4 files
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SUPER ULTIMATE HORSE MOD
Tired of having to wait for that specific moment in the story to get the horse you want? You want that one horse right now, but don't really want to spawn it with Rampage or other mods because it breaks MUH IMMERSION? You want to see that one horse you want in the wild and tame it yourself, but then you ask yourself what the heck is a high-born Arabian hanging out with a bunch of lowlife Tennessee Walkers? Say no more...
THE TIME HAS COME
Changes:
Every horse can be tamed/stolen in natural manners without having to wait for the next mission/chapter. Horse spawns are also 100% consistent now. In vanilla, the game would rarely mix and match some breeds, and if certain conditions are met, spawn them in the wild. This was incredibly inconsistent, making people look for ages for a specific horse because they read somewhere that someone found one in that spot but realistically, it might just not spawn for you ever in that same spot. Well, no more of that. Every stable horse is available for purchase from the start. Don't feel like stealing a Black Arabian, want to be an exemplary feller and purchase one instead, but don't want to wait until Chapter 4? Now you can! (At their respective stables though, of course). No more missable horses, or epilogue exclusives. Already went through Arcadia for Amateurs III and those random events where the lady needed a ride so you missed your chance of having that Silver Dapple Pinto Missouri Fox Trotter as Arthur? Say less. You can find it at any moment now. Though of course, it is a rare breed. NPCs can be seen riding a wider variety of horses now. I can understand the average country feller can't really afford anything else than a Morgan but realistically some of them must be doing better, right? Speaking of doing better, men of the law live off of our damn taxes, so now that's gonna be seen reflected on the damn good horses they ride. Originally, US Marshals would be dispatched at Wanted Level 5 in big towns like St. Denis and Blackwater. Now they will do so at Wanted Level 4 while Pinkertons will come to kill you at Level 5. Bounty thresholds have been modified as well, so they're more consistent with this change: Wanted Level 1: $1 (no change) Wanted Level 2: $100 (from $50) Wanted Level 3: $250 (from $150) Wanted Level 4: $500 (from $250) Wanted Level 5: $1000 (no change) On the same vein, Pinkertons originally have an accuracy of 100%, which of course would be too much if you intend to kindly ask for one of their horses. This accuracy has been toned down to 77.5%, so they would still be better gunmen than Marshals (75%) but a bit worse than Sharpshooters (80% acc). Bounties for horse related crimes have also been modified. Horse theft now tilts more heads from nearby witnesses, while also making nearby lawmen to promptly act accordingly. Same with horse jacking (aka kindly asking a feller to lend you their horse for world saving purposes), its bounty has been upped from $10 to $12 (to remain consistent, bounty for murder is set to $15 lol) and will call the attention of more nearby lawmen as well.
2 of some unused horses in Story Mode have been replaced to provide you with 2 of the (in my opinion) best looking horses in the game: Chestnut Turkoman Black Overo Mustang
You will now come across new hitching posts throughout the land with special properties and strategically placed. Found a new horse cigarette card? You will be able to see a horse of that breed hitched nearby! These special hitching posts will always have a horse of that breed hitched, so if you see one of them before the card, that will tell you a horse cig card is close by! It's not the coat you were looking for? Don't worry! Leave the area and come again!
Unique vanilla horses (White Arabian, Tiger Striped Bay Mustang, Red Chestnut Arabian, Warped Brindle Arabian and Perlino Andalusian) always spawn and now they do so in groups, giving the player a chance to obtain one of these horses male or female. In the vanilla game, the White Arabian was always a female, for example.
Unused horses have been brought back and they're working just as any other horse! You can tame them, bond with them and stable them! Now, be it in the wild, in towns or throughout the entire land, you will see 4 new horse coats: Black Snowflake Appaloosa Golden Dun Mustang Sable Champagne Missouri Fox Trotter Liver Chestnut Hungarian Half-bred
Some ramps have been added to Fort Wallace to provide an escape if the player dares to try a hit on the place. In case you didn't know, a Turkoman horse card can be found inside. So what would that mean now?
Exclusives like the Reverse Dapple Black Thoroughbred and Iron Gray Roan Ardennes (commonly known as War Horse) are no longer exclusive and can be found just like any other horse in the game.
Towns will be a bit more lively, with more people leaving their horses parked. Originally, NPCs would never use some hitching posts, leaving them solely for the player. This is changed so every single hitching post in towns are free to use for everyone and anyone, providing a little more realism.
