Manipulating The Hitman Missions

This tutorial has a ton of images in it.

Alvan Hitman.png


In order to change the location that the assassination is to take place you need to edit two files hitman_sr2_city.cts and
hitman_sr2_city.xtbl.

First let's look at hitman_sr2_city.xtbl
Original
Code:
<Hitman>
        <Name>hitman_sr2_city_br</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_br_start</Start_Location>
        <Targets>
            <Target>
                <Name>Alvan</Name>
                <Character>npc_target01</Character>
                <Respect_Reward>200</Respect_Reward>
                <Cash_Reward>500</Cash_Reward>
                <HP>1500</HP>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Abandoned Drive-In</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Temporary_Spawn_Triggers>
                    <Trigger>
                        <Use_Drink></Use_Drink>
                        </Trigger>
                    <Trigger>
                        <Use_Drink></Use_Drink>
                        </Trigger>
                    <Trigger>
                        <Time_In_Region>
                            <Name>Abandoned Drive-In</Name>
                            <Time>10</Time>
                            </Time_In_Region>
                        </Trigger>
                    </Temporary_Spawn_Triggers>
                <Weapon>beretta</Weapon>
                <Dossier>HITMAN_TARGET_1_1</Dossier>
                <Decoy_Chance>0.0</Decoy_Chance>
                <Rival_Hitman_Chance>0.1</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_1_1</Specific_Location>
                </Target>
            <Target>
Modded
Code:
<Hitman>
        <Name>hitman_sr2_city_br</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_br_start</Start_Location>
        <Targets>
            <Target>
                <Name>Alvan</Name>
                <Character>npc_target01</Character>
                <Respect_Reward>200</Respect_Reward>
                <Cash_Reward>500</Cash_Reward>
                <HP>1500</HP>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Pirate Ship Cove</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Temporary_Spawn_Triggers>
                    <Trigger>
                        <Time_In_Region>
                            <Name>Pirate Ship Cove</Name>
                            <Time>10</Time>
                            </Time_In_Region>
                        </Trigger>
                    </Temporary_Spawn_Triggers>
                <Weapon>beretta</Weapon>
                <Dossier>HITMAN_TARGET_1_1</Dossier>
                <Decoy_Chance>0.0</Decoy_Chance>
                <Rival_Hitman_Chance>0.0</Rival_Hitman_Chance>
                <Specific_Location>Pirate Ship Cove</Specific_Location>
                </Target>

For this part of the tutorial we will concentrate on changing the location name
and area. So we need first to change the location information

(Original)
Code:
     <Spawn_Locations>
                    <Location>
                        <Defined_Region>Abandoned Drive-In</Defined_Region>
                        </Location>
                    </Spawn_Locations>

The original entry has the activity located at the abandoned drive in

The <Start_Location>hitman_sr2_city_br_start</Start_Location>
refers to the location where you receive the phone call that unlocks the
Barrio instance of the Hitman activity.

In order to mod the location we have to define the new location
(modded)
Code:
  <Spawn_Locations>
                    <Location>
                        <Defined_Region>Pirate Ship Cove</Defined_Region>
                        </Location>
                    </Spawn_Locations>

We do this by changing the Defined Region line.

The defined region line ties into the hitman_sr2_city.cts file
which we will change next but first we need to change one more thing

(Original)
Code:
  <Trigger>
                        <Time_In_Region>
                            <Name>Abandoned Drive-In</Name>
                            <Time>10</Time>
                            </Time_In_Region>
                        </Trigger>
(Modded)
Code:
                    <Trigger>
                        <Time_In_Region>
                            <Name>Pirate Ship Cove</Name>
                            <Time>10</Time>
                            </Time_In_Region>
                        </Trigger>

We have to change the Name line with the name of out new area.

The first name change was located in the location section, this one is located in the
trigger section. once these values are changed then you can save your file

Now we are ready to look at the hitman_sr2_city.cts file.

(Original)
Code:
$Navpoint:    "hitman_sr2_city_br_drive_in_center"
$Type:        "ground"
$Pos:            <1239.844727 9.252465 -589.652710>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_01"
$Type:        "ground"
$Pos:            <1223.568359 9.219892 -556.461670>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_02"
$Type:        "ground"
$Pos:            <1281.571167 9.358432 -570.515381>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_03"
$Type:        "ground"
$Pos:            <1253.173218 8.919209 -640.248474>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_04"
$Type:        "ground"
$Pos:            <1207.898071 9.264498 -618.251160>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_Alvan_in_01"
$Type:        "ground"
$Pos:            <1236.477051 13.630943 -622.586548>
$Orient:        [-1.204182]

$Navpoint:    "hitman_sr2_city_br_Alvan_in_02"
$Type:        "ground"
$Pos:            <1250.792725 29.289093 -556.167175>
$Orient:        [-2.924886]
Code:
$Navpoint:    "hitman_sr2_city_br_Alvan_near_01"
$Type:        "ground"
$Pos:            <1271.768188 9.408655 -562.801392>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_Alvan_near_02"
$Type:        "ground"
$Pos:            <1243.098389 9.060000 -617.253235>
$Orient:        [I]]/Code]
(Modded)
[Code}
$Navpoint:    "hitman_sr2_city_oirate_ship_cove_center"
$Type:        "ground"
$Pos:            <3981.074463 -4.685581 -157.636734>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_pirate_ship_cove_01"
$Type:        "ground"
$Pos:            <3984.72 -4.186 -158.256>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_pirate_ship_cove_02"
$Type:        "ground"
$Pos:            <3960.46 -5.29 -164.73>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_pirate_ship_cove_03"
$Type:        "ground"
$Pos:            <3959.58 -5.88 -161.68>
$Orient:        [I]

$Navpoint:    "hitman_sr2_pirate_ship_cove_04"
$Type:        "ground"
$Pos:            <3994.31 0.09 -158.34>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_Alvan_in_01"
$Type:        "ground"
$Pos:            <3993.53 -0.73 -153.55>
$Orient:        [-1.204182]

$Navpoint:    "hitman_sr2_city_br_Alvan_in_02"
$Type:        "ground"
$Pos:            <3993.53 -0.73 -154.55>
$Orient:        [-2.924886][/Cpde]
[Code]
$Navpoint:    "hitman_sr2_city_br_Alvan_near_01"
$Type:        "ground"
$Pos:            <1271.768188 9.408655 -562.801392>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_Alvan_near_02"
$Type:        "ground"
$Pos:            <1243.098389 9.060000 -617.253235>
$Orient:        [I]

In the original entries the lcation names are defined as
...drive-in...

Example:
"hitman_sr2_city_br_drive_in_center"

In the replaced entries they are defined as
...Pirate_ship_cove...

Example:
"hitman_sr2_pirate_ship_cove_01"

Of course when you change your locations you'll name your areas to suit you.

Once you get your areas renamed you will substitute the proper
coordinates and Orientation information.

Once you have everything changed make sure that you have your brackets added
and your periods and dashes in all the right places and save your file.
Then drop both files in you r mods directory and recompile your patch.

