As of version 1.29, automatic updates are available in the Simple Mod Framework.
After automatic and manual updates, please confirm that all SMF option categories still have a selection to prevent serious issues. When updating the mod manually, a clean install is strongly recommended and often required.
If any problems are discovered or the mod is disrupted by official game updates, this will be addressed as soon as possible. Bug reports are always welcome, but please be aware that any remaining issues are most likely in the vanilla game and not caused by this mod.
Note: There is one isolated gameplay issue on the train in Carpathian Mountains, caused by an acrobatic animation change in Hitman 3. See "Known Issues" below for details. ---
For more classic Hitman, check out my other mods! 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
---
Gameplay Tips Though many options are available to customize the mod, the one constant across all settings is the more realistic Hitman 2016 style of movement and acrobatics. Keep in mind that this will add realistic tactical challenges when scaling walls, climbing drainpipes, hanging on ledges, etc.
When Hitman 2016 acrobatic animations finish with 47 standing but Hitman 3 then forces crouching automatically, tap or hold the crouch key shortly before the animation ends to seamlessly remain standing. This can also work for crouched endings to seamlessly stand back up.
Vanilla bugs in Hitman 2 and 3 can temporarily disrupt 47's idle animation system, particularly after loading saved games. The mod's 2016-style idle animation network is no exception. The only immediate fix is exiting and relaunching the game, which at least is 100% reliable.
---
*NEWS* Version 1.48 has finally fixed one of the mods only two gameplay issues: When accessing the balcony in Dartmoor outside Emma and Gregory's room from one of the adjacent ledges, 47 would jump too far and end up stuck in a chair. This was a very rare case of Hitman 3 changing 47's destination during one of the many acrobatic animations. The animation itself couldn't be changed, but shifting the positions of the balcony chairs has fully and elegantly resolved the issue.
All credit goes to SinfulMonsoon. Despite all my experience with animation and audio work, I still lack any experience with map editing. SinfulMonsoon, however, had sufficient experience to make the necessary changes with perfect execution. Gameplay in every mission except Carpathian Mountains is now 100% safe.
At first glance, calling this 1.47.8 may have seemed more appropriate. However, the fact that the mod is now completely safe in every legitimate sandbox mission is a massive step forward.
---
Mod Info Hitman 2016 Movement replaces 47's animations to recreate Hitman 2016. It's designed to restore the trilogy's original realistic style of movement and gameplay, including much higher standards of animation quality. Hitman 2016's realistic approach enhances both tactical difficulty and immersion.
The mod started out as "Hitman 2 Movement", which was originally only intended to slow down Hitman 3's most extreme movement speeds. It was started in direct response to the stark contrast between H1/H2 and H3 ledge hanging movement. After successfully restoring that, the scope increased exponentially.
After running out of things to do with the H2 version (which went far beyond moving around), I used it as the starting point for a 2016 version. Over time, more and more of 47's 2016 animations have been added. By now, the mod essentially has all of them. Because so much is controlled by these animations, this has evolved into a full recreation of Hitman 2016's gameplay. Additionally, the mod can be heavily customized using a variety of Simple Mod Framework options.
Plans I think version 1.47 eliminating my network slot mirroring nemesis has made a huge difference in my ability to take a much-needed vacation from Hitman modding. I can only imagine how many newcomers that may have scared off before ever seeing the rest of the mod. Now, any remaining issues with generic standing idle animations are shared with the vanilla game.
1.48 was a very unexpected development. SinfulMonsoon, a very generous fellow modder with some map editing experience, fixed the only known gameplay issue in a legitimate sandbox mission (Dartmoor). I can now rest easy knowing the only remaining gameplay issue is on the train in Carpathian Mountains, which is a linear "mission" I personally can't stand.
I'm still hoping ATMD files will become editable without breaking the animation's audio someday. The mod already fixes a ton of vanilla audio issues, but the ATMD limitation is preventing me from restoring the full Hitman 2016/Hitman 2 ledge hang movement audio. The mod's has a nice stealthier quality, but the reduced authenticity bothers me a lot.