Speaking about realism, women did in fact ride horses far less often than men back then, but you can't really see that in the game. The women that ride horses are only unique ones, set by the story or by scripted random events. I didn't like that. So now you will be able to see women riding in towns as well! More rarely than men though, of course, and the common town girl won't go out and ride in the wilderness. Wouldn't be safe for them, would it?
All the compendium entries for horses have been modified to reflect all these changes, while also providing tips on where to find the rarest breeds.
GOOGLE SHEET CHART
I've also made a SUPER ULTIMATE HORSE CHART, that also includes vanilla horses locations, to help players locate any horse they want, including the new ones this mod adds.
Known Issues:
Black Overo Mustang's type appears blank. This is in the scripts and can't be fixed. Chestnut Turkoman's name, coat and type are wrong (they will appear as an Arabian) when you stable the horse (its info card is fine though). Due to how I edited these horses in, this can't be modified as these strings are set for every single Arabian so if I change them, they will change for all the other Arabians as well.
INSTALLATION:
Download Script Hook for RDR2 and follow the instructions Download Lenny's Mod Loader. Follow LML's instructions on how to install it. Download this mod and place the "SUHM" folder inside the "lml" folder. The path for Steam users should be:
"C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml"
NOTES:
___________________________________________________________________________________________________________________________________________ IF YOU GET UNKNOWN ERROR "FFFFFF":
delete version.dll.
You don't need it. If any mod says they need it for Online assets, just get Online Content Unlocker instead.
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You don't need Online Content Unlocker for SUHM, but if you use it for other mods, give SUHM priority over OCU, so it replaces their files, as in the image below (mods further down the list have higher priority as their files get loaded last):
(remember to click on the save button to the left after any changes you've made on that screen so they take effect).
___________________________________________________________________________________________________________________________________________ The mod is now fully compatible with Red Dead Offline and WhyEm's DLC, installed individually or together.
The order in which you install RD Offline, WhyEm's or SUHM doesn't matter, as long as the load order in the Mod Manager is correct. Make sure SUHM is last in the list (so it gets loaded last) and click on the "overwrite" check. Also don't forget to replace the files with the one of your choice in the SUHM Compatibility Patches zip.
STEP BY STEP:
1. Install SUHM (assuming Script Hook and LML are already installed as per SUHM's installation instructions).
2. Install RD Offline, WhyEm's, or both. If you install both, follow the instructions in WhyEm's mod page. If you already had them installed before SUHM, ignore this step.
3. Install the SUHM Compatibility Patch according to your case (I used RD Offline + WhyEm's for this example).
4. Open the Mod Manager and arrange the mods as per the image below and save.
(remember to click on the save button to the left after any changes you've made on that screen so they take effect).
PD: WhyEm's DLC: Red Dead Offline Edition is the one from WhyEm's download section. That's the one that's compatible with Read Dead Offline and the one I used for the patch.
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It is compatible with both Crime and Law Rebalance and Enhancement and LAW. Just give those mods higher priority (so they load after SUHM) than this mod (though you might need to merge the file dispatch.meta if you want to keep my mod's feature of lawmen riding better horses).
This mod is incompatible with mods like Zen, Serenity, Roleplayer's Dream, etc or any other mod that modifies code.meta. Unless you know how to merge them (should really be the only main file that should conflict, also a fairly easy file to merge) and you know what you're doing, please don't try to play the game with this mod and one or all of those mods installed at the same time, as it is very likely to cause issues.
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Thank you for enjoying my mod.
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This mod contains all of my works that aimed to improve melee combat only in one file. (Restored animations and mechanics, grapple sequences, new subdue animations, 6 brawling styles, struggle challenge, charging with knife, shoving, kicking, more environmental finishers, new brawl animations and alternatives for default ones, grapple position switching, ability to take hostage with every weapon and more)
New updates changes will be written in the "posts" section.
My Patreon if you want to support me.
Changes:
[Stream File]
- The stream fol
der is essential for lasso struggle animations (loads update_0.ycds).
- Includes blunt animations from online, moonshiner drunk animations, and unarmed mounted animations.
- Also loads the online window throw animation.
- Avoid using version.dll as it may prevent some animations from loading.
It generally works fine, but let me know if you encounter major issues.
[Brawling Styles]
6 Brawling Styles all of them with their unique grapple and melee animations
• BS_PLAYER= Default animations
•BS_PLAYER_WINTER1 = Unique grapple dismiss animations that put the NPCs in intimidated position | Unique rightside counter attack animation
•BS_PLAYER_FINALE = Different knife attack and parry animations
• BS_BRUISER = Slow but heavy attacks | Unique subdue reversal and knockout animations | Different animations for ground grapple attacks | Grapple back from front | Unique blocking stance
• BS_MICAH_FINALE = Fast but light attacks | Different animations for both standing grapple and tackle | If your enemy is using that brawling style you can block their grapple attacks by pressing [R]. | Wall Grapple Sequence | Unique blocking stance | Different knife parry animations | Different dodge animation to back
• BS_MIXED = This one is a custom brawling style that has all the dodge and parry attack animations from BS_BRUISER, BS_MICAH_FINALE, BS_PLAYER and BS_PLAYER_WINTER1.
