QuickEdit - a mod editor for Hitman 2 and 3

So yes, if you find out how to edit one model you can tell me then I’ll do the whole process by myself. I just need help with the animation maybe.

You don’t listen very well, do you?

Atampy just said that 2 is very far away from what is doable within Hitman 3 right now. Theres no “trying to do right now”, it’s just as impossible right now as being able to fly by jumping in the air.

Theres way too less known as of right now and most of the things that are known are still very complicated to perform and most likely will result in a Game Crash by 8/10 People trying it.

I do know what he means but everything is worth a shot. If atampy doesn’t have the time I will in my free time.

I mainly just need an example for 1 and I can model the rest so it takes some weights off your shoulders.

Not everything is worth a shot. If you want to wade through millions of bytes of hexadecimal trying to make sense of an undocumented proprietary format, do that. Otherwise, wait for tools to become available from the people who do know. Even then, we don’t even know where most of this is stored.

I have free time, it will be worth it eventually and I’m dedicated.

Well you can start with ResourceTool and the GFXF files. They’ll be needed for getting the NPCs to do things and the UI (which is ActionScript/Flash). You’ll also need to create a scripthook or use ZHMModSDK (which is probably more difficult) in order to get file creation and UI hooks working. You’ll then need to reverse engineer the TEMP/TBLU (Template/Blueprint) system to add behaviour and edit MJBA to create generic sit, lean and stand animations for use. You’ll also need to edit FXAS for facial animations if you don’t want them staring straight ahead blankly. To tie these together you’ll need to create a system for composing ResourceTool JSON files based on your custom behaviour and automate this with your scripthook. This will require figuring out timing, behaviour overriding and the existing CPPT (CPPTemplate) and CBLU (CPPBlueprint) components. Once that’s done, you’ll be able to use ResourceTool to generate a TEMP and TBLU file for your custom behaviour, which can then be packed into an RPKG and used.

If any of this is done incorrectly the game will crash with no error message. There’s also probably more, since the game is very compartmentalised.

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thrown weapon
thrown weapon Whether to bring a space?

What do you mean?

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In the future, would it be possible to import video files into the briefing, kinda like regular missions?

To do that I’d have to include a proprietary codec, cri video, which I’m not allowed to do.

QuickEdit 2.74 (release 244) has been released:

Improved

  • Some events that never worked have been removed
  • QuickEdit now autosaves upon exiting the program

Added

  • “Objective activated” event
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QuickEdit 2.75 (release 245) has been released:

Resolved

  • Tabs/Improved Behavior
    • The settings menus have been updated to work more like tabs, and now show their state in the sidebar.
1 Like

QuickEdit 2.76 (release 246) has been released:

Resolved

1 Like

QuickEdit 2.77 (release 247) has been released:

Resolved

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There is only one thing really that I would like to add to this game and that is an increase in dmg taken from gunshots. I really want to be forced to avoid shootouts at all times. Being able to take one bullet or two at most from a pistol seems fair enough.
If somone know of a mod that tweaks the dmg this way or could make such a mod I would very much appreciate it.

QuickEdit 2.78 (release 248) has been released:

Added

  • AI/Gameplay edits are now able to adjust damage multipliers (@Purple_Emperor this will be helpful for you)
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QuickEdit 2.79 (release 249) has been released:

Fixed

  • AI/Gameplay edits now correctly show damage multipliers in the list

Its in the list now, Thank you very much :slight_smile:
One last question, should I export it in Rpgk format and then do that where I name it chunk29 which is the next chunk number in the row?

From the description of my mods:

Rename it to the next sequential chunk0 patch number - if you have chunk0.rpkg, name it chunk0patch1.rpkg or if you have chunk0patch1.rpkg, name it chunk0patch2.rpkg. If you rename it to chunk27 you’re dead to me. If you rename it to chunk28 you lack basic reasoning and should get out of my sight.

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