Note: If you change the target order then your custom location data might
be ignored. For instance we set Alvan on the sunken pirate ship but after
I changed his order in the hit list then it changed the location of hit to marina.
Alvan In Marina.png
Chris Eliminated.png

Original
Code:
                <Name>Alvan</Name>
                <Character>npc_target01</Character>
                <Respect_Reward>200</Respect_Reward>
                <Cash_Reward>500</Cash_Reward>
                <HP>1500</HP>
Modded
Code:
                 <Name>Alvan</Name>
                <Character>npc_target01</Character>
                <Respect_Reward>60000</Respect_Reward>
                <Cash_Reward>20000</Cash_Reward>
                <HP>50</HP>

Changing The Money, Respect and Health Points (HP) is
straight forward, just change the appropriate numbers
Greg Pimp Bodyguard.png

Original
Code:
            <Target>
                <Name>Greg</Name>
                <Character>npc_target30</Character>
                <HP>3000</HP>
                <Weapon>pump_action_shotgun</Weapon>
                <Cash_Reward>3000</Cash_Reward>
                <Respect_Reward>1000</Respect_Reward>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Freckle Bitches 01</Defined_Region>
                        </Location>
                    <Location>
                        <Defined_Region>Freckle Bitches 02</Defined_Region>
                        </Location>
                    <Location>
                        <Defined_Region>Freckle Bitches 03</Defined_Region>
                        </Location>
                    <Location>
                        <Defined_Region>Freckle Bitches 04</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Bodyguards>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    </Bodyguards>
                <Dossier>HITMAN_TARGET_4_6</Dossier>
                <Permanent_Spawn_Flags>
                    <Flag>
                        <Purchased_Food_From_FB>chicken_bazooms</Purchased_Food_From_FB>
                        </Flag>
                    <Flag>
                        <Purchased_Food_From_FB>the_fist</Purchased_Food_From_FB>
                        </Flag>
                    <Flag>
                        <Purchased_Food_From_FB>large_softdrink</Purchased_Food_From_FB>
                        </Flag>
                    <Flag>
                        <Purchased_Food_From_FB>burgera</Purchased_Food_From_FB>
                        </Flag>
                    </Permanent_Spawn_Flags>
                <Decoy_Chance>0.1</Decoy_Chance>
                <Rival_Hitman_Chance>0.75</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_4_6</Specific_Location>
                </Target>
            </Targets>
        <Display_Name>HITMAN_TRAILER_PARK</Display_Name>
        <Location_Index>4</Location_Index>
        <Force_Spawn_Delay>300</Force_Spawn_Delay>
        <Defined_Regions>
            <Defined_Region>
                <Name>Freckle Bitches 01</Name>
                <Center_Point>hitman_sr2_city_tp_fb1_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            <Defined_Region>
                <Name>Freckle Bitches 02</Name>
                <Center_Point>hitman_sr2_city_tp_fb2_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            <Defined_Region>
                <Name>Freckle Bitches 03</Name>
                <Center_Point>hitman_sr2_city_tp_fb3_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            <Defined_Region>
                <Name>Freckle Bitches 04</Name>
                <Center_Point>hitman_sr2_city_tp_fb4_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            </Defined_Regions>
        <Unlock_Conversation_ID>HITMAN_PHONECALL_02</Unlock_Conversation_ID>
        </Hitman>
    <Hitman>
        <Name>hitman_sr2_city_sr</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_sr_start</Start_Location>
        <Targets>
Modded
Code:
<Target>
                <Name>Greg</Name>
                <Character>npc_target30</Character>
                <HP>3000</HP>
                <Weapon>pump_action_shotgun</Weapon>
                <Cash_Reward>3000</Cash_Reward>
                <Respect_Reward>1000</Respect_Reward>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Freckle Bitches 01</Defined_Region>
                        </Location>
                    <Location>
                        <Defined_Region>Freckle Bitches 02</Defined_Region>
                        </Location>
                    <Location>
                        <Defined_Region>Freckle Bitches 03</Defined_Region>
                        </Location>
                    <Location>
                        <Defined_Region>Freckle Bitches 04</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Bodyguards>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    <Bodyguard>
                        <Character>npc_pimp</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    </Bodyguards>
                <Dossier>HITMAN_TARGET_4_6</Dossier>
                <Permanent_Spawn_Flags>
                    <Flag>
                        <Purchased_Food_From_FB>chicken_bazooms</Purchased_Food_From_FB>
                        </Flag>
                    <Flag>
                        <Purchased_Food_From_FB>the_fist</Purchased_Food_From_FB>
                        </Flag>
                    <Flag>
                        <Purchased_Food_From_FB>large_softdrink</Purchased_Food_From_FB>
                        </Flag>
                    <Flag>
                        <Purchased_Food_From_FB>burgera</Purchased_Food_From_FB>
                        </Flag>
                    </Permanent_Spawn_Flags>
                <Decoy_Chance>0.1</Decoy_Chance>
                <Rival_Hitman_Chance>0.75</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_4_6</Specific_Location>
                </Target>
            </Targets>
        <Display_Name>HITMAN_TRAILER_PARK</Display_Name>
        <Location_Index>4</Location_Index>
        <Force_Spawn_Delay>300</Force_Spawn_Delay>
        <Defined_Regions>
            <Defined_Region>
                <Name>Freckle Bitches 01</Name>
                <Center_Point>hitman_sr2_city_tp_fb1_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb1_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            <Defined_Region>
                <Name>Freckle Bitches 02</Name>
                <Center_Point>hitman_sr2_city_tp_fb2_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb2_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            <Defined_Region>
                <Name>Freckle Bitches 03</Name>
                <Center_Point>hitman_sr2_city_tp_fb3_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb3_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            <Defined_Region>
                <Name>Freckle Bitches 04</Name>
                <Center_Point>hitman_sr2_city_tp_fb4_center</Center_Point>
                <Boundary_Points>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_01</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_02</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_03</Name>
                        </Boundary_Point>
                    <Boundary_Point>
                        <Name>hitman_sr2_city_tp_fb4_04</Name>
                        </Boundary_Point>
                    </Boundary_Points>
                </Defined_Region>
            </Defined_Regions>
        <Unlock_Conversation_ID>HITMAN_PHONECALL_02</Unlock_Conversation_ID>
        </Hitman>
    <Hitman>
        <Name>hitman_sr2_city_sr</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_sr_start</Start_Location>
<Targets>[/CODES]

Bodyguards can be added, removed or changed.
Nick No Bodygaurds.png

Original
Code:
         <Bodyguards>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    </Bodyguards>
Modded
Code:
         <Bodyguards>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    <Bodyguard>
                        <Character>npc_pimp</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                        </Bodyguards>

Just use the name of the npc you want to use.

You can also remove bodyguards. by just deleting the whole
Code:
         <Bodyguards>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                    <Bodyguard>
                        <Character>npc_pimp</Character>
                        <Weapon>beretta</Weapon>
                        </Bodyguard>
                        </Bodyguards>
section.

You can add bodyguards by adding the section to an entry as well.
You can also add and subtract the number of bodyguards. The limit seems to be three.
Original
Code:
<Target>
                <Name>Chris</Name>
                <Character>npc_target10</Character>
                <HP>2250</HP>
                <Weapon>beretta</Weapon>
                <Cash_Reward>2000</Cash_Reward>
                <Respect_Reward>600</Respect_Reward>
Modded
Code:
                <Name>Chris</Name>
                <Character>npc_target15</Character>
                <HP>50</HP>
                <Weapon>stun_gun</Weapon>
                <Cash_Reward>20000</Cash_Reward>
                <Respect_Reward>40000</Respect_Reward>
Modded
Code:
                <Name>Chris</Name>
                <Character>npc_target15</Character>
                <HP>50</HP>
                <Cash_Reward>20000</Cash_Reward>
                <Respect_Reward>40000</Respect_Reward>

You can change the weapon just by altering the Weapon line.
To remove the weapon just delete the line completely.
Code:
<Target>
                <Name>Chris</Name>
                <Character>npc_target15</Character>
                <HP>50</HP>
                <Weapon>stun_gun</Weapon>
                <Cash_Reward>20000</Cash_Reward>
                <Respect_Reward>40000</Respect_Reward>
                <Vehicle>bike_standard01</Vehicle>
                <Spawn_Locations>
                    <Location>
                        <District>Arena</District>
                        </Location>
                    <Location>
                        <District>Projects</District>
                        </Location>
                    <Location>
                        <District>Red Light</District>
                        </Location>
                    </Spawn_Locations>
                <Spawn_Conditions>
                    <Condition>
                       <Wearing_Customization_Item>men's tank top 1</Wearing_Customization_Item>
                        </Condition>
                    </Spawn_Conditions>
                <Dossier>HITMAN_TARGET_3_3</Dossier>
                <Decoy_Chance>0.1</Decoy_Chance>
                <Rival_Hitman_Chance>0.1</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_3_3</Specific_Location>

