Update v1.35
- Increased the bandit patrol time, this makes them stop longer before moving on.
- Increased the bandit guard post time, this makes them stay longer before moving on.
- Added new props to the code to use with prop additions to hideouts.
- Fixed hideout cooldown did not work after a hideout was cleared.
- Fixed Hideout map blip did not remove after a hideout was cleared.
- Fixed patrols for Elysian Pool Cave hideout.
- Fixed some props at Meteor House hideout that were clipping into each other.
- Fixed two props at Dover Hill hideout.
- Fixed a prop at Willard's Rest hideout.
- Expanded Lone Mule Stead hideout with new props.
- Expanded Meteor Camp hideout with new props.
- Expanded VanHorn Mansion with new props.
- Expanded Gaptooth Breach with new props.
- Rebuilt all of VanHorn Mansion Bandit positions.
- Reduced the spawn distance of Trappers Cabin hideout.
- Adjusted spawn distances of a few hideouts.
- Added new props to Solomon's Folly hideout.
- Added new props to Scratching post hideout.
- Added new props to Coronado Pass hideout.
- Added new hideout: Monto's Rest
Update v1.34A Hotfix plus bonus
Changelog:
- Fixed/Disabled the ped horse names that would spawn the zebra mules frequently instead of Murfrees normal mangy horses.
- Fixed the name of Dilapidated house hideout as it was creating an issue in the code.
- Fixed Copperhead Landing hideout code as it was missing patrol position code, with it missing the game would possibly crash on you with a scripthook error when you were in the area of the hideout.
- Fixed syntax spacing and overall code format for many hideouts.
- Fixed syntax errors for few of the hideouts, which may have prevented some hideouts from spawning.
- Fixed max spawn distance for a hideout as it exceeded its despawn distance.
- Removed DISABLE_DURING_MISSIONS=1 setting from ini as it prevented various hideouts from spawning.
- Adjusted spawn distances and hideout radius for many of the hideouts.
- Increased spawn distance for various hideouts.
- Added new props to: Dilapidated house hideout
- Added new props to: Compsons Stead hideout
- Added new props to: Old Trail Rise hideout
- Added new props to: Fort Brennand hideout
- Added new props to: Radley's House hideout
- Added new props to: Pleasance hideout
- Added new props to: Macomb's End hideout
- Added new props to: Trapper's Cabin hideout
- Added new props to: Lone Mule Stead hideout
=========
Couple of known issues that we're looking into:
- When you clear a hideout the map blip doesn't remove
- The cleared hideout cooldown respawns hideouts instantly and the cooldown doesn't seem to be working.
Update v1.34
Changelog:
- Fixed the labeling in the ini for two Spawn amount ambush points that were swapped previously
- Relocated Mount Arthur hideout reinforcement spawn points as they weren't working
- Reduced the despawn distance for Meteor Camp hideout as it was to big
- Increased the spawn distance for N Twin Stack pass hideout
- Increased the spawn distance for South Twin Stack pass hideout, and reduced the hideout radius
- Increased the spawn distance for Trail Rise hideout, and reduced its despawn distance
- Fixed floating wagon at Dover hill hideout
- Fixed the CLEARED_HIDEOUT_RESPAWN_COOLDOWN=8 function/setting as it wasn't working, hideouts weren't repawning after you cleared them now they are
- Fixed Disable mod hotkey, key wasn't working in v1.33 now works and hideouts, ambushes, and hired gunmen will despawn when used.
- Added new prop to code for hideout additions
- Rebuilt Copperhead Landing hideout
- Rebuilt Dilapidated House hideout
- Added new props to: Gill Landing hideout
- Added new props to: N Twin Stack pass hideout
- Added new props to: South Twin Stack Pass hideout
- Added new props to: Oil Derrick hideout
- Added new props to: Van Horn Mansion hideout
- Added new props to: Fort Brennand hideout
- Added new props to: Bolger Glade hideout
- Added new props to: Old Harry Fen hideout
- Added new props to: Face Rock hideout
Update v1.33
Changelog
- Fixed the labeling in the ini for two ambush points that were swapped.
- Fixed part of a code that prevented an ambush point from being disabled.
- Added new function, you can now enable/disable the mod by pressing a hotkey of your choice while ingame.
- Added new ini setting for the disabling the mod hotkey.
- Changed Bandit posse on horseback despawn distance.
- Changed Bandit posse on horseback spawn near roads proximity check, now the posse should spawn anywhere.
- Reduced the spawn distance of the Bandit posse if player is in the gang camp as it was to far.
- Added seven new types of props to the code hideouts.
- Added new ini setting for zombie min/max spawn time.
- Increased the spawn distance for Old trail Rise, and Feral Cave hideouts.
