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Gunter Severloh

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  1. Hi, thanks for that insight, considering our mod Bandit Hideouts is a standalone version of all the bandit features of AMJM Transport mod here, i had looked in the solution and actually found this name in the peds.h script: "A_C_Horse_Thoroughbred_BlackChestnut", How did you determine that this horse is corrupting your save? I will send crossed an email about this as we communicate through email very regularly for bandit hideouts mod.
  2. Hi, sorry for the late reply dont come here that often, i'm always on the Nexus. As for your question mod spawns bandits its not adding new content of any kind, as im sure you may know Bandit Hideouts is the standalone version of all the bandit features of AMJM Transport. So all of AMJM code for wagons and other features it has in BH has been disabled in the code, about the only thing i can think of that could be related to anything with horses is the hired gunmen feature in the mod. There is an option (setting) for hired gunmen to spawn their own horses, but thats just to have a horse to ride, the only issue in the mod that creates is at random it may happen once out of 3 or five times the game will crash if the hired gunmen do spawn their own horses. If the setting is disabled then theres no issues, so there might be a possibility that what your pointing out is related to the type of horse being spawned. I would need to ask crossed about this and see if maybe he knows in the code if there is horse types defined that could be creating the issue. On another note looking through the solution of the mod using the word horse and after seeing your other post on the AMJM mod comments about the RDO horse i found this name to be among the list of horses: "A_C_Horse_Thoroughbred_BlackChestnut", this was in the peds.h list.
  3. Hi, welcome to RDR2Mods.com! Is this your first time installing mods and or playing with mods? I think your issue is the following: 1. To many mods to start with off the bat, start with installing one, testing it when it works, then go to the next ect,. Do not install a ton of mods without knowing if they work or not, i can already tell you your using my Bandit Hideouts mod, but your installation is missing the other files needed. 2. Dont use the lml mod manager, install lml and asi mods manually, i would test one mod with the manager to be sure it actually works and the mod is working ingame before i go bat sh*t and installing a ton of mods. Make sure mods work ingame before you install more.
  4. Attention! Some players are getting issues with the new update and there are a couple reasons for that so you need to do the following before you update from v1.30 or any earlier version to v1.31 What you need to do is the following: 1. Delete your Bandit_Hideouts.dat file 2. Delete your Bandit_Hideouts_Translation.dat file if your using one and get a new copy as all the language files have been updated. 3. Once ingame create a new save on an empty slot and load that save. 4. Replace your ini with the latest as many things, and alot of new settings have been added to it. Any questions or problems please ask, dont assume, ask. Crossed and i been working on the v1.31 update since late August and i had no issues with the mod working prior to release of v1.31 so if your getting issues do the above as suggested and then any questions just ask. If you want a faster response then ask here on the Nexus mod page: https://www.nexusmods.com/reddeadredemption2/mods/2213?tab=posts
  5. 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 langauges 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
  6. Update: NEWS Just wanted to let those Bandit Hideout Fans know that crossed and i have been working on the next update version 1.31 since the last update. We've added a ton of new features and fixing a few existing features. As you all have been seeing the updates have become infrequent, so i wanted to let you know that is the reason. Currently we are finishing up the final code for what we've been working on for the past couple weeks, we added a new feature that is working well with a new setting for it, but there was an issue that was delaying the update release for at least 3 weeks now. Back in August i had spent an entire weekend and into the week following adding new code which required every hideout to be updated with an added functions across 3 different scripts. After doing that and testing we had to iron out some issues with it which took us about 2 weeks to sort out as with the new code at least for that one feature scripthook would crash the mod, not the game so we had to do something different. Since then we solved that, and have been spending the past weeks now sorting code for the 3 different features, many tests and iterations of the code later and we've got it narrowed down. So currently i need to fix one small thing we added giving a few errors, and then apply some code to some existing functions to update it for something else, and hoping that dont spit up any errors, and then test, so if the testing goes good then we will prepare for release of v1.31 this will be the 31st update of the mod since release! So we are very close to release, any day now. If you guys have any questions about anything with the mod you can always ask on the mod page, or ask on the Nexus posts tab as i frequent that site daily then i do here. Cheers!
  7. Hi, only difference imo is the number of mods, and the format of the presentation of the mods, the mods are the same. Like i have my mods on both sites but their the same files and functions, so the sites are whatever you prefer more.
  8. No issues here, are you using the loader or the manager, im using the loader where you put an lml mod into the folder in the main directory.
  9. Welcome, i would try to save at a point where no mission has started. Ya working on the next update for Bandit Hideouts as i type this, tons of code on this one! But keep trying, were you running any mods when this infinite loading screen started, if so what mods?
  10. Yes, before the mission make a new save on an empty slot, you could also clear your rockstar launcher cache. To do that: Startup the Rockstar Launcher Go to account information, then select delete local profile This will only delete the local cache, it will not delete your social club account, or saved games. 3. Select confirm. 4. Then sign in again to the launcher. Try that and see if it helps.
