The mod seems to not work anymore. Worked fine until the latest patch.
The only option that still works for me is removing safehouse music. Every other option I used before does nothing now. I tried clean reinstall and tried running this as the only mod in case there were some compatibility issues - no effect.
That's odd. It's still working fine for me, and no one else has reported this issue. You said every other option does nothing now. Does that mean there are no warnings/errors in deployment?
So, I seem to have figured out the issue I'm having. It has to do with mod manager. For some reason If I deploy mods through the manager itself then this mod specifically seems to not work correctly. If I deploy using the Deply.exe everything works as it should.
That's so strange since there were no problems before. But it's not really a big deal, just odd.
Really nice mod Is there a possibility of adding an option to mute the exit music that plays after eliminating all targets? It can be very annoying in freelancer
That's actually a great idea. Unfortunately, my only experience with music so far has been with menu music, which is simple compared to dynamic music during actual gameplay. Ideally, I'd want to find a way to keep the regular mid-mission music playing instead of everything going silent as soon as you kill the last target.
Personally, I always play with the music volume at zero. If I'm feeling like music, I just play classic ambient Jesper Kyd tracks in the background. The Contracts soundtrack has always been my favorite. That's one solution to having no exit music. ¯\_(ツ)_/¯
Yes that's what I do too, just have the music turned off altogether and mostly I like it that way. But I recently learned that apparently different levels have different soundtracks and I kinda wanna check it out, but not enough to deal with the exit music lmao
Haha I feel the same way. I used to play with the music on a long time ago. Every mission has its own (except Bangkok, which reuses Paris). Aside from 2016 nostalgia value, I think the only music I actually like is in the first two or three Hitman 2 missions. I don’t like it enough to mess with my music volume slider though. :P
Just wanted to drop a friendly +1 for this suggestion, I was hoping the 'Objectives' category would remove this, but otherwise I'm quite happy with my womp womps and cha chings
edit 2 days later: actually this mod streisand effected me into despising the womp womps and cha chings so I will disable them :)
I also love the footstep sounds in Hitman 2016. Unfortunately, the game uses over a thousand footstep sounds (I looked into this a while back) and the only effective approach I know of is to change/replace each of them one by one. That's not really feasible.
Hi friend, one question: -I love and use the Classuc UI Sound effect, but enabling this feature will mute the "fade off and sound effect" the game uses when you press play mission and start the loading screen.
-What is the file that i need to delete to get the best of both worlds? Tried deleting the "Play_GUI_Loadingscreen_BG" but got no result. Thanks.
Glad you like the classic UI! Unfortunately, loading screen audio is much more complicated than that. You'd also need to delete the ".entity.patch.json" files in "ui_classic\chunk0", but doing that would scramble the UI sounds and likely cause other side effects.
To be honest, not including that audio was half due to technical issues and half intentional. I consider loading screen audio to be a part of the UI experience. Hitman 2016 and Hitman 2 both have classily-silent loading screens to match the classily-understated UI sounds. Also, I always use headphones and absolutely cannot stand those loud repetitive whooshing/crackling/warbling noises panning left and right in my ears.
However, you're actually the second person to ask about loading screen audio. The mod used to include a separate option for it back when things were much simpler. Despite the technical challenges, I promise to re-add that for any future update that isn't just a critical fix.
Thanks for the feedback. I can't really elaborate on my explanation of loading screen audio beyond what I described above. I haven't actually updated this mod in over a year, and I unfortunately just resumed an indefinite vacation from Hitman modding for mental health reasons (having finally just wrapped up the latest work on my main mod, Hitman 2016 Movement).
The current volume of classic UI sounds is an exact match to Hitman 2016 and Hitman 2. I spent weeks going back and forth tweaking them until I got identical waveform spikes. Due to lack of official modding support, audio work is so much more complicated than it should be. The classic UI project took a ton of time and effort, and any changes to it would be equally difficult. But I'll keep this in mind if/when I return.
