Wow which map of chonqing fv is it?
Sometimes, when spawning in Colorado, it spawn both SUV and a concrete block that is in mission normally, which creates this. I donât recall it ever being a real problem, but Iâm not sure if wonât cause car to explode eventually, which could be disastrous for showdown.
Wow, Iâve never seen that happen before. Iâm presuming thatâs the car Bradley Paine uses to escape. Iâll put it on my list
Alright, damn it, Iâm probably gonna buy Hitman on Steam so I can enjoy the cross-progression and the beauty of this mod in Freelancer.
Question for you all, since I canât seem to find a proper answer to it, is the Hitman 2 Expansion DLC required for the mod, or will it simply ignore any New York/Haven edits?
Very tempted to buy the standard edition, less so the Deluxe Edition for 20$ more. While it has the added 2 maps, donât really need the 7DS or the Deluxe Escalations on steam, since I already have the unlocks from them through PS5âŚ
Might even just buy the H2 Exp. on its own for 9$ if I need, since itâs still individually available like that. ![]()
You can play Freelancer on Haven and New York even without the deluxe edition, unless that has been changed recently. ![]()
Wait really, I mustâve completely forgot since itâs been years since that initial announcement post. Super cool if so!
I sincerely hope you enjoy playing HITMAN WOA on Steam whatever edition you choose to get. Since buying it earlier this year myself, the FV Mod is amazing and all of the other mod availability too can really make it a much more enjoyable game for the type of style you prefer!
So I donât get this at all
Do you have some other mod on like Consistent Colorado? If so I canât help you
Yeah, I do. I guess itâs because of that, hmm.
1.12 - Patient Zero Requiem
Of course I was gonna add the new ET! But with all the very scripted things in it, it needed a bit of work to fit naturally in Freelancer. Iâve split it into Pre-Outbreak and Outbreak variants and cut out the empty basement lab entirely. I was open to having the virus still be in the outbreak but 47 simply being immune, but to do that and get rid of all the icons and PIP camera stuff⌠ended up being more hassle than itâs worth, so there is no virus in either variant, the outbreak is all one big false alarm! Iâll let you discover what other changes I made to suit the game mode better.
Changelog
⢠Dartmoor: Patient Zero Requiem â New Variants (Outbreak and Pre-Outbreak. Only Pre-Outbreak is available for showdown)
⢠Colorado: The Vector â Disables bad bodyhiding volumes from sniper mode
⢠Hantu: Warehouse supplier should no longer face wrong direction (Untested)
⢠Chongqing: Noodle Massacre â Fixes crate conflicting with weapon stash in back of restaurant, replaces unbreakable toilet door with regular door
⢠Sapienza - Disables âsome beach civilians have been turned into guardsâ alerted brick due to issues in Landslide
⢠Sapienza: Landslide/The Author â There should no longer be broken lookouts
You will need a JSON update to play the new variants naturally.
https://www.nexusmods.com/hitman3/mods/437?tab=files
Rainy night ToD will not be available in ToD Mods at this stage, due to no NPCs or disguises being hooked up for wet logic and too many complaints about that for rainy Ambrose. Also it makes no sense for gardeners to be working in a rainy night in Death In The Family
Many thanks for yet another two variants! Havenât explored much yet, but it was looking good and stable so far.
I donât suppose it would be possible to change the cure dart gun to a Kalmer or Sieker that one could then keep for the toolbox?
In both variants (of a territory takedown), the bodyguard at the top of the stairs enforced a trespassing zone when I was dressed as a bodyguard myself. I was no longer trespassing once he was knocked out or dead. Not sure if this has story-reasons in the ET?
The supplier in the graveyard seemed fairly strict about the line of sight and/or distance to the guard?
Hmm, Iâll look into both these things; I think I accidentally forgot to copy over the allowed professions for the sentry when I put him back from Death In The Family
And will see about Supplier, I didnât think the guard went there
UPDATE: These things are both fixed, but I want to try making a custom Sapienza alerted brick that works well with all variants before I put another update out.
