The mod itself is good, but unfortunately it is missing something, I suspect that the author has not tested it or does not play it offline at all. Namely, there is no option for permanently open ladders. Due to the lack of this option, when playing offline, you have to deal with ladders, which definitely doesn't make things easier when you want to test your own speedruns. However, the mod works with doors in offline mode, so such deficiencies are quite surprising. There used to be a mod that did something like this (unlocked transitions in offline mode), but it is now outdated (according to comments). I was hoping yours would do the same or even more, but instead I'm disappointed. I hope that these gaps will be filled efficiently.
I can't install it qith the latest version of mod manager ( vers. 2.25.1). It says: "The mod you're trying to install is invalid. Contact the mod author. Empty content folder "content/Empty"
No? That's where the locked door option comes into play. Gives you the option of weather you want to go the "wrong" way through a shortcut door by giving you the choice to actively lockpick it.
I tried changing and/or deleting things in the shortcut ladders code but wasn't able to get it to work. Perhaps the mission scripts themselves would need changing? I dunno. I`ll try asking on the HITMAN modding Discord.
I'm thinking I should probably combine the "no yellow brace" mod here as well. Hmmm... It also might be a good option to make it so you don't need a crowbar for the ladder? I dunno. (I would have to figure out HOW I would even be able to do that.)
Please follow the install instructions on the Description page. 1. packagedefinition.txt needs to be patched. 2. Extract "locked" or regular .rpkgs and rename them properly.
Can the Dubai elevator doors be added as an option? I'd rather have to access the server to unlock them for my playthroughs instead of them still remaining as immediate exit options whenever I take out all the targets
I looked into one of the doors and unfortunately it doesn't have a universal "PermanentUnlock" entity attached to it like the persistent shortcut doors. I'm thinking it might be in the level script itself? I dunno.
Hello again, I've been using this mod quite a bit now and I think it's essential!
But I have one suggestion, I prefer the locked option for doors but on the final train level the amount of rusty nails you get is so tight that using one to get into a shortcut can prevent progress. If it's possible maybe have a version with all shortcuts locked except Romania?
I was afraid of this when I initially made it. Did a test run in that level and had enough for all the doors by the end. But I guess if one isn't thorough enough it's possible to hit a dead end. I'll look into it. FYI, the new version will need Simple Mod Framework since I'll have to make changes to the level's script to modify which shortcut door it uses.
Just did a few more tests in the level. From my testing, there are more than enough nails, keys, crowbars, and window shortcuts to get to the end of the level. Actually, nails and keys aren't required at all to complete the level. And the only crowbar needed is the first one, which you are forced to use right away. The only difference to normal gameplay, is you just save the nails for the "big stash" shortcut rooms instead of using them for minor things. Also, the last shortcut door can be bypassed by opening the other door with the valve located right in the next car.
To unlock ladders in subsequent playthroughs, you need to complete the ladder shortcut challenges. If you cannot complete these challenges, please purchase the game so you are able to do so.
Sorry I miss understood your description. I never use crowbars on doors so when you said the locked version needed lockpick or crowbar I thought you meant ladders for the crowbar, my fault.
Perfect mod btw! Shortcuts are fun the first go around but then they just look like weird anomalies when playing amongst H1 and H2 maps.
Which door are you referring to? If you follow the install instructions on the zip file all persistent shortcut doors should be changed as intended.
Unzip chunk0patch3_WorkingShortcutDoors.rpkg chunk2patch3_WorkingShortcutDoors.rpkg or chunk0patch3_WorkingShortcutDoors_Locked.rpkg chunk2patch3_WorkingShortcutDoors_Locked.rpkg and rename to next sequential patch number i.e. chunk0patch3.rpkg and chunk2patch3.rpkg (Or whichever patch number comes next.)
Also, did you make sure to patch the packagedefinition.txt file? (Info is in the description of this mod.)
Can you make a tutorial video? I'm new to modding and i don't understand this exactly rename to next sequential patch number i.e. chunk0patch3.rpkg and chunk2patch3.rpkg (Or whichever patch number comes next.). Thank you
No need for a video. It's really quite simple. In your Runtime folder you should already have: chunk0.rpkg chunk0patch1.rpkg chunk0patch2.rpkg chunk2.rpkg chunk2patch1.rpkg chunk2patch2.rpkg
These mod .rpkgs need to be renamed: chunk0patch3.rpkg chunk2patch3.rpkg
The reason for the "next sequential" part is because if you have other mods, they will need to be renamed to the next patch number, and so on and so forth. So, chunk0patch4, chunk2patch4, etc.
is This Default File, Right ? Because too much Mods Make me Confused a chunk0.rpkg chunk0patch1.rpkg chunk0patch2.rpkg chunk2.rpkg chunk2patch1.rpkg chunk2patch2.rpkg
38 comments
Namely, there is no option for permanently open ladders.