The Decoy chances are 0 or 1. 0 is no decoy and 1 is There will be a decoy deployed.
You can also use a number between the two for random chances IE: 0.5, etc...
Code:
<Target>
                <Name>Chris</Name>
                <Character>npc_target15</Character>
                <HP>50</HP>
                <Weapon>stun_gun</Weapon>
                <Cash_Reward>20000</Cash_Reward>
                <Respect_Reward>40000</Respect_Reward>
                <Vehicle>bike_standard01</Vehicle>
                <Spawn_Locations>
                    <Location>
                        <District>Arena</District>
                        </Location>
                    <Location>
                        <District>Projects</District>
                        </Location>
                    <Location>
                        <District>Red Light</District>
                        </Location>
                    </Spawn_Locations>
                <Spawn_Conditions>
                    <Condition>
                       <Wearing_Customization_Item>men's tank top 1</Wearing_Customization_Item>
                        </Condition>
                    </Spawn_Conditions>
                <Dossier>HITMAN_TARGET_3_3</Dossier>
                <Decoy_Chance>0.1</Decoy_Chance>
                <Rival_Hitman_Chance>0.1</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_3_3</Specific_Location>

The Hitman chances are 0 or 1. 0 is no Hitman and 1 is There will be a Hitman deployed.
You can also use a number between the two for random chances IE: 0.5, etc...
Original
Code:
<Target>
                <Name>Mitri</Name>
                <Character>npc_target17</Character>
                <HP>2500</HP>
                <Weapon>beretta</Weapon>
                <Cash_Reward>2500</Cash_Reward>
                <Respect_Reward>800</Respect_Reward>
                <Spawn_Locations>
                    <Location>
                        <District>Factories</District>
                        </Location>
                    <Location>
                        <District>Docks And Warehouses</District>
                        </Location>
                    </Spawn_Locations>
                <Temporary_Spawn_Triggers>
                    <Trigger>
                        <Use_Drink></Use_Drink>
                        </Trigger>
                    </Temporary_Spawn_Triggers>
                <Bodyguards>
                    <Bodyguard>
                        <Character>npc_athlete_male</Character>
                        <Weapon>tec9</Weapon>
                        </Bodyguard>
                    </Bodyguards>
                <Dossier>HITMAN_TARGET_3_5</Dossier>
                <Decoy_Chance>0.3</Decoy_Chance>
                <Rival_Hitman_Chance>0.0</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_3_5</Specific_Location>
                </Target>
Modded
Code:
<Target>
                <Name>Mitri</Name>
                <Character>npc_target17</Character>
                <HP>2500</HP>
                <Weapon>beretta</Weapon>
                <Cash_Reward>2500</Cash_Reward>
                <Respect_Reward>800</Respect_Reward>
                <Spawn_Locations>
                    <Location>
                        <District>Factories</District>
                        </Location>
                    <Location>
                        <District>Docks And Warehouses</District>
                        </Location>
                    </Spawn_Locations>
                <Temporary_Spawn_Triggers>
                    </Temporary_Spawn_Triggers>
                <Bodyguards>
                    <Bodyguard>
                        <Character>npc_athlete_male</Character>
                        <Weapon>tec9</Weapon>
                        </Bodyguard>
                    </Bodyguards>
                <Dossier>HITMAN_TARGET_3_5</Dossier>
                <Decoy_Chance>0.3</Decoy_Chance>
                <Rival_Hitman_Chance>0.0</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_3_5</Specific_Location>
                </Target>

To remove a trigger just delete the section. For instance remove the
drink trigger but leave the Temporary Spawn Triggers lines alone.

Original
Code:
            <Target>
                <Name>Chris</Name>
                <Character>npc_target15</Character>
                <HP>2000</HP>
                <Weapon>beretta</Weapon>
                <Cash_Reward>1500</Cash_Reward>
                <Respect_Reward>400</Respect_Reward>
                <Vehicle>bike_standard01</Vehicle>
                <Spawn_Locations>
                    <Location>
                        <District>Arena</District>
                        </Location>
                    <Location>
                        <District>Projects</District>
                        </Location>
                    <Location>
                        <District>Red Light</District>
                        </Location>
                    </Spawn_Locations>
                <Spawn_Conditions>
                    <Condition>
                        <On_Motorcycle></On_Motorcycle>
                        </Condition>
                    </Spawn_Conditions>
                <Dossier>HITMAN_TARGET_3_3</Dossier>
                <Decoy_Chance>0.1</Decoy_Chance>
                <Rival_Hitman_Chance>0.1</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_3_3</Specific_Location>
                </Target>
Modded
Code:
<Target>
                <Name>Chris</Name>
                <Character>npc_target15</Character>
                <HP>50</HP>
                <Weapon>stun_gun</Weapon>
                <Cash_Reward>20000</Cash_Reward>
                <Respect_Reward>40000</Respect_Reward>
                <Vehicle>bike_standard01</Vehicle>
                <Spawn_Locations>
                    <Location>
                        <District>Arena</District>
                        </Location>
                    <Location>
                        <District>Projects</District>
                        </Location>
                    <Location>
                        <District>Red Light</District>
                        </Location>
                    </Spawn_Locations>
                <Spawn_Conditions>
                    <Condition>
                       <Wearing_Customization_Item>men's tank top 1</Wearing_Customization_Item>
                        </Condition>
                    </Spawn_Conditions>
                <Dossier>HITMAN_TARGET_3_3</Dossier>
                <Decoy_Chance>0.1</Decoy_Chance>
                <Rival_Hitman_Chance>0.1</Rival_Hitman_Chance>
                <Specific_Location>HITMAN_LOC_3_3</Specific_Location>
                </Target>

Chris Eliminated.png


You can add conditions that have to be met before the target will show up.

There is a difference between triggers and conditions, Triggers have to be pulled.
IE: You have to drink a 40oz. Conditions: A Condition has to be met IE: You are
wearing a certain piece of clothing.
In this case the on motorcycle condition was removed and the wearing undershirt
condition was added.
Barrio List.png


List Marina.png

The targets are in the orders that they appear in the
hitman_sr2_city.xtbl. In the original file Alvan was the
first entry. And Chris was the third name on
the third list. I have changed their places by cutting
and pasting the entries.
When it comes to changing around the photos for Alvan
and Chris there are eight files that need to be changed.
To do so we will need Masamaru's PegTool

The files that need to be changed are:
Screenshot.png


First you need to use the Pegtool to open all four sets of
files listed above and switch the files between the 1_1a and 3_3 folders renaming the files properly as you go.

The mdd files are head shots and the others are the big white
backgrounds.

You will find the peg file and the g.peg files in pegs.vpp_pc and chunks4.vpp_pc. They are not in the textures.vpp_pc

Once the files have been switched around repack them with the
Pegtool and drop then in your mod directory along with any other
modded files, then recompile, Drop the created files into your SR2
directory.
Pimp Target.png


Target Streaker.png


Target Judge.png


Jyunichi.png


Original
Code:
    <Hitman>
        <Name>hitman_sr2_city_br</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_br_start</Start_Location>
        <Targets>
            <Target>
                <Name>Alvan</Name>
                <Character>npc_target01</Character>
                <Respect_Reward>200</Respect_Reward>
                <Cash_Reward>500</Cash_Reward>
                <HP>1500</HP>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Pirate Ship Cove</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Temporary_Spawn_Triggers>
                    <Trigger>
                        <Time_In_Region>
                            <Name>Pirate Ship Cove</Name>
                            <Time>10</Time>
                            </Time_In_Region>
                        </Trigger>
                    </Temporary_Spawn_Triggers>
                <Weapon>beretta</Weapon>
                <Dossier>HITMAN_TARGET_1_1</Dossier>
                <Decoy_Chance>0.0</Decoy_Chance>
                <Rival_Hitman_Chance>0.0</Rival_Hitman_Chance>
                <Specific_Location>Pirate Ship Cove</Specific_Location>
                </Target>
Modded
Code:
    <Hitman>
        <Name>hitman_sr2_city_br</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_br_start</Start_Location>
        <Targets>
            <Target>
                <Name>Alvan</Name>
                <Character>npc_streaker</Character>
                <Respect_Reward>200</Respect_Reward>
                <Cash_Reward>500</Cash_Reward>
                <HP>1500</HP>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Pirate Ship Cove</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Temporary_Spawn_Triggers>
                    <Trigger>
                        <Time_In_Region>
                            <Name>Pirate Ship Cove</Name>
                            <Time>10</Time>
                            </Time_In_Region>
                        </Trigger>
                    </Temporary_Spawn_Triggers>
                <Weapon>beretta</Weapon>
                <Dossier>HITMAN_TARGET_1_1</Dossier>
                <Decoy_Chance>0.0</Decoy_Chance>
                <Rival_Hitman_Chance>0.0</Rival_Hitman_Chance>
                <Specific_Location>Pirate Ship Cove</Specific_Location>
                </Target>

The problem with changing the NPC model seems to
be caused by the models that I was trying to use.
I'm not sure why but trying to use models like Pierce, or Donnie or Anna,
in fact every main story character that I tried refused to load. However changing
the NPC to a generic character like npc_pimp or npc_streaker loaded just fine.


