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Voodoo Hillbilly

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VoodooHillbilly

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24 comments

  1. lv3126847621
    lv3126847621
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    In my opinion this is the best mod out there, but I don't know what caused it to not work in my game, I've successfully deployed it through SMF and also cleared the cache folder in the SMF install folder, and I don't have any other mods that modify the item, I've tried numerous times and I didn't see any modifications to DERP during the installation of SMF, I hope that I hope everyone can help me to enjoy this mod, thanks a lot!!Or can it be used online, or does it need some other front end to make him effective
    1. lv3126847621
      lv3126847621
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      I found the reason, because I'm Chinese and when I changed to English he took effect, unfortunately I can't experience this mod!
  2. thetoggaf
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    Hey man, love the mod and its customisability.

    I've installed, configured, and deployed through SMF however it doesn't seem to be working.

    Also running Heritage UI, Great Big Localisation Revamp, and Readable UI on Peacock. I think I set this lower (if it's just a case of dragging it in the Enabled Mods section) so I'm a little lost as it's my first foray into Hitman modding. If you or anyone had any insight I'd be mighty grateful.

    Great work either way and thanks for sharing, boss!
    1. VoodooHillbilly
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      Thanks, that's good to hear.

      You may want open the Simple Mod Framework install folder and delete its cache folder. SMF doesn't always cache things correctly, especially when dealing with localisation files.

      Heritage UI's options for "UI Style" already include Readable UI changes. So if you use one of HUI's "UI Style" choices, you'd only need to include Readable UI if you want to revert a lot of the HUD icon and color changes to default.

      The load order for mods should probably look something like this:
      Unofficial Community Patch (fixes a lot of game bugs)
      Peacock Strings (prevents broken-looking text when using Peacock with mods that edit item stats)
      The Great Big Localisation Revamp (can also be placed before the Patch)
      [item mods] (see load order instructions on Description page)
      Heritage UI
      Readable UI (optional)
      DERP
      [item mods] (see load order instructions on Description page)

      Then Apply your mods again. I hope this helps.
    2. thetoggaf
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      It worked!! Thank you so much for your help. Really, really appreciate it - the mod helps SO much with realism and immersion. 10/10
  3. thanksfriend
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    THIS MOD IS AWESOME!

    I do have some minor complaints, the Shashka rifles should probably be called AKM rather than AK-47 since the 47 was far outproduced by the much more widely used AKM model and the Jaeger 7 and its variants look closer to a Barrett MRAD than a AWM, despite what the wiki says. Oh and the RS-15 is incorrectly labeled as a Colt AR-15 Covert as it is more of an AK model than a AR-15 model.
    1. VoodooHillbilly
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      Thanks, glad you like it.

      I went for the most recognizable AK name for most of the Shashkas. When I was searching for a Jaeger replacement, I saw some AWMs that were very similar. The RS to AR was mainly to keep the name similar to the game's and keep them distinct from the AK. I may add splitting those up into separate naming options on my to-do list when I have time.
  4. RebelInBlack
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    why is the clear m1911 named desert eagle .44 mk xix
    1. VoodooHillbilly
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      Quite a few of the items currently don't have multiple choice options yet. A lot of those are left over from when this mod was just some quick edits for my own use. There's still some placeholder names because I haven't had a chance to search for good alternatives. I originally renamed the Strikers to Desert Eagles to keep them distinct from all the 'ballers that were 1911 or AMT at the time. My goal is to eventually have options for everything that needs it.
    2. RebelInBlack
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      i see, well i support you brother, good works.
    3. VoodooHillbilly
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      New update adds several choices for the Strikers and El Matador. I included the old DE choices in case some people had gotten used to them.
  5. BradleyPaine
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    Hello, I was wondering - is it possible to rename disguises found during missions? Some of them have repetetive names that do not reflect their real purpose - like Tyson William's guard is just named Bodyguard, Bank Security Guard is named Security Guard, Event Security is used for both Dubai and Miami low-level guards.
    1. VoodooHillbilly
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      It's possible, but the Security Guard will probably be a pain to do. I did a quick search in the localisation files, and there's over a hundred references to security guards. It would take a while sort through them all to be sure which map's guards they're referring to.

      I've still got a lot of things on the to-do list for this mod once I get started again. If I can get those done, I may add options for some disguises.
  6. Zweistein101
    Zweistein101
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    First off, this is legitimately the best mod that has been made for this game so far.

    Next, a question. I've started modifying the mod for my own needs a bit, but as not all items are present, I wanted to ask where/how you found all the item numbers?

