About this mod
Gameplay, AI, and difficulty improvement/overhaul for Hitman: WOA. Install with SMF. Now includes optional modules.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
===Version 2.0 Official Release 3===
All in all, a lot of it is self-explanatory. Overall, you should expect the AI to be much more attentive, especially in regard to their HEARING and seeing. Combat is also much more deliberate and "fast". Lastly, weapons hurt a lot more (for both you and the NPCs). No more "cheese tactics" or other such things, this is meant for serious and creative (sometimes funny) playstyles. Hitman WOA is an immersive sim, after all (depending on how you define an "imsim").
Also, it doesn't matter what difficulty you play on, all the "values" are the same across difficulties. So, the pistols will hurt the same whether on professional (the difficulty for ETs, non-hardcore Freelancer, and such) or master. This was done to make ETs, non-hardcore Freelancer, and Escalations much more challenging, amongst other things.
Furthermore, there are a lot more EDP_ values (not present in the *.repo files, but in *.bricks) that are now changed in the new 2.0 version of DAW.
This mod is not necessarily for those who like "speedrunning" or using a variety of "cheese" tactics. It's meant for slow and methodical play. Of course, if you still wish to speedrun/cheese, you can; I'd personally love to see it :-)
Lastly, please do not expect this mod to magically "fix" ALL the issues with the AI. They still have their trademark Hitman goofiness. However, from my observations/playtests, they are *a lot sharper* than usual.
Uploading videos/shorts of this mod is 100% endorsed. I need stuff to watch when I'm bored...
(See the SPECIFICS for more technical info)
Most importantly: Enjoy and have fun!
Install with Simple Mod Framework (SMF). Best to load it last or as low as possible in your load order.
Incompatible with the following mods (NOT a complete list): -
Realistic AI (all versions): Funnily enough, this mod is heavily based on RAI's Manhunt (and a bit of Extreme) version.
Realistic Gunfights: Every gun in that mod hurts 4.0 TIMES as much, DAW is a bit forgiving in combat terms but by no means lenient.
Unlimited Saves on Master Mode: The changes from that mod are already in DAW.
Project Realism - Codename 47
Credits/Special Thanks: -
Atampy26: - Original inspiration for this mod and helping to understand some of the EDP_ parameters. Also, the modding tools.
IOI: - For uh...developing one of the jankiest, yet fun (albeit frustrating at times) game.
The Glacier2 modding discord: - For help, assistance, and feedback.
Bit of context: As of 2023, I've been working on this mod on and off for about 2 years [since 2021] (give or take) due to wanting more of a challenge from the dismal AI in this game (even on Master difficulty mode). As mentioned above, a lot of inspiration for this mod is from Atampy26's Realistic AI mod (mainly the manhunt version) and I started to build off from there. First it was the EDP_ values in the repository .json file. Much later (a few months back), I started dabbling with the globaldata .brick to improve the mod and make it more consistent so the changes "stick". I did release a few versions on the Glacier2 modding discord. You can find my posts there, but I don't recommend downloading those versions. They're definitely broken and outdated.
Future plans: Honestly, I'm happy with the mod as it is and I likely won't be changing much (unless there's good reason to do otherwise), depending on feedback and how much I know. Because TBH, there's a lot I simply don't understand about some of the values I edited.
Use with other mods/projects: Feel free to remix it, mess with the values (as you see fit), suggest edits, and so on. Give credit where credit is due. DOWNLOAD THIS MOD FROM EITHER FROM NEXUSMODS OR THE GLACIER2 DISCORD.
Changelog:
2.0.R1: Initial release (broken thanks to misconfigured tools). Thanks to @Notex and @Atampy26 for helping get the tools set up properly.
2.0.R2: Fixed all the issues (for real this time) and made some tiny changes here and there- nothing much to worry about (hopefully!).
