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HITMAN 3 Mod Framework

A tool to dynamically assemble mods to handle inter-mod dependencies and reduce conflict potential. · By onionsquid

HITMAN 3 Mod Framework incl. Offline Content comments Locked

A topic by onionsquid created May 17, 2021 Views: 3,347 Replies: 230
This topic was locked by onionsquid Nov 05, 2021

old comment section, please use separate threads for new posts

Viewing posts 41 to 51 of 51 · Previous page · First page

@onionsquid

New FR translation for Framework 1.6.1 including :

Main mod 1.6.1,Unoficial Offline Elusives,All Offline Escalation (Tradition of Trades not included),Offline Scoring 1.11,Unrestricted loadouts 1.0.2 and Poisonous Items Pack  1.2.1

https://drive.google.com/drive/folders/18V1M0ZZy06uqOBOfKcYfa6nfq7b8YUj3?usp=sha...

Developer

Thanks! Will include them in the next updates.

The translations for the additional missions from kercyx cannot be used, as kercyx did not add translation support to his missions.

@kercyx if you want the missions translated, you must use a different type like flashback with subtype usercreated and switch to {#modloc} statements for each translateable string. Look at my content packs for examples. Then update the game with the translations flag set to true to generate translation templates. The templates will be used automatically.

Thanks, I'll try to do that this week ! I will read what Pouncha did too (sometimes, 4 eyes are better than 2 ;p)

Indeed ;p

But,for the Kercyx mission, I just replace my files (without changing json names)  with original and it works (just Ruddy pack can't be installed, English or French))

Developer

If you replace the files, you lose English and it is always French. Modders need to use translatable strings so the game can select the translation depending on the settings.

@onionsquid

Was my meaning...(of course,if you replace my files with others,you'll have the translated json language) but I really couldn't install Ruddy pack whatever the language

Deleted 2 years ago
Developer

Does not seem like you use the most recent version of the content pack uploaded by me.

See my earlier response https://itch.io/post/4243272

Deleted 2 years ago
Developer

You are not using the latest version of the offline escalations and more content pack that I uploaded.

Deleted 2 years ago
Deleted 2 years ago
Deleted 2 years ago
Developer

Maybe an encoding issue, make sure to use utf-8.

(2 edits)

Ok, my fault ;p

I fixed all pbs which were in 'Marrakech', & 'Sapienza' (I made some errors with json colors editing while translating) and 'Chase a Ghost' was a duplicate of Chase a Specter file (I deleted Chase a Ghost which was an old and unfixed map replaced by Chase a Specter by Kercyx)

All is there :

https://drive.google.com/drive/folders/12uPvNFPM24IRxkT7_CDwSco9S49PJgU_?usp=sha...

Hello, kercyx. I was trying to restore the upgrade contract of The Satu Mare Delirium, but found some problems. When I completed the task, the exit could not be displayed, which made it impossible for me to evacuate. I checked the planning_contract file (json) of the game. It shows three entrances and three exits. I can specify the entrance to make the starting point correct, but the exit is still not displayed correctly if I specify a specific exit to evacuate. why is this happening? 

I m not sure what you re trying to do. You want to put all 3 Satu mare levels in one? If yes, I don't think it s possible since all exists and entrances are blocked, so you can't merge all 3 levels together. It just won't work. It s a brick/scene problem. 

You may have misunderstood, I want to restore this upgrade contract. When I did it, I found that the exits of these three levels could not be triggered. I don't understand how this is caused. 

I don't know how you did it so I can't help you. Anyway, maybe you have to put the EnableExit thing if you haven't 

Since I cannot use Google Cloud Disk, I can only take up a relatively large space to explain the situation. I hope that the moderator will not be angry. 

I need to bother you again. The following is the content in the json file. You can copy it and test it. I believe you will find the problem.

When the target is killed, the exit is prompted to evacuate, but the exit is not displayed on the map. 