***ADDENDUM 04/23/2025*** This addendum is countrsy of -SeaBoundSaint-
To change the target to NPCs like Maero, Donnie, Anna, Jyunichim wtc,,,
you need to change a line in their _des file (npc_Anna_des.etc..)

(Original)
Code:
<root>
  <Table>
    <Character>
        <Name>npc_Anna</Name>
        <StreamCategory>Non Ambiently Spawnable</StreamCategory>
    </Character>
  </Table>

<TableDescription source="character_design_desc.xml">
</TableDescription>

</root>
(Modded)
Code:
<root>
  <Table>
    <Character>
        <Name>npc_Anna</Name>
        <StreamCategory>Spawnable Civilian</StreamCategory>
    </Character>
  </Table>

<TableDescription source="character_design_desc.xml">
</TableDescription>

</root>

Just change the <StreamCategory>Non Ambiently Spawnable</StreamCategory> line to
<StreamCategory>Spawnable Civilian</StreamCategory>

When you decide which NPC model to swap in, all you have to do is change the
<Character>npc_streaker</Character> line
Code:
<Hitman>
        <Name>hitman_sr2_city_br</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Start_Location>hitman_sr2_city_br_start</Start_Location>
        <Targets>
            <Target>
                <Name>Judge</Name>
                <Character>npc_judge_female</Character>
                <Respect_Reward>10000</Respect_Reward>
                <Cash_Reward>0</Cash_Reward>
                <HP>1500</HP>
                <Spawn_Locations>
                    <Location>
                        <Defined_Region>Courthouse</Defined_Region>
                        </Location>
                    </Spawn_Locations>
                <Bodyguards>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>pump_action_shotgun</Weapon>
                        </Bodyguard>
                    <Bodyguard>
                        <Character>npc_cop</Character>
                        <Weapon>pump_action_shotgun</Weapon>
                        </Bodyguard>
                    </Bodyguards>
                <Weapon>pump_action_shotgun</Weapon>
                <Dossier>This one is for Johnny!</Dossier>
                <Decoy_Chance>0</Decoy_Chance>
                <Rival_Hitman_Chance>0</Rival_Hitman_Chance>
                <Specific_Location>The Courthouse</Specific_Location>
                </Target>

You can change the text that appears on the Target's dossier by editing the
<Dossier> line. Which will save you from having to edit the strings file but the trade off is
that you have a very limited mount of space, Where as if you edit the strings file then you
should have plenty of space

<Dossier>HITMAN_TARGET_1_1</Dossier> This line points to the prewritten mission text in the
strings file.

<Dossier>This one is for Johnny!</Dossier> This is the edited line that will be printed
on the dossier.

Dossier.png
To change the name of the target you will need to edit both the hitman activity xtbl
and cts files because if you only edit one of them then your game will crash, if it
loads at all.

In the hitman xtbl you will need to edit two lines

Original
Code:
                <Name>Alvan</Name>
                <Character>npc_target01</Character>
Modded
Code:
               <Name>Judge</Name>
                <Character>npc_judge_female</Character>

The name line is what you want to call your target and the
character line is the npc xtbl.

That is all it takes to change the name in the dossier ...
However if you don't want your game to crash then you will need
to edit the cts file as well.

(Original)
Code:
$Navpoint:    "hitman_sr2_city_br_drive_in_center"
$Type:        "ground"
$Pos:            <1239.844727 9.252465 -589.652710>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_01"
$Type:        "ground"
$Pos:            <1223.568359 9.219892 -556.461670>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_02"
$Type:        "ground"
$Pos:            <1281.571167 9.358432 -570.515381>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_03"
$Type:        "ground"
$Pos:            <1253.173218 8.919209 -640.248474>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_drive_in_04"
$Type:        "ground"
$Pos:            <1207.898071 9.264498 -618.251160>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_Alvan_in_01"
$Type:        "ground"
$Pos:            <1236.477051 13.630943 -622.586548>
$Orient:        [-1.204182]

$Navpoint:    "hitman_sr2_city_br_Alvan_in_02"
$Type:        "ground"
$Pos:            <1250.792725 29.289093 -556.167175>
$Orient:        [-2.924886]
modded
Code:
$Navpoint:    "hitman_sr2_city_br_courthouse_center"
$Type:        "ground"
$Pos:            <-632.138977 23.482016 -937.289551>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_courthouse_01"
$Type:        "ground"
$Pos:            <-631.565403 23.500124 -926.617798>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_courthouse_02"
$Type:        "ground"
$Pos:            <-627.098389 23.489379 -922.093445>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_courthouse_03"
$Type:        "ground"
$Pos:            <-638.573571 23.483278 -929.267334>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_courthouse_04"
$Type:        "ground"
$Pos:            <-631.487061 24.056890 -931.358887>
$Orient:        [I]

$Navpoint:    "hitman_sr2_city_br_Judge_in_01"
$Type:        "ground"
$Pos:            <-623.776917 23.864918 -930.910950>
$Orient:        [-1.204182]

$Navpoint:    "hitman_sr2_city_br_Judge_in_02"
$Type:        "ground"
$Pos:            <-623.787020 23.975019 -932.921060>
$Orient:        [-2.924886]

You need to make sure that the name is the same in both files
to avoid crashes.
Just grab a program like powertools and install it.
Turn on your scroll lock and you should see the coordinates in the top corner of your screen.

New Stunt Jump Locarion.png


Travel to the site that you will use for the activity instance and write down some coordinates
You need about 7 sets of them for this mission. Then just replace the coordinates in the
cts file.

Remember to change the Navpoint names to suit the name that you have chosen

Code:
  <Location>
                        <Defined_Region>Courthouse</Defined_Region>
                        </Location>
Alvan Original.png


Alvan Outfit Change.png

Open the npc file for your target (in this case npc_target01.xtbl) scroll down the file and make note of the clothes
that the target is wearing.