2.0.R3: Significant increase to certain values, numeric edits/fixes for consistency, and addition of optional modules (see the discord thread to get an idea of what's been changed). Added experimental adjustments to NPCs' view range (maybe). Lemme know if you notice a difference. Potential fix for weird crashing that happens under specific circumstances- basically a reversion of the eCI_ values to the original 1.0 aka 100%.
MODULES included:
MAIN: Keep this one on, it's the main part of the mod- all the AI edits and stuff.
Master Lite: Enables disguise ruining and maybe extra cams on non-master difficulty modes.
Door Picker: Makes all keycard hacking tools unlimited use- basically, "lockpicks" for keycard doors.
SPECIFICS (technical info, not really important unless you're really interested in that sort of thing):-
(A total of 400-ish game parameters changed/edited, lots of these EDifficultyParameter_ values duplicate in the *.brick and *.repo file; see the *.json files to get an idea)
EDP_HearRangeCloseCombatHitFromBehind 15
>Hitting with a blunt object (Pacify with a shovel, for instance) should now be a bit louder.
EDP_HearRangeCloseCombatL1 22 (Loudness 0.75)
>When "fighting" armed NPCs from the front (the QTE to press certain buttons), it's a bit louder.
EDP_HearRangeCloseCombatL2 28
>All that punching and kicking is bound to draw attention, espcecially in "tight" areas.
EDP_HearRangeCloseCombatL3 42
>Punch, punch, kick, punch.
EDP_HearRangeCloseCombatBreakNeck 18 (Loudness 0.5)
>That "crunch" sound isn't pretty to hear.
EDP_HearRangeCloseCombatChoke 9 (Loudness 0.4)
>Think twice before subduing.
EDP_HearRangeCloseCombatFiberWire 6 (Loudness 0.35)
>Garrotings, friend.
EDP_HearRangeGunShot/AIET_SoundGunShot/AIET_SoundHitmanGunShot 150 (Loudness 1.5)
>BANG! BANG! Un-silenced gunshots are way louder now.
EDP_HearRangeGunSilenced/AIET_SoundGunSilenced/AIET_SoundHitmanGunSilenced 12 (Loudness 0.7)
>Silencers in games, smh.
EDP_HearRangeGunSuperSilenced 6 (Loudness 0.35)
>Even "Subsonic" guns don't guarantee success.
AIET_SoundEmptyGun/EDP_HearRangeGunEmpty (Loudness 0.85)
>Click, click. Aw, I'm all out!
EDP_HearRangeSpeakPainLow 6 (Loudness 0.65)
>Goofy auuughrrr pain sounds when attacked from behind.
EDP_HearRangeSpeakPain/AIET_SoundSpeakPain 30 (Loudness 0.75)
>It pains and it's LOUD.
EDP_HearRangeSpeakHelpLoud/AIET_SoundSpeakHelpLoud 45 (Loudness 1.0)
>Loud calls for help should now be heard much farther away.
EDP_HearRangeSpeakHelp/AIET_SoundSpeakHelp 20 (Loudness 0.7)
>Calls for help will actually be heard this time.
EDP_HearRangeSpeakAngry/AIET_SoundSpeakAngry 24 (Loudness 0.85)
>Bound to draw a few more AI to the speaker's location.
EDP_HearRangeSpeakWarning/AIET_SoundSpeakWarning 30 (Loudness 0.95)
>I'm WARNIN' YA, put the bloody katana blade down!
EDP_MinAttentionToForceLookAt 0.2
>NPCs shouldn't take their eyes off you too easily.
EDP_MinAttentionToForceLookAtIfIncreasing 0.1
>The AI should look faster in your direction if anything "questionable" is going on.
EDP_DamageMultiplierSMG_NPC 1.8
>It hurts a lot, now. This makes combat more deliberate and brutal.
EDP_DamageMultiplierSMG 1.8
>Put it to good use.
EDP_DamageMultiplierAssaultRifle_NPC 2.0
>It hurts a ton.
EDP_DamageMultiplierAssaultRifle 2.0
>Bring an assault rifle, maybe 2.