Having Problems? Step 1: Unless it's something really serious, give it a try in vanilla Hitman 3. There's a very good chance it's exactly the same or worse without this mod. Step 2: Confirm that you have an option selected for every category in the SMF. Even though a default is set for each, the SMF often clears your selections if certain changes are made. If nothing is selected, any files involved in that option will be skipped during deployment, which can cause a lot of problems. Step 3: Try a clean mod install, even if you're sure you already have one. Ideally, go into "HITMAN 3\Simple Mod Framework\Mods" and manually delete the "Hitman 2016 Movement" folder. Then download the latest version of the mod from here. This will likely resolve the issue. If not, move on to step 4. Step 4: Try opening the "HITMAN 3\Runtime" folder and manually deleting anything that ends with "patch300.rpkg". (Sort the folder by date modified.) Step 5: Go to "HITMAN 3\Simple Mod Framework". If you see any folders named "staging", "temp", "patchWorker1", "patchWorker2", etc., delete them all. Step 6: Go to "HITMAN 3\Simple Mod Framework\cache" and look for a "Hitman 2016 Movement" folder. If it's there, delete it and try deploying again. Step 7: Follow step 6 again, but also delete "cache\global\WWEV". This will delete all cached sound files, including the sounds used by this mod. Step 8: Follow steps 6 and 7 again, but also delete "cache\map.json" and "cache\rpkgHashCache.json", or go nuclear and delete the entire "cache" folder. Step 9: If none of the above works, please let me know. If it's a mod issue, I'll work with you to get it resolved or add it to the "Known Issues" section below.
Known Issues Gameplay: There is only one isolated known gameplay issue, caused by changes to the animations for jumping through windows from ledges. Hitman 3's send 47 less far in. Unfortunately, this animation is also a classic example of the terrible fast-forward superhero style this mod is designed to replace. Using Hitman 3's version is not an option.
This isolated issue is on the train in Carpathian Mountains. When climbing through a window involved with opening a shortcut door, 47 jumps too far in and gets stuck in some supplies. However, this remaining issue may be fixed in a future update. The same issue was also present in Dartmoor, but it was finally fixed in version 1.48.0.
Other: Starting with Haven Island and reaching extremes in Hitman 3, acrobatic animations are often used in odd or indisputably incorrect ways. The Dartmoor chair bug is the most unfortunate example, but this otherwise only impacts visual, audio, and gameplay realism (scaling nonexistent walls, jumping off of buildings with no injury, etc.). Level design changes are needed to fix these vanilla issues. Even if possible, that's beyond my current abilities. Little else can be done.
Vanilla Hitman 3 has many, many bugs. It's easy to assume they're mod-specific, but if you check vanilla Hitman 3, you'll almost certainly find them there too. These vanilla Hitman 3 bugs can be shocking (try drowning Vanya Shah in Mumbai), but almost none of them have any effect on actual gameplay.
Animation audio was a constant challenge, but the only remaining noteworthy issue is partially-missing ledge hang basic left/right movement. The mod tools have experimental support for what I need to fix that (converting ATMD files to JSONs and back again), but any attempt breaks the animation's audio in-game. Additionally, the animation for dismounting ladders at the top has missing audio for most ladders. The animation isn't what's broken. It's vanilla Hitman 3.
The train windows in Carpathian Mountains auto-close too quickly. It's a visual issue only. Personally, I never play that mission anyway.
Limitations Aside from compatibility issues, a huge limitation is being unable to edit ATMD files, which control audio and event timing for animations. The current tools can convert them into editable form, but converting them back again breaks all audio even if no changes were made. To work around this, I've had to choose ATMD files from Hitman 2016, Hitman 2, or Hitman 3 for each animation.
An even bigger limitation is not being able to edit "hitman01.aln", the file for 47's entire movement animation network. I can replace smaller animation networks, but "hitman01.aln" crashes the game the moment 47's feet touch the floor. I can't be sure without being able to see any of the file's contents, but I believe it's the key to removing Hitman 3's forced crouch after many acrobatic animations.
