ve teamed up with Bryndo to improve his Halloween mod and enable it in Freelancer Variations. He wished to keep it as a separate download, so you’ll need to download his mod from Nexus, deploy it, and enable the variant on the variant picker website.

Whittleton Away The Night
People complained about floating buns outside one of the houses in night showdowns. Well not only are the buns gone, but I came up with a new suspect area in the Atlantide house, replacing the vacated party area. I also fixed a supplier facing the wrong way while I was there

Change The World
The options section in SMF will allow you to move existing map slots to their alternate location. Use Colorado as Romania? Consider it moved.

Your Trusty(er) Companion
Mission Companion will now show which locations you actually have selected in each slot. Grab the update!

Syndicate Book = Shows what you have selected in Regular and Showdown versions combined


Map Destination = Shows what you have selected in Regular and Showdown versions combined

Objective Text = Shows what you can get on your current mission (i.e. it is the most accurate)

There is a bug where if you’ve just completed a showdown then the syndicate book and map screen will show only what you have showdowns set to, even though you are no longer in showdown mode. Quitting and getting back in should fix this if it confuses you.

There is also a possible bug where location names don’t display at all, it’s never happened to me but if it happens to you then go into the mods .ini file and set dynamic_location_names to false

Does this sunset seem different to you?
Overhaul of the Sapienza Sunset ETs variant. ~40 NPCs added to target pool, ~8x cut NPCs restored, Public area bodyguards now changed to ‘security’ and you will be referred to as a cop if you wear that outfit, lighting in wine + flower stores improved, bodyguards in town hall changed to Caruso guard to match trespassing rules, Fixes IO bug of lady standing outside ceramic store forever instead of continuing her route, removes second sky that was accidentally there, changes sun position to be slightly different from Landslide for the sake of it, shadows should no longer drastically change as you get closer to them

Iconic Showdown
The Icon now has a showdown variant. Unlike takedown mode it does not take place during The Bad Boy. Suspects have two zones: Town Hall, and the rest of the map.

To coin a phrase: Whoops
Fixed an issue where the territory takedown targets for Marrakesh Sunset ETs and Colombia Night ET were vanilla. Yup, for over two years you weren’t even getting new NPCs as targets. Ah well, at least now you can get that bastard The Fixer and his friends as targets, go kill them without waiting for all the bullshit!

Smooth Sailing
Fixed potential bad spawns of suspects in Yacht Showdowns. A lookout no longer spawns right in front of you at pier. Integrates new car park into some showdown aspects. Fixes security hut doors not being openable from inside.

What A Ball Ache
Le Chiffre can no longer escape Paris and cause the mission to lock up. Le Chiffre and his escorts are gone in showdowns, because not everything is about him, y’know? NPCs on the casino floor will now respond to noises and lures as normal (vanilla issue)

Renovating the Sandbox
Now includes recently overhauled version of Sandbox The Vector (less guard-filled, more fun). Removes two outdoor stationary NPCs as possible targets.

Apricot Nights
Colorado Night: enables more ‘story targets dead’ logic, removes some NPCs, removes most story-specific dialogue, changes the music, and improves the lighting (mainly indoors)

Nerd Alert
Fixes potential deployment issues with SMF3 Beta. Even I don’t use that.

Cuban Standoff
Supplier in Cuba should now face you

The Killing Moon
Doubles the strength of moonlight in all Dartmoor night variants (If you have Random ToDs deployed it may take until the next update of the mod for this change to show)

Contradicting what I just wrote above
All variants (that I can remember) should now read the Random ToD files directly, meaning there should no longer be inconsistencies between those mods. It also means less human errors where I update the ToD in ToD Mod/Randoms ToDs but forget to update the FV files with the lighting changes


It should go without saying that you need to update your JSON and Mission Companion!

https://www.nexusmods.com/hitman3/mods/437?tab=files

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=4361&game_id=3617

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