EDP_DamageMultiplierHandgun 1.5
>BLAM! BLAM! Dead.
EDP_DamageMultiplierHandgun_NPC 1.5
>Double tap.
EDP_DamageMultiplierShotgun 1.65
>Feeling lucky?
EDP_DamageMultiplierShotgun_NPC 1.65
>Avoid close combat as much as possible.
EDP_AIRunningAttentionModifier (count 2) 8
>Running now makes them more attentive towards you.
EDP_HearRangeBulletImpactOnBody 9
>Shooting bodies has a bit more "ooomph".
EDP_HearRangeBulletImpact 12
>Even bullet impacts can be heard from a slight distance.
EDP_GameMissionSaveLimit 999999999.0
>Essentially removes the Master Difficulty/Mode save limit. Unless you save 999 million times in one level -_-
EDP_StrictItemRules (false Count 1, Value 1)
>Items (like kitchen knife) are "illegal" on higher as well as lower difficulties.
EDP_GameOpportunitiesEnabled (N/A)
>Needs no explanation. Untouched.
EDP_SecurityCameras (true Count 1, Value 1)
>Didn't wanna touch this, it probably determines if cams spawn or not.
EDP_DisguiseRuiningEnabled 100 (true, 1, 1)
Look at that, you got blood on me suit! Should only apply to Master mode. Untouched.
EDP_AIAudioPerceptionAlwaysEmitFootstepSoundEvents 1
>Footstep sound always matters, regardless of "stance" or how fast you move.
EDP_HearRangeFootstepCrouchWalk 4 (Loudness 0.4, FallbackRange 4)
>AI can now hear you crouch walk behind them.
EDP_HearRangeFootstepCrouchRun 8 (Loudness 0.8, FallbackRange 8)
>No more abruptly crouch running up to people to bonk them with fish.
EDP_HearRangeFootstepCrouchWalkSlow 2 (Loudness 0.35, FallbackRange 2)
>Even slow crouch walking isn't wholly silent.
EDP_HearRangeFootstepWalkSlow 6 (Loudness 0.45, FallbackRange 6)
>Tip toe, tip toe, but the AI just got their ears cleaned.
EDP_HearRangeFootstepWalk 10 (Loudness 0.65, FallbackRange 10)
>It's not like you're wearing squeaky shoes.
EDP_HearRangeFootstepRun 18 (Loudness 1.0)
>Run, run, run, but it makes a lot of noise now.
EDP_HearRangeFootstepVegetationLVACrouchRun 6 (Loudness 0.6, FallbackRange 6)
>What's that in the grass?
EDP_HearRangeFootstepVegetationLVACrouchWalk 3 (Loudness 0.5, FallbackRange 3)
>A bald dude moving around?
EDP_HearRangeFootstepVegetationLVACrouchWalkSlow 2 (Loudness 0.4, FallbackRange 2)
>No, 'tis jus the wind!
EDP_HearRangeFootstepVegetationLVARun 7 (Loudness 0.75, FallbackRange 7)
>Or was it?!
EDP_HearRangeFootstepVegetationLVAWalk 5 (Loudness 0.6, FallbackRange 5)
>Now, I definitely hear something.
EDP_HearRangeFootstepVegetationLVAWalkSlow 3 (Loudness 0.55, FallbackRange 3)
>Ok, wait, no, auuughrrr...
EDP_AIInvestigateCautiousAttentionToPersonEnabled 2
>AI is a lot more attentive to your actions and will respond accordingly.
EDP_AIInvestigateDisguiseMembersFollowDistance 80
>Enforcer (?) AI will follow you around the level for much longer if you do anything "sus" while disguised.
EDP_AIInvestigateCautious_Disturbance_Radius 36
>A bigger radius for the AI to investigate.
EDP_ManhuntGroupSearchAreaHackMaxDistance 1400 (Count 100)
>AI should search in a much bigger area.
