Hitman 3

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te47

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te47

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About this mod

Replaces 47's animations to recreate Hitman 2016, for more realistic traditional movement and gameplay.

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This mod replaces 47's animations to recreate Hitman 2016.
A total of 7,685 animation files are included.

The mod can be heavily customized in the Simple Mod Framework. Please see below for a complete list of settings.

More detailed information about recent updates and the mod in general is available in the pinned comment.

 
 
For a more minimalistic traditional Hitman audio experience: Immersive Sound
To remove the food/drink poison smoke added by Hitman 3: No Poison Smoke
To remove security camera noises/effects added by Hitman 3: Silent Cameras
To remove the bullet explosion effects added by Hitman 2: No Bullet Explosions
To remove camera filter effects of your choosing: No Camera Filters
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  For a lite (and outdated) version of Hitman 2016 Movement: Hitman 2 Movement


As a Hitman fan since Codename 47, I couldn't have been happier playing Hitman 2016 for the first time. After Absolution's departure from the self-contained sandbox mission formula Hitman is so well-known for, it felt like a modern Blood Money. One of my favorite elements was the realistic feel and style of 47's movement.

For whatever reason, IOI decided to make 47 move much faster in Hitman 3. Hitman 2 started down this path, but it was a lot more subtle about it by keeping the most memorable sustained movement speeds the same. Compared to the rest of the Hitman series, 47's movement in Hitman 3 borders on the supernatural and makes suspension of disbelief quite a challenge. Beyond that, Hitman games have always rewarded patience. Why does 47 suddenly move as if he has none?

Animation quality has also declined drastically since 2016. Instead of using new animations that factor in the physics of 47's inhuman new speeds, Hitman 3 primarily relies on degraded copies of existing animations on fast-forward, often with misaligned or broken audio. Numerous visual transitions are too fast or missing entirely. Animation issues that started in Hitman 2 remain unfixed. Even the handful of animations created specifically for Hitman 3 tend to be worst of all.

What started out as an effort to turn back the clock to Hitman 2's relative movement speed realism has since evolved into a massive project to import almost all of 47's animations from Hitman 2016, restoring the original realistic feel and high standards of animation quality. 47's animations basically control all of his in-game movement and interactions. With the inclusion of refined superior 2016 door gameplay, this has essentially become a customizable modern recreation of Hitman 2016.
 
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Simple Mod Framework options are listed below.
Each category includes a "Hitman 2016 (Default)" setting, but advanced customization is available based on preference.
 
 
Door Unlocks
The mod includes options for highly-recommended Hitman 2016 door unlock animations and gameplay. The 2016 lockpick/key/crowbar animations are much higher quality, and doors no longer open automatically when unlocked. This allows the player to decide if the door should open immediately or if unlocking it is merely strategic. These options benefit from a massive project to replace unlock animation positions and alignment for the trilogy's 46 door access helpers, using months of painstaking guess-and-check refinement. Despite each access helper sometimes being used for doors of different sizes, the result may be the mod's best feature.

 • Hitman 2016 (Default) - Hitman 2016's lockpick, key, and crowbar unlock animations. This option uses Hitman 2 crouched animations alongside 2016 standing animations. Doors will not open automatically when unlocked using lockpicks and keys, matching Hitman 2016.
 • Hitman 2016 (Classic) - This option accurately recreates Hitman 2016 by having 47 stand up automatically while unlocking doors. This includes keycards for consistency and authenticity. Aside from the standing requirement, this option is identical to the default.
 • Hitman 2 + Hitman 3 - Hitman 2's lockpick, key, and crowbar door unlock animations and positions (unchanged in Hitman 3). Lockpicks and keys will open doors automatically, matching the vanilla game. *The 'Unlocks Audio' options have no effect if this option is selected.*

 
Unlocks Audio
Lockpick and key audio can be customized independently of the "Door Unlocks" option, with a few different choices using the content available. All "Hitman 2016" door options are compatible with each other. However, selecting the "Hitman 2 + Hitman 3" option for door unlocks will override all other door settings with vanilla content, meaning these options will have no effect.

 • Hitman 2016 (Default) - This option uses a shortened version of the 2016 standing lockpick audio in full alignment with the animation's timings. The keyring sounds found in Hitman 2 and 3 are not used during key unlocks.
 • Hitman 2016 (Modern) - This option uses a shortened version of the 2016 standing lockpick audio in full alignment with the animation's timings. The keyring sounds found in Hitman 2 and 3 are included during key unlocks.
 • Hitman 2016 (Classic) - This option uses the original version of the 2016 standing lockpick audio in partial alignment with the animation's timings. The keyring sounds found in Hitman 2 and 3 are not used during key unlocks.

