HITMAN 3 - Modding Thread

The mod has an option to be add-on.

3 Likes

That would be cool. Also considering that IOI have a skeleton crew working on H3 (hence weapon reskins are the most practical thing they can mod into the game right now) due to Project 007, it may be up to independent modders to incorporate new weapons and gear into the game.

Yes, we get it already

3 Likes

As promised,

Make sure you have the latest (1.5.7) version of the Simple Mod Framework, or else it’ll end up looking like so;

18 Likes

Only just bumped into this on Nexus and it made my day:

Thanks so much for this, @HMBM47 . You´re doing god´s work here (or rather IOI´s supposed work…). I´ll give the mod a go after this month´s patch, unless it actually contains fixes for these things (which I doubt it will, not on a larger scale anyway).

5 Likes

Blind NPCs
The mod changes the perceptiveness of NPCs. Usually NPCs can see you. But, sometimes, that is not necessary. This mod changes this perceptiveness. From now on, if you assassinate NPCs, they will not see you. You can walk by, do a Silent Assassin, and they won’t even see you. This is especially interesting for Silent Assassins. You can kill, for example, a security guard, and he won’t call other guards. He will not open his eyes.

This is one of the most realistic mods ever. Why? Because in real life, people don’t see everything. People don’t see you when you are in the shadows. They see only what interests them. In this society, people are more interested in their mobile phones, computers, video games, etc. They are interested in other things. They don’t see everything. So, they will not see someone walking by. They will never see a sniper. They are too focussed on their own beliefs and echo chambers to notice the world around them. They simply scroll through their timelines, watching the world burn. You are no different. You all are in this echo chamber. You all are in this echo chamber. You all are in this echo chamber.

So, if you download this mod, you will finally see the world. You will finally see the world around you. You will finally notice your neighbours. You will finally notice the world. You will finally notice the world around you. You will finally notice the imperfections. The little details that give it away. You will notice.

You will notice.

8 Likes

Blue pill or red pill. What will it be, 47?

2 Likes

AI Playground
We are all pawns in a greater game. Look at me. Do you see me? Do you see me?

Life is nothing more than a game. There is nothing that matters. Only that they are pawns. The Greater Good. The Greater Good. The Greater Good.

Wake them up and put them to sleep. Do they see you? Do they see you? Compelled to follow your every move, the ticking clock their only salvation. Do they see you?

The sitters, the slayers, the dwellers, and the roamers. They are nothing but pawns.

They return to their cycle after a slight delay. Did they see you? An emotion, an expression, an animation. Do you see them?

Do you see me?

6 Likes

No Crowds
They’re gone. All of them. The toys are broken; they are playthings no more.

The crowds have vanished, leaving emptiness in their wake. The carnival’s lights no longer burn, no longer cast their glow. The clown’s face is white, his smile gone.

What will you do?

7 Likes

Blind Cameras
Makes the cameras unable to see.

5 Likes

I’m not sure if this is even possible in the game anymore, but does anybody remember in the 2016 game where cameras were linked to different areas in a map? For example, the camera system in the church in Sapienza was not linked to the camera system in the Caruso mansion, meaning you couldn’t cheese tactics to go for a safe place to destroy evidence but had to go to the place the evidence was more realistically stored. This meant there was a possibility you had multiple instances of evidence recorded against you and had to track down the source.

Is there any chance something like that could be modded back into the game? Even if it was for just the 2016 Hitman game because everything after that would have to be imagined by the community or the modder to consider. This was changed around the same time they made a decision to limit running sounds being detected on the harder difficulties: this too was a feature on the normal difficulty.

Felt inspired to ask after seeing we can make cameras blind, so I figure it wouldn’t hurt to ask if cameras could be segmented into areas again. :stuck_out_tongue:

6 Likes

@TJGM has published a video about the Lighting Ultimate mod:

8 Likes

I got an error when I using RPKG tool to rebuild a new PRIM file with a swapped model. The error is 'XXX.PRIM.glb’s mesh XXX.PRIM_0 has more than one mesh primitive, only one mesh primitive per mesh is allowed. ’
At first my plan was going to swap 47’s signature suit with a MMD model (.pmx original, then converted to .glb using blender) I also locate and extract the .meta files so I don’t need more files theoretically. Then I gonna rebuild .PRIM file and the error comes. I wonder why this will happen even if I have joined the meshes by blender. Or if there are any mistakes in my steps. I really need a guidance to fix this.