[Grapple Attack Blocking]
When you're grappled either from front or on ground, you'll get a "Block" prompt. Pressing this button play 6 unique animations for front grapples + 2 already existing bs_micah_finale animations for front and ground grapples.
- Blocking resets the reversal sequence and gives another chance to reverse the grapple.
[Grapple Reversals]
Complete new feature that I also released as a standalone mod.
- When you're grappled you'll have an option to rapidly press E to perform a grapple reversals in 3 grapple situations.
- If you fail you won't be able to reverse and your only option will be "break free".
For controllers the key is "Triangle"
How hard the button mashing will be or how fast the button will drain can be changed from the EnhancedBrawling.ini file.
[New Struggle Animations]
- Struggles work similarly to online PvP, excluding lasso and ground knife.
- Spamming F results in a knockout; F + LMB/R2 leads to execution.
- All animations are unique, some with escape or KO variants.
- New struggle additions:
- Fixed broken lasso struggle – enemy must be subdued to tie now. Works
from regular tackle and facedown grapple. It also includes ability to exit the struggle.
- New struggle idle animation for blade struggles.
- New sequences: front rifle grapple, pistol (front and ground), blade (front and back).
[Struggle Exit Mechanic Restoration]
When you start a struggle, you'll get a prompt on right side of the screen that says "Exit" to stop the struggle animation to go back to previous grapple state. For controllers key is "Square"
[Window Throws on Command]
When grappling press X+WASD or RB+Directions in controllers to throw enemies over rails, onto tables or through the windows whenever or wherever you want.
[Restored takedowns for crouching and seated NPCs]
Takedowns on Crouching NPCs
- 1 unarmed takedown from rear
- 2 restored knife takedowns from front and back for machete and knife + 3 blade takedowns from rear, left and right
- 4 armed takedown entry animations that you will choose to follow up with either a knockout or execution by pressing melee button or fire button.
[Showcase]
Takedowns on Seated NPCs
These can be performed with either one handed or two handed guns.
- 4 armed seated takedown entry animations that will play depending whether you're attacking from front, left, right or back. You'll choose to either follow up with knockout or execution by pressing melee or fire button.
[Showcase]
[Hand to hand combat]
- You can kick with blades by pressing G or by performing counter attacks.
- Restored 4 attack animations to be used on NPCs that are in on ass and on knees intimidated state to either knock them or hit them.
- Restored 1 knockout or attack animation for pistol on intimidated enemies that are in on ass or on knees state.
- Restored 1 knockout or attack animation for rifle on intimidated enemies that are in on ass or on knees state.
- Restored unused intimidation attack animations.
- Restored unused GTA V takedowns for fists, pistol and machete [Showcase]
- Ability to perform takedowns with molotov and dynamite.
- Ability to use BS_MIXED which is contain all the brawl animations in one brawl style.
- Ability to charge at NPCs with knife. You can also do that move with left mouse click or F [Showcase]
- You can start all of the combo animation by counter attacking
- Ability to kick and shove NPCs just like Micah with BS_PLAYER_FINALE. [Showcase]
- Shoving NPCs just like in Online mode by pressing Left Mouse Click or R2 [Showcase]
- Struggle challenge [Showcase]
- Ability to kick NPCs while brawling [5 Animations] [Showcase]
[Grapple Enhancements | Changes and Animations Expansions]
- Intimidated NPCs can be punched without player throwing them to the ground automatically if you press LMB or R2.
- There's a chance for intimidated back grapple throws to trigger.
- Performing a stab with a blade now knocks out enemies (front, back, mounted) rather than executing.
- Added new mounted struggle breakout animation.
- Ability to block grapple attack with 6 unique animations. Works for front and mounted grapple attacks.