  11. Hi, Welcome to RDR2Mods.com! If your able to save on an empty slot and then reload the mission to that new save it might do it. I rarely play the story as i'm always working on my mod and when i get oddities or issues i create a new save on an empty slot and that usually fixes the issue when i reload.
  12. Welcome to RDR2Mods.com Forum! If your using the modmanager dont, use the modloader, so put the lml folder into your RDR2 directory, install an lml mod into it. The mods do work, its how the mods are being loaded through lml, you want to do it manually. I have 20+lml mods i use and they all run fine.
  13. Good to read, a good start, glad you got it working and things are stable. Ya i tried the modloader in the past but i couldn't get it to work, so i was used to doing everything manually so i went with the lml folder and hadn't any issues since. When you get to playing with Bandit Hideouts any questions ask on the mod page, i frequent the Nexus mod page seen here: https://www.nexusmods.com/reddeadredemption2/mods/2213 as i get questions every day there. Cheers!
  14. You dont need the scriptHookRDR2.dev i just listed that as thats what i use as when i build hideouts and work on other things for my Bandit Hideouts mod. I use that to unload my mods to add in a new updated file and then reload them. I would not use that or start with that til you get your situation sorted. What are your computer specs btw? So you have these installed? lml folder (install all lml mods here) vfs.asi version.dll ModManager.Core.dll ModManager.NativeInterop.dll lml.ini dinput8.dll ScriptHookRDR2.dll Personally i would start over, i would remove all those and return the game back to vanilla, if vanilla works perfect then add 1 mod, start with an lml mod or an asi mod dont matter, forget those files i listed, install based on whatever mod you choose requires then go from there. I would clear my steam and rockstar launcher cache, i would do a verify integrity of cache which you should know what that is because your on steam. Once the game is running perfect then work with one mod only, when you get that working and the game loads and aint crashing then do the next one. When your in the vanilla game and ingame press esc and create a new save on an empty slot. Use this mod to bypass the intro and loading, it will load your game right into your last save, i use it myself, wouldn't play without it: https://www.rdr2mods.com/downloads/rdr2/other/304-main-and-legal-menu-skip/ One thing at a time.
  15. My suggestion with lml is dont use the mod manager use the modloader, all that is, is the lml folder and the required files in your RDR2 directory. When you install mods then you put them into the lml folder and its installed, with your crashes it could be your using the mod manager, and not the mod loader, and using either an early or late version of lml. One i use and have been for couple years now and have no issues with is lml_rdr_beta_9 and i have about 15-20 lml mods installed plus alot of asi mods installed adding up to over 40+ mods when i play and get no issues. My game is also set on DX12 not Vulkin. I also suggest using the normal scripthook, not the V2 version, most mods require that not V2. File wise i have the following files that are required for lml and asi mods and have no issues with the game, they are: lml folder (install all lml mods here) vfs.asi version.dll ModManager.Core.dll ModManager.NativeInterop.dll lml.ini dinput8.dll ScriptHookRDR2.dll (not V2 version) scriptHookRDR2.dev (used for unloading and reloading all mods) Welcome to RDR2Mods.com btw! Hope that helps!
  16. If you remove all the files of the mod which are these: Bandit_Hideouts.asi Bandit_Hideouts.ini Bandit_Hideouts.dat Bandit_Hideouts_CustomPeds.txt From your RDR2 directory, their shouldn't be anything showing up in your game at all. I would suggest after removing those files, create a new save on an empty slot, clear your steam and rockstar launcher cache. Is there a reason your uninstalling the mod, issues with to many bandits, or bandits interfering with the story perhaps? I have an articles here that answers all these questions, and address all these issues: Forum - Updating from an older version? Then just update your existing Bandit Hideouts.ini for v1.30: 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
  17. You seen this mod? Fat Arthur Morgan - Morgan The Strongman https://www.nexusmods.com/reddeadredemption2/mods/2937
  18. Welcome to RDR2Mods.com! Are you using the manual folder method where you put lml mods into the lml folder in your RDR2 directory, or are using the modloader? I personally use the manual method putting lml mods into the directory, i have about 20+ mods in there and have no issues with performance.
  19. Language Translation for the hired guns menu at saloons Just want to point out for those who dont speak/read English that there is translation file you can get on the nexus version of the mod in the file section. Its one file its titled Hired_Guns_Translation.dat just put that into your RDR2 directory, and be sure to choose the zip for your language. See the files here for them on the Nexus: https://www.nexusmods.com/reddeadredemption2/mods/4663?tab=files
  20. C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 Move all the mods, the asi and lml files to that directory, after delete the ModLoader folder.
  21. 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
  22. If the mission is in a town then you have to disable this setting: DONT_FIGHT_IN_TOWN=1 change that to 0, outside towns if they go away then idk, i'll have to ask crossed about it. But is the mission your doing in a town?
  23. Your making it more complicated then what it is. Install lml itself manually, that means whatever mod that uses lml you should have a folder in your main directory that says lml Install the mod into that lml folder, thats it, the game loads it. I use about 15+ lml mods and have no issues, again use it manually, dont use the loader.
  24. Version 1.1

    1,578 downloads

    Hire up to 7 gunmen at saloons that will travel with you and protect you!
  25. 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
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