EDP_ManhuntGroupMaxSearchTime 7200 (Count 60)
>Once the AI starts hunting, it's likely they won't stop anytime "soon" (tm)
EDP_ManhuntGroupSearchAreaRadius 1600 (Count 75)
>Bigger search radius.
EDP_AICombat_MaximumInterestingTimeSinceLastCombat 600
>The AI should be a lot more "on edge" since the last shootout.
EDP_AICombat_MaximumInterestingCombatLifetime 90
>Slightly longer combat time.
EDP_AICombat_Leaders_NumberOfActiveCombatantsNeededForOneLeader 2
>Self-explanatory.
EDP_AICombat_ActiveCombatants_MinimumAmountForMany 6
>Slight reduction in max number of AI when in a shootout.
EDP_AICombat_ShootingAccuracyResetPeriod_Maximum_MediumCombatants 5
>Everyone needs to take a breather every now and then.
EDP_AICombat_ShootingAccuracyResetPeriod_Minimum 2.75
>Self-explanatory.
EDP_AICombat_ActiveCombatants_MaximumNumber 5
>Slight reduction in max number of AI when in a shootout.
EDP_AICombat_Leaders_NumberOfActiveCombatantsNeededForTwoLeaders 8
>Self-explanatory.
EDP_AICombat_ShootingAccuracyInitialBuildUp_MinimumDuration 0.65
>AI gets a tad bit more accurate.
EDP_AICombat_ActiveCombatants_MinimumNumberWhenAllVIPsAreDead 10
>The target is brown bread, but it's far from over.
EDP_AICombat_ActiveCombatants_MinimumAmountForMedium 4
>Self-explanatory.
EDP_AICombat_ActiveCombatants_MinimumNumber 1
>Self-explanatory.
EDP_AICombat_ShootingAccuracy_MinimumDistance 4
>AI should be a bit more accurate with their shots, but not necessarily "laser" accurate.
EDP_AICombat_FlashGrenadeThrow_TargetCampingTriggerCooldown 20
>AI should be a lot less "spammy" with the flashbangs when in combat.
EDP_AICombat_FlashGrenadeThrow_GlobalCooldown 15
>Less Flashbang spam.
EDP_AICombat_FlashGrenadeThrow_AggressionTriggerCooldown 11
>Less flashbang spam, please.
EDP_AICombat_FlashGrenadeThrow_LargeRelocationTriggerCooldown 7.5
>Self-explanatory.
EDP_AICombat_ShootingAccuracyResetPeriod_Maximum_ManyCombatants 3
>Self-explanatory.
EDP_AICombat_ShootingAccuracyResetPeriod_Maximum_FewCombatants 3
>Self-explanatory.
EDP_AICombat_ShootingAccuracyInitialBuildUp_MaximumDuration 4
>Self-explanatory.
EDP_SightReactionMinAttention 0.175
>The AI should notice you a bit faster now.
EDP_SightInvestigationMinAttention 0.375
>The AI should be a lot more attentive and investigate accordingly.
EDP_AISuspiciousMovementDisguiseAttentionModifier 3.5
>When the disguise is sus.
EDP_AILongTermMemory_DisableArrest 0
>Not too sure of this one. Left as is.
EDP_PlayerHitPointsRegenerationDelay 5
>Slightly longer delay before health regen.
EDP_PlayerHitPointsRegenerationPerSecond 3
>But lower HP regen per second.
EDP_AIAttentionGainMultiplier 0.75
>Much more attentive.
EDP_PlayerDamagePerSecondDistance 14
>Makes combat a bit easier, but not too easy.
EDP_PlayerDamagePerSecondThreshold 67
>A bullet sponge of sorts.
EDP_PlayerDamagePerSecondLimitNear 24
>Makes combat slightly forgiving, but not too lenient.
EDP_PlayerDamagePerSecondLimitFar 18
>Makes combat slightly forgiving, but not too lenient.
Action_Drag_Body (Loudness 0.6, Range 3)
>Swooshing and dragging your handiwork across the shiny floor is no longer quiet.