- 2 alternative back grapple counter escapes
- 1 alternative mount grapple counter escape
- 9 alternative front grapple counter escapes
- New breakout animation for back grapple struggle [Showcase]
- Alternative animation for grapple enter counter [Showcase]
- Ability to switch from front to mount and mount to front with pistol and knife [Showcase]
- Alternative knife parry block animations [Showcase]
- New counter escape variations for ground grapples
- Ability to grapple grounded enemies with every possible weapon. [Showcase]
- New variations for Unarmed, Knife, Machete, Rifle and Pistol knockouts and executions including new animations for pistol [Showcase Variations]
- When you perform grapple with knife, you'll get Micah's grapple entry and throw animations [Showcase]
- You'll get a "Subdue" when you're grappling an NPC in position that you can subdue them [Showcase]
- You'll get a "Exit" prompt when subduing enemies to stop subduing them.
- Front grapple challenge will player a little more often while in a melee combat
- You'll be able to shove the enemy off of you when performing a counter escape
- Ability to subdue and get subdued ( [F] to Breakfree | [E] to reversal | If you're attacker [F] to kill or knockout) [Showcase]
- Ability to throw NPCs to any direction whether there is a object or not
- Ability to switch from front grapple to back and from back grapple to front [Left Mouse Click or Aim Button] [Showcase]
- Taking NPCs hostage with every weapon possible by grappling them from behind[Showcase]
- Ability to switch from front to back and back to front grapple [Showcase]
- Unique trough drowning animation that can be used in water [Showcase]
- Defenestration, window throw animations that can be used anywhere while grappling a NPCs [Showcase]
- Back grapple sequence [Showcase 1 | Showcase 2]
- Now you can throw enemies to every direction you want even if you are too close to an object
- You can perform standing front and back grapple against lawmen now
[New animations for hand to hand combat and changes]
- 2 front and 2 rear blunt execution animations added for hatchet, machete, and pistols.
- 1 left and 1 right blunt execution animation added for hatchet, machete, and knife.
- 1 blunt grapple execution and 1 knockout animation added for pistol and knife. Knockout animation also works with hatchet and machete.
- New front execution animation added for blades and machetes.
- 1 front and rear takedowns animations for molotov.
- 1 new front combat knife execution
- 1 new grapple front grapple counter escape animation
- 1 new rear grapple knife execution
- 2 new rear grapple pistol execution
- 4 new one handed weapon execution animations for both front grapple and front
combat executions [3 of these executions cause a short bleedout]
- 10 new rear unarmed takedown animations
- 2 new knife stealth kill animation
- 1 new sleeping unarmed takedown animation
- 1 new seated rear knife takedown animation
- 2 new front pistol takedowns + 2 new front pistol executions
- 1 new front rifle takedown + -2 new front rifle xecutions
- 1 new rear front takedown animation
- 7 new front takedown animations
- 4 new front grapple knockout animations
- 2 new ground grapple knockouts
- 4 new knife struggle knockouts
- 1 new mount struggle reversal animation
- 1 new ground grapple attack animation
- 2 new takedowns for two handed weapons
- 4 new takedowns for pistols
- New choking animations
[Showcase For New Animations]
- Running executions from right and left can be performed with knife
- You can perform execution from left with a knife
- Alternative knife execution for knife and machete
- 2 alternative grapple knockout animations for front and 1 for back
- Grapple knockout animation can be performed as takedown animations
- Restored unused GTA V melee combat animations for fists, machete, and knife [Showcase]
- 3 new unused knife combo animations [Showcase]
- New alternative knife dodge animations [Showcase]
- New struggle knockout animation for bs_micah_finale while using a knife [Showcase]
- 10 New brawling animations that can be activated by pressing[T] while brawling [Showcase]
- New grapple fail animations for front grapples
- 2 extra unarmed counter attack animations (1 for left and behind, 1 one for rightside)
- New punch animation that can be performed while too close to an enemy
- New unarmed takedown animation to be used on seated enemies (Approach them from left or right) [Showcase]
- 2 new pistol animations for both pistol grapple knockouts and executions. [Showcase Pistol Animations]
- You can execute enemies while in non combat stance by pressing Left Mouse click or R2 instantly [Showcase]
- 3 new takedown animations for rifle and pistol. (2 for rifle, one for pistol) [Showcase]
- 3 extra knife counter attack animations (1 for left and behind, 2 for right side) [Showcase]
- 3 new knife takedown fail animations (2 for front one for back) [Showcase 1 | Showcase 2]
- Knife wall execution will work just like rifle and pistol wall
executions(While near a wall press F or Left Mouse click. Then either
press F to knockout or left mouse click to execute)
- New running executions for hatchet and machete (Left, Right, Back, Front) [Showcase | Showcase 2]
[Brawling Style Changes]
- BS_MICAH_FINALE can dodge while holding a knife and can perform BS_PLAYER_FINALE animations.
- BS_MICAH_FINALE has alternative grapple throw animations
- BS_MICAH_FINALE front grapple knockout punches has sound now.