 
Briefcase Acrobatics
Hitman 2016 animations were created before Hitman 2 introduced briefcases, leading to some minor visual issues during briefcase-friendly acrobatics. There are 3 options available to address this using variants of the relevant 2016 animations found in Hitman 2's files. These unused variants were fully updated for briefcases. The "Default" and "Classic" options use all identical updated variants, but still use the original version from Hitman 2016 if the variant includes any other differences (typically crouched endings and/or worse transitions). The "Modern" option offers total briefcase support at Hitman 2's level by using updated variants only.


 • Hitman 2016 (Default) - This option updates most animations, but it uses the 2016 originals as necessary to preserve their higher standards of quality and standing endings. For a few with standing endings that do not allow automatic crouching to be seamlessly cancelled, variants with crouched endings are used instead.
 • Hitman 2016 (Modern) - This option uses updated variants for all acrobatic animations, matching Hitman 2's level of universal briefcase support. However, some animations have flawed transitions and timings, and many standing endings have been replaced with crouched ones.
 • Hitman 2016 (Classic) - This option updates most animations, but it uses the 2016 originals as necessary to preserve their higher standards of quality and standing endings. For a few with standing endings that do not allow automatic crouching to be seamlessly cancelled, the original standing versions are used anyway..

Tip: When a Hitman 2016 acrobatic animation ends with 47 standing but the game then makes 47 crouch automatically, tap or hold the crouch key before the animation has finished to seamlessly remain standing.
 
Acrobatics Audio
Hitman 2016 and Hitman 2 share a common set of level design rules on how to use 47's various acrobatic animations in different scenarios. However, starting in Haven Island and escalating in Hitman 3, those acrobatic rules are essentially ignored. The new policy is apparently to use animations at random, hoping that the fast animation speeds will stop anyone from noticing. This can at least be addressed from an audio standpoint.

 • Hitman 2016 (Default) - This option uses the original acrobatic audio based on the original rules, and is highly recommended for every Hitman 2016 and Hitman 2 mission up until Haven Island.
 • Hitman 2016 (Modern) - This option modifies original audio as necessary to address issues caused by inconsistent acrobatics in Hitman 3 level design. Footstep sounds in certain climbing animations are replaced with movement of clothing to address common nonexistent walls.
 
 
Cover System
Cover animation styles from throughout the trilogy are available based on preference. The Hitman 2016 and Hitman 2 options are designed to be as authentic as possible within the limitations involved. 3 of the 5 options include the iconic 2016 pistol arm poses when standing in cover. A "Hitman 2016 (Modern)"  option was also added that offers alternative crouched pistol arm poses in the style of Hitman 2 and 3. While the "Default" option is recommended, this is entirely a matter of preference. See below for more detailed descriptions of each option.

 • Hitman 2016 (Default) - Hitman 2016 cover system animations, gameplay, and weapon/item poses. This option is designed to recreate Hitman 2016 as closely as possible within the few limitations imposed by Hitman 3's changes. All cover movement speeds match Hitman 2016.
 • Hitman 2016 (Modern) - Hitman 2016 cover system animations, gameplay, and weapon/item poses. This option is the same as the default, except that it uses alternative crouched pistol arm poses that are based on Hitman 2 and 3. All cover movement speeds match Hitman 2016.
 • Hitman 2 - Hitman 2 cover system animations and arm poses, most of which are reused from Hitman 2016. This option is designed for full authenticity. Any visual imperfections are consistent with vanilla Hitman 2. All cover movement speeds match Hitman 2016.
 • Hitman 3 (Vanilla) - Hitman 3 cover system animations and arm poses. This option still uses Hitman 2016's animations for acrobatics such as vaulting and cover-to-cover, but basic left/right movement speeds match Hitman 3.
 • Hitman 3 (Hybrid) - Hitman 3 cover system animations. Arm poses are from Hitman 3, except for the iconic Hitman 2016 standing pistol poses. This option still uses Hitman 2016's animations for acrobatics such as vaulting and cover-to-cover, but basic left/right movement speeds match Hitman 3. (2016 pistol angles are less authentic in this option to avoid side effects.)
 
