HITMAN 3 - Modding Thread

How complicated is it currently to swap part of a model to another? I read up on it a while back about editing temp files, but can’t really find much about it as I’m too lazy to go through the thread again.

You also should still add it bcuz the mk2s are hard to get and shotguns and assault rifles arent easy… i had hitman 2 on stadia forever and i couldnt get much. I am trying not to pirate the game but 60$ is a lot for me

Bad Graphics :+1:
Piracy :no_entry_sign:

This forum is no place to discuss or even justify piracy. This is also not up for debate.
Take these mods as what they are, but if your requests invole getting more content out of a pirated version of the game then they don’t belong here.

2 Likes

I see, what about lack of content?

Understood. Sorry, I wont discuss it anymore

1 Like

if you have rpkg tool, you can search for the weapon, then edit the temp file associated with it, it has a setting inside it somewhere that’s like “bloodmultiplier” or something like that

would anyone be able to increase the blood produced by each weapon to max and make it a downloadable mod for me? Im unable to use the rpkg tool

I don’t know if I’m asking something stupid, but I couldn’t really find a satisfying answer on my own. Is there a way to use the NPC disguise mod in a way that named characters are actual disguises? What I mean is that if I disguise as a unique NPC, it usually doesn’t have access to the restricted area it’s from. I know that trainers have stealth mode, but if that’s on, you can not be seen by enemies at all. Is there any way to make unique NPCs have access to restricted areas, but still be possible to get caught?

It’s pretty much just because NPCs are allowed into certain areas because the AI allows it to, their disguises aren’t coded in the same way Hitman disguises are, where you have specific rights set into it

RPKG v2.7 Changelog

  • HITMAN 3 Texture exporting and reimporting:
    • GUI:
      • Exporting:
        • Mass export or right click an individual TEXT hash
      • Reimporting
        • Rebuild menu (RPKG(s) archive(s) will also automatically generate)
      • Texture viewer for TEXT hashes
    • CLI:
      • -extract_text_from , -extract_all_text_from and -rebuild_text_in
  • Brick Editor:
    • Search feature (Bricks will load slower initially now)
  • Fixed bug with rebuilding GFXF files
12 Likes

If I really want to cheat, I have god mode and stealth mods and more, so that’s really not a smart decision if that was the actual reason

So that is not something that can be modded?

can somebody help me?

you’ll find what you’re looking for somewhere in this thread. i don’t have the specific link, but someone posted it here. You have to disable your antivirus software while launching it, since for some reason it detects as a virus - even though i’ve never had any issues with it, nor many others. So just scroll through this forum until you find what you’re looking for.
i don’t know how to make it, as i’m not a mod creator

1 Like

NPCs are allowed everywhere, it’s just a question of whether their script tells them to go there. The disguises provided by the disguise mod just use default suit data because IO didn’t bother adding custom trespass data (since they could never be disguised as in gameplay).

Could be modded but that would require manually adding data for every disguise. We don’t even know how to add this data yet.

https://www.dropbox.com/s/u16b3kkg6us3zlc/H2DisguiseNPC.rar?dl=1

here you go. I found the H3 version here, so I’ve uploaded it on dropbox for you. Just place both files in the retail folder.

[Thanks to whoever hex edited this version to work with H3]

2 Likes

Complicated.
Outfits are made up of a .TEMP and .TBLU file. They both reference one another.
These files can be converted to .JSONs for editing.
There are corresponding .TEMP.meta and .TBLU.meta that contain the “depends” that are referenced in the .TEMP and .TBLU jsons at the “entityIndex” entires.
So, theoretically you can copy/paste between one outfit to another, but everything needs to be kept in order in the .JSON script, and the .meta files. .metas will more than likely need to be edited to add depends.

https://cdn.discordapp.com/attachments/815577522958893096/832326286810153041/DependencyEditor1.2.zip
There is no documentation for doing this BTW. You can either experiment and learn or wait until someone MIGHT post a tutorial on the subject.
Still, I don’t think there will ever be a “One stop shop” to do this kind of modding since clothing parts can differ when it comes to texture overrides or physics, or whatever random script/setting the .json is telling the game.
Edit: Oh yeah, and depending on which “chunk.rpkg” file you want to move a clothing piece from, they (and their depends) need to be patched to the proper chunk. It’s a WHOLE process.

Edit2: Swapping out is another story. If they share the same Armature (Usually being the same gender and from the same Season), replacing the PRIM address in the .TEMP.meta SHOULD be enough. (The PRIM and it’s depends need to be patched to the destination chunk.rpkg as well.)

Doesn’t seem too horribly complicated, just tedious.

nevermind

So would it be easier to just swap out the model, then figure out which part is the head? Since in my case, as I want to make a mod that replaces the freedom phantom with the outfit of Sean Rose, but keeping 47’s head.

Numbered Barcode for HITMAN III


18 Likes