- All brawling styles can perform armed grapples.
- BS_PLAYER_FINALE can perform all the counter attack moves Micah do to enemies now. [Showcase]
- Alternative grapple throw animations for BS_MICAH_FINALE [Showcase]
- BS_PLAYER_WINTER1 has all more counter attacks and now able to perform grapple attacks
- BS_BRUISER special counter attack animation now can be performed regardless of the brawling style
- Changed BS_BRUISER's grapple entry animation to fix an animation issue
- Added all of the counter attack animations to BS_BRUISER
- Back grapple from front and wall grapple sequence now can be performed in BS_PLAYER (No need to change your brawling style to use these moves.) [Showcase]
- You can subdue enemies from behind regardless of your brawling style
- BS_PLAYER_WINTER1's grapple throws can be performed with every weapon
- 4 Extra new parry attacks for BS_MICAH_FINALE [Showcase]
[Bar Brawls]
- Now you'll be able to start bar brawls in Valentine and Rhodes saloon. Just go and attack someone and everyone will start to attack each other. [Showcase]
- You'll be able to perform more environmental finisher on different objects that you couldn't before like some barrels, tables, windows and railings. (For example, you can perform window throw animations near every window inside Valentine Saloon) [Showcase]
- AI will be able to perform environmental finishers [Showcase]
[AI Enhancements and Other Enhancements]
- AI can execute front/back armed executions and grapple or tackle during close combat.
- AI may grapple/tackle in melee if you're not blocking.
- AI can perform grapple attack blocks.
- AI can perform grapple reversals.
- AI can perform lead in.
- AI is set to attack you from behind when you're fighting with multiple enemies.
- AI will be able to tackle you from behind instead of always grappling you.
- AI can perform knife combos.
- AI and player can counter armed executions (NPCs mostly counter it if they're using a melee weapon) [Showcase]
- AI will be able to perform environmental finishers [Showcase]
- AI can perform armed executions on from behind.(If you don't like it download the alternative version which this function is disabled from the optional files section) [Showcase]
- All brawling styles can be dazed in a fight.
- AI can subdue you.
- AI will be able to dodge into all directions Left, Right and Back. This will allow them to perform more counter attack animations.
- They can also duck instead of stepping back to counter.
- When you try to grapple, they can initiate front grapple challenge. If you don't escape, you'll be grappled.
- When AI performs GTA V counter attacks on you, you'll ragdoll.
[Environmental Attacks]
- You'll be able to perform more environmental finisher on different objects that you couldn't before like some barrels, tables, windows and railings. More of it will be added in the next updates(For example every window inside Valentine Saloon) [Showcase]
- If an NPC is leaning against a wall, crouch and perform a takedown to trigger a head slam finisher.
[First Person Melee Combat]
- Every melee move that was disabled for first person mode now can be performed in first person mode.
[Camera]
- Added cameras for struggle intro, struggle outro and struggle mount reversal.
- Removed camera movements (For example, table smash animations camera movements are removed and struggle knockout)
[Bug fixes that was in the base game and other stuff]
- Fixed front choke knockout ending with a regular choke.
- New pain sounds added to various melee moves.
- Adjusted animation blend speeds.
- Enhanced blood particle size and visibility.
- Fixed armed ground grapples not working properly with guns.
- BS_MICAH_FINALE is able to dodge while holding a knife now.
- The texts you'll see when you change your brawling style will look better now.
- New camera movements are added for mount grapple struggle intro and outro.
- Controller users can perform kick with RB while in melee fight.
- You'll be able to start dragging enemies with whatever brawling style you're using. This is done to make this mod and Drag NPCs work better together.
- Certain features like new takedowns, reversals, struggle exit etc won't work in certain missions.
- Fixed the problem that caused players not to be able to subdue the NPCs from behind.
- Fixed the issue that caused player to go into T pose when grappling NPC with a machete from behind.
- There won't be choke button when you're grappling a NPCs with machete anymore.
- Wall grapple sequence now kills the enemy. [Showcase]
- Micah's tackle knockout now kills the enemy and has blood effects. [Showcase]
[New Configs & Abilities]
- Enable dragging intimidated peds via .ini.
- Change back grapple (hostage) movement style in the same file.
- Removed NoTexts folder; toggle prompts and voice lines from .ini.
- Disable kick function on controllers from .ini.
- Added tougher AI file: "MCD_AI_DEFAULT_TOUGHER" — values are nearly 2x harder.
- This data is currently used for BS_AI, but you can create and apply your own by editing pedbrawlingstyle.meta.
- Optional files folder includes these tougher AI files for easy install.