Please te47 my goat fix this I enjoy the classic UI sounds more than you can know, I can't bear the deafening silence on the loading screen please my goat te47 patch this up love all your mods
Thanks, glad you’re enjoying my mods! I’m still currently inactive with Hitman modding due to intense real life stuff, but I promise I’ll look into adding this as a separate option if/when I return. I personally need my loading screens to match Hitman 2016 and Hitman 2 (silence), but it sounds like the idea of classic UI sounds with Hitman 3 loading screen audio is a popular one.
Thank you appreciate all of your work man, also I notice in the in game inventory (not the main menu) when I scroll through my weapons it sounds very overdubbed and strange is that part of this mod? Idk how to describe the sound but it's just loud and hard to ignore
If you're using the classic UI option, the sound for scrolling through the in-game inventory is a recreation of the sound from Hitman 2016 and Hitman 2. The game unfortunately applies all sorts of unnecessary effects to that sound (along with most others), so I couldn't get it identical to the original. I spent many hours trying. But it's close and should be the same volume as the original, and it no longer does Hitman 3's weird cycling through multiple different sounds. I find that cycling effect and the audio itself much harder to ignore.
I see, thank you. But I think im also hearing this type of scroll even when selecting the vanilla UI audio option in the mod manager, and not the classic. Either way not something i can't live with love all your mods man
Ok so the thing I noticed about the hitman 2 sound effects is that there are a couple of sound effects that are unchanged + other things 1. the box that pop's up in the right corner (like for example when you get detected by a camera) : the sound is the exact same (as in its the sound from hitman 3) 2. the challenge complete sound did not change (its the same sound from hitman 3) 3. the challenge progression sound did not change (same sound from hitman 3) 4. The sound when mission story's are revealing (same sound from hitman 3) 5. the sound when you open instinct (same from hitman 3)
Anyway Great mod just those few points (there's prob some I missed but these were the ones that I noticed)
Thanks for the feeback. I probably should've been clearer, but the classic UI option currently only restores the classy menu and inventory sounds from Hitman 2016/Hitman 2. The rest of the options are a binary choice between muted and unmuted. I'd like to restore more in-game sounds from Hitman 2016/Hitman 2, but it's a lot of work. All of my energy is currently going into my main mod (Hitman 2016 Movement) plus real life responsibilities, but I'm sure I'll circle back to this at some point.
Btw, while Hitman 3's developers inexplicably replaced almost all sounds, instinct sounds are among the few that haven't changed since Hitman 2016. So at least I can skip that one.
Depends on which sound effects we're talking about. Hitman 3's devs also thought it would be fun to apply various effects (reverb, pitch-shifting, EQ, etc.) in-game rather than more logically including those as part of the sounds themselves, which makes simple replacement not simple at all. But I do like the idea of restoring more Hitman 2016/Hitman 2 UI sounds. I'll keep it in mind for any future work on this mod.
What sounds you ask? well since some sounds that are from hitman 3 (the game) and are not in hitman 2 we keep, but all the other sounds that we can replace in there ENTIRERTY, that means ripping them from hitman 2 and putting them in hitman WOA.
I meant are you asking about overdubbed sounds (UI, notifications, stingers, etc.)? Or are you also talking about in-universe sounds (gunshots, explosions, footsteps, etc.)? Or do you mean literally every single sound humanly possible?
In my experience, muting a few sounds is easy. Replacing a few sounds is difficult. Replacing many sounds is a nightmare. Replacing all sounds would be impossible. Regardless, I'll keep it in mind as something to experiment with in future.