- Reduced the spawn distance for some hideouts.
- Added props to: Watson's Cabin hideout
- Added props to: Clawson's Rest hideout
- Added props to: Chez Porter hideout
- Added props to: Dodd's Bluff hideout
- Added props to: Cotorra Springs hideout
- Added props to: Bacchus Station hideout
- Added props to: Carmody Dell hideout
- Added props to: Wapiti Cliffside hideout
- Added props to: The Fairvale Shanty hideout
- Added props to: Meteor House hideout
- Added props to: Dover Hill hideout
- Added props to: Willard's Rest hideout
- Added props to: Manito Glade hideout
- Added props to: Sawbone Clearing hideout
- Added props to: Feral Cave hideout
- Added props to: Veteren's Homestead hideout
- Added props to: Flattened Cabin hideout
- Added props to: Hani's Bethel hideout
- Added props to: Larned Sod hideout
- Added props to: Old Trail Rise hideout
- Added props to: Osman Grove hideout
- Added props to: Fire Lookout Tower hideout
- Added new ambush point: Loft Road
- Added new hideout: Meteor Camp hideout
Update v1.32
Changelog:
- Optimized spawners code for bandit names, and weapon attributes.
- Added reinforcement spawn points for all 45 ambush points.
- Updated/Fixed code for Hired Gunmen, if you dont have funds to hire a gunmen you wont be unable to hire one.
- Increased hired gunmen on foot spacing distance from the player.
- Removed a horse ped name from the peds script as it was from RDO and would possibly corrupt the player's save.
- Added new ambush point: River Trail
- Added new ambush point: Hanging Rock
- Added new ambush point: Open Cliffs
- Added new ambush point: Plains Bridge
- Added new ambush point: Broken Tree
- Added new hideout: Hanging Rock Hide
- Added more props to: Pike's Basin Hideout
- Added more props to: Quaker's Cove Hideout
- Added more props to: Downed Tree Hideout
- Added more props to: Tanner's Reach Hideout
- Added more props to: Aurora Basin Hideout
- Added more props to: Valley View Hideout
- Added more props to: Stream View Hideout
- Added more props to: Beryl's Dream Hideout
- Added more props to: Vetters Echo Hideout
- Added more props to: Watson's Cabin Hideout
- Added more props to: Wallace Overlook Hideout
How do i update my existing ini without replacing it, see instructions here: LINK
Update your Bandit Hideouts.ini to version 1.32 without replacing it: LINK
Update v1.31
- Added new feature, you can now move the On-Screen Lower Left Corner Blip Icon to a new location of the ui.
- Added new configuration settings for the On-Screen Lower Left Corner Blip Icon to the ini.
- Added new feature called: HIDEOUT/AMBUSH CUSTOM SPAWN AMOUNT
with this you can now set a custom amount of bandits you want to spawn at each individual hideout or ambush point.
- Added new configuration settings for the HIDEOUT/AMBUSH CUSTOM SPAWN AMOUNT feature to the ini.
- Updated Hired Guns, you can now hire 9 gunmen at saloons and bars, previously 7 was the limit.
- Fixed, now with the ALWAYS_SHOW_HIDEOUT_BLIP=1 setting set to 1 the blip will now remove from the map when you clear a hideout.
- Removed the floating wagon at colter and replaced it with another wagon.
- Added new props to Colter hideout.
- Replaced the Carin Lake Hideout reinforcement spawn points.
- Added new setting in the ini ROAMING_BANDITS_TIMER=250 this controls how often the Random Roaming Bandits will spawn.
- Updated code for the dead bandit names so that they are readable in other languages other then English.
- Updated Bandit_Hideouts_translation.dat with all bandit gang names.
- Added new hideout: Aberdeen Pig Farm
- Fixed the code for the ATTACK_IF_ENTERED_HIDEOUT=0 setting, now if you kill all bandits at a hideout with stealth the hideout will clear.
- Added new feature, you can now set the chance for ambush locations.
- Added new ini setting for Ambush Chance feature AMBUSH_SPAWN_CHANCE=100
- Added new feature, you can now clear hideouts permanently using this setting: CLEAR_HIDEOUTS_PERMANENTLY=1 hideouts you clear wont spawn, and your progress will be saved.
- Added new ini setting CLEAR_HIDEOUTS_PERMANENTLY=1
Update v1.30
- Added code to be able to use the command menu for all your hired gunmen individually, before it was limited to just the first 3 gunmen.
- Increased the number of gunmen you can hire, before you can hire only 5 now you can hire 7 gunmen.
- Updated the ini with new key configurations for the new added gunmen.
- Expanded the key configuration in the ini for the hired gumen menu.
