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Everything posted by Gunter Severloh
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Have no idea what that is cant help you with that.
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Hi, Welcome to RDR2Mods.com! What are your computer specs? Have you run RDR2 before without issues, or is this your first time trying to run the game? Do you have any mods installed? If so which ones? Is your question for the game itself or with RDR first response? Im assuming the first response, well i cant help you with that part but the rest i can maybe.
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Weapons stick to other weapons.
Gunter Severloh replied to Acnitium's topic in RDR2 General Discussion
Ya i mainly get that with the arrows when using the bow, after a while you get a whole bunch of arrows stuck on your hand, i found that if you dont have any other weapons on your back and just use the bow the issue either dont occur or dont occur as much, try that. Welcome to RDR2Mods.com forums btw! -
Thats exactly what i have, i had roamed about and targeted certain props i wanted to use in my mod, and using my menu it gives me a number, the names arent the actual names but the numbers are, heres the list i have: namespace prop { enum : unsigned int { CORPSE = 2, ROPE = 3, EGGCRATE = 1561132816, MILKJUG = 3366525641, CAMPFIRE = 3115700891, // 4256870363, // 3912677990(non-interactable small), // 4248723205(interactable) SHOTGLASS = 3383093236, BOURBON_BOX = 3390156925, LANTERN = 3067140064, GAS_CAN = 2341771039, LOG_PILE = 1810518205, WAGON_OPEN = 198386616, WAGON_COVERED = 3018168458, WAGON_COVERED_RED = 483491548, WAGON_BROKEN = 1484299100, WAGON_RUSTY = 3616875569, WAGON_HALF_RED = 3117405816, WAGON_OLD = 2082832984, WAGON_FLAT = 2462596901, WAGON_NOWHEELS = 1897706816, BROWN_BARREL = 570671881, BLUE_BARREL = 1280724808, WATER_BARREL = 2979149680, SHORT_BARREL = 264425748, BED_ROLL = 3052441487, SLEEPING_BAG = 1872659725, TENT_LEATHER = 163561137, TENT_WHITE = 4285579775, TENT_WHITE_LARGE = 3456022164, BROWN_WOODEN_CHAIR = 2784127437, DARK_BROWN_WOODEN_CHAIR = 2851060593, };
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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
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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- 33 comments
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- roaming bandits
- hired gunmen
- (and 3 more)
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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
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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I have a list i built for my mod Bandit Hideouts, that i use props for my hideouts i build, but i have a menu thats part of the mod i use to log models. I go around to wherever i see something i think would add more ambiance and the aim my gun at it, and the menu gives me a number, i put that into the script, though i give it a name and then add the number that was logged. I can give you a list but the names aren't the official game model names, they are though the exact model numbers, and i have a lantern, campfire, wagons, barrels, and other things, would that interest you? You can always search through the official game files using OpenV.
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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
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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Mod needs to be updated and some issue fixed, idk if crossed will ever get back to working on this or if he's interested anymore. But he has been helping me on and off indirectly with my mod Bandit Hideouts so he is still around, outside that idk what his situation is, or if hes to busy ect,. If your playing AMJM for the wagons and some other related features fine, but if your playing it for the bandit features then best you just use Bandit Hideouts mod which is an exact copy of AMJM but a standalone, and super upgraded version of all the bandits features, hired gunmen and many more aspects dealing with bandits. As to help, about all i can tell you is to make sure you have latest scripthook and not any other version, or type, also create a new save, because it might be possible that loading onto an already used saved that had other mods on it are interfering somehow. So use a fresh save and load the game onto that, also make sure all files including the ini file are in the directory, same place as the RDR2.exe, other then that if that dont work then get a new copy of the .ASI sometimes when you download them they are corrupted. Hope that helps and it works for you.
