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Gunter Severloh

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Everything posted by Gunter Severloh

  1. Same location as the RDR2.exe or for steam C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
  2. This is an lml mod so in your lml folder.
  3. The mod is enabled by default, make sure you installed the mod correctly. All files in the zip other then the readme go into the main directory of the game, same place as the RDR2.exe. Theres really nothing for you to do other then adjust whatever settings in the bandit_hideouts.ini all you need to do really is come within range of a hideout and bandits will spawn in, that depends where your at in the game, and if there is a hideout around the location your at. Normally if you haven't changed any settings in the ini you will get a small icon on the lower left of your screen when you come near a hideout, also an icon will show on the map for the hideout your near, so if you have that then you should see bandits at a hideout. Suggest also downloading the map: Google Drive: 60.6mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing this is just a picture of the RDR2 map with all the hideouts, their names, and what gangs are at those hideouts, that will give you an idea where the hideouts are. If you want a faster response to questions ask on the Nexus mod page here: https://www.nexusmods.com/reddeadredemption2/mods/2213
  4. 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. ===============
  5. Use this mod along with it, and it will work, does for me: https://www.nexusmods.com/reddeadredemption2/mods/887
  6. This, it would make the game like Skyrim where you can spend an hour creating a character and then experiencing the world, i dont like the idea of being a criminal or an outlaw right at the start, i think Rockstar should have given the player an option to play the story (campaign) if they wanted to and not be forced to be a certain person, or character, and know certain people based on things set in the story, this is why we are modding it so we can enjoy this western world with its many details. Cool, if it helps you can use an AI extension for Visual Code named Cody that will help you code: https://marketplace.visualstudio.com/items?itemName=sourcegraph.cody-ai&ssr=false#overview
  7. Hello, welcome to RDR2Mods.com! In the future ask on the mod's page itself: https://www.rdr2mods.com/downloads/rdr2/other/358-bandit-hideouts/ Or better yet the Nexus where i am most of the time https://www.nexusmods.com/reddeadredemption2/mods/2213?tab=posts The mod was updated this morning, so alot of things were fixed, idk what version your using but there is a previous version where the chance was not working correctly and we had fixed that, so i suggest make sure you get the latest version of the mod which fixes a number of things, as well as adds, and updates alot of other things, then try again. Again in the future ask on the mod's page itself, i will respond, a quicker response will be on the Nexus page.
  8. 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. ==============
  9. No update to the mod, still v1.18 someone reported on the Nexus mod page that the zip format was corrupt and they couldn't extract it, so i tested it myself a few times and got the same result, i had reuploaded the files in a new zip format and that fixed it, did it here too. v1.19 coming tomorrow. Cheers!
  10. That depends on your computer, i use DX12 myself and have no issues, run everything maxed, and can play 8-12+hrs without a twinkle, lol idk try either or, if it performs better on Vulcan then use it, and vice versa.
  11. Never used the loader myself and just use just the lml folder and thats it, never had an issue with mods not loading with that, though it dont keep track of your mods, or allows you to load and unload mods on the fly, regardless the manual way works, just a thought. So overall your saying the lml mods that go into the lml folder arent being added through the loader?
  12. Get a fresh copy of the mod, and make sure you have latest version of dinput8.dll edit .. Take a look at this website for all the errors for the game: https://www.getdroidtips.com/all-red-dead-redemption-2-error-codes/
  13. 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.
  14. Which video would that be? Never seen an AMJM Transport mod video, i know crossed never recorded one.
  15. Some posts up might answer your questions: crossed99 41 Author Posted May 30, 2023 Nope, the prison wagon is just fluff currently, I planned to add more functionality for it, but didn't get around to do so yet..
  16. 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
  17. "A_F_O_WAPTOWNFOLK_01", // NATIVE "A_F_M_WapTownfolk_01", // NATIVE "A_M_M_WapWarriors_01", // NATIVE
  18. 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). =============== Known Issues: The following are reported issues for v1.16 i currently know about and am looking into: - Bandits at ambush locations dont attack the player anymore they just spawn and stand there. - Player can sometimes lose honor when looting dead bandits at hideouts (i think this is for the generic gang only idk).