{

"Data": {

"EnableExits": {

"$and": [{

"$eq": ["$5b708b8e-0550-46f7-bb65-8dc180d9bcf5", "Completed"]

}]

},

"EnableSaving": true,

"Objectives": [{

"Id": "5b708b8e-0550-46f7-bb65-8dc180d9bcf5",

"IgnoreIfInactive": true,

"ObjectiveType": "custom",

"Image": "images/contracts/AssRace/AssRaceTarget.jpg",

"BriefingName": "Eliminate Arnold Terman By Snapping His Neck",

"BriefingText": "Eliminate Arnold Terman By Snapping His Neck",

"LongBriefingText": "Eliminate Arnold Terman By Snapping His Neck",

"DisplayAsKillObjective": false,

"HUDTemplate": {

"display": "Eliminate Arnold Terman By Snapping His Neck"

},

"Category": "primary",

"Primary": true,

"Type": "statemachine",

"Definition": {

"Scope": "session",

"Context": {

"Targets": ["8213f8ef-858f-41cc-88ff-a4715ef4ccac"]

},

"States": {

"Start": {

"Kill": [{

"Condition": {

"$and": [{

"$eq": ["$Value.RepositoryId", "8213f8ef-858f-41cc-88ff-a4715ef4ccac"]

}, {

"$eq": ["$Value.KillMethodBroad", "unarmed"]

}]

},

"Transition": "Success"

}, {

"Condition": {

"$eq": ["$Value.RepositoryId", "8213f8ef-858f-41cc-88ff-a4715ef4ccac"]

},

"Transition": "Failure"

}]

}

}

}

}],

"Bricks": [],

"GameChangers": [],

                                "Entrances": ["88f47eb3-d914-46d9-99aa-6fb848964c7c"],

"GameChangerReferences": [],

"GameDifficulties": [],

"SimulationQualities": [],

"MandatoryLoadout": []

},

"Metadata": {

"Id": "68b38714-a065-11eb-bcbc-0242ac130006",

"IsPublished": true,

"CreationTimestamp": "2015-07-02T15:18:30.1639035+02:00",

"CreatorUserId": "00000000-0000-0000-0000-000000000000",

"Title": "The Satu Mare Delirium-Level 3",

"Description": "",

"TileImage": "",

"CodeName_Hint": "Polarbear Module 002_B",

"ScenePath": "assembly:/_PRO/Scenes/Missions/Edgy/mission_fox/scene_fox_cornflower.entity",

"Location": "LOCATION_EDGY_FOX",

"LastUpdate": "2015-03-11T13:50:08.347Z",

"Type": "featured",

"Release": "1.0.x"

},

"UserData": {}

}

Yup, you ve written the enable exit thing wrong. Don't put "and" or "eq", just  

"EnableExits":  ["$5b708b8e-0550-46f7-bb65-8dc180d9bcf5", "Completed"]

See my other contracts for exemple

I have been studying your contract for a long time. You are almost my teacher studying the contract. Thank you very much. I read your contract and followed your instructions. I used the sentence you suggested, but the exit still cannot be displayed normally. When you use the statement you think, does it work properly?

I saw that all the contracts you created used "$eq", so I did the same.

I understand the relationship between these three levels, it is like a continuous task is divided into three parts, each part has its own unique exit. I use quickedit to make a contract. The feature of this tool is that it generates "$and". When I reply, I simplified the task process in order not to take up too much space. I only wrote a goal and forgot to delete the "$and". , I think "$and" or "$eq" is not the main reason, maybe it is a need to customize a certain entity, like 331 Berlin Egg Hunt, I hope you can think about it again. I would like to express my respect for you again. 

Thank you for the kind words ! I'm sorry I was on vacation so I didn't have my pc...you're right you have to write :

"EnableExits": {

                    "$eq": [

                        "$2cdec09d-e1ba-4b79-9584-ad479166de8e",

                        "$daa3736e-a50e-4711-96b8-d175fd1f89f2",

                        "$e1c811da-5280-451d-bdf2-d5760afa5b64",

                        "Completed"

                    ]

                },


for exemple.