There are 46 door types total (29 single, 17 double). I'm in full control of 2016 lockpick/key/crowbar animation position settings for each door type. However, IOI often used the same type for very different kinds of doors. I was able to perfectly refine rare types, but I've had to find settings that look good enough everywhere for common types. Level design can also be a limiting factor. It's very rare, but positions can sometimes be pushed/blocked by the environment. My general rule is always that gaps are preferable to clipping. The system works great in almost all cases.
Idle System This section is for aspiring modders interested in customizing 1.41's newly-constructed idle animation system. I left the JSON file in its most raw form to make editing it easy. Simply pick the SMF option that's closest to what you want, go into that option's content folder (i.e. "content_idle_2016_default"), and open up the only JSON file in there (0001F1364984288D.entity.json). I highly recommend using the best text editor you can find. I've personally used VS Code for ages, and I used Notepad++ before that. Whatever you use, the search function is vital for various tasks.
In terms of structure, I invented pretty much everything myself. As for the individual settings you can use (i.e. "m_fCooldownForThis"), that's all IOI. You can add or remove those settings as desired for each conditional state. Removing them makes the game fall back to an unseen default, which can be helpful if you're not sure which way to go with that particular setting. Those unseen defaults are typically a solid choice. I have absolutely no proof of this, but it sometimes seems like removing a setting leads to an entire additional outcome that can't be set manually by including it.
Unfortunately, many settings are partially or completely broken. I tried to factor in every known setting, as I saw little downside even for ones I'm 99% sure have no effect. There's no manual for this. I had to guess and check everything. I'm still not entirely sure about some of it, though I can safely say I understand some settings better than whoever was left at IOI finishing Hitman 2.
Most of the 167 conditional states (as opposed to settings) were created by me. You can add as many as you like with unique rules for each, but you'll also need to add its 16-character hex string to the "FlavorIdle" list near the top. You can just google "hex generator" to find a free one and generate an unlimited number of 16-character strings. Be sure to remove them from the "FlavorIdle" list if you decide to remove the state itself, or SMF deployment will fail. However, you can safely a remove string from the "FlavorIdle" list while keeping the actual state as an alternative way to disable it.
I obviously have no shortage of much more specific information, but it would take an essay just to go over the basics. For now, I'll just say please feel free to ask me anything and please remember to back up any work you put into this. Every mod update from this point forward will blow away your idle system file. You'll lose everything you've done with it. However, updates often make substantial improvements, so I highly recommend running a compare operation with a good text editor to see what's changed. You can then merge your custom stuff in while remaining up-to-date.
Suggestions/Bug Reports Please feel free to share any ideas or suggestions you may have, and I'll see what I can do. If you notice any problems (bugs, bad lockpick/key/crowbar animation positions, etc.), you'd be doing me and everyone who uses this mod a huge favor by reporting it. I have a long history of fixing issues on the same day they're reported. Solving problems is often much easier than finding them.
One of the SMF options is "Close Quarters". The default setting does include early 2016 takedowns (and other early 2016 close combat). There's also a "modern" setting that uses the final 2016 GOTY Edition animations. I made the original versions the default because they're so popular.
HI,creator! Anyway, thank you very much for making it. I really like this MOD I have a question about the 2016 version of the animation I really like the action mod from the 2016 version. I want to use the 2016 animation in HITMAN3, but at the same time, I also want to have the speed of HITMAN3's actions, such as quickly climbing water pipes. How can I achieve this? Do I need or can I modify or delete any files to achieve it? Another question, the 2016 version of the one handed handgun is really cool!! I also found that in HITMAN2, there is a sound effect when pulling out the gun or folding the handgun, which is also cool. Is there a way to add or implement them? Thank you again for your hard work in creating the MOD.
Hi, glad you like the mod! Unfortunately, the realistic acrobatic speeds are the core of the mod and the reason it exists. Removing those animations would be very difficult, and I'm not currently active with Hitman modding due to real life. So I can't really advise on that.
As for the equip/unequip sound, that's also in Hitman 2016 but out of scope for this mod. I looked into restoring it a while back, but Hitman 3 applies effects to its new equip/unequip sounds that make a simple swap sound completely different. I hope someone figures it out!