Not sure the EXACT issue but…
Start small to figure out where you went wrong, and understand the process of exporting to glb, and converting them back.
With RPKG Tool, you export as .glb. It also creates a “meta” folder. Within that folder it contains the [hash].PRIM.glb.meta and [hash].PRIM.meta file(s). This folder and the files within are essential for converting back to .PRIM.
When converting back, you point it to the folder that contains the .glb.

For editing the .glb in Blender-
Rule of thumb is to keep all the layers of the .glb in Blender exactly the same. Do not rename or add new layers. (If you do add new layers when working, make sure they are not exported when you are finished editing.)
There are different layers for the LODs, as well as different layers for when a .PRIM has more than one .MATI assigned to it. So, if you can visually identify and delete the lower LODs, go right ahead.
When you create “New” meshes, you need to join your new geometry to an existing layer, and delete the old geometry. You also want the weights to be limited to 6 and normalized.

Blender Export:

  1. Format: glTF Binary (.glb)
  2. Include: Selected Objects.
  3. Transform:+Y Up Unchecked,
  4. Animation: Skinning: Include All Bone Influences

You need to overwrite the existing .glb. (Make a backup before doing this is advised)


Isen’t it just perfect to sucessfully mod something, wanting to take a Picture of it and Ansel just goes ‘nah’. Happens 80% of the Time for me.

Anyway, after having a bit less time the Last Month or though and being on vacation, I planned to finally continue Mendoza Refaced V3, but since we do now have a New Map being released in less then a Week, I was wondering if there was any interest in me releasing it now. It’s still not nearly finished and theres still many more Models to Cover, though all Models I have done for now, work exactly as they should.

And hey, let’s quit the talking and I just show you (some) what’s done so far.






(The Last One is the Model I wanted to take a Picture of above. Worked after a PC Restart.)

6 Likes

That really worksThe Mesh primitive seems correct. But here comes another error when I rebuilding it.
’ Mesh is weighted but does not have all necessary weighted data: JOINTS_0, WEIGHTS_0, (and if extended weights are used JOINTS_1, WEIGHTS_1). ’
I have clicked normalize all and limit weights to 6, but the error still remains.

Accent Overhaul Mod 1.4 - Asian Guard Lines

  • Global: Non-Japanese Asian Male voices now have guard lines (thanks to SDEF rebuilding format by 2kpr); meaning they now interact with radio/civilians/other guards/you at sentry zones instead of staying silent
  • Global: Aforementioned voicesets no longer constantly touch their earpiece repeatedly
  • Bangkok: Indian sentries replaced with South-East Asian sentries
  • Bangkok - The Source: A woman named “Karl” no longer has a male voice
  • Meta: File size reduced by 100mb, some dependencies used

90% of of the lines in this demonstration video would have been silence in all previous versions of the mod:

Notes:

  • Yes, I know many Asian NPCs refer to themselves as “Kong” in certain situations (This was already the case), and speak Chinese even though they’re in Thailand
  • Some random lines have subtitles, possibly confusing the player into thinking they have some sort of significance. They can be removed but that’s even more effort than I already put in, and is a low priority
  • Some lines might seem a bit silly or a tad ill-fitting for the context, but the alternative was having nothing at all, so…

Next will be doing the other voices, starting with the more Middle-Eastern sounding voice of the Maelstrom for Marrakesh soldiers and Dubai guards.
I could have also put out an update for Chongqing Noodle Massacre to replace the Indian sentries, but I’m intending to put in more cops and improve Classic Soundtrack in next update, and haven’t started that yet.

13 Likes

Good voice lines :+1:
more guards in Chongqing Noodle in the street could be really nice and more challanging, i will glad for a few Green Soldiers look :stuck_out_tongue_winking_eye:

Great stuff! I was wondering if you could use some of the Season 1 voices in later Seasons when it would be appropirate? Like using american voices from S1 in New York bank or on Heaven Island? Or among some visitors in Dubai and Mendoza?

1 Like

Very nice, im wait for the Arab Accent of the Maelstrom its should be great choise.

Btw the Japanese Full accent brilliant!
Any more conversion in Japanese will be in the future?