- Added new ambush point: Bone Trail
- Added new ambush point: Ranch Trail
- Added new ambush point: Dreamcatcher Trail
Forum
- Updating from an older version? Then just update your existing Bandit Hideouts.ini for v1.30: LINK
Update v1.29
- Disabled a code that makes bandits attack when any bandit is damaged, this now means you can clear hideouts with stealth!
- Reduced the zombie spawn distance.
- Reduced Hideout map blip white background, now you should only see the map blips without the white part.
- Added more key settings for the Hired Guns menu as well as in the ini.
- Updated the vampire gang so they only use knives.
- Increased the spawn distance of dilapidated house hideout.
- Removed the DISABLE_STORY_LOCATION_HIDEOUTS=0 setting from the ini as it didn't work.
Forum
- Updating from an older version? Then just update your existing
Bandit Hideouts.ini for
v1.29: LINK
Articles
Update - v1.28
Changelog
- Relocated the reinforcement spawn points for North Twin Stack pass hideout
- Relocated the reinforcement spawn points for Silent Stead
- Removed the floating wagon at Logging camp hideout
- Adjusted the min, max, and despawn distances of several hideouts
- Added 3 new regions in the scripts (DiezCoronas, Perdido, and PuntaOrgullo) for the Mexico expansion
- Added new hideout: Bone Cave
- Added new hideout: Cattail Pond
- Added new hideout: Cattail Hills
- Added new hideout: Grizzlie Hills
- Added new hideout: Valley View
===============
Forum
- Updating from an older version? Then just update your existing
Bandit Hideouts.ini for
v1.28: LINK
Articles
- Questions & Answers:
LINK
- How to change the gang that will spawn at individual hideouts & ambush points:
LINK
- Mods Compatible and Not Compatible with Bandit Hideouts:
LINK
- Experiencing alot of bandits after you attack a hideout? - Solutions:
LINK
- How Hideout and Reinforcement ini settings work:
LINK
- Hideouts and Ambush Points Totals List:
LINK
- Hideouts in Mexico? See the
Bandit Hideouts Mexico Expansion
- About the Bandit Hideouts Mod:
LINK
YouTube
- See the official Youtube Channel for the Bandit Hideouts Mod
Gunter Severloh RDR2
Update - v1.27
Changelog
-
Formatted the Ambush Point settings in the ini to reflect the downloadable map
-
Added function that will despawn zombies when the player is in a story camp,
zombies already spawned will still attack
-
Fixed hideout reinforcements not being the same gang as the hideout's gang
-
Fixed an issue that caused the player to lose honor from hideouts and from the Bandit Posse on horseback
-
Relocated the reinforcement spawn points at Pleasance hideout
-
Added props to Pleasance Hideout
-
Rebuilt Compson's Stead hideout
-
Fixed/updated the props at Painted Sky hideout
-
Fixed/updated the props at Coronado End hideout
-
Fixed an issue where every other dead bandit was named stranger and not the name of the gang they were from
-
Removed the Laramie gang from the Generic Bandits gang since the Laramies have their own gang already
-
Added new hideout: Mescalero
==============
Update Notes:
Just a note, as says in the changelog the ambush point settings in the ini have been reformatted to
reflect the downloadable map's layout. That means that when you look at the downloadable map and then your
ini for those ambush points, they will be the same, so your less confused.
Any questions about the ini please ask in the comments.
Forum
- Updating from an older version? Then just update your existing
Bandit Hideouts.ini for
v1.27: LINK
Articles
- How to change the gang that will spawn at individual hideouts & ambush points:
LINK
- Questions & Answers:
LINK
- Mods Compatible and Not Compatible with Bandit Hideouts:
LINK
- Experiencing alot of bandits after you attack a hideout? - Solutions:
LINK
- How Hideout and Reinforcement ini settings work:
LINK
- Hideouts and Ambush Points Totals List:
LINK
- About the Bandit Hideouts Mod:
LINK
YouTube
- See the official Youtube Channel for the Bandit Hideouts Mod
Gunter Severloh RDR2
Update - v1.26
Changelog:
- You can now
hire gunmen at the Annesburg gunsmith
-
Reduced the hideout radius of Willard's Rest hideout
-
Relocated the reinforcement spawn points at Coot's Chapel hideout
-
Relocated the reinforcement spawn points at The Old Greenbank Mill hideout
-
Added props to The Old Greenbank Mill hideout
-
Added props to Lake Don Julio House hideout
-
Added props to Venters Place hideout
-
Added props to Rio Del Lobo House hideout
-
Added props to Two Crows hideout
-
Added props to Coot's Chapel hideout
-
Added props to Logging Camp hideout
-
Added props to Fort Riggs hideout
-
Added new hideout: Gill Landing
-
Added new hideout: Bayall Edge
-
Added new hideout: Plains House
-
Added new hideout: Riley's Charge
Forum
- Updating from an older version? Then just update your existing
Bandit Hideouts.ini for
v1.26: LINK
Articles
- How to change the gang that will spawn at individual hideouts & ambush points:
LINK
- Questions & Answers:
LINK
- Mods Compatible and Not Compatible with Bandit Hideouts:
LINK
- Experiencing alot of bandits after you attack a hideout? - Solutions:
LINK
- How Hideout and Reinforcement ini settings work:
LINK
- Hideouts and Ambush Points Totals List:
LINK
- About the Bandit Hideouts Mod:
LINK
Update - v1.25
Changlog
-
Added new ini setting SHOW_DISABLED_HIDEOUT_BLIP=0 this will give you the option to show or not show the hideout blip when its disabled
-
Added new ini setting ATTACK_IF_ENTERED_HIDEOUT=1 this will give you the option to have bandits at hideouts attack the player
once he enters the hideout's radius or if the bandits only attack if they see the player.