- MAX_DISTANCE added to config file. If you set value high, you can perform scripted melee moves from more far away.
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[Credits]
These are the people I’d like to thank for their efforts in assisting and offering support throughout the process of developing these mods.
ModiFiver - He is always willing to help me with file editing and helped figure out how to edit these files.
TuffyTown - His open sourced mods helped me to understand scripting and he also help
Ked - He also assisted me with scripting, especially when I was new to scripting.
PixieV - Showed me how to trigger speech lines.
People that suggested new ideas and reported bugs.
Also other people I can't name, but helped or offered support when I needed help in RDR2Mods Discord server.
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[DONATIONS]
These mods take a lot of time to develop and test to make sure that every function is working properly. So, I'd appreciate donations if you would like to support what I do.
Here's my Patreon if you want to support me.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------ [INSTALLATION]
- Always make sure to have latest versions of both Lenny's Mod Loader and Alexander Blade's Script Hook
- Drop Enhanced Brawling.asi and EnhancedBrawling.ini to your Red Dead Redemption 2 folder.
- Drop "Enhanced Brawling" folder inside of "lml" folder to your own lml folder.
[CONTROLS]
Numpad1 / F1 = bs_player
Numpad2 / F2 = bs_player_winter1
Numpad3 / F3 = bs_bruiser
Numpad4 / F7 = bs_micah_finale
Numpad5 / F8 = bs_player_finale
Numpad6 / F9 = bs_mixed
Numpad8 / F11 = Struggle challenge
Numpad0 / Z = (Resets grapple animations if you're stuck or can't grapple anyone)
Right Mouse Click / Aim Button = Standing Grapple Switch
N / Left D-PAD= (Subdue Animations and Grapple Sequences)
G / RB= Kick [Combo]
Up Arrow / RB= Kick to the chest
Left Arrow / RB = Kick [No Ragdoll]
Right Arrow / RB = Kick [Ragdoll]
Down Arrow / RB = Kick to the leg
Z = Trough drowning animation (This feaute doesn't work as it should, don't worry if it's not working in your game. I'll try to fix it later)
Left Mouse Click / R2 = Shove NPCs (Run and press the button)
X + WASD / RB+Directions = (Defenestration, window throw animations)
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RedCallouts
This callout pack currently has 4 callouts.
Solve Murder 🕵️♂️ - A little murder scene where you have to listen to the story the peds tell you and investigate!
Bandit Attack 🤠 - Defend the person in need of help and yourself from waves of gang attackers!
Stolen Stagecoach 🐎 - The stagecoach was spotted by a local - Apprehend him!
Horse Thief 🐎 - Track down the horseman and arrest him!
Bugreports & Feedback
can be submitted on my discord server https://discord.gg/utNranQJSr
Installation
Drag-and-drop the folder in your rdr2 main folder.
© 2025 RedCallouts by Yasd. All rights reserved. Do not modify or share it without my consent.
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Description
The mod adds 134 new bandit hideouts, 46 ambush points, a bandit posse on horseback that will chase and hunt you,
random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies.
Players can customize all features through various settings with the included Bandit_Hideouts.ini file.
Bandit Hideouts is a standalone mod it is a highly upgraded version of all the AMJM Transport mod bandit features,
created by crossed99 and Gunter Severloh
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Warning - Before you install!
For those installing the mod for the first time and want to also play the story/missions.
So you understand what this mod does, it adds 130+ bandit hideouts
and ambush points all over the map, thats everywhere and anywhere except towns (settlements).
That means there are some hideouts that will spawn at story, and mission
locations. There are also ambush points that will spawn bandits that may
interfere with story missions, or while riding to them.
There are also other bandit features like the bandit posse on horseback
that will spawn and attack the player anywhere, anytime.
That means they may come when your in the middle of a story mission, or traveling
with another character from the story during a mission.
If you do play the story and dont like the idea of hideouts, and bandits interfering
during the story and missions.
There is a Bandit_Hideouts.ini file included in the download, it is a configuration file that will
allow you to configure every feature in the mod, this includes being able to disable the mod while ingame,
or disabling certain features, hideouts, and ambush points that could interfere with the story.
As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers.
Do not install the mod if you are not at least in chapter 2 of the story!
Any questions or problems review the articles, or ask on the post tab!
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Features
Bandit Hideouts
The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out.
Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits
a hideout will have, what gang will spawn there, and how many reinforcements will come if any,
even if zombies will spawn there instead of bandits.
Hideout Locations Map
The hideout locations map is a high resolution map of the RDR2 world you can download and use it as a reference to
see where all the hideouts, & ambush locations are at in the world.
