[MOD] Freelancer Variations

Hmm, that surprises me because the creator has not actually given it a proper release yet (Perhaps they’re trying to do some playtesting first). So if you follow the SDK link in Mission Companion right now it still says the latest release is from January. For now we’ll wait until it’s actually released, so it’s not confusing to people who follow the link and get the old broken SDK still

But anyone on the Glacier Modding Discord can go to #team-ruddcy and ask for a temporary version of Mission Companion that works

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I wonder if he’s done with tagging off releases and has switched to referencing whatever’s available from his GitHub Actions CI process.

Edit: No, he hasn’t - he tagged off a commit as an RC, so there’s a pre-release available to use.

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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Freelancer Variations 1.10.1 - One Last Train Crash

Changelog
• Passenger Train: Office Courier now has correct outfit, Daytime NY Slot showdown will no longer crash on loading, NPCs should hopefully no longer teleport onto roof
• Whittleton: Halloween – Fixes safe guards in Janus house having wrong outfit
• Whittleton: Night – A civilian should no longer walk through Cassidy’s house, Jogger will only spawn if she’s selected as a target (a lady really shouldn’t be alone on the streets so late…)
• Colorado: Night – more outdoor lamps

No JSON update required

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=4375&game_id=3617

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Oh my god, engine programming bugs seems funny sometimes. Hilarious.

How did you figure out THAT bug?? That’s incredibly specific to the train since it has so many doors, I guess.
Funny the game is like “Whoa! 16 doors! Guess I’ll die.” :joy:

Thanks for the big update and congrats on making the train stable! I’ve been on the Romania mission several times now, including two showdowns with alarmed suspects running to exits and had no crashes.

Came across a safe hint that was not scanable.

I’m now on a showdown on The Icon. I spawned on the tower and was just observing when first one suspect (of twelve present) and then two other NPCs were killed by the walking robot. You can see my Merces count go down accordingly.




Depending on the timing, the suspect can also get killed by the fire. That time no other NPC was killed.


.

Oh wow, good to know on both counts

Which carriage was that in? What sort of things are near it?

I might have to have showdowns without Dino so the robot never moves. Weird whatever’s keeping vanilla NPCs from being killed by the robot is not happening for Suspects

Starting from the back, I think it was the carriage after the first open-topped walkway-type of space and the vendor (not the one in mechanic-outfit) was just a little further ahead.

Btw, when I’ve spawned in Colorado, one of the spawn crates was spawned backwards, so when I tried to open it, I got stuck behind. I’m not sure if this is vanilla bug, or it is present in your variations.


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Haven’t touched stashes, especially not in the vanilla variant in your bottom pic. Looks like IO’s fault!

I finally got it working! This is so exciting!

I’m pretty sure it’s something on my side, but the Random Times of Day prevents me from playing Dubai? I disabled it for the time being but it is okay.

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1.10.2 - Sapienza Tweaks

I’ll probably just need to put out another update in 2 days time when game patch is released, but ah well

Changelog
• Sapienza: Sunset ETs – Removes delivery and cyclist guys, fixes car changing during exit sequence, Adds 5x hard mode NPCs as targets
• Sapienza: Night Meth Lab – Also removes delivery and cyclist guys
• Sapienza: The Icon – Removes Dino Bosco from showdowns to prevent suspects being killed by his robot, sets dead logic, tweaks some NPCs
• Romania: Fixes unscannable safe clue under chair
• Paris: Day – A possible target starts his route instead of leaning on a balcony forever until you’re close, all NPC changes that apply to territory takedown now apply to showdown
• Sgail/Hantu: Re-instates Alerted brick. Should no longer have ‘Camera Destroyed’ when not alerted on Hantu/Sgail. Slight chance you’ll see some floating cameras in Hantu in Alerted (Requires latest Hantu Port)
• SMF3 Beta: Should no longer cause crash on Hantu Port, removes ALL warnings
• Chongqing: Noodle Massacre - Adds latest Accent Overhaul files, including Bruce Lee voice

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

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I put both mods on and it works fine, I cannot help you

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No idea what I’m doing wrong, used to use this mod all the time but even now with no other mods installed I can’t get it working. I’ve followed every instruction multiple times and have spent hours setting it up, failing, repeat.

Probably something stupid I’m doing wrong. But I can get other combinations of mods to work, just as soon as I throw in FV it does this.

1.10.3 - Colorado Showdown Fixes

• Colorado: Night – Showdown data now loads
• Colorado: The Vector – Showdown no longer crashes

I have sent a fix to BlossomFox for an issue where you spawn in the air in Blossom Festival if you get the restaurant spawn (deleted by Hokkaido Snow Festival). I’m sure they will get to it when they have time (Reminder, it is a fully external mod)

No JSON update required

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=4434&game_id=3617


The pinned comment on Nexus page has all troubleshooting I know how to deal with


But try deleting your cache folder before trying those options

4 Likes

I figured out how to fix my previous post here, hehehe!

Not necessarily sure if this is a glitch in base Marrakesh, but this target in AHBoS just pukes in place where she was standing?

For what it’s worth I got it working after uninstalling and re-installing it.

None of the other troubleshooting worked. Just in case anyone else gets my issue.

I have replaced Hawke’s Bay with Hantu Port in the options, which is reflected on the world map. It’s a negligible detail, but is it possible for the dot in the books to move to Singapore as well?

On Haven at Night (don’t know if it can happen in the Day variant as well), a loot crate clipped through this light in the cabin on Steven Bradley’s island. The crate was openable though.

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Basically no the dots can’t be changed, it uses some complex vector graphics format that I don’t know how to do.

Will try remember about the crate, but if it’s functional then it will go on the bottom of my list :sweat_smile:

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Hi, I’m having an error. In my syndicate, I chose one with hawkes bay, but when i travel to destination, it is putting me in ambrose island.. Can someone pls help me? Thanks in advance