    Also, I assume there's no way to separate the localization for the old and new Proximity Explosive Ducks and poison pills/vials, right?
    1. VoodooHillbilly
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      Thanks, although I'd probably give that title to Freelancer Variations.

      I used the RPKG Tool from Glacier Modding or its GitHub repo. What I did was extract all the localisation (LOCR) files to json. Then search them for the text I want to replace. It's a more convoluted process than it used to be, since many of the hash numbers have been replaced with their original UI_WHATEVER_STRINGS. So now once I find the right text in a file, I have to convert the UI_STRING_NAME to a crc32 hash in decimal form. I've got a Linux command to convert it with a hotkey, so I haven't tried to find out how Windows users do it.

      I'm in the middle of an update, but I'm planning to try giving unique names to items like that. It may end up requiring REPO edits.
    2. Zweistein101
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      Thank you so much. I got as far as extracting the localization files myself, but had no clue how to get the hashes. Your answer gave me the info I needed to generate them for myself where necessary. And I'm really looking forward to that update (even if unifying my personal changes with it will be a bit of work).

      And Freelancer Variations is great, but this fixes an issue I had with the game since Hitman 2, the unsorted inventory.
    3. VoodooHillbilly
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      You could copy only your changes into a new mod with a different ID, and have that lower in the load order. That way they won't be
      overridden by an update.

      If you don't already use it, Heritage UI has some sorting options you might want to look at. Unfortunately due to IOI's server nonsense, the sorting only works on Peacock or offline.
  7. ZeusSoulHD
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    I'm noticing that the Neon City is looking a bit more gangsta. Can you tell me how I can do that too?
    1. VoodooHillbilly
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      I'm using Kercyx's Prohibition Pack.
  8. SKDM007
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    Is it even possible to rename the targets themselves in hitman?
    1. VoodooHillbilly
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      Technically, yeah it's possible. Realistically, renaming even a single target means tracking down and adding a replacement string for every occurrence of their name across a couple dozen files. For all the targets in the game, it'd be hundreds of files and likely multiple names in every file. Did you have one specific target in mind?
    2. SKDM007
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      Not necessarily, i just thought it was possible to easily mod the target name, or atleast the "eliminate xxx" name
  9. dribbleondo
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    Hey there! I'm the Mod Developer for TGBLR, or The Great Big Localisation Revamp.

    Generally speaking, I don't touch names of items of suits (and the ones I have, are the ones you have also changed to be more, as you say, consistent). In my case, just so the names make more sense or to be a tad more unique. Other than that, there shouldn't be any compatibility issues for anything your mod primarily focuses on.

    Most of my description changes tend to focus on either adding information or humor seen in the newer descriptions, and also removing the stilted sentences IOI love adding (because, like you, I got annoyed at this inconsistency too), which ruins the flow of the written word otherwise. This also applies to in-game tooltip text and other menu bits too, because IO are nothing if not consistently inconsistent with information. If you wanna try and replicate all that, then by all means, I won't stop you. Just be warned; if you start, it's a deep rabbit hole to climb out of (well, an even deeper rabbit hole).

    Seriously, you are as crazy as I am in making this mod. Impressive stuff! :salute:
    1. VoodooHillbilly
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      That's similar to my motivation for the suit section. It really bugged me that nearly everything is just called a suit. In my opinion, it needs a jacket and tie to be called a suit. They should've come up with something else for all the other clothes. Plus I wanted to get rid of all the unnecessary "THE"s that were also ruining the weapons and gear sorting.

      If you've opened my mod in a text editor, you've seen my mod doesn't really have a primary focus. The first Orthography option alone is a monstrosity that already affects 47 (nice) different files and is over 600 lines even if I delete all the translation placeholders. There's everything thrown in there: mission titles, interactions, objectives, miscellaneous items, challenge descriptions, menu text, and even a mission briefing or two. I had no idea if some of the things I'd only changed the capitalization or spacing on were ones you've already corrected and expanded. So I added the notes about compatibility to make people aware of what's going on if they don't see the exact changes they expect.

      I may have actually introduced some inconsistency in the normal mission objectives and interactions. There was already a haphazard mix of title case and sentence case used. When changing some of them, I'd often go on autopilot and continue changing strings for the rest of the file. I haven't been looking forward to reviewing them all to check what looks right in game and what doesn't.

      I wish I'd realized it was going to become a bottomless pit of proofreading when I started adding mission titles and HUD text back in March. I might've just stuck to renaming the suits, weapons, and the other gear. Thankfully I haven't revised more than one or two of the mission briefings yet. Mainly because I seldom read them. So most haven't had a chance to get on my nerves yet.

      I've still got a dozen things on my to do list for this mod. So... yep, definitely crazy here. Thanks.