Code:
<root>
    <Table>
        <Mesh>
            <Name>npc_target01</Name>
            <Variants>
                <Variant>
                    <Name>Alvin</Name>
                    <Weight>100.000</Weight>
                    <Character_Type>frat</Character_Type>
                    <Gender>Male</Gender>
                    <Race>Asian</Race>
                    <Variant_IDs>
                        <Vid_group>
                            <Name>body</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>body</Description>
                                    <VID_list>1</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>head hair</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>male short parted left 1</Description>
                                    <VID_list>5</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>eyebrows</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>male eyebrows 2</Description>
                                    <VID_list>6</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>beard</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>goatee 17</Description>
                                    <VID_list>7</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>eyes</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>human eyes</Description>
                                    <VID_list>8</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>eyewear</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>Terminator Shades</Description>
                                    <VID_list>9</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>bottoms</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>men's long loose cargo shorts 2</Description>
                                    <VID_list>10</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>undershirt</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>basic T-shirt</Description>
                                    <VID_list>12</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>shoes</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>double-strapped sandals</Description>
                                    <VID_list>13</VID_list>
                                    <Shoe_Heel_Height>0.009</Shoe_Heel_Height>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>left wrist</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>men's nice watch 1 left</Description>
                                    <VID_list>14</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                    </Variant_IDs>
                    <Props></Props>
                    <Materials>
                        <Material_group>
                            <Name>body</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>skin_1</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Pigment_Color</Variable_Name>
                                            <Color>skin C1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Specular_Color</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>male short parted left 1</Name>
                            <Color_Group>hair</Color_Group>
                            <Material_chances>
                                <Material_chance>
                                    <Name>parted hair_2</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_A</Variable_Name>
                                            <Color>Black_1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_B</Variable_Name>
                                            <Color>Black_2</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_C</Variable_Name>
                                            <Color>Black_3</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_D</Variable_Name>
                                            <Color>Black_4</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Specular_Color</Variable_Name>
                                            <Color>Black_specular</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_A</Variable_Name>
                                            <Color>Black_1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_B</Variable_Name>
                                            <Color>Black_2</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_C</Variable_Name>
                                            <Color>Black_3</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_D</Variable_Name>
                                            <Color>Black_4</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>male eyebrows 2</Name>
                            <Color_Group>hair</Color_Group>
                            <Material_chances>
                                <Material_chance>
                                    <Name>malebody_3</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_A</Variable_Name>
                                            <Color>Black_1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_B</Variable_Name>
                                            <Color>Black_2</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_C</Variable_Name>
                                            <Color>Black_3</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_D</Variable_Name>
                                            <Color>Black_4</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Specular_Color</Variable_Name>
                                            <Color>Black_specular</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_A</Variable_Name>
                                            <Color>Black_1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_B</Variable_Name>
                                            <Color>Black_2</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_C</Variable_Name>
                                            <Color>Black_3</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_D</Variable_Name>
                                            <Color>Black_4</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>goatee 17</Name>
                            <Color_Group>hair</Color_Group>
                            <Material_chances>
                                <Material_chance>
                                    <Name>cmBea_mGoat17_4</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_A</Variable_Name>
                                            <Color>Black_1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_B</Variable_Name>
                                            <Color>Black_2</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_C</Variable_Name>
                                            <Color>Black_3</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Primary_Gradient_Color_D</Variable_Name>
                                            <Color>Black_4</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Specular_Color</Variable_Name>
                                            <Color>Black_specular</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_A</Variable_Name>
                                            <Color>Black_1</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_B</Variable_Name>
                                            <Color>Black_2</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_C</Variable_Name>
                                            <Color>Black_3</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Secondary_Gradient_Color_D</Variable_Name>
                                            <Color>Black_4</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>human eyes</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>brown_5</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                        </Material_group>
                        <Material_group>
                            <Name>Terminator Shades</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>cmGla_uShades01_6</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Decal_Map_2_Color</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>men's long loose cargo shorts 2</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>Plaid_7</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Decal_Map_2_Color</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>basic T-shirt</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>clean_8</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Royal Blue</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Royal Blue</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>Royal Blue</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Decal_Map_2_Color</Variable_Name>
                                            <Color>Dark Goldenrod</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                            <Texture_Chances>
                                <Texture_Chance>
                                    <Chance>100.000</Chance>
                                    <Texture_Entries>
                                        <Texture_Entry>
                                            <Texture_Name>Decal_Map_2</Texture_Name>
                                            <Texture_Filename>LOG_256x256_sqd01.tga</Texture_Filename>
                                        </Texture_Entry>
                                    </Texture_Entries>
                                </Texture_Chance>
                            </Texture_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>double-strapped sandals</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>sandals 03_9</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Bistre</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Copper</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>Medium Khaki</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Decal_Map_2_Color</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>men's nice watch 1 left</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>watchband_10</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Metallic Gold</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Silver</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Decal_Map_2_Color</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                    </Materials>
                    <Morph_Sets>
                        <Morph_Set>
                            <Name>Alvan</Name>
                            <Weight>100.000</Weight>
                        </Morph_Set>
                    </Morph_Sets>
                    <Personas>
                        <Persona>
                            <Name>AM_FRAT</Name>
                            <Weight>100</Weight>
                        </Persona>
                    </Personas>
                </Variant>
            </Variants>
        </Mesh>
    </Table>

    <TableTemplates>
    </TableTemplates>

Code:
           <Vid_chances>
                                <Vid_chance>
                                    <Description>men's long loose cargo shorts 2</Description>
                                    <VID_list>10</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>
                            <Name>undershirt</Name>
                            <Vid_chances>
                                <Vid_chance>
                                    <Description>basic T-shirt</Description>
                                    <VID_list>12</VID_list>
                                    <Chance>100.000</Chance>
                                </Vid_chance>
                            </Vid_chances>
                        </Vid_group>
                        <Vid_group>

There are two sets of entries that you need to look at. The first set shows which clothes the
target is wearing. The second set is the one that you edit.

Code:
   <Material_group>
                            <Name>men's long loose cargo shorts 2</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>Plaid_7</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>Black</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Decal_Map_2_Color</Variable_Name>
                                            <Color>White</Color>
                                        </Color_Value>
                                    </Color_Values>
                                </Color_Scheme_Chance>
                            </Color_Scheme_Chances>
                        </Material_group>
                        <Material_group>
                            <Name>basic T-shirt</Name>
                            <Material_chances>
                                <Material_chance>
                                    <Name>clean_8</Name>
                                    <Chance>100.000</Chance>
                                </Material_chance>
                            </Material_chances>
                            <Color_Scheme_Chances>
                                <Color_Scheme_Chance>
                                    <Name>Unnamed</Name>
                                    <Chance>100.000</Chance>
                                    <Color_Values>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_R</Variable_Name>
                                            <Color>Royal Blue</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_G</Variable_Name>
                                            <Color>Royal Blue</Color>
                                        </Color_Value>
                                        <Color_Value>
                                            <Variable_Name>Diffuse_Color_B</Variable_Name>
                                            <Color>Royal Blue</Color>
                                        </Color_Value>

Just change the color values then use the npc cruncher to crunch the edited file.

As part of -Seabound Saints-'s NPC Editing - A Comprehensive Guide there is a
zip file that will make the crunching easier. It is the NPC Cruncher Stuff Zip File.
Some characters spawn in or on vehicles for exmple Clint and Jeremiah.
But those vehicles can be changed or removed.

For instance Jeremiah rides a Kenshin in the original mission
Here is the original line of code for reference:
<Vehicle>bike_rocket02</Vehicle>

In order to show that the vehicle could be changed i I changed it
to the PeeWee

<Vehicle>bike_pocket01</Vehicle>

Jeremiah PeeWee.png


Clint drove a Compton originally. Now as my father used to say
"He rides Shank's Mare" (A colloquialism for walking.)

<Vehicle>car_4dr_lowrider01</Vehicle>

To remove his ride just delete the line.

Car Less Clint.png


You can also add vehicles to targets who don't have them such as Alvan
just add the vehicle line under the respect reward line.
Just to see if it would work I gave him a Helicopter. I did spawn but sadly
he wouldn't fly it.

<Vehicle>heli_4dr_police01</Vehicle>

Code:
  <Name>Alvan</Name>
                <Character>npc_target01</Character>
                <Respect_Reward>200</Respect_Reward>
                <Cash_Reward>500</Cash_Reward>
               <Vehicle>heli_4dr_police01</Vehicle>
             ...

Alvan Blue Suit.png


Clint In Chopper.png

Here is Clint In A Chopper
Q: Why is it better to edit string files than to add text via the xtbl file?

A:
Display Names in .xtbl files are intended to use Localization Strings. However, it is often possible to use non-localized text. (Text added via xtbl file.) Doing this eats into the game's memory allowance for non-localized text characters, and when this is exceeded, the game crashes. Localization Strings do not encroach on this memory limit, thus using them increases compatibility with both the game and other mods. - Courtesy Of -SeaboundSaint-'s Localization Strings All-In-One List (with a slight edit fot clarification)

String Files are located in the Patch.vpp_pc file
String Files are also located in the original_patch directory in the GOTR folder

The string files all have the le_string extension

There are three sets of strings

PlatformXX-le_strings
StaticXX.le_strings
VoiceXX.le_strings

The XX represent to two digit language code.
US - American English
DE - Deutsh
ES - Espanol
etc ...

Before you begin extracting files you need to have you patch directory (patch.vpp_pc) extracted somewhere
Place a copy of the file that you wish to extract in your tools folder.

