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Fix Custom Campaign file paths and update NavKit instructions (#46)
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docs/modding/hitman/customcampaigns/campaign_menu.md

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@@ -10,7 +10,7 @@ For this tutorial, we will go over creating a new campaign category for our exam
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## Creating the `storyconfig.JSON.patch.json` file
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Open WebStorm and when prompted, open your mod's folder.
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In the root folder for your mod, create a new folder named `content`. In that folder create another folder named `chunk0`.
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In the root folder for your mod, create a new folder named `shared`. In that folder create another folder named `chunk0`.
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In the `chunk0` folder, create a folder named `Story Config`. In that folder create a file named `storyconfig.JSON.patch.json` and set the contents to this:
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docs/modding/hitman/customcampaigns/creating_mission.md

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@@ -15,7 +15,7 @@ For this tutorial, we will go over creating a custom scene file and a custom sce
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* Scenario Brick
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* A brick that contains entities for a location.
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* It is best practice to follow a standardized hierarchical format of entity folders that group similar entities together.
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* For instance, you would put all your NPC entities in a NPCs folder.
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* For instance, you would put all your NPC entities in an NPCs folder.
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* Scene Entity
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* An entity that uses a scenario brick and possibly other bricks, specified in the `externalScenes` list.
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* There could be multiple scenes that all use the same scenario brick.
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Scrolling down to the `Hitman 3` table, we can see that the `New York` location is in `Chunk 12`.
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![resources/chunk_data.jpg](resources/chunk_data.jpg)
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Create a new folder in the `content` folder named `bank`. In that folder, create a new folder named `chunk12`.
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Create a new folder in the root mod folder named `bank`. In that folder, create a new folder named `chunk12`.
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In GlacierKit, right-click the `content/chunk12` folder and click `New File` and set the name to `scene_bank.entity.json`. Since we gave it a name that ends with `.entity.json`, GlacierKit will initialize the file with the entity template.
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In GlacierKit, open the `manifest.json` file and update the `contentFolders` array to add `"bank"`. It should now look like this:
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Right click [Scenario brick](resources/empty_scenario_brick.entity.json) and press `Save link as...` and save it into your `content/chunk12` folder with a name of `scenario_bank.entity.json`.
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`"contentFolders": ["shared", "bank"]`
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In GlacierKit, right-click the `bank/chunk12` folder and click `New File` and set the name to `scene_bank.entity.json`. Since we gave it a name that ends with `.entity.json`, GlacierKit will initialize the file with the entity template.
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Right click [Scenario brick](resources/empty_scenario_brick.entity.json) and press `Save link as...` and save it into your `bank/chunk12` folder with a name of `scenario_bank.entity.json`.
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## Setting the factory and blueprint hashes for the scene
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Now we have our scene and scenario files, but the game doesn't know to tie them to the IOI strings that we created. We can fix that by setting the `Factory hash` and `Blueprint hash` for these files.
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`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_bank/scenario_bank.brick].pc_entitytype`
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> _NOTE:_ The scene ends in `.entity].pc_entitytemplate` while the scenario ends in `.brick].pc_entitytype`. This is because the scenario has an entity type of `Brick`, as we will soon see.
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We need to add it to the `externalScenes` field of the `content/chunk12/scene_bank.entity.json` file.
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We need to add it to the `externalScenes` field of the `bank/chunk12/scene_bank.entity.json` file.
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In GlacierKit, while still on the `Metadata` tab for `scene_bank.entity.json`, click the `Add an entry` button under the `External scenes` section. Enter:
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`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_bank/scenario_bank.brick].pc_entitytype`
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## Setting the factory and blueprint hashes for the scenario
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The scenario will also need Factory and Blueprint hashes in order for the game to use them.
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In GlacierKit, navigate to the `content/chunk12/scenario_bank.entity.json` file and open it.
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In GlacierKit, navigate to the `bank/chunk12/scenario_bank.entity.json` file and open it.
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In the `Factory hash` text field, enter:
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`[assembly:/_pro/scenes/missions/hitman_campaign_demo/mission_bank/scenario_bank.brick].pc_entitytype`

docs/modding/hitman/customcampaigns/manifest.md

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@@ -21,7 +21,7 @@ Using either GlacierKit or a text editor or an IDE like WebStorm, Edit the `mani
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"frameworkVersion": "2.33.8",
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"version": "0.1.0",
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"blobsFolders": ["blobs"],
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"contentFolders": ["content"],
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"contentFolders": ["shared"],
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"dependencies": [
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],
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"packagedefinition": [

docs/modding/hitman/customcampaigns/npc_new.md

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@@ -103,7 +103,7 @@ Click the save button.
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Our new NPC will need a new outfit, and we will need to make a new outfits brick for our NPC's outfit.
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## Creating a new Outfit file
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In GlacierKit, right-click your `content/chunk12` folder and click `New folder` and name it `Outfits`.
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In GlacierKit, right-click your `bank/chunk12` folder and click `New folder` and name it `Outfits`.
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Right-click that new `Outfits` folder and click `New File` and name it `outfit_target_mctargetface_v0.entity.json`. Click on that new file.
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We need to add an outfits brick that uses this charset.
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## Adding a new Outfits brick
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Back on the `Files` tab, right-click the `content/chunk12/Outfits` folder and click `New File` and name it `outfits_bank.entity.json`. Click on that new file.
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Back on the `Files` tab, right-click the `bank/chunk12/Outfits` folder and click `New File` and name it `outfits_bank.entity.json`. Click on that new file.
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Switch to the `Metadata` tab and change the Entity type from `Scene` to `Brick`.
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> Updated `bank_entrance_ceo.jpg`
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![campaign_demo_tile.jpg](resources/campaign_demo_tile.jpg)
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> Updated `campaign_deom_tile.jpg`
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> Updated `campaign_demo_tile.jpg`
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![target_mc_targetface.jpg](resources/target_mc_targetface.jpg)
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> Updated `target_mc_targetface.jpg`
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docs/modding/hitman/customcampaigns/scene_new.md

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@@ -379,7 +379,11 @@ Replace `[ENTRANCE UUID]` with the new starting location's repository entry UUID
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Click the save button.
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## Creating a new Scene and Scenario
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In the `content` folder, create a new folder named `chunk2`.
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In the the root mod folder make a folder called `modland`. In that folder, create a new folder named `chunk2`.
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In GlacierKit, open the `manifest.json` file and update the `contentFolders` array to add `"modland"`. It should now look like this:
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`"contentFolders": ["shared", "bank", "modland"]`
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In GlacierKit, right-click on the new `chunk2` folder, and click `Create file` and name it `scene_modtown.entity.json` and click on it.
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Press the save button.
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## Updating the Charset
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For simplicity, let's copy our entire outfit folder from `content/chunk12/Outfits` to `content/chunk2`. This cannot be done from GlacierKit, so in GlacierKit right-click on the `chunk12` folder and click `Show in Explorer`. Copy the outfit folder, then go to the `content/chunk2` folder and paste it.
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For simplicity, let's copy our entire outfit folder from `bank/chunk12/Outfits` to `content/chunk2`. This cannot be done from GlacierKit, so in GlacierKit right-click on the `chunk12` folder and click `Show in Explorer`. Copy the outfit folder, then go to the `content/chunk2` folder and paste it.
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In GlacierKit, the new folder should have appeared. Let's modify the files to fit our new mission and NPCs.
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