-
Fixed hideout blip not being removed when a hideout was cleared
-
Changed the Generic gang name from stranger to Bandit when you loot their corpse
-
Changed the Generic gang's name in the Gang Type Reference to Bandits
-
Added new gang, Chelonians
-
Added new gang, Vampire
-
Added the 2 new gangs to the Gang Type Reference in the ini
-
Relocated the reinforcement spawn points for Delapidated house hideout
-
Reduced the min, max, and despawn distances for The Old Greenbank Mill hideout
-
Added props to Face Rock hideout
-
Added props to Dilapidated House hideout
-
Added props to The Old Greenbank Mill hideout
-
Added props to Colter hideout
-
Added props to Adler Ranch hideout
-
Added props to Carin Lake hideout
-
Added prop to Dormin Crest hideout
-
Added prop to Snowfield Shack hideout
-
Added props to Lucky's Cabin hideout
-
Added props to Painted Sky hideout
-
Added props to Wallace Overlook hideout
=============
Update notes - ini
Since there is a few things added to the ini, i will be creating an
article to show what was updated
this way you can keep your current ini and just add or adjust the things based on what was done in the new version.
See the Article below at the top!
Articles
-
Bandit Hideouts.ini v1.25 - Added and Updated settings:
LINK
- How to change the gang that will spawn at individual hideouts & ambush points:
LINK
- Questions & Answers:
LINK
- Mods Compatible and Not Compatible with Bandit Hideouts:
LINK
- Experiencing alot of bandits after you attack a hideout? - Solutions:
LINK
- How Hideout and Reinforcement ini settings work:
LINK
- Hideouts and Ambush Points Totals List:
LINK
- About the Bandit Hideouts Mod:
LINK
Update - v1.24
Changelog:
- Added new gang: Micah's gang
- Added new gang: Foreman Brothers
- Added new gang: Ike Skelding's Boys (Bounty Hunters)
- Added new gang: Pinkertons National Detective Agency
- Added new function for Bandit Posse on horseback, they will despawn if you come near the player story camp
- Added new function, when you disable a hideout a blip of a locked house will show on the map of the disabled hideout
- Updated the ini, the Disable Individual Hideouts list was rebuilt and looks exactly like the downloadable map lists
- Updated the ini, many descriptions were reworded
- Updated the ini, relocated the Gang Type Reference, it is now under the Disable individual hideouts list
- Updated the Gang Type Reference in the ini renaming all the gangs to their faction title names
- Updated the Gang Type Reference in the ini the new gangs
- Fixed the Laramie gang model name before it was using the Micah gang model name
- Fixed dead gang member names, now when you loot a dead gang member's corpse they will show the proper name of the gang they are from
- Changed the Wapiti Indians to Wapiti Warriors in the ini and in script for the names
- Props at hideouts will now stay until you pass the despawn range of the hideout
- Disabled hideout radius function - Bandits at hideouts will now attack you if your seen or heard and not when you enter the hideout area
- Changed a prop at Benedict Hill hideout
- Changed a couple of props at Cueva Seca hideout
- Changed a prop at Coronado End hideout
- Changed a prop at Coronado Pass hideout
- Changed a prop at Delapidated House hideout
- Added props to Cotorra Springs hideout
- Added new hideout: Carmody Dell
- Added new hideout: Firwood Rise
- Added new hideout: Dodd's Bluff
==========================
UPDATE NOTES
- The Bandit Hideouts.ini has once again been updated, this time overhauled, more especially the
disable individual hideouts has been rebuilt, it is now formatted and listed just like the downloadable map.