To extract a file use the following syntax, being sure to change your file
directories as neccessary.

c:\sTools\ThomasJepp.SaintsRow.ExtractStrings.exe -sr2 -xtbl="c:\Tools\strings" static_US.le_strings

c:\Tools is the directory that has Thomas.Jepp tools in it
ThomasJepp.SaintsRow.ExtractStrings.exe is the name of the extraction program.
-SR2 tells the program wich compression/decompression method to use.
-xtbl="c:\Toold\strings" is where I have the strings files located.

After the extractor has finished it's work then you will have a txt file called static_US.txt
Just search the text file for the strings that you wish to change.

Alvan Original.png


These are the original strings for Alvan's Dossier

Edited Strings.png


Here are some test strings with color coding

Here is the edited line in the strings file.

2768704460: "This is the first paragraph of text. \n\n[format][color:blue]This the second paragraph of text.[/format]"

Blue
Bronze
Gold
Green
Orange
Purple
Red
Silver
Teal
Yellow

First Put the start of your text in quotes then at the end of your line use \n
If you wish to start another paragraph use /n/n
The color code [format][color:blue]This the second paragraph of text.[/format] needs to wrap around the text amd finish inside
the quotation marks.
c:\Tools\ThomasJepp.SaintsRow.BuildStrings.exe -sr2 static_us.txt

Change path as appropriate.
<Choice>With_Police</Choice>
<Choice>With_FBI</Choice>
<Choice>With_EMT</Choice>
<Choice>With_Firefighters</Choice>
<Choice>With_Hazmat</Choice>
<Choice>With_Taxi</Choice>
<Choice>With_Gyros_Delivery</Choice>
<Choice>With_FB_Delivery</Choice>
</Element>

Special Spawns are spans that have an extra requirement or an extra element
such as Anoop needing to arrive in a police car or Scott
needing to drive an O-Ring.

The list above explains what a special spawn needs to involve.

You can remove the special spawn line from targets.

For instance if you remove Anoops sepcial spawn (With_Police)
then he shows up alone on foot.

If you remove Scott's Special Spawn (FB_Delivery) then he shows up on foot.
However since you have to call Freckle Bitches to get him to spawn you still have
another driver show up in the O-Ring.

