Has anyone created (or is anyone interested in creating) a mod that replaces relevant guard dialogue lines with ones from Hitman: Codename 47?
Hearing “he’s packing” when you get spotted with a weapon would be nostalgic gold.
Has anyone created (or is anyone interested in creating) a mod that replaces relevant guard dialogue lines with ones from Hitman: Codename 47?
Hearing “he’s packing” when you get spotted with a weapon would be nostalgic gold.
Anyone know if SDK would be good for trying to make a semi-auto weapons mod (or make it work in game)? I got into a conversation with Atampy26 on Nexus about him maybe making one, and he did say that changing that attribute in the repo file should work. Though I tried that in the past and couldn’t get it to work and someone tried to make a semi-auto assault rifle/SMG mod, but they typically burst fire rather than true semi auto.
Anyone know if SDK can be used to alter that attribute, and/or are behaviors hard-coded into weapons and gear?
WWEV and WWES modding is a beast I am not going to tackle. That route lies madness.
No? They’re either full auto or semi, and that is just one property and/or a modifier in the repo. There is no burst firing in the game at all. ARs and smgs simply have a firerate fast enough where it’s difficult to fire a single shot.
There’d be no use in an sdk mod for it unless you wanted to be able to switch modes on the fly. And even then you could probably do it in the weapon runtimes.
Atampy did test it out of curiosity, and he did confirm that they do tend to burst fire instead of pure semi-auto when you turn that attribute off. He suspects that it’s hard coded into the weapons’ runtime files.
So yeah, changes of plans again. While I still want and will make a Mod like this, it’s weird to do it as something inbetween with some Hitman 2 Locations done and some Hitman 3 Locations done, so instead I’m gonna start working on Sgail very soon aswell as the remaining H2 Locations after that.
While I had a few Keepers done I decided to start from scratch as they turned out quite boring and there was also alot of experimenting to find out which Heads work and which clip through the Masks.
Below is the first model of the new batch which might not look like something special on first glance, so I did kinda try out something new with it by using the Face Diffuse of a Crowd NPC Model from Paris on Javier, who looks alot like the Crowd NPC already. (I haven’t put a Texture Diffuse on the Body yet, so there will be one later)
Edit: Also, what I almost forgot to mention is that all Mods starting with Isle of Sgail are now planned to be compatible with ModSDK, which means you’ll be able to shuffle through all models with Debug Tool. For previous Mods it only works for NPC Groups that have an Actor, Nude and Heroa Version, so all Female NPC Models, Male Civillains and some Professions aswell can not be selected with it.
Got properly started on Sgail now. Unfortunatly the Crowd NPC thing I tried above didn’t work out as the Game did NOT like me touching these.
I still ended up creating a bunch of models I’m quite satisfied with, most of them also with New Textures as it fits the mystery aspect of Sgail if most of the Faces aren’t easily recognizeable. (Plus I just like doing these edits)
In addition I also got started on Tier 1 of the Male Arkmembers, so the ones you cannot disguise as. Those Models may be subject to change:
@DrMekar you mentioned in a post about using crowd NPC heads on real NPCs. Can that be done with with S2+ NPCs? Because it seems they’re just PRIMs loaded as meshes the S1 way?
Considering most S2/3 Crowd NPC Heads are based on the “real” version of the Heads, they theoretically should work.
They are just PRIMs yes, so they can still be loaded by using a Head Temp as a Container (as I would fittingly call it.) For reference you could look at a few Male Suspect Models as a few of them do that or at a few models from my Mods as well as I did that for the Private Room Servant and Male Guest V13 in my Dubai Mod.
I don’t know if they support Texture Edits though as these requires a Head to have a MATT and MATB File, which not all Heads have. If they do have those, you should be able to give Texture Edits via MATT Editing, for reference there are most likely a few more Suspects who have that or my Cartel Mechanic Model from my Santa Fortuna Mod.
Hope that helps.
If the head material has a MATT/B you will be able to texture override it in a brick.
Okay, now I’d like to have a fairly serious discussion about this topic, since someone may be working on a weapons mod for Hitman 3 down the road and he may be doing assault rifles and SMGs. I, of course, posed the idea to him of making semi-auto variants.
Of course, I know that you can make semi-auto weapons full auto by altering that attribute. For example, Atampy 26 has done it with pistols. However, he also discovered that if you try to do that with assault rifles and SMGs, it’ll make them burst fire instead of true semi-auto. There’s also a mod that attempst semi-auto fire on such weapons that does the same thing. He’s suggested that there’s something else in the file that would have to be altered.
Would anyone know or be able to guess what would have to be changed to make such weapons truly semi auto?
Well, the person who’s working on these mods did answer my question. In addition to turning off the full auto attribute, you have to change the sound file from “FullAuto” to “Single” apparently. Worked for him when he converted a machine pistol to semi-auto.
New here and have been trying to learn how to make suit swap mods using the NPC swap guide and have hit a roadblock when I expected the swap to work. I have been trying to swap one of three suits with the White Rabbit. I’m thinking its because it’s a different character model than Agent 47. Here’s a link to a zip of what I’ve been working on. If anybody can help with the model swap, please let me know as I’m not completely sure if I’m even on the right track. Thanks y’all!
If all you’re wanting to do is play as the White Rabbit, you can use this mod:
Oh my, Olivia is in there Oh I can’t say how happy I am, at least this year starts with something nice
Thank you for this!
I do have that mod, but I was using the White Rabbit as a test since I want to make custom models in the future. I wanted a successful test so I could understand the process but I’m not sure whats wrong with my mod.
Is there a program that can convert .TEXT files to png or jpg? I’ve been using Photopea.com for it since PS doesn’t support it, but the website won’t accept .TEXT files anymore.
Big noob question here, but is there a way to edit repo files without using Notepad? I’ve been having issues with that as far as getting Hitman 3’s repo files to open in Notepad. I do have the Glacier RPKG file program if that works.
Yes: Notepad++
VSCode is much better. I don’t think Notepad++ can prettify JSON, so it will be one massive near-unreadable line of text. VSCode will also automatically highlight bits of code to make it more readable (which was incredibly useful when I was first learning JSON, which is what the REPO file will be in) and it’s what’s used in QNE (I think) so it would be good to get familiar with it if you’re getting into modding.