Ok, so I have a question, just asking out of curiousity. Could it be possible to create a no-penalty mod for non-target kills like this but in story mode? (Like accidental kills don't count, but others do).
I like this, because how are you supposed to defend yourself if you can't shoot the people WORKING FOR THE BAD GUYS if they're shooting at you? Let alone... if a witness can be revived by other people, they can give you away by your description... and as the pirate saying goes... "Dead men (or women) tell no tales."
So... could you make this mod for the campaign mode as well, so if I have to defend myself against guards or take out people who will blow my cover, it's not penalized?
You can kill guards in Freelancer with no penalty, even in vanilla.
I can also confirm that there is no Merces penalty for killing anyone in the main campaign as there is no Merces system, so you won't even have to go to the trouble of installing a mod!
I get that for Freelancer mode... but in the story/campaign mode... there is a mission experience point penalty. Every time you kill a guard in the story/campaign, you WILL get a Non-Target Kill penalty.
My focus was to try to find a mod to remove Non-Target Kill penalty in general for story mode, or somebody who could make a mod for that. That's where I drew the relation. I'm guessing based off of your reply... there's no way to make a mod to remove NTK from the story/campaign mode?
Outside of Nexus, I think I saw a experience point scoring mod that is supposed to work in offline mode. Mayhaps that can be a thing if one were to make a similar mod for campaign? Unfortunately with Hitman 3, I have ZERO idea how to make mods for it. :(
I know it has been a while, but is there a value that can be set in order to provide a reward/penalty for guards? I'm over 4000th level so I've done just about everything there is to do once or twelve times. I like the idea that 47 post-campaign and off the ICA's leash likes anonymity and prefers to only kill the targets when possible, but let's face it...in Santa Fortuna, killing a Delgado is only going to make a brother/cousin/sister's babysitter pick up the mantle, so purging the area of a few drug-addled psychos is doing the world a favor. (and let's not forget the pair of guards in miami that are talking about needing hand lotion for body disposal, or the...you get the point.) So I want to penalize civilians severely, reward guard kills slightly, and massively reward incorrect syndicate targets (which cause alerts, chaos, and typically death if not done silently anyway - and are probably the reason there is a new syndicate every 10 minutes!)
For the civilians & Syndicate targets, it's pretty simple. As discussed in another comment here, you can just edit the JSON files in this mod (and set the numbers to a negative penalty if you want a reward.)
Guards is possible, but you'd have to do some more advanced tinkering. The game only checks if the NPC killed is a Civilian or a Suspect, and if neither then it assumes they're a guard and does nothing. You'd probably have to add a new entity so that it does do something in that case. I don't think it would be too difficult, but I'm not able to do it right now.
Great news: the unmodded game already has no mercer penalty for killing non-targets outside of Freelancer! No need to even install a mod for that effect :p
Is it possible to to remove penalties for killing couriers, lookouts, and assassins, but not regular civilian NPCs? Do those groups of NPCs have unique values?
Unfortunately, it does not. As far as I remember, the game first checks if the NPC is a guard. If they're a guard, don't subtract anything. Then, check if they're a suspect; if they are, but are not the target, subtract 1000. If neither, subtract 50.
It would probably be possible to make the check by hand, but it would require quite a bit more work than this mod that I threw together in about ten minutes :P
Supplier: "I'm sorry sir, it doesn't look like you'll be able to afford that Silverballer today." 47: "Oh boy, here I go killing again! Targets, guards, civilians, the wrong suspects, cameras, yapping dogs at Christmas parties, ghosts... doesn't matter. I just love killin'."
In the SMF folder, go to "Mods/Minnow.noNTKpenalty/content/chunk0"
In there there's a file called "no NTK penalty.entity.patch.json"
Open it in a text editor and change only the numbers directly after "value". The first one is for regular civilians, the second is for incorrect suspects. Make sure everything else stays the same.
Don't touch anything else in the Mods folder; especially not removing or adding any files. If SMF doesn't find what it expects to, it tends to break entirely.
Make sure you follow those instructions exactly, or you could end up breaking the mod or SMF. If I ever update this mod, any changes you make will also be reverted.
38 comments
So... could you make this mod for the campaign mode as well, so if I have to defend myself against guards or take out people who will blow my cover, it's not penalized?
I can also confirm that there is no Merces penalty for killing anyone in the main campaign as there is no Merces system, so you won't even have to go to the trouble of installing a mod!
XP is also server-side, so there's nothing that can be done about it anyway. Try asking the Peacock folks, if you like.
I think my last comment probably sounded a bit rude. If so I apologize. I'm pretty tired lately and not choosing my words very well.
I definitely get how the two would seem connected. They're just completely different internally.
It does sound like Peacock is something you should look into. Aside from that I don't think there's much I can do for you at this point :p
I'm over 4000th level so I've done just about everything there is to do once or twelve times.
I like the idea that 47 post-campaign and off the ICA's leash likes anonymity and prefers to only kill the targets when possible, but let's face it...in Santa Fortuna, killing a Delgado is only going to make a brother/cousin/sister's babysitter pick up the mantle, so purging the area of a few drug-addled psychos is doing the world a favor. (and let's not forget the pair of guards in miami that are talking about needing hand lotion for body disposal, or the...you get the point.)
So I want to penalize civilians severely, reward guard kills slightly, and massively reward incorrect syndicate targets (which cause alerts, chaos, and typically death if not done silently anyway - and are probably the reason there is a new syndicate every 10 minutes!)
Guards is possible, but you'd have to do some more advanced tinkering. The game only checks if the NPC killed is a Civilian or a Suspect, and if neither then it assumes they're a guard and does nothing. You'd probably have to add a new entity so that it does do something in that case. I don't think it would be too difficult, but I'm not able to do it right now.
It's ok man we've all been there
It would probably be possible to make the check by hand, but it would require quite a bit more work than this mod that I threw together in about ten minutes :P
Edit: Nvm i found it
Also lol yeah, f*#@ "Merces", it's Mercers or nothing
BTW, for anyone else's reference, the first number in the patch is for regular civs, the second is incorrect suspects. :)
47: "Oh boy, here I go killing again! Targets, guards, civilians, the wrong suspects, cameras, yapping dogs at Christmas parties, ghosts... doesn't matter. I just love killin'."
- In the SMF folder, go to "Mods/Minnow.noNTKpenalty/content/chunk0"
- In there there's a file called "no NTK penalty.entity.patch.json"
- Open it in a text editor and change only the numbers directly after "value". The first one is for regular civilians, the second is for incorrect suspects. Make sure everything else stays the same.
- Don't touch anything else in the Mods folder; especially not removing or adding any files. If SMF doesn't find what it expects to, it tends to break entirely.
Make sure you follow those instructions exactly, or you could end up breaking the mod or SMF. If I ever update this mod, any changes you make will also be reverted.tHANK YOU IN ADVANCE