[MOD] Freelancer Variations

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 don’t recall it ever being a real problem, but I’m not sure if won’t cause car to explode eventually, which could be disastrous for showdown.

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Wow, I’ve never seen that happen before. I’m presuming that’s the car Bradley Paine uses to escape. I’ll put it on my list

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Alright, damn it, I’m 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 can’t 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, don’t really need the 7DS or the Deluxe Escalations on steam, since I already have the unlocks from them through PS5…
Might even just buy the H2 Exp. on its own for 9$ if I need, since it’s still individually available like that. :open_mouth:

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You can play Freelancer on Haven and New York even without the deluxe edition, unless that has been changed recently. :pink_heart:

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Wait really, I must’ve completely forgot since it’s been years since that initial announcement post. Super cool if so!

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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!

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So I don’t get this at all


Do you have some other mod on like Consistent Colorado? If so I can’t help you

Yeah, I do. I guess it’s 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. I’ve 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 it’s worth, so there is no virus in either variant, the outbreak is all one big false alarm! I’ll let you discover what other changes I made to suit the game mode better.

Changelog

• Dartmoor: Patient Zero Requiem – New Variants (Outbreak and Pre-Outbreak. Only Pre-Outbreak is available for showdown)
• Colorado: The Vector – Disables bad bodyhiding volumes from sniper mode
• Hantu: Warehouse supplier should no longer face wrong direction (Untested)
• Chongqing: Noodle Massacre – Fixes crate conflicting with weapon stash in back of restaurant, replaces unbreakable toilet door with regular door
• Sapienza - Disables ‘some beach civilians have been turned into guards’ alerted brick due to issues in Landslide
• Sapienza: Landslide/The Author – 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

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Many thanks for yet another two variants! Haven’t explored much yet, but it was looking good and stable so far.

I don’t 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?

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Hmm, I’ll 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 didn’t 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.

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1.12.1 - Sapienza Alerted Mode

For years there’s been some little peculiarities when you’re alerted in Sapienza but on a variant, particularly Landslide. I’m 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 they’ll all have in common is “Private Security” (Aka not quite cops) roaming the streets/public areas. They’ll also all have a buttload of cameras, which I’ve 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 – Fixes top floor sentry denying all disguises, graveyard supplier should no longer be constantly ‘busy’

You will need a JSON update to get the new alerted brick
https://www.nexusmods.com/hitman3/mods/437

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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 didn’t react to me walking through, from either direction.

When exiting the mission, it played the “failed but not died” cutscene and the briefing screens said the campaign had failed. Unfortunately, I didn’t think to take screenshots here.

In the safehouse, the camera view started in the center looking at the world map but then “snapped” to 47 standing in front of the syndicate reward crate. I had received the campaign reward, but Diana’s 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.


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Apologies if this has been said earlier in this thread, but what’s 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? I’d 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 didn’t happen to me during creation, and I can’t see why it would be happening :confused: I’ll look again later but as I told someone on Discord, if the objective wasn’t hooked up properly (which it is by default anyway because it’s directly using the working Dartmoor Freelancer files, not changing that one) then it would say before exit “objective not completed” and give you a warning. And if the exit wasn’t 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 can’t fix what isn’t broken for me :confused: 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

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Here’re the mods I’m using:


It shouldn’t matter, but are you using Peacock Plugin?

No, it’s just the SMF and SDK.

Hey @Kevin_Rudd , I finally just recently installed the Freelancer Variation mod, and I have a weird bug that I’m hoping you can help with. I’m using SMF and SDK. There appears to be a conflict between the Hawke’s 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 Hawke’s Bay will not be available as a location. Like the game doesn’t recognize the slot as being available as a possible choice. None of the syndicate folders will give me Hawke’s 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 Hawke’s Bay slot is missing.

If Freelancer Variations is last in the SMF load order after my other Freelancer mods, then the Hawke’s 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 don’t work; anything added to the safehouse is simply missing.

In both cases, SMF successfully deploys and creates the rpkg files, as expected. It’s only when I load up the safehouse that I notice all the other Freelancer mods aren’t working in the latter option with Freelancer Variations last in the load order. However, it’s only mods that affect Freelancer specifically; my other mods that affect overall gameplay or weapons work either way. It’s like having the Hawke’s Bay slot available overwrites only the other Freelancer specific mods or vice versa. I haven’t tested all the mods one-by-one since it’s 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!