The sounds that I mean are: 1. The Challenge complete and progression sounds 2. The PIP (Picture In Picture) sounds (basically the sound that plays when the box in top left corner pop's up) 3. The objective complete sound (yes it is different I checked 10 times on haven) 4. The sound when you destroy a camera (there is a different sound in hitman 2, as in the electricity sound) 5. The Sound when a mission story is revealing 6. The UI (already in Classic but i'm still gonna mention it) 7. The sound that play's when you turn on instinct (not sure why but in hitman 2 the sound was more high pitched then the one in Hitman 3) 8. The sound of cycling through your inventory (already in the mod but i'm still gonna mention it) 9. The Sound of the challenge completing after the mission is over (its when lets say you did a challenge in New York and after you exit the game pulls up all the challenges and once it gets to the challenge that completed it makes that sound) 10. The sound telling you how much xp you earned from those challenges 11. The sound that play's when you lock on to a npc when throwing something Now i'm not saying the thing's that pretty much don't matter like: The sound when you pull out a gun or explosion's etc., also what are "stingers"? Anyway that's what I meant since I originally figured that Ctrl+C and Ctrl+V the sounds from hitman 2 were simple then you said it was not so I kinda shortened the list.
"Stingers" is another name used for "Sweeteners" in the game files. That's the first category in the mod's options.
I appreciate your thoroughness, but that list by itself would be a ton of work. This mod hasn't been updated in almost 1.5 years, and I'm currently trying to go on vacation from Hitman modding for mental health reasons. The only reason I've been active with my main mod is because I really needed to solve a problem that's been driving me nuts for the past 8 months. That issue was finally resolved yesterday, so aside from inevitable tweaks/fixes, I hope to lay low for a while. But I'll look into this when I return.
Can you add an option to mute the music that happens during gameplay? Not music that is actively coming from something like a radio in a map, But like background music to add atmosphere, I don't like it so I turn the music audio down, But that also results in no main menu music, Which I actually want the main menu music
I also keep my music volume turned all the way down. Having main menu music but no mission music is a popular request. Unfortunately, it's very complicated from what I've seen. Makes sense, as the music is dynamic with different layers coming in and going out based on gameplay events. Menu music is very simple by comparison, which is why I was able to include those options without too much trouble.
I'm sure I'll look into it again at some point, but I'm about to start a long Hitman modding vacation due to self-inflicted ridiculous overwork on my main mod (Hitman 2016 Movement) for the past few months. Music is high on my priority list for when I return.
Will this help with hearing npc footsteps? Bc it doesnt sound like they have any at all. Especially when they flank and run up to you face distance, ZERO AUDIO on footsteps. Only indicator of where enemies are are their random voicelines making you rely on instinct constantly in combat. But it seems no one even addressed or even so as much noticed this blatantly obvious issue
Unfortunately, this mod is only designed to mute annoying overdubbed sounds (not counting classic UI). If you wanna know just how little IOI cares about NPC footstep sounds, check out the WOA Paris remaster. NPCs sound like they're wading through a flood despite the lack of knee-deep water. Even if everyone at IOI is deaf, I'm sure people have reported it by now. Multiple updates since then, and still no fix.
The actual sound file is a lot slower and lower pitch for some reason, sped up in-game by the same amount in H1 and H2. H3 already went nuts with new in-game effects (pitch, speed, volume, excessive reverb, randomization, etc.), which made the classic UI project extremely difficult. So even if kill stingers weren't Exhibit A of what this mod is designed to mute, there's no way I could properly recreate them.
248 comments
The only option that still works for me is removing safehouse music. Every other option I used before does nothing now. I tried clean reinstall and tried running this as the only mod in case there were some compatibility issues - no effect.
That's so strange since there were no problems before. But it's not really a big deal, just odd.
Is there a possibility of adding an option to mute the exit music that plays after eliminating all targets? It can be very annoying in freelancer
Personally, I always play with the music volume at zero. If I'm feeling like music, I just play classic ambient Jesper Kyd tracks in the background. The Contracts soundtrack has always been my favorite. That's one solution to having no exit music. ¯\_(ツ)_/¯
edit 2 days later: actually this mod streisand effected me into despising the womp womps and cha chings so I will disable them :)
-I love and use the Classuc UI Sound effect, but enabling this feature will mute the "fade off and sound effect" the game uses when you press play mission and start the loading screen.
