HITMAN 3 - Modding Thread

With my understanding of how Kevin’s accent mod works (terribly by the way, it will place a large file in a folder forever, even if you uninstall the mod and verify files). It should not affect it.

I do like the idea of changing voice variations! It does bother me somewhat when an NPC has a different voice than their scripted dialogue, if any. It’s actually the reason I stopped using Accent Overhaul, it just bothered me too much when someone had two very different voices. I personally would prefer if those NPCs kept their matching voices, but I can put up with it if needed… or edit the mod for personal use :​P

I will also add that Indian & Spanish accented guards need to be enabled on a per-level basis; they’re stored in chunk1 so they can’t be enabled globally or used in Dubai unless you port them to chunk0. All civs should be good, and I can give advice on how to enable the accented guards if you need. I went through a LOT of trouble learning how to enable them on HAVEN island. :smile:

I’m also curious what that engineer would look like with the mustache and the 3rd one’s hairstyle, in the matching color. I don’t think I’ve seen anyone with that hairstyle and facial hair before.

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But shouldn’t they work just fine on Miami then as it can use anything in chunk0, chunk1, chunk9
(Season 2) and chunk19 (Miami, obviously)?

Absolutely. I even occasionally select my NPC Models on the base of a voice.

I was thinking more about NPCs that don’t have any scripted dialogues like the Female Kronstadt Engineer above who just fixes something in the parking garage by herself.

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Time of Day Mod 2.0.1 - Hotfixes and Hantu Port

Some missions were literally unplayable so I rectified that

Changelog:

  • Fixes story targets not spawning and/or Freelancer elements wrongly being included in Miami Sunset, Midday Paris, Cloudy Day Chongqing and Midday Ambrose
  • Adds Rainy Night ToD for Hantu Port Sniper Assassin mode

Let me know if I made any embarrassing mistakes

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There are two requirements to assigning a voice to an NPC. First, the voice must physically be stored in a usable chunk for that level. Second, the voice must be “enabled” by adding it either to globaldata or to a level’s sounddefs. It also has to be enabled in a chunk that can access it, so enabling the accented guards from globaldata in chunk0, for example, doesn’t work. If you try to assign a voice that isn’t enabled, the NPC will revert to civ[male/fem]01, even if they’re a guard. If you enable a voice from a place that cannot access that voice’s chunk, the NPC will have no voice, and their lines will be silent.

In this case, those guards are already in a chunk that can be used by Miami, but they can’t be enabled in globaldata, so they need to be added to sounddefs_flamingo. It’s pretty simple to see how it works once you open it. Just create a new entity for each voice you want to use, copy one of the existing ones, and change the resource & voice variation to the one it should be for the voice you’re enabling. (So for example, you could copy knox_r into the new entity and change it to thuges01)

I think that ended up being all I needed to do to make HAVEN work in the end. The difficulty was figuring out what I had done wrong.

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Thanks for info. I’m not yet sure if I want to lean into the accent aspect that much as it’s still a Model Mod.

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New Miami Grunts








Guards are always my favorite Models to do by default and now being no longer bound by there vanilla voices made it even better.

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4 posts were merged into an existing topic: Hitman 3 Elusive Target Leaks

It’s a good idea .Maybe u can change all bodyguards’ voice to season 1.I think s2 and s1 are terrible

I would really appreciate it if you would change all the bodyguard voices from S2 and S3 to cicada bodyguards from Season 1​:+1::+1:.please, make that happen.

this will be just overrideen bricks in NPC entity

While I won’t change any voices for my Models I don’t change, I did use a few of those voices for my models as I also missed a few, Kennys VA or Bodyguard 2 in particular.

Below is my working table for the grunts. The ones with the grey text above got a new voice (and model) from me:

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I will not accept this Sean Power slander. :​P

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Release of mod in September, mod almost done, need made some stuffs…

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Kronstadt’s Expanded Security Detail






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Looks like someone’s state support did not pay bills.

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So, Is it easy to change ?

Will you make a mod to modify the voice of the bodyguard? I tried it before, but it failed. I found that the bodyguards of s2 and s3 seem to be not so stable when using s1.

What do you mean with not so stable?

yeah, not to difficult in that