If you try to recreate some contracts, you'll have to load the correct bricks for them too.

But I cannot do much more about it because it's a DLC so it would be close to piracy... I'm really sorry but I'm sure you'll figure it out soon.

Regarding brick and entity, it has always been my blind spot. I will only refer to existing bricks and entities instead of creating them. How did you create them? What tools are you using?

There is another problem: I have never understood the usage of framework modder tools. I use RPKG tools to export temp and tblu files. When I try to drag temp or tblu files into the modder tools script, the script will exit directly, so I can't do further research. I don't understand if there is a problem with my operation. If so, can you tell me the tools I need to use and the correct operation steps? 

I only did create bricks for CYA Marrakesh from Kevin Rudd's Pack, using Modder Tool.

You have to rename the TBLU and TBLU .meta with the same hashes than the TEMP and put them in the same folder as TEMP too.

Once your 4 files are in the same folder and have the same hashes, you can drop the TEMP flle in modder tool and it will succeed.

If you just try to recreate Satu Mare, you'll need Satu Mare's bricks too.

Please help! i cannot install any mods.

Developer

This error means that the framework cannot extract game files at all.

Try moving the game into a different folder with an English name. I suspect the special character with the line over might cause the problem.

(3 edits)

New FR translations for "The Lost Ark" 's mission mod

https://drive.google.com/file/d/12dyWP68rOD46dpDUmDAfN1kPiJeEshIa/view?usp=shari...

And "Hawke-aido"'s mission mod

https://drive.google.com/file/d/1jzEULnyE5xQuBO3aKzl-g0YAxpHGaiCE/view?usp=shari...

I've reinstall and update my game but it still says [errorno 13]. what should I do? please help :(


delete packagedefinition.txt file and rename packagedefinition.txt.framework-original to packadefinition.txt (don't forget to delete all old previous installed mode like chunk0patch100.rpkg...)

Developer (1 edit)

As Pouncha said, there is an issue with packagedefinition.txt.framework-original.

Use epic games to verify game files and delete packagedefinition.txt.framework-original, then try again. If that does not help, you might need to start the framework as administrator (easy) or permit your normal account to write to the game folder (better).

(1 edit)

@onionsquid

@Kercyx

Hi 

There is a pb with Tiles when Termiantor mode is installed.

When you go to Destination Mode or Main Campaign Mode, some tiles are not displayed or changed if you back to a previous tiles.

I think it's better to move this Terminator displaying mode to only 1 folder (like Escaltations or Elusives or Sniper)

Developer

Can you make a concrete example where tiles are not displayed? Did not have time to look at terminator mode yet, haven't even uploaded it here.

I agree that terminator should have its own campaign, would just be a matter of adding a campaign.json file. Not sure why kercyx did not do that?

(3 edits)

Because Kercyx is a moron ! He wanted to do it fast to make the update before going to vacation for 3 days and he forgot to do it ! But to be fair, I almost never go to campaign for escalations for exemple since there are so many missions so it's not usable really with no tiles so I didn't think doing it for Terminator Mode. I'll add it in the next version anyway. Just wondering if it could be a good idea to add a score counter with Streak Kill of two NPC = combo * 2 = double the points or something like that, more points for head shots, something like Kevin Rudd's mission maybe... Or maybe you have a better way/idea to do it using a custom scoring with your mod onionsquid ? Just thinking

@kercyx : Have you got my last message on NexusMod ?

Yup ! I just saw that (I was away this we). I'll look at it this evening ! Many thanks man

@onionsuqid & @Kercyx

Sure, here some pics :

On this one, you're in Destination mode : You can see only 2 of 3 Terminator maps only

The fun is that it changes map itself after seven 7 seconds. On the previous pic, you had Terminator Mod : 3min, but after 7 seconds, you have :

Terminator mode 5min (without doing anything !). It changes only when your cursor is on it.

of course, you can change the level you want manually (scrolling with the mouse middle button, or triggers with gamepads) or just wait a few sec to have the next one, it always have been like that. It's just like the main online menu.

