Can we disable this in the Safe-house? It's so annoying having to drop the items because I'm low on gear capacity. And I end up with 3x lockpicks when I come back.
Best to replace the code inside the json-file before installing it. So adjust the lines inside the json file which is in the archive itself (smf2-qn3.1-405-2-0-0-1673644150.zip\loadout\content\chunk0\).
how do you know where each item's info and values begin and where do they end? so far i've only done mods on splinter cell blacklist (well, rather, some tweaks), but items were always separated with lines or some other way so it was easier..? Thanks!
Thx a lot that code worked for me. I dont understand it though, I get the scripts in other games but this seems very cryptic. Can somebody help me transform this code into an ONLY lockpick version? Its a bit annoying to have everything spawn everytime I start a map in Freelancer mode :/
I love this mod, easily in my top 3 WoA mods. One criticism though, is it possible to make a version that doesn't work in Freelancer? I feel like having infinite lockpicks is against the spirit of the game mode
Just the mod I needed, but I think the micro remote explosive would be a better fit than the standard remote explosive, which counts as an illegal item. Levels with frisk zones, particularly Miami and New York, require you take an alternate route, or to ditch the remote explosive every time, and the micro remote explosive is more in line with how the original RU-AP mines in Blood Money functioned.
You can edit the poggers .json file to change the regular remote explosive to micro remote: (just use ctrl+f in a text editor to find what's in the first code box below)"parent":"feede52dc5f99ba8","name":"ItemKey_MINE","factory":"[modules:/zitemrepositorykeyentity.class].pc_entitytype","blueprint":"[modules:/zitemrepositorykeyentity.class].pc_entityblueprint","properties":{"m_RepositoryId":{"type":"ZGuid", Then replace the "value" number right next to that with "04812f8d-fa7c-43f8-9021-5f3587dbb2a9" Save the edited file, and then deploy the mod w/ SMF as per usual
Thank You so so so so so much :) i just realized i have bookmarked list for all items values, so i'm experimenting. this is super overwhelming and i feel totally confused, but using this particular mod to switch some other items just by replacing values seems like easy way to do what i want. You helped me so much with this comment. YOU ROCK :)
Me again :D but you really helped me with your comment. I edited this mod for personal use, so now i have 3 classic coins, lockpick mkIII, classic fiber wire, emp and all the syringes are antique. i'd like to share it but the author doesn't allow it and i don't want to step on anyone's toes, i love this community. Cheers!
Hey Nehebkau, have you considered uploading a different version yourself? I'm currently trying like you to play around with the code and I don't understand it fully yet.
I wanted to do thematic loadout for different challenges and antics. But I'm not exactly sure how it works. Any tip on where to get started or where to find the item codes?
Also, I'm opening the file on Notepad++ and it's one single uninterrupted line, I assume there's something better to use out there? Also thanks DmHater, I've used your substitution as well.
Raiden from Metal Gear Solid, hello! (pardon the slow response, I've been waiting for the Undying to get back into Hitman) I personally use Visual Studio Code for opening .json files, in it you can format the file and the code will be organized into something readable.
I found the item code of the micro explosive by messing around with the debug/editor tools enabled using the Hitman 3 SDK, dropping the item in-game and then clicking on it, and then the value number of that item will be in one of the mod UI menus. (Probably the items one?) I'm not a pro modder, I just replaced a loadout explosive with another by changing one value and it just worked since they were two items in the same class. You can probably remove items or replace them with functionally identical ones changing value amounts in "m_m_RepositoryId" without too much effort if you're familiar with reading/writing code. Adding new items not already part of the default loadout is harder because attributes need to be added, and you can't get that info with the SDK alone.
I am so sorry, i haven't seen your post until now (this site is awesome but i get lost :D ) i just changed the key item values (by editing repository json in text editor) and made my own items available. nothing fancy. i used hitman resources list online (obsolete but i couldn't drag my own list from the in game folder as i don't have the proper programs and apps). i'd say i'm still learning, but i haven't learned a lot haha.
This mod is powerful on it's own, however, with the help of a couple other mods, this becomes even more powerful.
Multitool mod - Allowed lock pick to act as a wrench and screwdriver as well. Versatile syringes mod - The 3 syringes that come with can now also poison food. More accidents mod - Has a setting which makes your remote explosive now an accident kill, making you more likely to use it.
65 comments
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Best to replace the code inside the json-file before installing it. So adjust the lines inside the json file which is in the archive itself (smf2-qn3.1-405-2-0-0-1673644150.zip\loadout\content\chunk0\).
"parent":"feede52dc5f99ba8","name":"ItemKey_MINE","factory":"[modules:/zitemrepositorykeyentity.class].pc_entitytype","blueprint":"[modules:/zitemrepositorykeyentity.class].pc_entityblueprint","properties":{"m_RepositoryId":{"type":"ZGuid",
Then replace the "value" number right next to that with"04812f8d-fa7c-43f8-9021-5f3587dbb2a9"
Save the edited file, and then deploy the mod w/ SMF as per usualI'm currently trying like you to play around with the code and I don't understand it fully yet.
I wanted to do thematic loadout for different challenges and antics.
But I'm not exactly sure how it works.
Any tip on where to get started or where to find the item codes?
Also, I'm opening the file on Notepad++ and it's one single uninterrupted line, I assume there's something better to use out there?
Also thanks DmHater, I've used your substitution as well.
I personally use Visual Studio Code for opening .json files, in it you can format the file and the code will be organized into something readable.
I found the item code of the micro explosive by messing around with the debug/editor tools enabled using the Hitman 3 SDK, dropping the item in-game and then clicking on it, and then the value number of that item will be in one of the mod UI menus. (Probably the items one?)
I'm not a pro modder, I just replaced a loadout explosive with another by changing one value and it just worked since they were two items in the same class. You can probably remove items or replace them with functionally identical ones changing value amounts in "m_m_RepositoryId" without too much effort if you're familiar with reading/writing code. Adding new items not already part of the default loadout is harder because attributes need to be added, and you can't get that info with the SDK alone.
Below are some resources you can get some info/tools:
Hitman Modding Resources
Glacier 2 Modding Discord (they know a lot more than i do)
Good luck!
i just changed the key item values (by editing repository json in text editor) and made my own items available. nothing fancy. i used hitman resources list online (obsolete but i couldn't drag my own list from the in game folder as i don't have the proper programs and apps). i'd say i'm still learning, but i haven't learned a lot haha.
Multitool mod - Allowed lock pick to act as a wrench and screwdriver as well.
Versatile syringes mod - The 3 syringes that come with can now also poison food.
More accidents mod - Has a setting which makes your remote explosive now an accident kill, making you more likely to use it.