Excuse me,I wanna know which one is acrobaticfiles in the mod files. I learned how to make doacrobatics fastly like HITMAN3 from an anchor.Buthe just tell me to delete some files in chunkO.It is so expensive if I buy his Improved mod.It's important for me to know which file is acrobatic and delete it to make do acrobatics like HITMAN3.ThanksI am not American.My English is not good.Thanks for read.
Sorry, as I explained above, I'm no longer active with Hitman modding due to real life issues (which have only gotten worse). Also, replacing Hitman 3's insane acrobatics is the only reason I created this mod. Every other feature is just a bonus.
Any chance we could get a pipe/ledge shimmy movement option selection?
Those animations feel like they have some of the biggest differences in terms of movement speeds, and on the Hitman 2/3 maps, there's a lot of situations that are extremely risky now with the slower animations, especially on Master difficulty. Some areas do actually seem impossible to navigate without being spotted or without cutting it extremely close using the slower animations, but those are rare.
I understand where you're coming from, but the only reason this mod exists is that I objected so strongly to Hitman 3's changes to ledge hang movement and drainpipes specifically. From there, it evolved into a complete restoration of Hitman 2016's realistic acrobatics.
I recently confirmed with 100% certainty that when Hitman 2 was first released, acrobatic speeds were identical to the mod's "Hitman 2016 (Modern)" acrobatics option. That's where those animations come from. This is how the original developers of Hitman 2016 and most of Hitman 2 wanted acrobatics, and I couldn't agree with them more. I've added almost every SMF option people have ever requested, but realistic acrobatics is the heart and soul of this mod. I could never abandon that.
I'm referring to the "Briefcase Acrobatics" options. The "Modern" option uses animations from Hitman 2's initial release, which kept Hitman 2016's speeds until an update sped them up to extremes. Maybe it was to hide new flaws rather than actually fix them. Maybe it was to favor speedrunners over regular players. All I know for sure is that it was long after a huge number of Hitman 2016's devs were laid off.
All acrobatic animations that don't let you carry a briefcase (ledges, pipes, ladders, etc.) are still at Hitman 2016's speeds even in the latest version of Hitman 2, which means playing the mod with the above option is an accurate recreation of Hitman 2's original gameplay.
Hello, The mod is great but I have one question - It seems to remove the animation for removing an item from your briefcase, Is there an option in the configuration menu to keep the animation for this? Thanks in advance.
There is no option for this, as it's controlled by a file that all of 47's animations point to. This is untested and not recommended, but you can revert it manually by deleting the "Hitman 2016 Movement\content\chunk0\MRTR" folder and deploying the mod again.
I prefer that as well, and I'd love to restore it. Unfortunately, the mod already includes all of the 2016 aiming animations. The problem is how Hitman 3's version of 47's main animation network is using them. There's no way to make that kind of change to the network itself.
Hi! The mod should still work perfectly on 3.210.2. I just deployed it successfully, so the problem must be on your end. I recommend trying the steps in the "Having Problems?" section of the pinned comment. I can advise further if that doesn't help.
The mod's only gameplay issue? It's a shortcut door, so there are two options. One is to disable the mod until you've climbed through the window and opened it. It'll stay open forever after that. The other is my preferred option: Custom Persistent Shortcut Doors And Ladders
This mod started as the slower ledge hang movement and ladder/pipe climbing from Hitman 2016/Hitman 2 and expanded from there. It's still the core of the mod, so there's no option to disable it. If you prefer speed over realism, this isn't the mod for you.
Sorry, there's no easy answer to that. This would already be an SMF option if it didn't involve taking the mod apart and putting it back together again. Walking with pistols uses a complex bone mask system applied overtop of many different animations. It's a tangled web of needlessly-complicated interactions. I spent two years getting very creative to make everything work together reliably.
877 comments
After automatic and manual updates, please confirm that all SMF option categories still have a selection to prevent serious issues.
When updating the mod manually, a clean install is strongly recommended and often required.
If any problems are discovered or the mod is disrupted by official game updates, this will be addressed as soon as possible. Bug reports are always welcome, but please be aware that any remaining issues are most likely in the vanilla game and not caused by this mod.
Note: There is one isolated gameplay issue on the train in Carpathian Mountains, caused by an acrobatic animation change in Hitman 3. See "Known Issues" below for details.