Idle System
Hitman 2016 featured an elaborate idle animation system to make 47 seem more alive with no player input. When Hitman 2 introduced briefcases, a new version with independent left/right arm control was designed but never completed. As a result, only a partially-broken bare minimum was used in Hitman 2. Instead of picking up where Hitman 2 left off, Hitman 3 fixed no issues and instead disabled even more. However, most of the original framework is still in place, and could be expanded to fill in most of the gaps. Most vanilla bugs could not be resolved, but Hitman 2016's level of detail and extensive coverage could still be restored.

 • Hitman 2016 (Default) - This option uses the Hitman 2 and 3 idle system as a starting point to reconstruct a 2016-style idle animation network covering 37 item/weapon types in 167 conditional states. Briefcases are fully supported universally. Idle weapon handling is based on Hitman 2016's, but has been expanded to include additional items.
 • Hitman 2016 (Classic) - This option is mostly the same as the default, but with greater emphasis on authenticity. Differences include more frequent standing idle animation use, more idle motion when standing in cover, an extra pistol idle animation (missing audio), and no idle animations during movement. Weapon handling is more authentic and only covers two-handed blunt melee weapons, knives, and every type of firearm.
 • Hitman 2016 (Modern) - This option disables briefcase support for standing in cover. This is necessary to allow use of standard briefcase handling outside of cover. For technical reasons, low cover idle animations are in the style of Hitman 2 (right arm poses always revert to the default). However, full briefcase support has been added and items with clipping issues are disabled.
 • Hitman 2 - This option is based on Hitman 2's current version. Standing idle animations are used less frequently. All idle weapon handling animations are disabled. Cover standing idle animations are disabled when anything is equipped. Unlike Hitman 2, briefcases are supported if crouched in cover. Stand/crouch transitions are also completely reliable. However, item arm poses always reset to the default due to the system's broken settings for right arm control. Certain items that clip as a result are excluded.
 • Hitman 2 (Classic) - This option is based on Hitman 2 before all firearm idle animations were removed in an update. Since Hitman 2 and 3 share the same idle setup, firearm handling is taken directly from Hitman 2's old files. Melee weapons are accurately not included. Aside from idle firearm handling, this setting is identical to the standard 'Hitman 2' idle system option.
 • Hitman 3 - This option disables idle weapon handling and idle cover animations with any weapon/item equipped. The rest of the redone system is still included, but standing idle animations are used less frequently.

Note: The default and classic Hitman 2016 options have minor visual side effects on briefcase handling outside of cover. Additionally, a vanilla Hitman 2 and 3 bug temporarily disrupts the idle system when loading saves during missions. It is capable of recovering eventually, but the only known immediate fix is exiting and relaunching the game. Despite the obvious inconvenience, this method has a 100% success rate.


Fidgets Style
The style for idle animations shared for standing and sneaking can be customized, using animations taken from each game in the trilogy. Unlike the "Idle System" options, these only replace the actual animations.

 • Hitman 2016 (Default) - Hitman 2016 idle animations shared for standing and sneaking outside cover. 47's movement when looking around is much more pronounced than in Hitman 2 and 3. This is the recommended choice when using any Hitman 2016 idle system setting, and is the most effective for hiding an animation network slot issue apparent in the other options.
 • Hitman 2016 (Modern) - Hitman 2 idle animations shared for standing and sneaking outside cover. These are variants of the original 2016 animations. The only difference is a strong reduction in horizontal motion. Many fixes created for the default 2016 option are included.
 • Hitman 3 - Hitman 3 idle animations shared for standing and sneaking outside cover. The amount of motion is very similar to Hitman 2, but the style was altered to be more consistent with the new twitchier style found in other vanilla animations (i.e., low cover).

Note: The "Hitman 2016 (Modern)" and "Hitman 3" options have a visual animation network slot issue concealed for the default 2016 option. This is an unavoidable part of the required animation network.

Inventory
Most differences between these options are quite subtle, but animations for 47 equipping and unequipping weapons and items can be customized using the below settings. The "Hitman 2016 (Modern)" option is recommended for the smoothest two-handed weapon unequip animations, but the "Default" option is the most neutral 2016-based choice. There are many subtle differences between these options, with 47's head movement being the most obvious. The "Hitman 3" option is not identical to the vanilla game, nor is the "Hitman 2" option identical to Hitman 2. Instead, both use the best animations available for a simliar style.

