Sort of wish there was more interest in weapons/gear modding. There’s a few things I’d like to do, but I don’t have the hardware in my head, let alone electronically, to pull off what I’d like to do. Namely, I’d love for there to be an accurate, semi-auto basic assault rifle and maybe a semi-auto PCC, and suppressed versions of them for those who want to be stealthy and save ammo.
I’m just not a fan of the TAC4 rifles aside from the Stealth model. I think the SA is a bit OP at very short range, and not powerful enough at longer ranges (given that it seems to be firing a round more powerful than 5.56mm or 7.62x39mm). And the non-suppressed versions actually do horrible things to my in-game night vision in some low light areas due to muzzle blast. This doesn’t seem to an issue with any other weapon to a significant degree, however.
Besides, these were a feature it seems in the alpha and beta builds of H2016 that got cut before that game was finalized.
Just a little bit of advice, in your mod you replace just a TEMP directly via it’s binary file. This is highly discouraged as it stops compatibility with other mods. If you do change something in the TEMP, you should have it as a QuickEntity patch.
You could also just spawn the keycard earlier by editing the drama and keep him saying his lines.
@AnthonyFuller Thank you for the tips! I was wondering about exactly that regarding compatibility with other mods, so it’s good to have some confirmation that releasing the full TEMP file isn’t the best way to go about it. I’ll look into applying this as a patch instead.
I might make two versions of this mod in the future - one that nukes his lines, and one that doesn’t. Originally, I was trying to skip Smith’s dialogue just by zeroing out his dialogue files, and by the time I discovered that I could merely update the RFID spawn trigger, I grew to prefer him barely talking, so I left that in. You’re right, though, it’s not necessary for the mod’s functionality.
Edit: Updated! The feature to mute Smith’s lines was also made optional. Thanks again!
I made and released 3 HITMAN mods since the last time I posted on this forum so here’s a triple mod showcase. Also, please don’t be like that guy by saying that one of my mods would somehow cause IO Interactive to delay Freelancer or something like that because that’s just rude and illogical. Thank you.
This is just a very trivial mod that adds Ambrose Island’s “Shadows in the Water” story mission to HITMAN 2’s storyline in the campaign menu and not much else. Only works offline unfortunately.
This mod also allows the player to seamlessly play “Shadows in the Water” next instead of “The Ark Society” after the completion of “Another Life”.
Finishing “Shadows in the Water” will also display “The Ark Society” as the next mission.
Special thanks to Kevin Rudd for helping me out with this feature.
“Shadows in the Water” is said to take place in HITMAN 2’s storyline after the events of “Another Life” where the Isle of Sgàil was discovered in the “Gifts and Curses” cinematic but 47 didn’t infiltrate until a couple months later. It’s safe to assume that the mission at Ambrose Island happened prior to that time.
I made this mod just to practise how SMF works in patching JSON files and I figure why not share it here.
Surely there’s at least somebody here who would appreciate it.
This mod brings over the map enhancements from the benchmark over to the game.
And I mean exactly from the benchmark so only Dubai and Dartmoor.
Works online thanks with the help of Kevin Rudd and invalid.
I honestly have no idea what kind of enhancements there are for Dubai but I definitely know for sure that Dartmoor has destructible physics! In one room only lmao.
So yeah, this mod isn’t quite significant and I put most of my effort into making a dumb thumbnail.
I have a question. There is this passport of Grey in one of the cutscenes in Hitman 2, but it’s blurred and mostly not readable. But it has his (suggested) DOB so I was wondering if this passport maybe is somewhere in the Hitman 2 files in a better quality? Maybe @AnthonyFuller can help?
I just would like to see his date of birth, so I can celebrate not just Dianas and 47s birthday, but his too
Is there a good place to suggest a small (non-modeling) weapons mod? I actually got this idea after reading one that’s already there at Nexus mods. This doesn’t involve modeling, but altering attributes when activated. Namely making full auto weapons semi-auto, and changing the crosshair to one that’s used for the ICA19 pistols or for several of the SMGs?
Also (and I should mention this in the Wishlist area), could something be done about the damage drop off and replace it with a standard damage calculator at some point?
If anyone wants to work on these, I’d suggest putting that off until after the Freelancer/GOTY patch gets released.
To be honest, I sort of figured that, but what I was looking more at just having one damage level where, say, for an assault rifle or a ICA 19 (M1911) takes 2-3 hits, more based on shot placement vs damage drop at distance. I have a feeling, though, it’d be harder to work with than just, say, modding weapons to be semi-auto and giving them more accurate/easier to use crosshairs.
In addition to just being a wish/desire for a mod like that, oddly (not to get too far OT), that’s a little detail in the PC versions of SA and Contracts done well. Most automatic weapons (unless like they have an insane firing rate like the Micro Uzis from Contracts) can be fired semi-auto fairly easily by tapping the mouse button properly. However, don’t ask me about doing that on say the PS2. Now that was an in-game exercise in frustration.