The legend on the map will tell you what region a hideout or ambush location is in, what gang is at each hideout/ambush
point. All hideouts and ambush points are marked with a colored skull icon to represent a hideout, and an X to represent an ambush location,
both a numbered and listed in the legend accordingly. Icons on the map will indicate their exact locations.
Download
Google Drive: 59.5mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing
Credits: LittleBigSmoak & Moth-man
Ingame Blips & Icons
Hideout Locations Blip (icon)
A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen
it means a hideout has spawned in and is nearby.
If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout.
If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up.
You can disable this icon if you wish through the included bandit hideouts.ini
Default spawned in hideout map blip
When a hideout spawns in, by default this icon will be showing on the map at the location of the hideout,
the player has 3 other choices of map icons they can use if they want to change it which can be done through the ini
Persistent Blip (icon)
The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not,
if you clear a hideout the blip icon on the map will be removed until the spawn time for that hideout has returned.
The persistent blip icons have their own icon type vs the one on screen. The icon can also be disabled in the ini, and
only the blip icon of a hideout will show on the map when the hideout spawns in.
Types of bandit hideouts
Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places.
Hideouts will spawn bandits in by chance when you're nearby, this means that if set in the Bandit Hideouts.ini
you set the chance to 100 then each time you come close to an area where a hideout would be then bandits
will spawn there for sure, the lower the chance then it becomes random or less.
Cleared hideout message
A small feature by default is if you cleared a hideout a message will show on the screen saying
"You have cleared the hideout!"
you can disable this in the ini if you wish.
Earn money from clearing hideouts!
Yes you read that right, after killing all the bandits in a hideout, you will earn a random
amount of money ranging from $25 - $150
You can customize the amount you want to earn in the ini or set it to 0 to disable it.
Cleared hideout respawn
Once you clear a hideout you can set in the ini the cool down of how long before they respawn again.
If you set the respawn to 1 for example then in one hour from when you cleared the hideout bandits will spawn in again.
Hideout bandit/gang types
Each hideout will be populated with gang members for the area the hideout is in, for example:
Valentine area will have O'Driscoll members or a generic gang. Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang. Annesburg area will have Murfree gang members. Saint Denis area may have either Nightfolk, or a generic gang. Tall Trees area you will see the Skinner brothers gang. New Austin area you will see the Del Lobo gang. Grizzlies West (snow region) area will have a generic gang. Grizzlies East (snow region) area will have a generic gang. Guarma will have the Cuban Army and Nightfolk.
Disable individual Hideouts and Ambush points
This feature allows the player to disable any individual hideout and ambush point in the mod through the included ini
all you need to do is locate the hideout you want to disable through the downloadable map and then change the number from a 1 to a 0.
There is a list for both hideouts and ambush points in the ini.
Custom Gangs in hideouts
Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang.
The gang types to choose from are the following:
// Gang Type Reference //
Generic gang - 7 Murfree Brood - 8 Lemoyne Raiders - 9 O'Driscoll Boys - 10 Skinner Brothers - 11 Del Lobo gang - 12 Nightfolk -13 Cuban Army -14 Ku Klux Klan - 15 Wapiti Warriors - 16 United States Army - 17 Laramie gang - 18 Micah's gang - 19 Angelo Bronte's Mob - 20 Cornwall Goons - 21 Braithwaites - 22 Gray Family - 23 Foreman Brothers - 24 Bounty Hunters - 25 Pinkertons National Detective Agency - 26 Chelonians - 27 Vampires - 28 Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list:
ENABLE_ABANDONED_FACTORY=1
- With the setting at 1 the hideout spawns its default gang.
- With its setting at 0 the hideout is disabled and wont spawn.
- If the number is changed to a number from either 7-28 seen in the list above, then that hideout will spawn that gang based on the number.
For example if we changed the number to say
ENABLE_ABANDONED_FACTORY=18
then the Laramies gang will spawn at that hideout instead of the default gang.
Here is an article on how this works in more detail with a video demonstration/guide
https://www.nexusmods.com/reddeadredemption2/articles/435
Custom Gangs in Regions
A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions
or areas on the map, each region has a default number, the number represents what gang will spawn in that region.
From the reference in the ini, you can change the number for the region for whatever gang you want to
spawn at the hideouts in those regions. This feature is disabled by default.
Exact or random number of bandits in a hideout
The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini
there you can set the minimum and maximum numbers you will encounter, this is for all hideouts.
If you set the number for both min/max the same you will get that exact amount, if you set the number to
exceed the default random min and max then the extra bandits will come as reinforcements.