 • Hitman 2016 (Default) - Hitman 2016 equip and unequip animations for one-handed weapons and items, augmented by Hitman 2 and 3 animations for the best available quality. Due to compatibility issues, two-handed animations are from Hitman 2 and 3. Unequipping two-handed weapons only uses a subtle physics effect, which is the most similar to Hitman 2016.
 • Hitman 2016 + Hitman 2 - Hitman 2016 equip and unequip animations for one-handed weapons and items, augmented by Hitman 2 and 3 animations for the best available quality. Due to compatibility issues, two-handed animations are from Hitman 2 and 3. Unequipping two-handed weapons has a strong physics effect for smoother transitions, but it overrides certain other selections with their Hitman 2 appearance.
 • Hitman 2 - Hitman 2 and 3 equip and unequip animations for weapons and items, selected from each game for the best available quality. Unequipping two-handed weapons has a strong physics effect for smoother transitions, but it overrides certain other selections with their Hitman 2 appearance.
 • Hitman 3 - Hitman 2 and 3 equip and unequip animations for weapons and items, selected from each game for the best available quality. Unequipping two-handed weapons only uses a subtle physics effect, which is the most similar to Hitman 2016.


Ladder Style
The original Hitman 2016 ladder animations can be used instead of the more universally-compatible variants from Hitman 2. This is solely an aesthetic choice and has no effect on actual gameplay.

 • Hitman 2016 (Default) - Hitman 2016 ladder animations. These are the variants modified by Hitman 2 so that 47 holds onto the sides of the ladder instead of the rungs. This style greatly increases visual compatibility with the wide variety of ladders found throughout the trilogy, making visual misalignment at the top rare (and identical to the vanilla game).
 • Hitman 2016 (Classic) - Hitman 2016 ladder animations. These are the original versions extracted directly from Hitman 2016. 47 will hold onto the rungs of the ladder instead of the sides. This style usually leads to visual alignment issues at the top of the ladder, most commonly making 47 grab onto thin air.
 
Pistol Recoil
Included due to popular demand, Hitman 3 pistol recoil animations can be used instead of the ones from Hitman 2016/Hitman 2. This is solely an aesthetic choice and has no effect on actual gameplay.

 • Hitman 2016 (Default) - Hitman 2016 animations for firing pistols, also used in Hitman 2. The vertical movement from recoil is high.
 • Hitman 2016 (Modern) - Hitman 2016 animations for firing pistols with a substantial speed increase. This version appears only in Hitman 2 and 3 if triggered by a briefcase handling bug.
 • Hitman 3 (Vanilla) - Hitman 3 animations for firing pistols. The vertical movement from recoil is greatly reduced. A vanilla bug with briefcases has been fixed, making recoil fully consistent.

Rifle Grip
Included by request and as part of a larger 2016 pose recreation effort, this option restores the Hitman 2016/Hitman 2 assault rifle aim pose. This is solely an aesthetic choice and has no effect on actual gameplay.

 • Hitman 2016 (Default) - Hitman 2016 grip poses for holding and aiming assault rifles, also used in Hitman 2. The vanilla game still uses these grip poses for SMGs only.
 • Hitman 3 (Vanilla) - Hitman 3 grip poses for holding and aiming assault rifles. 47's left hand is positioned horizontally on the barrel instead of vertically on the magazine.

 
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The mod works online and has been thoroughly tested for several months. Despite differences in how Hitman 3 animations work, there are only two known gameplay issues (both in Hitman 3 missions). 
The first is an easily-avoided chair on a balcony in Dartmoor. 47 gets stuck inside it when jumping onto the balcony horizontally from a ledge. To avoid it, drop down to hang, move over, and climb back up.
The second is on the train in Carpathian Mountains. This is the same issue as the chair in Dartmoor. If climbing in through a certain window from a ledge, 47 gets stuck inside some supplies.

  
Note: While the vast majority of 47's animations are imported directly from Hitman 2016, the mod also includes a select few animations from Hitman 2 (some cut from the final game) created before IOI changed any of 47's movement speeds. In most cases, these were used for compatibility reasons or to address visual issues caused by Hitman 2 and 3 level design. The only obvious example of this is Hitman 2016 ladder animations frequently causing 47 to grab onto thin air. Fortunately, Hitman 2 ladder animations solve that problem without sacrificing Hitman 2016's ladder movement speeds.

A wide variety of animation fixes (visual and audio) are included, but certain issues caused by vanilla Hitman 3 cannot be resolved using the current mod tools. If that ever changes, further updates will come.

 
Installation:
1. Install the Simple Mod Framework
2. Download the file, import it with the Simple Mod Framework, and deploy it.

Credits:
♦ IO Interactive for the Hitman Games
♦ Notex and REDACTED for the RPKG Tool
♦ Atampy26 for the Simple Mod Framework and QuickEntity
♦ OrfeasZ for ZHMTools (ResourceTool)