HITMAN 3 - Modding Thread

Possible? Absolutely

But I’d be willing to bet most modders aren’t interested in going back to 2016 since most don’t play it now

Although I wonder how easy it would be to transfer the already made modded files

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This was literally the prototype process for the Classic Pack. I first tested it in Hitman GOTY before testing in Hitman 3.

Using the existing patches wouldn’t work out of the box without some editing because of changes made specifically for Hitman 3.

However … if there is enough demand/appeal I would not mind making LU for Hitman and/or Hitman 2. I also have tested LU in H2 on Miami, which is what I use to enhance my Ghost Mode experience. :stuck_out_tongue:

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So I might be doing something wrong but I am trying to get QuickMod working for steam, and when I do the locater thing, the launcher is nowhere to be seen, but the runtime and retail files are. Can I get some help?

Why play H2 when you can simply play ghost mode in H3 instead :stuck_out_tongue:


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Precisely …

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Well hey nobody says a WIP mod has to be flawless :stuck_out_tongue:

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Lmfao, amazing work modding community

No credit to me nor mush for this by the way, this was done by anthony and mike, I’m too smoothbrained to ever have figured this out.

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Use the Simple Mod Framework instead.

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I have to admit I’m pretty jealous of this mod… I’ve been playing PS VR for the last 12 months but unable to access those particular missions.

Maybe this will inspire the ability in the future.

I’m considering buying Hitman 3 on Steam. I’ve already it on PS4, but this way I can have it when I’m moving from home.

However, I’ll be honest, after doing everything on PS4, I don’t have the courage to unlock every items again.

Is there a mod that unlocks all possible items (even the cut or the time-limited items)? It doesn’t bother me that it is offline or something else. It’s mostly to play main missions. Thank you.

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Hey! i have not been able to mod the game, i’m using the gamepass version of hitman 3 on pc, and i keep getting an error (which i will try to attach to this post) any ideas to fix it?
Screenshot 2022-01-24 172939

Looks like your harddrive is full tbh.

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Just like I did for HITMAN 2, I wrote a Steam Guide for HITMAN 3 that contains a comprehensive list of mods that I think should be featured:

I also tried to mod the Game Pass / Xbox App version of the game and unfortunately, I don’t think it’s possible right now since you can’t overwrite any of the files nor you can change the permissions of a specific game folder inside the “WindowsApp” folder.

I did try to install the game again but to a specific location with the beta version of the Xbox app but that did nothing in getting the chunk archives outside of the game’s folder inside the “WindowsApp” folder.
None of the folders in the custom install path actually contain the majority of the game’s assets and that’s probably because not having chunks there is IOI’s solution to making the Game Pass version not crash upon launching.


It’s just some other files instead since I doubt any of the chunks are that small.

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What’s a TBLU and a TEMP file? Anyone know what their purpose is?

All content in Hitman is defined using the entity system. It works on a hierachy of scenes, bricks, templates and classes.

A scene is a map, like Sapienza. It references bricks which include subsections of the map.

A brick can be used to add, remove or override content in a map. For example, escalations that add more guards use bricks to do so.

Bricks then reference templates, which usually contain small amounts of customisable content that can be used anywhere, like the base template for an NPC or agent 47 (just in case either need to be edited, it means they can be edited everywhere without manual editing of those locations).

Classes are actual engine code in C++.

Any entity can reference any entity, but for the purposes of showing the general hierachy the diagram is more strict.

An entity itself is made up of two parts: TEMP and TBLU files.

An entity fundamentally just references other entities or classes.

Classes contain properties which are exposed to entities. For example, the ZActor class used for NPCs contains properties for the NPC’s name, its outfit, its gender, etc.

This allows IO to create a base template for all NPCs with useful data and higher level behaviour that makes it easier to use NPCs.

So, the NPC base template (NPCActor) references the ZActor class and a few others and exposes their properties to anything that uses them.

That means that instead of setting the name on the ZActor, you can use NPCActor and set the name on that instead, and Glacier will automatically treat it as if the name was set on ZActor.

This system allows IO to quickly and easily create content without things getting too complex.

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that sucks :frowning: i was really hoping to have some fun with the randomizer mod, ah well

Very interesting, is there a guide on the types of files that explains the file formats? I’m very interested on their purpose. Perhaps a link to a guide where you got these images from?

The images are my own. Unfortunately this community is extremely lacking in documentation.

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It’s a shame, I hope in the future there’s more documentation, as I’m eager to release my first mod… Good luck with your documentation, hopefully you get to finish it…