New version on nexus that corrects an exit issue in Scarlett level 1 :
https://drive.google.com/file/d/1d6qcNOW1KEJ-Qiv9NbvtkPf3TjkKTgTZ/view?usp=shari...
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New version on nexus that corrects an exit issue in Scarlett level 1 :
https://drive.google.com/file/d/1d6qcNOW1KEJ-Qiv9NbvtkPf3TjkKTgTZ/view?usp=shari...
Yes, both is possible with ModStoryTileSize in contract json. Modders can now customize how their campaigns should look.
I already added tall tiles to elusives but forgot to upload. Will fix soon.
For escalations I think different tile sizes are nice to get blocks that only contain one escalation each, but it is your mod so feel free to change it however you like.
Keep getting this error.
"Something went wrong:
Traceback (most recent call last):
File "B:\Hitman 3\Runtime\Framework\tools\main.py", line 42, in <module>
importlib.import_module(mod_name).apply_to_mod_builder(
File "B:\Hitman 3\Runtime\Framework\tools\..\2 Offline Content\__init__.py", line 45, in apply_to_mod_builder
pack_module.prepare_pack(
File "B:\Hitman 3\Runtime\Framework\tools\..\2 Offline Content\contentpacks\Offline Elusives\__init__.py", line 7, in prepare_pack
ioi_hashes = m.rpkg.get_deleted_hashes(chunk, patchlevel)
File "B:\Hitman 3\Runtime\Framework\tools\..\tools\rpkg.py", line 97, in get_deleted_hashes
assert f.read(4) == b'2KPR'
AssertionError"
Try these following steps :
1 - Delete packadefiintion.txt
2 - Delete Framework folder,packagedefinition.txt ,packagedefinition.txt.framework-original file and all chunckXpatchX files that you'll find after all chunckXpatch2 files.
3 - check that u must have only chunckXpatch0, chunckXpatch1 & chunchXpatch2 files into your runtime folder.
4 - Download this package
https://drive.google.com/drive/folders/1ni0UcAt19Un2hAFOsNRjX8zUEjyfi5n5?usp=sha...
5 - Unzip it then copy all in runtime folder into your runtime game folder. Run unstall.bat into framework folder ;)
@onionsquid
I made a new fr package for your updated version of framework 1.4
But,when I install it with all other mod (Offline Elusive, Offlinbe Escaltion, Offline Scoring) the translation stay in english (menus,texts,destination,...all stay in english)
Here the complete translated 1.4 package I used :
https://drive.google.com/drive/folders/1XqJct4fYNnZbWCDa0REz6wme2J4HRz-K?usp=sha...
Thanks! You should delete the tutorial with loadout content pack, that moved into Unrestricted Loadouts. If you want to translate that or my poisonous item pack as well, just send me updated files.
There is indeed a bug that prevents translation files from being correctly generated, will be fixed very soon fixed in 1.4.1.
Complete new FR translation pack (with 'bad' translations corrected), inluding :
Mod framework 1.4.1
Offline Elusives
All Offline Escalations
Poisonous Item Pack
Unrestricted Loadouts
Offline Scoring
https://drive.google.com/drive/folders/1fx9_it4oIyVkJ7Ua-wd1cP7d9V9yhjxS?usp=sha...
Sorry but I modified 1 text in Unrestricted Loadouts (more adapted to the title).I already updated the link but don't forget to change the fr.json file into your next update if you didn't yet (with apologizes)
https://drive.google.com/drive/folders/1fx9_it4oIyVkJ7Ua-wd1cP7d9V9yhjxS?usp=sha...
Question. Since several H1 escalations were able to be ported over, do you guys think there is any way to mod in the Sarajevo Six missions from the PS4 version of H1?
I don't know anything about the structure of how Hitman content is packaged, but I'd be interested to know if you guys thought it might be possible.
This is likely not a simple matter of missing files.
I suspect a bug in the vanilla game, so this will likely require substantial modding experience to fix. If you want to work on that, I'd suggest to start by converting the bricks of the elusive targets to the entity.json format used by the framework. Then you have a chance to understand how the mission is supposed to work. Look at how the guards are spawning and check if that looks correct. In the best case, the guards spawn with the wrong outfits and you can just change the values. In the worst case, the guards are really incomplete and you need to re-implement the missing parts.
To pack the fix up, you can add the updated entity.json file into a raw folder for the correct chunk and pin its hash to the hash of the original resource with a framework.json file. That will cause the framework to overwrite everything as needed when the content pack is installed.