You can add special spawns to other targets but be careful when you do.
Some combinations may not work correctly.
Code:
<TableTemplates>
    </TableTemplates>
<TableDescription>
    <Name>Hitman</Name>
    <Type>TableDescription</Type>
    <Description>Description of the activity.</Description>
    <Element>
        <Name>Name</Name>
        <Type>String</Type>
        </Element>
    <Element>
        <Name>Start_Location</Name>
        <Type>Reference</Type>
        <Display_Name>Start Location</Display_Name>
        <Description>The location for this Hitman instance's trigger.</Description>
        <Reference>
            <File>..\levels\SaintsRow2\districts\hitman_sr2_city_navpoints.xtbl</File>
            <Type>Navpoint.Name</Type>
            <OpenSeparate>False</OpenSeparate>
            </Reference>
        </Element>
    <Element>
        <Name>Display_Name</Name>
        <Type>Reference</Type>
        <Display_Name>Display Name</Display_Name>
        <Description>The localization tag for the display name of this Hitman location.</Description>
        <Reference>
            <File>localized_exports\SR2_Diversion_text.xtbl</File>
            <Type>SR2_Diversion_Identifier.Name</Type>
            <OpenSeparate>False</OpenSeparate>
            </Reference>
        </Element>
    <Element>
        <Name>Location_Index</Name>
        <Type>Int</Type>
        <Display_Name>Location Index</Display_Name>
        <Description>Used for the pause menu hud. Should start at '1'.</Description>
        <Default>1</Default>
        <MinValue>1</MinValue>
        </Element>
    <Element>
        <Name>Unlockable</Name>
        <Type>Reference</Type>
        <Description>The unlockable for killing all targets in this Hitman location.</Description>
        <Required>false</Required>
        <Reference>
            <File>unlockables.xtbl</File>
            <Type>Unlockable.Name</Type>
            <OpenSeparate>False</OpenSeparate>
            </Reference>
        </Element>
    <Element>
        <Name>Force_Spawn_Delay</Name>
        <Type>Int</Type>
        <Display_Name>Force Spawn Delay (seconds)</Display_Name>
        <Description>The delay value for spawning all targets in that have a valid location in the position of the player without having to worry obout conditions, flags or triggers.</Description>
        <Required>false</Required>
        <Default>0</Default>
        <MinValue>0</MinValue>
        </Element>
    <Element>
        <Name>Unlock_Conversation_ID</Name>
        <Type>String</Type>
        <Display_Name>Unlock Conversation ID</Display_Name>
        <Required>false</Required>
        </Element>
    <Element>
        <Name>Targets</Name>
        <Type>List</Type>
        <Element>
            <Name>Target</Name>
            <Type>Element</Type>
            <Element>
                <Name>Name</Name>
                <Type>String</Type>
                <Description>The Hitman target's name</Description>
                </Element>
            <Element>
                <Name>Dossier</Name>
                <Type>Reference</Type>
                <Description>Localization tag for the description on how to find this target.</Description>
                <Required>false</Required>
                <Reference>
                    <File>localized_exports\SR2_Diversion_text.xtbl</File>
                    <Type>SR2_Diversion_Identifier.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            <Element>
                <Name>Specific_Location</Name>
                <Type>Reference</Type>
                <Display_Name>Specific Location</Display_Name>
                <Reference>
                    <File>localized_exports\SR2_Diversion_text.xtbl</File>
                    <Type>SR2_Diversion_Identifier.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            <Element>
                <Name>Character</Name>
                <Type>Reference</Type>
                <Description>The character info for this target. This field will be ignored for targets who spawn with the police or FBI.</Description>
                <Reference>
                    <File>character.xtbl</File>
                    <Type>Character.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            <Element>
                <Name>Character_Variant</Name>
                <Type>String</Type>
                <Display_Name>Character Variant</Display_Name>
                <Description>The target's character variant. This is pretty much required for police and FBI spawns.</Description>
                <Required>false</Required>
                </Element>
            <Element>
                <Name>Weapon</Name>
                <Type>Reference</Type>
                <Description>The weapon this target should carry.</Description>
                <Required>false</Required>
                <Reference>
                    <File>weapons.xtbl</File>
                    <Type>Weapon.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            <Element>
                <Name>Vehicle</Name>
                <Type>Reference</Type>
                <Description>The vehicle this target should spawn on. This is only used in very specific occasions.</Description>
                <Required>false</Required>
                <Reference>
                    <File>vehicles.xtbl</File>
                    <Type>Vehicle.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            <Element>
                <Name>HP</Name>
                <Type>Int</Type>
                <Description>The HP that this target will have.</Description>
                <Default>100</Default>
                <MinValue>0</MinValue>
                </Element>
            <Element>
                <Name>Cash_Reward</Name>
                <Type>Int</Type>
                <Display_Name>Cash Reward</Display_Name>
                <Description>Cash reward for killing this hitman target.</Description>
                <Default>0</Default>
                </Element>
            <Element>
                <Name>Respect_Reward</Name>
                <Type>Int</Type>
                <Display_Name>Respect Reward</Display_Name>
                <Description>The respect that the player will earn from killing this target.</Description>
                <Default>0</Default>
                <MinValue>0</MinValue>
                </Element>
            <Element>
                <Name>Special_Spawns</Name>
                <Type>Selection</Type>
                <Display_Name>Special Spawns</Display_Name>
                <Description>Special target spawns. These indicate special behaviors for hitman targets. These targets do not need action nodes.</Description>
                <Required>false</Required>
                <Choice>With_Police</Choice>
                <Choice>With_FBI</Choice>
                <Choice>With_EMT</Choice>
                <Choice>With_Firefighters</Choice>
                <Choice>With_Hazmat</Choice>
                <Choice>With_Taxi</Choice>
                <Choice>With_Gyros_Delivery</Choice>
                <Choice>With_FB_Delivery</Choice>
                </Element>
            <Element>
                <Name>Decoy_Chance</Name>
                <Type>Float</Type>
                <Display_Name>Decoy Chance</Display_Name>
                <Default>0.0</Default>
                <MinValue>0</MinValue>
                <MaxValue>1</MaxValue>
                </Element>
            <Element>
                <Name>Rival_Hitman_Chance</Name>
                <Type>Float</Type>
                <Display_Name>Rival Hitman Chance</Display_Name>
                <Default>0.0</Default>
                <MinValue>0</MinValue>
                <MaxValue>1</MaxValue>
                </Element>
            <Element>
                <Name>Bodyguards</Name>
                <Type>Grid</Type>
                <Required>false</Required>
                <Element>
                    <Name>Bodyguard</Name>
                    <Type>Element</Type>
                    <Element>
                        <Name>Character</Name>
                        <Type>Reference</Type>
                        <Reference>
                            <File>character_presets.xtbl</File>
                            <Type>Preset.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Weapon</Name>
                        <Type>Reference</Type>
                        <Required>false</Required>
                        <Reference>
                            <File>weapons.xtbl</File>
                            <Type>Weapon.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    </Element>
                <Num_Display_Rows>3</Num_Display_Rows>
                </Element>
            <Element>
                <Name>Usable_Action_Node_NPC_Types</Name>
                <Type>Grid</Type>
                <Display_Name>Usable Action Node NPC Types</Display_Name>
                <Description>This list specifies all action nodes that this target is allowed to use. Once spawned, the target will navigate to the closest action node of one of these types if one is within range.</Description>
                <Required>false</Required>
                <Element>
                    <Name>Action_Node_NPC_Type_Element</Name>
                    <Type>Element</Type>
                    <Display_Name>Action Node NPC Type_Element</Display_Name>
                    <Element>
                        <Name>Type</Name>
                        <Type>Reference</Type>
                        <Reference>
                            <File>action_node_npcs.xtbl</File>
                            <Type>Action_node_npc.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    </Element>
                <Min_Children>1</Min_Children>
                <Num_Display_Rows>8</Num_Display_Rows>
                </Element>
            <Element>
                <Name>Spawn_Locations</Name>
                <Type>List</Type>
                <Display_Name>Spawn Locations</Display_Name>
                <Description>This is a list of locations where this hitman target will spawn. Whenever the player leaves one of these locations, the target's temp. spawn triggers will reset.</Description>
                <Required>false</Required>
                <Element>
                    <Name>Location</Name>
                    <Type>ComboElement</Type>
                    <Element>
                        <Name>District</Name>
                        <Type>Reference</Type>
                        <Required>false</Required>
                        <Reference>
                            <File>districts.xtbl</File>
                            <Type>District.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Hood</Name>
                        <Type>Reference</Type>
                        <Required>false</Required>
                        <Reference>
                            <File>neighborhoods.xtbl</File>
                            <Type>Neighborhood.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Interior</Name>
                        <Type>Reference</Type>
                        <Required>false</Required>
                        <Reference>
                            <File>..\levels\saintsrow2\districts\shops_sr2_city_interiors.xtbl</File>
                            <Type>Interior.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Defined_Region</Name>
                        <Type>Reference</Type>
                        <Display_Name>Defined Region</Display_Name>
                        <Required>false</Required>
                        <Reference>
                            <File>..\levels\saintsrow2\districts\hitman_sr2_city.xtbl</File>
                            <Type>Hitman.Defined_Regions.Defined_Region.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    </Element>
                <Num_Display_Rows>8</Num_Display_Rows>
                </Element>
            <Element>
                <Name>Spawn_Conditions</Name>
                <Type>List</Type>
                <Display_Name>Spawn Conditions</Display_Name>
                <Description>ALL conditions must be met
at once for target to spawn.</Description>
                <Required>false</Required>
                <Element>
                    <Name>Condition</Name>
                    <Type>ComboElement</Type>
                    <Element>
                        <Name>Wearing_Customization_Item</Name>
                        <Type>Reference</Type>
                        <Display_Name>Wearing Customization Item</Display_Name>
                        <Required>false</Required>
                        <Reference>
                            <File>customization_items.xtbl</File>
                            <Type>Customization_Item.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>On_Motorcycle</Name>
                        <Type>Element</Type>
                        <Display_Name>On Motorcycle</Display_Name>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Time_Of_Day</Name>
                        <Type>Element</Type>
                        <Required>false</Required>
                        <Element>
                            <Name>Start</Name>
                            <Type>Int</Type>
                            <Default>0</Default>
                            </Element>
                        <Element>
                            <Name>End</Name>
                            <Type>Int</Type>
                            <Default>0</Default>
                            </Element>
                        </Element>
                    </Element>
                <Num_Display_Rows>8</Num_Display_Rows>
                </Element>
            <Element>
                <Name>Permanent_Spawn_Flags</Name>
                <Type>List</Type>
                <Display_Name>Permanent Spawn Flags</Display_Name>
                <Description>ALL flags must be met
at once for target to spawn.</Description>
                <Required>false</Required>
                <Element>
                    <Name>Flag</Name>
                    <Type>ComboElement</Type>
                    <Element>
                        <Name>Played_Race_Location</Name>
                        <Type>Reference</Type>
                        <Display_Name>Played Race Location</Display_Name>
                        <Required>false</Required>
                        <Reference>
                            <File>..\levels\saintsrow2\activities\racing_sr2_city.xtbl</File>
                            <Type>Racing.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Tagged_Spot_In_District</Name>
                        <Type>Reference</Type>
                        <Display_Name>Tagged Spot In District</Display_Name>
                        <Required>false</Required>
                        <Reference>
                            <File>districts.xtbl</File>
                            <Type>District.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Purchased_Track</Name>
                        <Type>Element</Type>
                        <Display_Name>Purchased Track</Display_Name>
                        <Description>Number of different song tracks that must have been purchased. (Any store).</Description>
                        <Required>false</Required>
                        <Default>1</Default>
                        </Element>
                    <Element>
                        <Name>Purchased_Food_From_FB</Name>
                        <Type>Reference</Type>
                        <Display_Name>Purchased Food From FB</Display_Name>
                        <Required>false</Required>
                        <Reference>
                            <File>drugs.xtbl</File>
                            <Type>Drug.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Purchased_Watercraft</Name>
                        <Type>Element</Type>
                        <Display_Name>Purchased Watercraft</Display_Name>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Purchased_Tattoo</Name>
                        <Type>Element</Type>
                        <Display_Name>Purchased Tattoo</Display_Name>
                        <Description>Buy a tattoo</Description>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Revived_After_Dying</Name>
                        <Type>Element</Type>
                        <Display_Name>Revived After Dying</Display_Name>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Played_Hoing_Diversion</Name>
                        <Type>Element</Type>
                        <Display_Name>Played Hoing Diversion</Display_Name>
                        <Required>false</Required>
                        </Element>
                    </Element>
                <Num_Display_Rows>8</Num_Display_Rows>
                </Element>
            <Element>
                <Name>Temporary_Spawn_Triggers</Name>
                <Type>List</Type>
                <Display_Name>Temporary Spawn Triggers</Display_Name>
                <Description>Triggers are reset whenever the player leaves one of the target's regions.</Description>
                <Required>false</Required>
                <Element>
                    <Name>Trigger</Name>
                    <Type>ComboElement</Type>
                    <Element>
                        <Name>Use_Drink</Name>
                        <Type>Element</Type>
                        <Display_Name>Use Drink</Display_Name>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Use_Drug</Name>
                        <Type>Element</Type>
                        <Display_Name>Use Drug</Display_Name>
                        <Required>false</Required>
                        <Default>0</Default>
                        </Element>
                    <Element>
                        <Name>Start_Fight</Name>
                        <Type>Element</Type>
                        <Display_Name>Start Fight</Display_Name>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Kill_Character</Name>
                        <Type>Reference</Type>
                        <Display_Name>Kill Character</Display_Name>
                        <Required>false</Required>
                        <Reference>
                            <File>character.xtbl</File>
                            <Type>Character.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    <Element>
                        <Name>Play_Casino_Machine</Name>
                        <Type>Element</Type>
                        <Display_Name>Play Casino Machine</Display_Name>
                        <Required>false</Required>
                        </Element>
                    <Element>
                        <Name>Time_In_Region</Name>
                        <Type>Element</Type>
                        <Display_Name>Time In Region</Display_Name>
                        <Description>Player must spend some amount of time or at least enter a defined region.</Description>
                        <Required>false</Required>
                        <Element>
                            <Name>Name</Name>
                            <Type>Reference</Type>
                            <Reference>
                                <File>..\levels\saintsrow2\districts\hitman_sr2_city.xtbl</File>
                                <Type>Hitman.Defined_Regions.Defined_Region.Name</Type>
                                <OpenSeparate>False</OpenSeparate>
                                </Reference>
                            </Element>
                        <Element>
                            <Name>Time</Name>
                            <Type>Int</Type>
                            <Display_Name>Time (sec)</Display_Name>
                            <Default>0</Default>
                            <MinValue>0</MinValue>
                            </Element>
                        </Element>
                    </Element>
                <Num_Display_Rows>8</Num_Display_Rows>
                </Element>
            </Element>
        <Num_Display_Rows>8</Num_Display_Rows>
        </Element>
    <Element>
        <Name>Defined_Regions</Name>
        <Type>Grid</Type>
        <Display_Name>Defined Regions</Display_Name>
        <Description>These defined regions are used for when none of the other location types (district, hood, interior) can satisfy the restrictions of the desired location. This is for situations such as being on a dance floor.</Description>
        <Required>false</Required>
        <Element>
            <Name>Defined_Region</Name>
            <Type>Element</Type>
            <Display_Name>Defined Region</Display_Name>
            <Element>
                <Name>Name</Name>
                <Type>String</Type>
                <Description>The unique name of the defined region.</Description>
                <Unique>true</Unique>
                </Element>
            <Element>
                <Name>Center_Point</Name>
                <Type>Reference</Type>
                <Display_Name>Center Point</Display_Name>
                <Description>Any point within the region. Preferably near the center.</Description>
                <Reference>
                    <File>..\levels\SaintsRow2\districts\hitman_sr2_city_navpoints.xtbl</File>
                    <Type>Navpoint.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            <Element>
                <Name>Boundary_Points</Name>
                <Type>Grid</Type>
                <Display_Name>Boundary Points</Display_Name>
                <Description>The boundary points that define the region.</Description>
                <Element>
                    <Name>Boundary_Point</Name>
                    <Type>Element</Type>
                    <Display_Name>Boundary Point</Display_Name>
                    <Element>
                        <Name>Name</Name>
                        <Type>Reference</Type>
                        <Reference>
                            <File>..\levels\SaintsRow2\districts\hitman_sr2_city_navpoints.xtbl</File>
                            <Type>Navpoint.Name</Type>
                            <OpenSeparate>False</OpenSeparate>
                            </Reference>
                        </Element>
                    </Element>
                <Min_Children>3</Min_Children>
                <Num_Display_Rows>8</Num_Display_Rows>
                </Element>
            </Element>
        <Num_Display_Rows>8</Num_Display_Rows>
        </Element>
    </TableDescription>
<EntryCategories>
    <Category>
        <Name>Entries</Name>
        </Category>
    </EntryCategories>
</root>
This file is located in common.vpp_pc and contains the unlock levels
for the hitman rewards