1.12.1 - Sapienza Alerted Mode
For years thereâs been some little peculiarities when youâre alerted in Sapienza but on a variant, particularly Landslide. Iâm talking ladies standing on tables, people on the beach in the middle of the photoshoot, that sort of thing. Well using a method that Max/Burn/Jaded showed me how to do properly (I tried years ago but failed to hook it up properly) I made a single alerted brick that spawns in different NPCs depending what variant loads. The thing theyâll all have in common is âPrivate Securityâ (Aka not quite cops) roaming the streets/public areas. Theyâll also all have a buttload of cameras, which Iâve taken from escalation bricks from 2016 (Big Brother complication). Vanilla will have the new cameras but not the new NPCs, keep in mind all versions of vanilla Sapienza load the vanilla alerted/master brick, very sneaky by IO.
Changelog
- Sapienza: Customised Alerted brick to work better for all variants
- Dartmoor: PZ Requiem â Fixes top floor sentry denying all disguises, graveyard supplier should no longer be constantly âbusyâ
You will need a JSON update to get the new alerted brick
https://www.nexusmods.com/hitman3/mods/437
Just had a showdown in the Harbinger map at the end of a campaign in hardcore mode.
Nothing of note happened during the mission except for a frisk prompt that appeared when I approached the main gate to exit the mission. The guards turned towards me but otherwise didnât react to me walking through, from either direction.
When exiting the mission, it played the âfailed but not diedâ cutscene and the briefing screens said the campaign had failed. Unfortunately, I didnât think to take screenshots here.
In the safehouse, the camera view started in the center looking at the world map but then âsnappedâ to 47 standing in front of the syndicate reward crate. I had received the campaign reward, but Dianaâs dialogue indicated it had failed, Merces went to zero and the tools were gone.
47 was also carrying the weapons I had exited the showdown with, instead of them going to the wall.
Apologies if this has been said earlier in this thread, but whatâs stopping adding whole new locations into the menu rather than putting new locations into existing ones? Is it hard-coded to only have the base game locations? Iâd assume theres been attempts to add new locations to the map but wanted to know what specifically is stopping it or if theres been any advancements in adding it.
Vanilla bug, report to IO not me lel
A few people have reported this but it didnât happen to me during creation, and I canât see why it would be happening
Iâll look again later but as I told someone on Discord, if the objective wasnât hooked up properly (which it is by default anyway because itâs directly using the working Dartmoor Freelancer files, not changing that one) then it would say before exit âobjective not completedâ and give you a warning. And if the exit wasnât hooked up then you would get softlocked at end of cutscene.
UPDATE: I cannot replicate this error on my machine in either hardcore or regular. And I canât fix what isnât broken for me
Do you have other freelancer mods on?
Yes, only IO can add news location slots, they have not been inclined to help this mod out with that
It shouldnât matter, but are you using Peacock Plugin?
No, itâs just the SMF and SDK.
Hey @Kevin_Rudd , I finally just recently installed the Freelancer Variation mod, and I have a weird bug that Iâm hoping you can help with. Iâm using SMF and SDK. There appears to be a conflict between the Hawkeâs Bay slot being available as a location option and at least one of the other mods I have installed that modify Freelancer.
If Freelancer Variations is first in the SMF load order before my other Freelancer mods, then Hawkeâs Bay will not be available as a location. Like the game doesnât recognize the slot as being available as a possible choice. None of the syndicate folders will give me Hawkeâs Bay as an option for location. Otherwise, the mod seems to work exactly as I expected with variations successfully loading on all the maps; only the Hawkeâs Bay slot is missing.
If Freelancer Variations is last in the SMF load order after my other Freelancer mods, then the Hawkeâs Bay slot does become available and is randomly chosen as a location for the syndicate folders like any other location. However, then all my other Freelancer mods donât work; anything added to the safehouse is simply missing.
In both cases, SMF successfully deploys and creates the rpkg files, as expected. Itâs only when I load up the safehouse that I notice all the other Freelancer mods arenât working in the latter option with Freelancer Variations last in the load order. However, itâs only mods that affect Freelancer specifically; my other mods that affect overall gameplay or weapons work either way. Itâs like having the Hawkeâs Bay slot available overwrites only the other Freelancer specific mods or vice versa. I havenât tested all the mods one-by-one since itâs a ~20 minute wait each and every time I need SMF to deploy.
Can you help get Freelancer Variations to play nice with my other Freelancer mods? Thanks!


