Due to the lack of this option, when playing offline, you have to deal with ladders, which definitely doesn't make things easier when you want to test your own speedruns.
However, the mod works with doors in offline mode, so such deficiencies are quite surprising.
There used to be a mod that did something like this (unlocked transitions in offline mode), but it is now outdated (according to comments).
I was hoping yours would do the same or even more, but instead I'm disappointed.
I hope that these gaps will be filled efficiently.
"The mod you're trying to install is invalid. Contact the mod author.
Empty content folder "content/Empty"
any chance to get a version that makes it like the normal shortcuts but it resets everytime you start the level (for doors and ladders)
just think the shortcuts make it too easy
cheers
Gives you the option of weather you want to go the "wrong" way through a shortcut door by giving you the choice to actively lockpick it.
I'll look into it again.
Perhaps the mission scripts themselves would need changing? I dunno.
I`ll try asking on the HITMAN modding Discord.
I'm thinking I should probably combine the "no yellow brace" mod here as well. Hmmm...
It also might be a good option to make it so you don't need a crowbar for the ladder? I dunno.
(I would have to figure out HOW I would even be able to do that.)
1. packagedefinition.txt needs to be patched.
2. Extract "locked" or regular .rpkgs and rename them properly.
I'm thinking it might be in the level script itself? I dunno.
But I have one suggestion, I prefer the locked option for doors but on the final train level the amount of rusty nails you get is so tight that using one to get into a shortcut can prevent progress. If it's possible maybe have a version with all shortcuts locked except Romania?
Did a test run in that level and had enough for all the doors by the end. But I guess if one isn't thorough enough it's possible to hit a dead end.
I'll look into it. FYI, the new version will need Simple Mod Framework since I'll have to make changes to the level's script to modify which shortcut door it uses.
From my testing, there are more than enough nails, keys, crowbars, and window shortcuts to get to the end of the level.
Actually, nails and keys aren't required at all to complete the level.
And the only crowbar needed is the first one, which you are forced to use right away.
The only difference to normal gameplay, is you just save the nails for the "big stash" shortcut rooms instead of using them for minor things.
Also, the last shortcut door can be bypassed by opening the other door with the valve located right in the next car.
Thanks!
If you cannot complete these challenges, please purchase the game so you are able to do so.
Perfect mod btw! Shortcuts are fun the first go around but then they just look like weird anomalies when playing amongst H1 and H2 maps.
I directly edited the shortcut door .TEMPs (templates) and didn't touch the ladders at all.
you forgot berlin's door at the beginning :/
If you follow the install instructions on the zip file all persistent shortcut doors should be changed as intended.
Unzip
chunk0patch3_WorkingShortcutDoors.rpkg
chunk2patch3_WorkingShortcutDoors.rpkg
or
chunk0patch3_WorkingShortcutDoors_Locked.rpkg
chunk2patch3_WorkingShortcutDoors_Locked.rpkg
and
rename to next sequential patch number
i.e. chunk0patch3.rpkg and chunk2patch3.rpkg (Or whichever patch number comes next.)
Also, did you make sure to patch the packagedefinition.txt file? (Info is in the description of this mod.)
Thanks
i.e. chunk0patch3.rpkg and chunk2patch3.rpkg (Or whichever patch number comes next.). Thank you
In your Runtime folder you should already have:
chunk0.rpkg
chunk0patch1.rpkg
chunk0patch2.rpkg
chunk2.rpkg
chunk2patch1.rpkg
chunk2patch2.rpkg
These mod .rpkgs need to be renamed:
chunk0patch3.rpkg
chunk2patch3.rpkg
The reason for the "next sequential" part is because if you have other mods, they will need to be renamed to the next patch number, and so on and so forth.
So, chunk0patch4, chunk2patch4, etc.
Because too much Mods Make me Confused a
chunk0.rpkg
chunk0patch1.rpkg
chunk0patch2.rpkg
chunk2.rpkg
chunk2patch1.rpkg
chunk2patch2.rpkg
If you have issues keeping track of your HITMAN 3 mods I would recommend looking into using:
Simple Mod Framework
https://www.hitmanforum.com/t/simple-mod-framework/13031/62