Code:
<root>
<Table>
    <Hitman>
        <Name>Hitman</Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Hitman_Unlockables>
            <Unlockable>
                <Num_Lists>1</Num_Lists>
                <Unlockable>Diversion_Hitman_1</Unlockable>
                </Unlockable>
            <Unlockable>
                <Num_Lists>3</Num_Lists>
                <Unlockable>Diversion_Hitman_3</Unlockable>
                </Unlockable>
            <Unlockable>
                <Num_Lists>5</Num_Lists>
                <Unlockable>Diversion_Hitman_ALL</Unlockable>
                </Unlockable>
            </Hitman_Unlockables>
        </Hitman>
    </Table>

<TableTemplates>
    </TableTemplates>

<TableDescription>
    <Name>Hitman</Name>
    <Type>TableDescription</Type>
    <Element>
        <Name>Name</Name>
        <Type>String</Type>
        </Element>
    <Element>
        <Name>Hitman_Unlockables</Name>
        <Type>Grid</Type>
        <Display_Name>Hitman Unlockables</Display_Name>
        <Element>
            <Name>Unlockable</Name>
            <Type>Element</Type>
            <Element>
                <Name>Num_Lists</Name>
                <Type>Int</Type>
                <Display_Name>Lists Completed</Display_Name>
                <Default>0</Default>
                </Element>
            <Element>
                <Name>Unlockable</Name>
                <Type>Reference</Type>
                <Required>false</Required>
                <Reference>
                    <File>unlockables.xtbl</File>
                    <Type>Unlockable.Name</Type>
                    <OpenSeparate>False</OpenSeparate>
                    </Reference>
                </Element>
            </Element>
        <Num_Display_Rows>8</Num_Display_Rows>
        </Element>
    </TableDescription>

<EntryCategories>
    <Category>
        <Name>Entries</Name>
        </Category>
    </EntryCategories>
</root>
Masamaru's Pegtool:

-Seabound Saint-'s NPC Editing - A Comprehensive Guide
(grab The NPC Vruncher Stuff Zip File From This Post)

Minimaul's Tools (For String Builder And Extractor):


I am including the files for the rewritten first activity instance for you to study. If you decide to try it out:
Just go to the Barrio activity location. The judge will be the first name on the list. (The Hitman Judge Mission Zip File)
 

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I'm working on trying to change the npcs used in the various hitman missions and I haven't had any success when changing the
name in the _pre files so I decided that I would just replace the npc_target01 files completely with the npc files of another character in this case Anna. So I copied and renamed all the Anna files to target01 (mesh files, texture files, xtbls etc...) Then I changed the name of the target from Alvin to Anna in both the xtbl and cts files and got everything to load without crashing my game, only trouble is that target01 won't spawn now.I know I'm missing something and that's fine I'll keep working with the mission until I either succeed or exhaust all possibilities.

But I had just finished recompiling my patch and I loaded my game and while I was in my Huntersfield safe house someone started
shooting. I looked around and James, the target found in Technically Legal was standing by my pool and his two female bodyguards
were in a firefight with another hitman.

Now there are a couple of things wrong with this scenario. I haven't unlocked the hitman list with James on it yet and I
haven't completed the prerequisite hoing levels and the only character I have worked on changing is target01 (Alvin). So I have obviously broken something somewhere.

I reloaded the game a couple of times just to see if it was a fluke but it keeps happenening 4 reloads 4 appearances, three of them in my hotel
room and the fourth in the bar down stairs.


ADDENDUM 04/23/2025

This glitch has been found and eradicated.

James In Crash Landing.png


If someone wants to look over the files here they are.
 

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Just noticed this guide, great work!
I have some fleeting ideas to make the assassination targets into mini bossfights of sorts like Professor Genki in SR3. Now the problem will be actually reinstalling the games to try it out :3

Though I have some questions:
1. Is it possible to change the character models used as the target by the <Character> tag? Your last post seemed to indicate there were hiccups doing so.
2. Does Decoy chance apply only once? Or would it infinitely roll the dice each time the "target" dies?

Also, I noticed in "Adding Bodyguards" section there may have been an error involving the code blocks:

hitman-error.jpg
 
I haven't had any luck using the character tag to change the ped, but I'm still trying to figure out other ways to do so.

The decoy chance can be set as random for all targets. It just has to be done individually.

Thank you for catching my coding error it is fixed now.

I like your idea for the mini boss fights. If you mod them in please share pictures.
 
New Section Added: Changing The Target NPC
It could also be done by editing the Preset file (ie: "npc_targetXX_pre.xtbl"). Probably easier for compatibility too. Say you want to have npc_gat as a Target; Using the Target's Preset file instead means he won't be on the saint's team. He'd be a separate instance of Gat.

"<Character>" in the Hitman file actually refers to the specified Preset file, which then refers to a Character file.
 
great job!! you're really letting people turn what felt like a checkbox-filling activity into something they'll actually like. (I mean, there's no mods that actually change the assassination by much, is there?)
Didn't even know they could be using vehicles but that expands so much <3
 
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