Bandit Reinforcements
Bandits at hideouts can call in reinforcements, they will show up on horses and or on foot.
Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show.
Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted
bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini.
Bandit Spawn Amount
In the included bandit hideouts.ini there is a list called spawn amount, this list will list every hideout/ambush point
and allow you to set a specific number that you want to spawn at a or each individual hideout.
This lets you customize hideouts based on how you want to play.
Each hideout and ambush point has a default or base number of spawn points you can use this article reference
to get the base default number of each hideout: LINK
Knowing the base number of a hideout or ambush point will tell you how many bandits can be spawned there.
For example: If you chose a hideout that had 10 bandits spawn positions that means if you set the spawn amount
to say 5 then only 5 bandits would spawn. If you set the number to say 15 then the extra 5 bandits would spawn
at the reinforcement spawn points.
The would respawn at the reinforcement spawn points because there are only 10 available spawn points
at the hideout. The same applies to ambush points.
Bandits will chase the player
Bandits will chase you if you ride off or run away after attacking their hideout.
Bandit Ambushes
Ambushes are not dynamic they are built the same as hideouts and are at set locations.
Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location.
If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse.
Ambush locations are marked on the downloadable map with an X
Enable/Disable individual Ambush Points
This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini,
all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason,
you open up the ini file, locate the ambush point in the list, and just set the setting accordingly.
Ambushes can also be customized to have a certain amount of bandits spawn using the spawn amount setting.
Bandit Posse on Horseback
As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time.
In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack,
and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to.
Random Roaming Bandits
Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members
from that area so if your in Valentine Area then you might see a small group of O'Driscolls wandering around.
These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both.
You can also set in the ini if they attack you on sight or not, and set how often they will spawn.
Hired Gunmen
Players can hire up to 9 gunmen to fight alongside them, to do so just talk to the barkeep in any saloon.
These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies.
You can hire up to 9 gunmen at a time. You can hire a random gunmen with their own gear and weapons. You can customize what they wear, and the weapons they carry. Set how much it costs to hire a gunmen. Hired Guns will not fight while in a town (can change this in the ini). Story characters are also available. You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them.
They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat. If the "Allow revive" option is enabled, instead of dying they will go down into an injured state and be revived by crouching close to their head until the 'Help' prompt fills up (10 seconds).
Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling. The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse.
Commands menu:
You can also give commands to them through their command menu, Numpad 1-9 keys by default.
Hired Gunmen Voice Lines
When you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands,
and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice.
This feature can also be enabled and disabled in the ini, and is enabled by default.
The command menu has some extra commands:
Aim at person while the menu is up: Attack target, lasso target. Aim at dead / hogtied person: pick up target. Aim at horse: put carried body on horse. Aim at downed hired gun: help up (it'll take them the same amount of time as for you). Press numpad 0 to make all hired guns stay / follow Zombies
As if bandits weren't enough to deal with, the mod also adds zombies to the game world.
Disabled by default, you can enable them in the Bandit Hideouts.ini
There are some options in the ini to customize them, like the following:
Spawn frequency - this is how much more or less you will see of them. Day/night detection - this is a setting where you can set if the zombies detect you. Zombie health - this is how much a zombie can take before you kill them. Min/max spawn amount - this will be the group size of how many groups of zombies. Min/max number - number of zombies that can spawn during day or night. Min/max spawn time - how often they will spawn in seconds. Zombies burst into flames upon dieing. Zombie lairs - this will change all the bandit hideouts to zombie lairs, so instead of bandits spawning, zombies will.
Customization
All of the features in the mod can be customized by editing the Bandit Hideouts.ini file.
Each setting in the ini has a description on what it does and how to enable/disable it or adjust it.
Open the ini file with notepad to edit it, also run it as administrator if you are being denied access.
Installation
Move the following files:
Bandit_Hideouts.asi Bandit_Hideouts.ini Bandit_Hideouts_CustomPeds.txt to your RDR2 directory which can be found here:
C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
Requirements
Scripthook by Alexander Blade is required to run the mod.
https://www.dev-c.com/rdr2/scripthookrdr2/
If AB Scripthook gives you issues with the mod then try using
ScriptHookRDR2 V2
https://www.nexusmods.com/reddeadredemption2/mods/1472
Credits
Crossed99 for his help and support, and patience in helping me create and update this version of his great mod!
LittleBigSmoak & Moth-man for their help in creating the Bandit Hideouts map showing all the locations
of the hideouts, and sorting them based on color and gang.
Bandit Hideouts Youtube Channel
Gunter Severloh RDR2
Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod.