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Thanks for taking the time to  put this together! Had a chance to test it and I'm impressed by how clean everything looks and how everything is grouped together. Escalations and Elusives are properly sized and there are there additional menus for the added items.

With that said, I think Elusives should go to the right side of the screen after Escalations&Bonus missions and I think they should fall under the primary mission's header " The showstopper"in your sample image. They just look off on the left side of the screen, especially when there are lot of them. I don't know if this was a limitation you ran into when adding them to the locations menu.

Also, another thing that would be great, would be if it was possible to group escalations together by making escalations into Livetiles. Livetiles are those where multiple tiles are combined into one and you can flip through them using your mouse or keys. Currently the pack only mostly have level 3s but maybe the author would be more open to adding more if there was less clutter. I'm assuming additional metadata would be used to group them together.

The vanilla game places escalations left, without the group. That's why I added them there. I also prefer escalations neatly grouped together, even if they are based on different base missions. I agree that it initially feels a bit weird for Paris with its many ETs, but after scrolling through the menu for testing I grew to like it.

I'm open to adding an option to sort them into the regular flow, if others will not grow to like it, though.

Haven't checked out live tiles, but the menu can access metadata and it would even be possible to automatically generate that for escalations. So probably possible, but I don't know if the live tiles you refer to are working nicely this context. Might look into it.

I'm assuming by escalations you meant elusives, but yea maybe personal preference but I think it's cleaner on the right even if they're grouped together.

 I don't know if you've tried using localghost but that's a case where livetiles are used for added contracts.  

https://gitlab.com/grappigegovert/localghost

Managed to get it to work but thanks. Now if we could just have livetile escalations it would be perfect. I'd prefer it to actually having a working escalation system as then you can choose what escalation level you want to play.

Contract grouping with live tiles was a good idea and is now available in 1.2, but it took way longer than I wanted to implement. I think I will have to take a break after this big update!

I decided against forcing it for all escalations, so the content pack needs to explicitly request it. I updated the unofficial pack to do so for the escalations with more than one level.

I also added an option to merge elusives into each sublocation, but you can of course keep using your approach as well. See readme for details.

Just got a chance to test it and it works great. Though you said it took longer than expected, you still managed to get it done within a day! I think this currently looks as good as it can, if you have personal preferences as to order its easy to make edits yourself. Enjoy your well earned break.

Knowing now that this is possible, another cool idea but probably even greater pain to implement is to have livetiles for items. Then you'd reduce the amount of clutter due to the variations of mks and reskins. I'd be willing to help wit the the grouping of the items if you're eventually up to it.

While likely possible for modded content, it would be very hard to get this to work for vanilla stuff without breaking compatibility, as unlocks can vary for each user and change over time.

Understandable. On a different note, I was trying to install some modded missions from a pack through the framework and I got an error for like half of them.  I moved the scoring folders so that only that content pack would be applied.

I couldn't really identify which lines were causing the issue based on the prompt but after testing I narrowed it down to the objectives section. Maybe getting these to work is more tricky because they are less traditional than other missions?

https://www.nexusmods.com/hitman3/mods/38

The ones that wont import are:

Sniper Assassin Hawkeaido

Target Run

Target Streak Miami

Time Trial New York

The framework requires all json files to be valid, while the game seems to tolerate some minor errors. This has nothing to do with the complexity of a contract.

As displayed in the error, the issue is a wrong character following a '\' character in line 172 of a json file. From the rest of the error, it can be derived that the json file in question is a contract file, so the culipit is in the contracts subfolder.

As you see, the framework just prints errors that occur without giving you the filename, so it could be any contract.  Try isolating each one to see which one fails, or edit __init__.py by adding print(contract_definition) before line 121 and look at the last filename above the error.

I will try to remember to add support for displaying the filename when such errors occur in future versions. No promises though!

I got the files to work, it was pretty easy to isolate when just testing each file. The output is good enough.