---
For more classic Hitman, check out my other mods!
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
---
Gameplay Tips
Though many options are available to customize the mod, the one constant across all settings is the more realistic Hitman 2016 style of movement and acrobatics. Keep in mind that this will add realistic tactical challenges when scaling walls, climbing drainpipes, hanging on ledges, etc.
When Hitman 2016 acrobatic animations finish with 47 standing but Hitman 3 then forces crouching automatically, tap or hold the crouch key shortly before the animation ends to seamlessly remain standing. This can also work for crouched endings to seamlessly stand back up.
Vanilla bugs in Hitman 2 and 3 can temporarily disrupt 47's idle animation system, particularly after loading saved games. The mod's 2016-style idle animation network is no exception. The only immediate fix is exiting and relaunching the game, which at least is 100% reliable.
---
*NEWS*
Version 1.48 has finally fixed one of the mods only two gameplay issues: When accessing the balcony in Dartmoor outside Emma and Gregory's room from one of the adjacent ledges, 47 would jump too far and end up stuck in a chair. This was a very rare case of Hitman 3 changing 47's destination during one of the many acrobatic animations. The animation itself couldn't be changed, but shifting the positions of the balcony chairs has fully and elegantly resolved the issue.
All credit goes to SinfulMonsoon. Despite all my experience with animation and audio work, I still lack any experience with map editing. SinfulMonsoon, however, had sufficient experience to make the necessary changes with perfect execution. Gameplay in every mission except Carpathian Mountains is now 100% safe.
At first glance, calling this 1.47.8 may have seemed more appropriate. However, the fact that the mod is now completely safe in every legitimate sandbox mission is a massive step forward.
---
Hitman 2016 Movement replaces 47's animations to recreate Hitman 2016. It's designed to restore the trilogy's original realistic style of movement and gameplay, including much higher standards of animation quality. Hitman 2016's realistic approach enhances both tactical difficulty and immersion.
The mod started out as "Hitman 2 Movement", which was originally only intended to slow down Hitman 3's most extreme movement speeds. It was started in direct response to the stark contrast between H1/H2 and H3 ledge hanging movement. After successfully restoring that, the scope increased exponentially.
After running out of things to do with the H2 version (which went far beyond moving around), I used it as the starting point for a 2016 version. Over time, more and more of 47's 2016 animations have been added. By now, the mod essentially has all of them. Because so much is controlled by these animations, this has evolved into a full recreation of Hitman 2016's gameplay. Additionally, the mod can be heavily customized using a variety of Simple Mod Framework options.
Plans
I think version 1.47 eliminating my network slot mirroring nemesis has made a huge difference in my ability to take a much-needed vacation from Hitman modding. I can only imagine how many newcomers that may have scared off before ever seeing the rest of the mod. Now, any remaining issues with generic standing idle animations are shared with the vanilla game.
1.48 was a very unexpected development. SinfulMonsoon, a very generous fellow modder with some map editing experience, fixed the only known gameplay issue in a legitimate sandbox mission (Dartmoor). I can now rest easy knowing the only remaining gameplay issue is on the train in Carpathian Mountains, which is a linear "mission" I personally can't stand.
I'm still hoping ATMD files will become editable without breaking the animation's audio someday. The mod already fixes a ton of vanilla audio issues, but the ATMD limitation is preventing me from restoring the full Hitman 2016/Hitman 2 ledge hang movement audio. The mod's has a nice stealthier quality, but the reduced authenticity bothers me a lot.
Having Problems?
Step 1: Unless it's something really serious, give it a try in vanilla Hitman 3. There's a very good chance it's exactly the same or worse without this mod.
Step 2: Confirm that you have an option selected for every category in the SMF. Even though a default is set for each, the SMF often clears your selections if certain changes are made. If nothing is selected, any files involved in that option will be skipped during deployment, which can cause a lot of problems.
Step 3: Try a clean mod install, even if you're sure you already have one. Ideally, go into "HITMAN 3\Simple Mod Framework\Mods" and manually delete the "Hitman 2016 Movement" folder. Then download the latest version of the mod from here. This will likely resolve the issue. If not, move on to step 4.