Thought you were done with the framework, but thanks again for continuing to enhance and add awesome features to it! I'm liking the option for custom tile sizes, makes sorting through other missions much more manageable when there are tons of missions for category.
Not sure if its on your to-do list but the only other category that could use a small tweak are the livetiles for escalations since there are so many. I tested making the escalations small but they weren't grouped like on the destinations menu.
Also, is there an option to exclude specific missions from the destinations tab without manually deleting the mission entries in the destinations Json?
Offline Elusives are updated to new version on:
https://www.nexusmods.com/hitman3/mods/39
It will be great to update Unofficial content pack based on Offline Elusives.
Thank you.
Here's the mod from Nexus : https://drive.google.com/file/d/1usCFKAUZsFL5ff1mfSoBoTJg9nRW6dzc/view?usp=shari...
and here's a new custom mission I'll add to my package. It's complex and hard, so a good challenge and a remake of an original mission from the first game :
https://drive.google.com/file/d/1-7bg4KHtN863hrJWQs88XfYzqu0YQq9c/view?usp=shari...
have fun !
Thanks, update is out. You might want to switch to the flashback type and use localized fields in your custom contracts, though. That would permit translations and fix some display issues.
You can then set the type the contract is displayed at with the subtype field, look at offline elusives or unrestricted loadouts for an example.
Also, not sure if you saw my comment below but you are of course also invited to PM me on hitmanforum.com if you want to help me test something I can't publicly announce yet. If you have a new account you can also tell me your username there and I will PM you.
Speaking of awesomeness, I might need a small confidential circle of alpha testers for something. If you or anyone I talked to in the past are interested, PM me on hitmanforum.com with a list of what DLCs you own, if you bought or transferred them and mention your itch username.
It will still take a while until I have something to test, so no need to hurry.
Hi Onionsquid ! Would it be possible to add these in the package definition each time you update ? :
in Sapienza :
[assembly:/_pro/scenes/missions/coastaltown/tod_summer_day_clear.brick].entitytype
[assembly:/_pro/scenes/missions/coastaltown/tod_summer_night_clear.brick].entitytype
[assembly:/_pro/scenes/missions/coastaltown/tod_ebola_night.brick].entitytype
[assembly:/_pro/scenes/missions/coastaltown/tod_summer_morning_clear.brick].entitytype
in Marrakesh :
[assembly:/_pro/scenes/missions/marrakesh/tod_summer_day_clear.brick].entitytype
[assembly:/_pro/scenes/missions/marrakesh/tod_summer_night_clear.brick].entitytype
in Bangkok :
[assembly:/_pro/scenes/missions/bangkok/tod_summer_evening_clear.brick].entitytype
[assembly:/_pro/scenes/missions/bangkok/tod_zika_night.brick].entitytype
in Colorado :
[assembly:/_pro/scenes/missions/colorado_2/lighting_dusk.brick].entitytype
[assembly:/_pro/scenes/missions/colorado_2/lighting_day.brick].entitytype
in Hokkaido :
[assembly:/_pro/scenes/missions/hokkaido/tod_winter_twilight_clear.brick].entitytype
[assembly:/_pro/scenes/missions/hokkaido/tod_flu.brick].entitytype
in Santa Fortuna :
[assembly:/_pro/scenes/missions/colombia/scenario_hippo.brick].entitytype
[assembly:/_pro/scenes/missions/colombia/scenario_anaconda.brick].entitytype
in Mumbai :
[assembly:/_pro/scenes/missions/mumbai/scenario_mongoose.brick].entitytype
[assembly:/_pro/scenes/missions/mumbai/scenario_kingcobra.brick].entitytype
I have a plan for something cool ;pAnd maybe a new folder to put some non-contract json (for custom entrances) ?
Let me know and thanks again for your work !
Unless you have word from somebody at IOI that these bricks are officially supported, I would prefer if you just add these entries in your content pack. I don't want the responsibility of keeping specific bricks alive in the framework!
You can look at the offline elusives pack on how to add packagedefinition entries from a content pack, it is at the end of __init__.py. If you think the resources could ever be used by other content packs, maybe also add a check if they are already registered to prevent double-registration.
I would fear that loading in two lighting bricks causes issues, so you would need a base scene without lights as well to use them from a contract.
Did somebody test using these scenes from a contract and verified that does not cause problems? Or do you need the registration for something else?
From looking at the Sapienza ones, it seems that the intended way to use these bricks is to use them from scenes, not from a contract. That does not require a registration in packagedefinition.txt and is already supported by the current version of the framework.
I've already try, and it works quite good. You just have to restart the level and the lighting works well. So I can add for some missions the time of the day you want with live tiles ;p But you have to add them in the package definitions to add them as simple bricks into the jsons in bricks[ ...] but it works !
I found some problems with the kill conditions of The Kerner Disquiet in the Paris escalation contract. In addition, there is Hokkaido escalation contract 161-The Dexter Discordance 1. When I complete the task, the exit will not appear. I think there is a problem with the event id referred to by "EnableExits". Please pay attention, thank you.
At present, I have successfully modified it myself, and look forward to your repair, so that I don’t have to repair it every time I upgrade.
I also need to ask:sometimes I want to edit a contract. I need to obtain certain items in the contract to start the next task. I need to show the location of the item on the map UI. What should I do?
Yeah after 400 missions ported, it's possible that I've made a mistake or two...Thank you for letting me know for the exit, I will update it (a massive update is coming). I don't think I can do something for the kill condition since it was ported from hitman 2016 and the condition doesn't seem to exist in H3 I imagine. Unfortunately, I don't think it's possible to show the item to pick on the map without a brick... I've not succeed to show it myself sorry
Here are some of my suggestions for modifying the kill condition:
In json, the statements related to the kill condition are as follows:
"TargetConditions": [
{
"Type": "weapontype",
"RepositoryId": "d075aa8e-f334-4fa1-880f-525b0e531ec6",
"HardCondition": true
}
]
This is a condition for using a shotgun as a weapon, but it cannot be displayed correctly on the UI. I tried to change it to the following and it can be displayed.
"TargetConditions": [
{
"Type": "killmethod",
"KillMethod":"shotgun",
"HardCondition": true
}
]
Perfect thank you ! It can help you for the lighting bricks : https://docs.google.com/spreadsheets/d/1-VCXZCIVee_3YvUSUXIqKoU42VIVF4NldSiRoX2r...
I missed the custom entrance question: that is already possible, see Training and Untouchable missions in unrestricted loadouts. Both use the original entrances, but need to register them again as they use a different scene. Untouchable also changes the ids to remove the restrictions on the original entrance.
To add new entrances, you of course need to add new spawn locations in the scene as well.
Sorry I was unclear. I was just asking a folder that just will include entrances Json in the jsons folder before repacking (but not changing anything else, just to put them in the folder before repacking).But it's really not important, it would just save me time ^^
I have these files (with these id's) to put in json folder each time :
https://drive.google.com/file/d/1QxYPokxu3cTLxO26VATLm-yOWbORGw62/view?usp=shari...
When I used the flow editor to customize a contract, I found that the repo ID of the NPC was consistent with the hexadecimal string of their Marked targets, but when I edited the item, I found that they were different. May I ask Why is this? I can use quicksearch to determine the repo ID, but how do I determine the Marked targets of an item?
Targets are displayed in instinct view and on the map based on the repo id, if the objective lists them as target and is not hidden.
I don't know what marked targets you refer to is. Maybe you refer to the objective id. The objective id is only needed when objectives refer to each other, for example if an objective becomes visible when another objective is completed. You can generate new objective ids with any uuid generator.
For example, I need to get a gun on the map of Hokkaido. I want the gun to show its position on the map. What should I do? The repo ID can help me show that the task is complete after picking up the gun, but at my current level, I can't let the gun show its position on the map to guide my direction.
Reading it again, I'm still not sure I understand.
I think what you want is to mark a place on the map, where the player needs to obtain an item. Not sure how that works, but look at the Sapienza mission for an example. You might need to add a modded brick to the level, then you can set your own id in the brick and use that in the contract.
I do not think there is a way to do that by only editing the contract json, as weapons are not unique.
The modder tool of the framework can convert TEMP/TBLU to entity.json, download it on this page. You can then create a new entity.json from scratch based on what you learned from reading entity.json of sapienza files and a few bricks to understand how bricks are set up. Although the format makes it easier than it was before, it will be much harder than editing a contract and I cannot help you with that step!
Once you have your brick as entity.json file, add it to a raw folder with a TEMP.framework.json file to set its name to use in the contract. Look at the unrestricted loadouts content pack for an example. You will need to replace entitytemplate with entitytype as that pack uses scenes instead of bricks, but if you got this far you probably figured that out by yourself. ;)
Here's my new update with the Garden Show and a lot of missions where you'll be able to change the time of the day (and fixes the Kerner escalation bug) : https://drive.google.com/file/d/1wMKTl-GPsNgEurw9w2EcYpBFJII2fJrw/view?usp=shari...