Action_Dump_Body (Loudness 0.8, Range 5)
>Careful when feeding the guards to the pirhannas >;-)
Action_Kick_Victim (Loudness 1.0, Range 8)
>This is not Sparta, this is...?
Action_Pull_Victim (Loudness 0.7, Range 6)
>Assassin's Creed or Hitman?
Action_Push_Victim (Loudness 0.6, Range 5)
>Ooops, a wee push down a slurry pit. My bad.
Action_Take_Disguise (Loudness 0.4, Range 4)
>Changing clothes at the speed of light now comes at a cost.
Action_TakeDown (Loudness 0.7, Range 20)
>Self-explanatory.
AIET_SoundCrowdAlerted (Loudness 0.7, Range 15)
>The crowd is a lot more sensible now.
AIET_SoundCrowdWantsArrestKiller (Loudness 0.75, Range 25)
>Self-explanatory.
AIET_SoundCrowdWantsArrest (Loudness 0.65, Range 22)
>Self-explanatory.
AIET_SoundCrowdCurious (Loudness 0.6, Range 6)
>A curious lot, these bunch, eh?
AIET_SoundCurious/EDP_HearRangeEventStrange (Loudness 0.7)
>Curiousity got someone killed (or KO'd)!
AIET_SoundBulletImpact (Loudness 0.65, Range 15)
>Self-explanatory.
Firearm_Bullet_Impact_Body (Loudness 0.55, Range 5)
>Self-explanatory.
Firearm_Bullet_Impact_Head (Loudness 0.75, Range 4)
>Those gory gooey noises....
AIET_SoundThrownItemCollision/EDP_HearRangeEventThrownItem (Loudness 0.75)
>Should be easier/harder to lure/distract your target(s) with a thrown object/item.
eCI_GuardCivilian_Distraction_Investigation (Chance 1)
eCI_HearAccident_Distraction_Investigation (Chance 1)
eCI_HearAccident_Distraction_StandDown (Chance 1)
eCI_HearAngryDialog_Distraction_Investigation (Chance 1)
eCI_HearAngryDialog_Distraction_StandDown (Chance 1)
eCI_HearBulletImpact_Distraction_Investigation (Chance 1)
eCI_HearBulletImpact_Distraction_StandDown (Chance 1)
eCI_HearCarAlarm_Distraction_Investigation (Chance 1)
eCI_HearCarAlarm_Distraction_StandDown (Chance 1)
eCI_HearCuriousItemSound_Distraction_Investigation (Chance 1)
eCI_HearCuriousItemSound_Distraction_StandDown (Chance 1)
eCI_HearCuriousSound_Distraction_Investigation (Chance 1)
eCI_HearCuriousSound_Distraction_StandDown (Chance 1)
eCI_HearFootSteps_Distraction_Investigation (Chance 1)
eCI_HearFootSteps_Distraction_StandDown (Chance 1)
eCI_HearHelpDialog_Distraction_Investigation (Chance 1)
eCI_HearHelpDialog_Distraction_StandDown (Chance 1)
eCI_HearItemImpact_Distraction_Investigation (Chance 1)
eCI_HearItemImpact_Distraction_StandDown (Chance 1)
eCI_HearPain_Distraction_Investigation (Chance 1)
eCI_HearPain_Distraction_StandDown (Chance 1)
eCI_HearRadio_Distraction_Investigation (Chance 1)
eCI_HearRadio_Distraction_StandDown (Chance 1)
eCI_HearWarning_Distraction_Investigation (Chance 1)
eCI_HearWarning_Distraction_StandDown (Chance 1)
eCI_SeeInterestingItem_Distraction_Investigation (Chance 1)
eCI_SeeInterestingItem_Distraction_StandDown (Chance 1)
eCI_SeeItemToss_Distraction_Investigation (Chance 1)
eCI_SeeItemToss_Distraction_StandDown (Chance 1)
eCI_SeeSuspiciousPerceptible_Distraction_Investigation (Chance 1)
eCI_SeeSuspiciousPerceptible_Distraction_StandDown (Chance 1)
eCI_SightInvestigation_Distraction_Investigation (Chance 1)
eCI_SightInvestigation_Distraction_StandDown (Chance 1)
eCI_Suitcase_Distraction_DeliverToGuard (Chance 1)
eCI_Suitcase_Distraction_RadioRequestHelp (Chance 1)
> As of R3, all of these have been reverted to their default 1.0 (aka 100%) to fix a nasty crash. Sorry to anyone for the inconveniences caused.