Step 4: Try opening the "HITMAN 3\Runtime" folder and manually deleting anything that ends with "patch300.rpkg". (Sort the folder by date modified.)
Step 5: Go to "HITMAN 3\Simple Mod Framework". If you see any folders named "staging", "temp", "patchWorker1", "patchWorker2", etc., delete them all.
Step 6: Go to "HITMAN 3\Simple Mod Framework\cache" and look for a "Hitman 2016 Movement" folder. If it's there, delete it and try deploying again.
Step 7: Follow step 6 again, but also delete "cache\global\WWEV". This will delete all cached sound files, including the sounds used by this mod.
Step 8: Follow steps 6 and 7 again, but also delete "cache\map.json" and "cache\rpkgHashCache.json", or go nuclear and delete the entire "cache" folder.
Step 9: If none of the above works, please let me know. If it's a mod issue, I'll work with you to get it resolved or add it to the "Known Issues" section below.
Known Issues
Gameplay:
There is only one isolated known gameplay issue, caused by changes to the animations for jumping through windows from ledges. Hitman 3's send 47 less far in. Unfortunately, this animation is also a classic example of the terrible fast-forward superhero style this mod is designed to replace. Using Hitman 3's version is not an option.
This isolated issue is on the train in Carpathian Mountains. When climbing through a window involved with opening a shortcut door, 47 jumps too far in and gets stuck in some supplies. However, this remaining issue may be fixed in a future update. The same issue was also present in Dartmoor, but it was finally fixed in version 1.48.0.
Other:
Starting with Haven Island and reaching extremes in Hitman 3, acrobatic animations are often used in odd or indisputably incorrect ways. The Dartmoor chair bug is the most unfortunate example, but this otherwise only impacts visual, audio, and gameplay realism (scaling nonexistent walls, jumping off of buildings with no injury, etc.). Level design changes are needed to fix these vanilla issues. Even if possible, that's beyond my current abilities. Little else can be done.
Vanilla Hitman 3 has many, many bugs. It's easy to assume they're mod-specific, but if you check vanilla Hitman 3, you'll almost certainly find them there too. These vanilla Hitman 3 bugs can be shocking (try drowning Vanya Shah in Mumbai), but almost none of them have any effect on actual gameplay.
Animation audio was a constant challenge, but the only remaining noteworthy issue is partially-missing ledge hang basic left/right movement. The mod tools have experimental support for what I need to fix that (converting ATMD files to JSONs and back again), but any attempt breaks the animation's audio in-game. Additionally, the animation for dismounting ladders at the top has missing audio for most ladders. The animation isn't what's broken. It's vanilla Hitman 3.
The train windows in Carpathian Mountains auto-close too quickly. It's a visual issue only. Personally, I never play that mission anyway.
Limitations
Aside from compatibility issues, a huge limitation is being unable to edit ATMD files, which control audio and event timing for animations. The current tools can convert them into editable form, but converting them back again breaks all audio even if no changes were made. To work around this, I've had to choose ATMD files from Hitman 2016, Hitman 2, or Hitman 3 for each animation.
An even bigger limitation is not being able to edit "hitman01.aln", the file for 47's entire movement animation network. I can replace smaller animation networks, but "hitman01.aln" crashes the game the moment 47's feet touch the floor. I can't be sure without being able to see any of the file's contents, but I believe it's the key to removing Hitman 3's forced crouch after many acrobatic animations.
There are 46 door types total (29 single, 17 double). I'm in full control of 2016 lockpick/key/crowbar animation position settings for each door type. However, IOI often used the same type for very different kinds of doors. I was able to perfectly refine rare types, but I've had to find settings that look good enough everywhere for common types. Level design can also be a limiting factor. It's very rare, but positions can sometimes be pushed/blocked by the environment. My general rule is always that gaps are preferable to clipping. The system works great in almost all cases.