I removed Traditions of the Trade mission because it will be on Peacock server August 19th, so I'll add it a few days later.
Hello,kercyx.For example, I need to get a gun on the map of Hokkaido. I want the gun to show its position on the map. What should I do? The repo ID can help me show that the task is complete after picking up the gun, but at my current level, I can't let the gun show its position on the map to guide my direction.
Ok,I installed :
Mod framework 1.6.1
Offline Elusive for framework (last)
Offline megapack (last)
Poisonous Item pack 1.2.1
Unrestricted loadouts 1.0.2
Offline Scoring 1.11 (with sa+so objectives flag) -> Need to include my last fr translation ;)
All seems to work !
BUT PLEASE : Get back tiles as framework 1.5 in Escaltation missions...
I have good news ! Kevin Rudd is ok to be a part of the offline pack ! So now we can add his missions. Just one thing : for his Choose your Adventure Marrakesh, he had to edit two bricks :
assembly:/_pro/scenes/missions/marrakesh/gamechanger_break_and_enter_school.brick
and
assembly:/_pro/scenes/missions/marrakesh/gamechanger_break_and_enter_school_02.brick
both in chunk25patch, to swap the bottle of vodka
195dcd6b-6663-4768-9e0a-c94e244cbea4
for a usb drive
e80b2d45-6c46-4f3d-8328-d24cd6251db4
That's what his "chunk25patch200.rpkg" is for. So I changed the Bahadur Level 3 to 5 escalation in the same way with a usb drive instead of the vodka bottle.
Since you modify it too for The Brothers, is there a way to make the swap automatic in the two bricks too so you won't have to paste the chunk25patch he made after the update ? And I switched Lee Hong Assassination back to "featured" rather than "flashback", I think it looks better (I will do it for Traditions of the trade too).
You'll find everything here :
https://drive.google.com/file/d/14eiXvnw13fnh1RHZYwK3qHjDtkDX2UZC/view?usp=shari...
Thank you again buddy for all your fantastic work ! We're close to build the perfect offline mod !
Oh and I've read all the REPO file too and we can unlock a lot of cool items/weapon too if you're interested in it too (not items that you have to unlock, just unused stuff so IO wouldn't be mad I hope ?)
I don't think it is a good idea to make any changes to bricks in the normal game or change an escalation for a custom mission. We have the tools for custom bricks now, so you can either add the existing TEMP as new raw resource or maybe even create a new entity from scratch containing just the swap. Then add that to the content pack and register with a framework.json.
Unrelated suggestion: I'd like to see your Additional Missions content pack split up into more logical content packs with better names. You did rename your mod after all!
No idea what happened to the Lee Hong mission, but that one is completely wrong in the version I last uploaded: as flashback it lacks a subtype, so it is displayed as seasonal. Also, it would need a translated title. If I changed that one on accident while mass-editing other things I'm sorry! I will upload a fix just for that soon.
Regarding making items available, I did think about it but don't have a clear opinion yet. It would be easy to add all non-unlockable items to loadout with a framework mod, but IOI would probably not like that and it would be a mess in the item menu. A more selective approach as a content pack could work, but the question is which items to include. Feel free to propose something in the private alpha forum.
I agree with you with the changing of original bricks. I just have no idea how to create a new one or edit bricks... I'll ask to Kevin Rudd but if you know, please be my guest ! Then, I won't change my 3 escalations. You can just do the swap for the two bricks and called them in packagedefinition v2 or something and do the same in his CYA Marrakesh. It would be great but again I'm sorry, I don't know a thing about brick editing...
Renaming the packs could be a good idea too, do you have any ?
The Lee Hong thing was my bad sorry, I tested with flashback to have a bigger picture but it's better as featured withtout the quotes.
Would there be any way to have a big picture like a main mission for Garden Show but keeping the live tiles ??
Everything works great, thanks again for all the effort !!! It's getting bigger each time !
I sent a message to you in the alpha forum for some other things ;p
I outlined the process for bricks in https://itch.io/post/4229594
In your case it is a bit easier as you just want to edit an existing brick, so you can use that as a starting point.
I don't think custom contracts should claim to be big missions unless they provide a similar level of content than a regular bonus level. That said, live tiles apparently only work for small tiles according to their resource names. But I haven't tried forcing them to be big. Garden show might be a reason to look into that again.