m_fAttentionDecreaseTime 0.25
>More attentiveness, probably?
m_fTrespassingAttractionRunPenalty 1.75
>Self-explanatory.
m_fDisguiseFollowTime 60
>A full minute?
m_fHuntedAttractionRunPenalty 2.0
>Self-explanatory.
m_fDisguiseAttractionDistanceInCrowdFactor 1.2
>Self-explanatory.
m_fDisguiseAttractionTimeInCrowdFactor 1.2
>Self-explanatory.
m_fMinAttentionToForceLookAt 0.2
>Self-explanatory.
m_fMinAttentionToForceLookAtIfIncreasing 0.1
>Self-explanatory.
m_fSightReactionMinAttention 0.175
>Self-explanatory.
m_fSightInvestigationMinAttention 0.375
>Self-explanatory.
EDP_AIDisguise_BreakOnVeryCloseDistance false (0, 0)
>Left it as is.
EDP_AIDisguise_FollowWarningsDelay 8
>A little more time before the enforcers start following you around.
EDP_AIEscortOut_EscortEscalateDistance 12
>A little more distance when the AI is escorting you out of a "trespassing" area/zone.
EDP_AIEscortOut_MaxForbiddenMovement 5
>A little wiggle space when being thrown out of a "trespassing" area/zone.
EDP_AIEscortOut_MaxTimeToHonorWarning 15
>A little extra time to GTFO.
EDP_AIInvestigateCautious_Search_ClearDisturbanceBackRadius 10
>Self-explanatory.
EDP_AIInvestigateCautious_Search_ClearDisturbanceFrontRadius 18
>Self-explanatory.
EDP_AIInvestigateCautious_Search_ClearDisturbanceRespectSoftReservationThreshold 0.2
>Not entirely sure what this is...
EDP_AISentry_WarningDelay 3
>Slight increase in the warning delay.
EDP_AISuspiciousLostTargetTime 40
>Self-explanatory.
EDP_ArrestEscalateIllegalWeapon 15
>An "illegal" weapon in hand makes you more of a threat now.
EDP_ArrestEscalateMaximum 20
>Maximum "level" prior to arrest?
EDP_ArrestEscalateMoving 4
>Slight increase if you're moving when the AI is trying to arrest you.
EDP_ArrestEscalateRunning 6
>Run!
EDP_ArrestTargetLostTime 20
>Takes way longer to lose the target now.
SecuritySystemCameraConfiguration
m_HitmanVisibleEscalationRules
m_NrGuardsToSend 2 (arrest)
m_NrGuardsToSend 4 (combat)
m_DeadBodyVisibleDispatchRules
m_NrGuardsToSend 6 (dead body found)
m_nMaxDispatchesPerCamera 8
>Basically, watch yourself around security cameras.
m_VisibilitySetting
APS_AMBIENT_PREOCCUPIED
m_fFocusConeRange 8
APS_AMBIENT
m_fFocusConeRange 32
APS_ALERT_LOW
m_fFocusConeRange 36
APS_ALERT
m_fFocusConeRange 45
APS_COMBAT
m_fFocusConeRange 60
APS_SPIDER_SENSE
m_fFocusConeRange 90
>Ideally, NPCs should see farther away than usual. Hope this doesn't break the map balance or cause weird "see-through" walls issues. Yikes.
DefaultCombatZone
m_bAllowLockdown (default: false) set to true maybe?