UPDATE NOTES 2
There is an addition of 2 gangs they are:
- Ike Skelding's Boys (Bounty Hunters)
- Pinkertons National Detective Agency
Im giving you guys a warning here, if you use either one of these 2 gangs for a hideout in the disable individual hideout
list, when you fight either one, you may or will get either a bounty, or wanted, or both. You dont have to use them
but if you dont mind then the option to use them is there. They are fun to fight btw 😉
UPDATE NOTES 3
A new function has been added which is:
"disable a hideout a blip of a locked house"
So when you disable a hideout, a map blip icon of a house with a lock on it will show in place of the disabled hideout on the map,
this was just one option we implemented and are still working on adding another function where the map blip wont show
when the hideout is disabled, i hope to have an ini setting for that. WIP
UPDATE NOTES 4
This function:
Disabled hideout radius function
is a code that was disabled in the scripts, what the radius of a hideout does is when the player crosses that invisible
line, the bandits will automatically attack as your basically entering their hideout.
Now with the radius disabled, the bandits will not automatically attack you, they will only attack you if they see or hear you.
=============================
Update - v1.23
Changelog:
- Fixed hideout blip not removing when cleared.
- Fixed Colter, Beaver Hollow, Lakay, and Shady Belle from not spawning in.
- Fixed zombies not spawning in at hideouts when the zombielairs setting was set in the ini.
- Added new ini setting for story: DISABLE_STORY_LOCATION_HIDEOUTS=0
- Added new ini setting for hired gunmen horses: HIRED_GUNS_DONT_SPAWN_HORSE=0
- Added new feature for individual hideouts, now in the ini you can set what gang will spawn at an individual hideout.
- Added new feature for individual ambush locations, now in the ini you can set what gang will spawn at an ambush location.
- Added 8 new gangs: KKK, Wapiti Warriors, Army, Laramie gang, Bronte Goons, Cornwall Goons, BraithWaites, and the Grays.
- Added 8 new gangs to the gang reference in the ini
- Removed the Laramie gang from the Generic bandits gang.
- Changed the gang for Calumet Ravine, Wapiti Cliff, and Cotorra Springs hideouts to gang_WapWarriors.
- Increased the minspawn distance for Shady Belle hideout.
- Decreased the min, max, & despawn distances for Gaptooth Breach hideout.
- Added props to Cruck Camp hideout
- Added props to Streamview hideout
- Added props to Valley Lookout hideout
- Added props to Cochinay hideout
- Added props to Wallace Overlook hideout
- Added props to Clawson's Rest hideout
- Added props to Rio Del Lobo House hideout
- Added props to Mercer Station hideout
New Hideouts
- Added new hideout: Coronado Pass
- Added new hideout: Coronado End
- Added new hideout: Cueva Seca
- Added new hideout: Benedict Hill
- Added new hideout: Two Crows
New Ambush Location
- Added new ambush location: Coronado Bridge
============
UPDATE NOTES
- Update your asi and ini file, theres a few new ini settings, including hideout, ambush and new gangs reference list.
UPDATE NOTES 2
I will have a new article created possibly a video explaining how the gangs settings work for individual hideouts,
as now you can set what gang will spawn at what hideout.
Update - v1.22
Changelog
- Added new props to Bolger Glade hideout
- Added new props to North Twin Stack Pass hideout
- Added new props to South Twin Stack Pass hideout
- Added new props to Hani's Bethal hideout
- Added new props to Oil Derrick hideout
- Added new props to Fire Lookout Tower hideout
- Added new props to Feral Cave Hideout
- Added new props to Mount Arthur Hideout
- Added new props to The Fairvale Shanty hideout
- Added new props to Witches Cauldron hideout
- Added new props to Copperhead Landing hideout
- Adjusted the min,max,and despawn distances for all hideouts
- Adjusted the hideout radius for most of the hideouts
- Fixed an issue with a script not being loaded by the mod.
- Fixed over 100 compiler warnings related to data loss.
- Fixed the problem with many hideouts not spawning in, apparently the ped name i added in v1.21
G_M_M_MICAHGOONS_01 was the incorrect name, the name was supposed to be G_M_M_UNIMICAHGOONS_01.
- Added a new ini setting // Cleared Hideout Money Earned // - you can now change how much min/max amount of money is earned
for clearing a hideout, setting both min/max to 0 gives no money.
- Increased the distance of zombies spawning from the player as they were to close.
- Added new hideout: Radley's House
- Added new hideout: Catfish Jacksons
- Added new hideout: Delapidated House
- Added 5 new ambush locations in the Lemoyne area.
- Updated various descriptions in the bandit hideouts.ini
========================
UPDATE NOTES
- If your updating from v1.21 you only need the .asi file and the new ini
- If your new to the mod, you need all the files.