Ok,but why 2 tiles of 3 ? Or just only 1 for the 3 differents ways (3min,5min,10min) ?

you have 3 levels each (3min,5min,10min = 3 tiles) per mission "variation" (for miami you have 2 variations of the map, one with and other without the "Parole, parole" target). 

Ok.So, it can keeping like that or maybe making is own campaign coz There is too much maps for thisd mod into the 'Other Contracts' campaign

(1 edit)

Yes as I said, I ll add its own campaign in the next version in two weeks

@kercyx

I want to write a target remaining count, how to express it in the header?

Here's an exemple of what I did for one of my mission :

"Definition": {

              "ContextListeners": {

                  "PacifiedCounter": {

                      "type": "objective-counter",

                      "header": "UI_CONTRACT_HAWK_Objective_Remaining",

        "deactivate": 0

                  }

              },

              "Context": {

      "Scope": "hit",

                  "Targets": ["5dcc84aa-0861-429d-93ad-d8f29693d5a4","d95ca795-c9c5-4e15-9f89-333caeb2d413","c7b9270b-7a28-45be-bc91-7df6bd19f9f3","121b31f5-620c-46ed-8134-c6b2e0a0258f","0e09b959-a198-4efd-b2c4-988583716dc0","d598d898-889e-4d3e-8c5d-1f310a76fc7a"],

      "PacifiedCounter": 6,

      "Dealt": [],

                  "Goal": 0,

                  "ForceUpdateCounters": 0

              },

              "States": {

                  "Start": {

                      "-": {

                          "Condition": {

                              "$eq": ["$.ForceUpdateCounters", 0]

                          },

                          "Actions": {

                              "$inc": "ForceUpdateCounters"

                          }

                      },

                     

                      "Kill": [{

                              "Actions": {

              "$dec": "PacifiedCounter"

                              },

                              "Condition": {

                                  "$and": [{

                                  "$inarray": {

                                      "in": "$.Targets",

                                      "?": {

                                          "$eq": ["$.#", "$Value.RepositoryId"]

                                      }

                                  }

                              }, {

              "$not": {

                  "$inarray": {

                    "in": "$.Dealt",

                    "?": {

                      "$eq": ["$.#", "$Value.RepositoryId"]

                    }

                  }

                }

              }

            ]

                          }

          },  {

                              "Condition": {

                                  "$eq": ["$.PacifiedCounter", "$.Goal"]

                              },

                              "Transition": "Success"

                          }

                      ]

                  }

              }

          }

      },

I found some problems with the escalation contract 251 The O'Leary Conflagration. When I threw the target into the incinerator and ignited it, the game showed that the mission failed. Maybe, there are some problems with the kill conditions you set.

If it doesn't work, it might be a bug from the game itself (or maybe it just doesn't like saving for escalations). Try to restart the mission et do it without saving. I didn't touch the objectives from original escalations, just the gamechangers so I don't think it s because of me. Restart it and let me know

(3 edits)

@kercyx    I saw it before, and it was shown as "Bodyguard Remaining" in the level, I hope to be able to replace "Bodyguard" with "Target" : "target remaining"

In the contract of The Red Circle Eradication, which is the first contract you made by yourself, I found some problems by checking the json file:

①The image of the target (I can find the image for this, so I have repaired it). I think it is necessary to solve this to reduce the difficulty for players to find the target;

②The first few goals are to pacify and hide the body. The conditions for the target to be pacified are clear, but there is a problem with the condition for hiding the body. You are not designated as the pacified NPC, so a strange scene appears: When I pacified Target, pacify a non-target, hide the body of the non-target, and the misson can also be shown as completed. I think this is the place that needs to be modified the most (I have also fixed it);

Thank you for your work.

Hi there, I m in vacation for 10 days so I can't check it now. I made this a while ago so I don't really remember it (I made it via quick edit at this time). I ll maybe take a look when I ll be back and if I have the time. Thank you for your support. And good luck finding the good header, maybe take a look at Kevin rudd s missions. See ya! 

Developer locked this topic
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