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RDR2 Infinite Loading Screen (New Day New Shit)
Gunter Severloh replied to Free Lad's topic in RDR2 Mods Discussion
Sounds like that's might what have happened something got corrupted, doing a verify integrity of cache should fix any issues related to the files, will cost less time then reinstalling the whole game as it checks the integrity of all the files. That is if your game is on steam, but glad you got it sorted! Cheers! -
RDR2 Infinite Loading Screen (New Day New Shit)
Gunter Severloh replied to Free Lad's topic in RDR2 Mods Discussion
Hello, Was the game loading fine before you installed the new mods? What mods did you install? A mod that might help speed up the loading process is this: Main and Legal Menu Skip https://www.rdr2mods.com/downloads/rdr2/other/304-main-and-legal-menu-skip/ It will cut your loading time in half, and load you into story mode, im suggesting it as it might help with your situation, however that depends on your answer to my two questions above. -
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
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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I dont speak for other mod authors, but ya i agree if a author doesn't want to fix their mod and locks or closes the comment section of the mod page then ya best move on. However i can say that for those honest authors that released a mod, and maybe have posted an update there are other factors involved, their time, their interest and their know how. So if they dont know how to fix the issue whatever it is in their mod, then imo they should ask someone, research or something. Im fortunate enough to work with 2 other creators as we are a small team for our mod Bandit Hideouts, crossed99 and i been working on our mod since early 2023 together, and fixing, updating, issues among many other things. Personally i enjoy the interaction with the community on my mod page, it lets them ask questions, and get to know my routine, and see that im trustworthy and am dedicated to the mod. I love what we created was my idea to begin with, i enjoy playing with it, and enjoy helping others solve issues, or explain to others with questions about how certain things function or about settings in the mod. Ya sometimes its a headache to get a bug or an issue that you cant seem to solve, but i will be honest with the players of the mod and tell them i dont know whats causing it, or we tried this, or are looking into the issue, ect,. we have solved many issues since the mod has been out. Overall thats just me, being dedicated to your work and having reasons to work on the mod, for me its the fans and the love of the mod and most of all the game, again i dont speak for others but to each author its what they want and decide to put into what they create. Cheers!
- 606 replies
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- issues
- discussion
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(and 5 more)
Tagged with:
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Your problem is you have all the lml mods inside the downloader folder in a folder named lml. I dont think the game can read that as your figuring that out, suggest moving all those mod folders back to the lml folder, and remove the downloader folder, then try, they should work then. But if you want to use the mod manager then i cant help you there, never used, nor use the mod manager, i always do everything manually and never had an issue with mods loading that way. Just make sure the lml mods are in the lml folder and not in any other folder but that, thats the only way the game is going to read them.
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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. ============================= 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
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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Changed Character Name to Pinkertons
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How to find directory folder
Gunter Severloh replied to LENNYWHEREAREYOU's topic in RDR2 Mods Discussion
Steam ---> Library ---> Right click Red Dead Redemption 2 ---> Manage ---> Browse Local Files The local files will take you to your RDR2 directory, and the directory will be the folder that the RDR2.exe is at, thats where all mods get installed. lml mods So if you get a mod that is for lml then inside your directory after you installed lml, then any and all lml mods will go into the lml folder. ASI mods If you have a mod that uses an asi file then that is just put into the directory as is, and not into any folder. Just remember too that most mods require scripthook, so be sure to look for the requirements for mods your interested in downloading. -
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 NOTES 3 As noted here in the changelog: See this article here: How to change the gang that will spawn at individual hideouts or ambush points https://www.nexusmods.com/reddeadredemption2/articles/435
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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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.
- 30 replies
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- bandit ambushes
- bandit posse on horseback
- (and 3 more)
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Realistic Weapon Overhaul
Gunter Severloh commented on Professor2's file in Red Dead Redemption 2 Weapon
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Best move on because i did the same, it showed in the catalog at the gun store but it had a red lock on it, so that was it. However i do use an alternative mod that gives you the Navy Revolver that does work, see my post here: https://www.rdr2mods.com/downloads/rdr2/weapons/86-navy-revolver-sp/?do=findComment&comment=5788