Update - v1.21
- Removed the bandit that would sit down inside a box at CaneBreak Manor hideout.
- Added G_M_M_UNIAFRICANAMERICANGANG_01 and G_M_M_MICAHGOONS_01 to the Generic gang.
- Added new hideout: Trail Rise
- Added new hideout: Larned Sod
============
Notes:
If your updating from v1.20 you only need the ASI file, and the ini.
In the ini there is 2 new hideout additions added to the Disable individual hideouts List, if you want you can
copy from the new one those settings to your ini or just replace your ini.
Update - v1.20
- Added new feature, when you clear a hideout you will earn a random amount of money between $25-$150
- Added missing ENABLE_CIMA_DEL_SENDERO=1 setting to the disable individual hideouts list in the ini.
- Added new setting in the ini ZOMBIES_ONLY_ATTACK_PLAYER=0 enable this to have zombies only attack the player and not anyone else.
- Added new Hideout: Hermit Shack
- Added new Hideout: Sinclair's Cabin
============
Notes: The Bandit Hideouts.ini file has been updated, replace yours with the new version.
Also if your updating from v1.19 you only need the .ASI and the updated ini.
===============
Update - v1.19
Changelog:
- Relocated Cornwall Kerosene Hideout.
- Added new/Relocated the reinforcement spawn points for Cornwall Kerosene hideout.
- Added - Doverhill hideout and Mount Arthur hideout ini settings for disabling hideouts as they were missing.
- Changed - Martha Swain hideout had the generic gang when it was supposed to be murfrees, now changed to murfrees.
- Fixed - Hideout Blip Icon Type, now you can change the hideout icon to 4 different types, before it wasn't working.
- Fixed - Colter, Lakay, Beaver Hollow, Shady belle player gang camp hideouts not spawning in.
- Fixed - Hideout "You cleared the hideout" message not showing after hideout was cleared.
- Fixed - Hideout map blip not removed when a hideout is cleared.
- Fixed - Custom gangs in regions, certain regions werent working as they were missing in the code.
- Rebuilt ini - custom gangs in regions settings in the code, and ini, they were reordered based on the script code.
- Updated ini - Rearranged the bandit settings in the ini, most settings are together now.
- Increased - the spacing of the hired gunmen on foot and on horse from each other and the player.
- Added - 8 new ambush locations.
- Updated - the ini for the disable ambushes settings.
=================
Update Notes
For new players to the mod, you need all the files
For existing players updating the mod from whatever version, you need only the .ASI file and the Bandit_Hideouts.ini
Update Notes 2 - Bandit Hideouts.ini
The ini was updated, it was overhauled again, mainly all the bandit settings are together,
and there was a couple additions, updates to the disable hideouts list, and 8 new additions to the disable ambushes list.
Update Notes 3 - Known issue/bug
Just so you guys know, there is an issue currently, when you set this setting in the ini:
// Persistent Blip Icon //
ALWAYS_SHOW_HIDEOUT_BLIP=1
and clear a hideout, the map icon for that hideout will not remove, we are trying to determine why not and fix it.
If you have that setting disabled the hideout icon will remove, also note that its on the bugs tab.
==============
Update - v1.18
Changelog
- Added - New Feature, ini setting where you can disable Individual Ambush Locations - refer to the map for locations you can disable.
- Removed/Reverted - Bandits at hideouts attack on sight setting and code as there were to many issues with it.
- Fixed - Bandit Posse attacking player while at player gang camp (need feedback from you guys on this).
Update notes:
Replace your .asi .dat and the Bandit Hideouts.ini files.
New feature setting added to the ini where now you can enable/disable individual ambush locations.
Update notes 2
The bandits at hideouts should and will attack you on sight now, ambush location bandits will do the same as they should,
zombies should also be attacking you on sight, granted they see you, hideout bandit reinforcements should respond normally, and
attack you when the bandits at the hideouts do, so no more standing there as they did before.
Random roaming bandits should also be attacking you on sight if you have the setting attack on sight set in the ini,
i had no issues with any of these in my tests.
The not attack on sight feature in v1.17 was mainly a test, it was a WIP code and it had some issues, even crossed said
messing with the combat behavior of the bandits effects all the bandits, the feature would need to be setup differently,
maybe in the near future as i work on the code and get things working i will add it to an update again.
v1.18 is a small update but it should address some issues reported other then the blip problem with the bandits behavior.
v1.19 will be the next update, i got something else im working on and if it works then i think you guys will be pretty happy
all for today, have fun, and any questions ask in the comments. Cheers!
For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment.
==============
Update - v1.17
- Fixed - Looting dead generic gang members (strangers) shouldn't make you lose honor unless they attack you first.