-What is the file that i need to delete to get the best of both worlds? Tried deleting the "Play_GUI_Loadingscreen_BG" but got no result. Thanks.
To be honest, not including that audio was half due to technical issues and half intentional. I consider loading screen audio to be a part of the UI experience. Hitman 2016 and Hitman 2 both have classily-silent loading screens to match the classily-understated UI sounds. Also, I always use headphones and absolutely cannot stand those loud repetitive whooshing/crackling/warbling noises panning left and right in my ears.
However, you're actually the second person to ask about loading screen audio. The mod used to include a separate option for it back when things were much simpler. Despite the technical challenges, I promise to re-add that for any future update that isn't just a critical fix.
The current volume of classic UI sounds is an exact match to Hitman 2016 and Hitman 2. I spent weeks going back and forth tweaking them until I got identical waveform spikes. Due to lack of official modding support, audio work is so much more complicated than it should be. The classic UI project took a ton of time and effort, and any changes to it would be equally difficult. But I'll keep this in mind if/when I return.
1. the box that pop's up in the right corner (like for example when you get detected by a camera) : the sound is the exact same (as in its the sound from hitman 3)
2. the challenge complete sound did not change (its the same sound from hitman 3)
3. the challenge progression sound did not change (same sound from hitman 3)
4. The sound when mission story's are revealing (same sound from hitman 3)
5. the sound when you open instinct (same from hitman 3)
Anyway Great mod just those few points (there's prob some I missed but these were the ones that I noticed)
Btw, while Hitman 3's developers inexplicably replaced almost all sounds, instinct sounds are among the few that haven't changed since Hitman 2016. So at least I can skip that one.
In my experience, muting a few sounds is easy. Replacing a few sounds is difficult. Replacing many sounds is a nightmare. Replacing all sounds would be impossible. Regardless, I'll keep it in mind as something to experiment with in future.
1. The Challenge complete and progression sounds
2. The PIP (Picture In Picture) sounds (basically the sound that plays when the box in top left corner pop's up)
3. The objective complete sound (yes it is different I checked 10 times on haven)
4. The sound when you destroy a camera (there is a different sound in hitman 2, as in the electricity sound)
5. The Sound when a mission story is revealing
6. The UI (already in Classic but i'm still gonna mention it)
7. The sound that play's when you turn on instinct (not sure why but in hitman 2 the sound was more high pitched then the one in Hitman 3)
8. The sound of cycling through your inventory (already in the mod but i'm still gonna mention it)
9. The Sound of the challenge completing after the mission is over (its when lets say you did a challenge in New York and after you exit the game pulls up all the challenges and once it gets to the challenge that completed it makes that sound)
10. The sound telling you how much xp you earned from those challenges
11. The sound that play's when you lock on to a npc when throwing something
Now i'm not saying the thing's that pretty much don't matter like: The sound when you pull out a gun or explosion's etc., also what are "stingers"?
Anyway that's what I meant since I originally figured that Ctrl+C and Ctrl+V the sounds from hitman 2 were simple then you said it was not so I kinda shortened the list.
I appreciate your thoroughness, but that list by itself would be a ton of work. This mod hasn't been updated in almost 1.5 years, and I'm currently trying to go on vacation from Hitman modding for mental health reasons. The only reason I've been active with my main mod is because I really needed to solve a problem that's been driving me nuts for the past 8 months. That issue was finally resolved yesterday, so aside from inevitable tweaks/fixes, I hope to lay low for a while. But I'll look into this when I return.
I'm sure I'll look into it again at some point, but I'm about to start a long Hitman modding vacation due to self-inflicted ridiculous overwork on my main mod (Hitman 2016 Movement) for the past few months. Music is high on my priority list for when I return.