Idle System
This section is for aspiring modders interested in customizing 1.41's newly-constructed idle animation system. I left the JSON file in its most raw form to make editing it easy. Simply pick the SMF option that's closest to what you want, go into that option's content folder (i.e. "content_idle_2016_default"), and open up the only JSON file in there (0001F1364984288D.entity.json). I highly recommend using the best text editor you can find. I've personally used VS Code for ages, and I used Notepad++ before that. Whatever you use, the search function is vital for various tasks.
In terms of structure, I invented pretty much everything myself. As for the individual settings you can use (i.e. "m_fCooldownForThis"), that's all IOI. You can add or remove those settings as desired for each conditional state. Removing them makes the game fall back to an unseen default, which can be helpful if you're not sure which way to go with that particular setting. Those unseen defaults are typically a solid choice. I have absolutely no proof of this, but it sometimes seems like removing a setting leads to an entire additional outcome that can't be set manually by including it.
Unfortunately, many settings are partially or completely broken. I tried to factor in every known setting, as I saw little downside even for ones I'm 99% sure have no effect. There's no manual for this. I had to guess and check everything. I'm still not entirely sure about some of it, though I can safely say I understand some settings better than whoever was left at IOI finishing Hitman 2.
Most of the 167 conditional states (as opposed to settings) were created by me. You can add as many as you like with unique rules for each, but you'll also need to add its 16-character hex string to the "FlavorIdle" list near the top. You can just google "hex generator" to find a free one and generate an unlimited number of 16-character strings. Be sure to remove them from the "FlavorIdle" list if you decide to remove the state itself, or SMF deployment will fail. However, you can safely a remove string from the "FlavorIdle" list while keeping the actual state as an alternative way to disable it.
I obviously have no shortage of much more specific information, but it would take an essay just to go over the basics. For now, I'll just say please feel free to ask me anything and please remember to back up any work you put into this. Every mod update from this point forward will blow away your idle system file. You'll lose everything you've done with it. However, updates often make substantial improvements, so I highly recommend running a compare operation with a good text editor to see what's changed. You can then merge your custom stuff in while remaining up-to-date.
Suggestions/Bug Reports
Please feel free to share any ideas or suggestions you may have, and I'll see what I can do. If you notice any problems (bugs, bad lockpick/key/crowbar animation positions, etc.), you'd be doing me and everyone who uses this mod a huge favor by reporting it. I have a long history of fixing issues on the same day they're reported. Solving problems is often much easier than finding them.
I have a question about the 2016 version of the animation
I really like the action mod from the 2016 version. I want to use the 2016 animation in HITMAN3, but at the same time, I also want to have the speed of HITMAN3's actions, such as quickly climbing water pipes. How can I achieve this? Do I need or can I modify or delete any files to achieve it?
Another question, the 2016 version of the one handed handgun is really cool!! I also found that in HITMAN2, there is a sound effect when pulling out the gun or folding the handgun, which is also cool. Is there a way to add or implement them?
Thank you again for your hard work in creating the MOD.
As for the equip/unequip sound, that's also in Hitman 2016 but out of scope for this mod. I looked into restoring it a while back, but Hitman 3 applies effects to its new equip/unequip sounds that make a simple swap sound completely different. I hope someone figures it out!
Those animations feel like they have some of the biggest differences in terms of movement speeds, and on the Hitman 2/3 maps, there's a lot of situations that are extremely risky now with the slower animations, especially on Master difficulty. Some areas do actually seem impossible to navigate without being spotted or without cutting it extremely close using the slower animations, but those are rare.
I recently confirmed with 100% certainty that when Hitman 2 was first released, acrobatic speeds were identical to the mod's "Hitman 2016 (Modern)" acrobatics option. That's where those animations come from. This is how the original developers of Hitman 2016 and most of Hitman 2 wanted acrobatics, and I couldn't agree with them more. I've added almost every SMF option people have ever requested, but realistic acrobatics is the heart and soul of this mod. I could never abandon that.
All acrobatic animations that don't let you carry a briefcase (ledges, pipes, ladders, etc.) are still at Hitman 2016's speeds even in the latest version of Hitman 2, which means playing the mod with the above option is an accurate recreation of Hitman 2's original gameplay.
,我不是 American.My 英语不好。感谢阅读。
,我不是 American.My 英语不好。感谢阅读。
Thanks in advance.