- Fixed - Blip icon for dead bandits on radar shouldn't be showing anymore (in all my tests they weren't).
- Fixed - Hideout spawn chance.
- Fixed - Bandit Ambushes, bandits will attack the player again at ambush locations.
- Fixed - Props at North Twin Stack Pass Hideout.
- Added - 3 new ambush locations.
- Added - 1 new Hideout: Clawson's Rest.
- Added - ENABLE_DOVER_HILL=1 to the disable individual hideouts story list in the ini as it wasn't added in v1.15
- Added - New setting in Bandit Hideouts.ini BANDITS_ATTACK_ON_SIGHT=1
This gives the player the option to have bandits at hideouts attack on sight or not attack on sight.
- Adjusted - Set the number of Hideout bandits left when a hideout was cleared to 0, the hideout cleared message would show
if enabled and before you would get the hideout cleared message but there was still 4 bandits left.
- Updated - Bandit Hideouts.ini, rearranged the bandits settings so their together and updated many descriptions.
===================
Update Notes - important! - Bandit Hideouts.ini
The ini file has been updated, as noted in the changelog above its been overhauled, some things rearranged,
and descriptions adjusted, plus some new settings, replace your ini with it.
Update Notes 2 - Hideout Bandits Attack on Sight ini setting
You now have the option to enable/disable bandits at hideouts from attacking on sight,
the following is whats going to happen if you disable the bandits from attacking on sight:
1. Hideout bandits wont attack on sight when the setting is set to: BANDITS_ATTACK_ON_SIGHT=0
2. Hideout bandits wont respond if you shoot them from afar, it depends, you can walk into a hideout, the
bandits might even greet you, if you stand close to them, or get in their face, they may say something, if
you remain they will get aggravated and might raise their gun and warn you, if you back off when they do this,
thats them warning you, however if you stay they then will attack you.
3. Hideout Reinforcements work the same way (nothing i coded, or did, its just a bug i cant figure out), so reinforcements
if enabled (through chance) will spawn normally, however they wont attack until the hideout itself is attacking you.
So just letting you know if you come across reinforcements, standing there, they wont attack unless you provoke them
or get the bandits at the hideout attacking you. I'm still trying to sort this out.
============
I spent alot of time trying to figure out how to do this, it still needs some adjustments so be patient, any questions please ask.
Update Notes 3
Files
All you need from this update if you have any previous version of the mod is the: .ASI and the Bandit Hideouts.ini
==============
Update - v1.16
Changelog:
-
-
Updated the Bandit_Hideouts.ini with all individual hideouts able to be disabled.
-
Added new ini setting for zombie health.
-
Added campfire, lantern and a couple of bandits around the campfire at Bacchus station.
-
Rebuilt Barrow Lagoon Hideout.
-
Adjusted bandits at hideouts - they will no longer attack you on sight, but will attack you if you get to close, or attack them.
-
Fixed (needs more testing) bandit blips showing on radar after all bandits were dead.
-
Fixed (needs more testing) hiring a gunmen would multiply.
-
Added new hideout: Witches Cauldron
-
Added new hideout: Wapiti Cliff
-
Added new hideout: Calumet Ravine
Notes: Bandit Hideouts.ini
The Bandit Hideouts.ini has been updated please review the new version and copy the new settings to your
existing ini, or get a new copy, see the changelog above for details as to what was added.
Notes: Radar Blips
I need some feedback on the radar blips, basically clear a hideout, kill all the bandits and see if there are any
blips on the radar left when all bandits are dead, please let me know in the comments.
Notes: Bandit Hideout Behavior
After extensive testing i was finally able to get the bandits to not attack the player on sight when the player
enters a hideout, now the only way the bandits will attack you is if you get to close to the bandits, or attack them.
Right now still looking into adding a timer, so this is still WIP (work in progress).
===============
Update - v1.15
Changelog:
- Added new hideout: Tanner's Reach
- Added new hideout: Cotorra Springs
- Added new hideout: Shady Belle
- Added new hideout: Plainview
- Added new hideout: Rio Del Lobo House
- Added new hideout: Pleasance House
- Removed the Brontegoons from the generic bandits ped list
- Added new feature: Disable individual hideouts
- Updated the Bandit_Hideouts.ini with new feature settings
===============================================
Notes:
- If your a
new player to the mod, download and install all files.
- If your
updating the mod from v1.14 to v1.15 you only need the
.ASI file and add update the
Bandit Hideouts.ini
Important Note: Bandit Hideouts.ini has been updated!
The Bandit Hideouts.ini has some new code in it, my suggestion is to copy the code from the ini in the update,
to your existing ini file this way you dont lose any of your settings, or replace your ini with the new one your choice.
1. Open the new ini in the v1.15 zip you should see this code ----->
See Picture of new code
2. Copy the code you see in the pic from the new v1.15 ini and paste it into your existing ini
under where it says:
// On-Screen Blip Icon //
SHOW_HIDEOUT_ICON=1
============================
Currently only those hideouts listed in the v1.15 ini are for all the
story & missions in the game, so if you are going to do
a story mission then disable the hideout that might be at that story location.
Each update i will be adding more hideouts to the list, any questions please ask in the comments. Cheers!
Update - v1.13
Changelog:
-
Added new Bandit_Hideouts.ini setting which enables/disables the .dat language setting for the Hired Guns menu.
-
Changed the number of Hired Gunmen you can hire from 7 back to 5.
-
Fixed the Hired gunmen prompt not showing.
-
Fixed the hired gunmen menu missing text.
-
Enabled Roaming bandits to spawn in the Snowy Regions, and in Guarma.
-
Removed the rope, shot glass, and corpse from the Fort Brennard hideout.
-
Reformatted the code for many of the hideouts hideouts.
-
Rebuilt & relocated the Pleasance Hideout.
-
Added new hideout: Hani's Bethel
-
Added new hideout: North Twin Stack Pass
-
Added new hideout: South Twin Stack Pass
-
Added new hideout: Oil Derrick
-
Added new hideout: Lone Mule Stead
-
Added new hideout: Scratching post
==============================
v1.13 IMPORTANT NOTES pt 1 - PLEASE READ!
There is a new setting in the Bandit_Hideouts.ini you have 2 choices:
A. Either download the ini and replace yours with it if your not new to the mod. OR
B. Copy the following code and add it to the ini so you dont need to change any settings:
COPY THE RED CODE BELOW:
// Hired Gunmen Menu Language Translation
DISABLE_TRANSLATION=1 // Disabled by default, change to 0 if your using a .dat language file, this setting is for those
who speak another language other then English and cant read the Hired Guns menu in English.
========================
Where do we put this code?
Paste it under where it says HIRE_COST=25 for the Hired Guns Settings.
v1.13 IMPORTANT NOTES pt 2
The hired guns is limited to 5, we are unable to increase it because of code constraints,
the code is not setup for more then 5 nor will it handle it as there are a few scripts and lines to be changed to enable more.
For
New players to the mod, if you have a question please review the
Questions & Answers article HERE first before posting a comment.
Update - v1.12
Changelog:
- Changed the gang from Murfree to generic at DoverHill, and Martha Swain hideouts.
- Changed the gang from O'Driscolls to generic at watson's cabin hideout.
- Changed the gang from generic to O'Driscolls at Ewing basin hideout.
- Changed the gang from generic to Del lobos at Carin Lake hideout.
- Changed the gang from generic to Exconfed at Copperhead Landing hideout.
- Increased the distance of the revive for when the player revives a hired gunmen.
- Increased the number of gunmen you can hire from 5 to 7.
- Changed the wording for the Hired gunmen from "Hired Guns to "Hire Gunman".
- Added code for the hideout Spawn Chance in the settings.h script.
- Added language support for the Ukrainian language (.dat file is in the downloads section)
- Adjusted the code format for a few hideouts.
- Removed the corpse,rope, and shot glass from Coot's Chapel hideout.
- Added props to Beaver Hollow, Lakay, and hanging dog ranch hideouts.
- Added new hideout:
Adler Ranch
Guarma Hideouts
- added new hideout:
Cinco Torres
- added new hideout:
LaCapilla
- added new hideout:
Cima del sendero (Trailtop)
- added new hideout:
EL Nido
- added new hideout:
Aguasdulces
============================
Important NOTES:
Want to let you guys know that the
hired guns is broke somehow in the update, what's actually "broke" is
the menu to hire a gunmen at the bartender is blank, you can still hire a gunmen if you can figure out the functions, also
when you hire you wont be able to command them, the menu for that dont come up.
Crossed and i are looking into this issue and have already fixed a part of it before the v1.12 update here as before
the menu didn't come up at all.
NEW HIDEOUTS MAP!
Lastly i saved the best for last, we have a
new hideouts map which you can see on the
description tab, i have a
link there where you can download the map, its 60.3mb!
This map was created by a friend known as
Cockerball, thanks to his creative photoshop skills he has all the hideouts
and ambush locations on the map, sorted by color, number, and by what gangs are at those hideouts.
==============
Ps. For the
v1.12 update all you need is the
.ASI and the
.DAT files, new players need all files.
Pss. For
new players to the mod, if you have a question please review the
Questions & Answers article HERE
Recommended Comments
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now