  19. Its hidden as it says on the mod's hidden page: " Hidden at 31 Aug 2023, 7:05AM by wickedhorseman for the following reason: This mod is temporarily unavailable while the mod author updates the mod page information. Though hidden since August hes busy with something or just not interested anymore, cant say. Maybe send wickedhorseman a pm about the mod https://www.nexusmods.com/users/5534143
  20. 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!
  21. i'm lucky as it is to get crossed helping me when he can with code for BH. Theres so much code, and alot of scripts we updated all over the place since end of April, then too since im updating BH about twice a month depending, crossed would have to update AMJM too, so its not worth the effort. Dont think he would be interested i mean hes already busy as it is so he really has little time to do what he already does. Good questions, ideally this conversation should be on the Bandit Hideouts thread not here, but i'll answer for now. 1. AMJM still has bandit hideouts but only the first 35 or 36 that crossed built, in BH i had updated some of them, and fixed some formatting and other stuff. 2. All the bandit features in AMJM are the same as in BH but in BH their all upgraded with more functions, along with 60+ more hideouts, hence BH is the standalone (copy) of all the bandit features/functions of AMJM that was my idea and crossed and i put it together, and disabled everything else in the copy that AMJM is known for like the wagons and such. So yes and no they are working, in AMJM you still have the following: - Bandit hideouts (about 35 of them) - Posse bandits on horseback (these are the guys that chase you, but this was upgraded in BH a little i increased their spawn distance). - Random roaming bandits (this was upgraded in BH with a setting that allows them to attack you on sight). - Hired gunmen (this was upgraded in BH with settings for voices, and some other things). - Zombies (we havent done anything with zombies that i recall, so it should be the same in AMJM). 3. The random roaming bandits ini code wont work because there are scripts in BH that were updated that are not updated in AMJM for the same scripts. We had updated the code a couple of times so no the ini code wouldn't do anything because there is also a settings.h script that enables those settings in the ini to work which are absent in the settings.h for AMJM. Even if you added those codes for the settings in the settings.h script for the ini to work in AMJM for that feature, there is other scripts in AMJM that would need to be updated for that feature to even work, and the thing is theres a ton of code and a few scripts involved, its not really simple. ============== Personally if you want both mods to work together, i would do this if i were in your position: 1. Make a copy of your directory with all the mods in it, put it in a safe place. 2. Remove all mods other then AMJM and BH from the directory and then test, without anything else interfering you'll have a definite answer if both mods are conflicting or not. Again i dont play with AMJM anymore like i did back before we got BH released, when i was using AMJM prior to my mod, i was playing with all the bandit features anyways so BH is just a streamlined and updated version of AMJM's Bandit features, but along side the 40+ mods i play with i dont have any issues with performance. My computer specs btw are: i7-7700k 4.25ghz EVGA Z270 FTW K G.SKILL Ripjaws V Series 32GB (4 x 8GB)3600mhz Nvidia GeForce RTX 2060 12GB EVGA SuperNOVA 1000w P2
  22. I'm running about 40+ mods myself thats both .asi and lml but i dont use AMJM i think AMJM is your issue, as when i play with Bandit Hideouts the game is smooth for me. AMJM Transport has about 35 hideouts in it, thats where crossed stopped with it, in Bandit Hideouts, i have the same hideouts plus 60 more which i built since release, and another 5 more coming for the upcoming update. There maybe some issues with Bandit Hideouts in relation to AMJM as BH has been updated in different areas of the code since its release in May, there have been some functions in BH that have been reported not to be working (hideouts, posse on horseback, roaming bandits, hired guns, and zombies) work fine, and some other misc functions, so it depends. AMJM and BH share alot of the same code, because BH is literally a copy of AMJM Transport just with all the scripts, and various things for wagons and such are disabled in BH, but BH is upgraded so yes there can be conflicts, but there could be other mods your running that could also be interfering too. Also the number of reinforcements or even bandit numbers could influence performance, i normally play with the default numbers which is min 13 and max 23 and so many reinforcements, since your playing with about 75 mods i would look at what your running that could be interfering, if theres any mods that changes ped behavior, or spawns peds, or something of the like then it could be the issue, idk.
  23. No, actual tools that you can load and unload mods. For compatibility between mods, if your also using AMJM Transport mod then go into the AMJMTransport.ini and look for the following codes and set them as you see below: // BANDITS SETTINGS // PERSISTENT_HIDEOUTS=0 RANDOM_BANDIT_ATTACKS=0 RANDOM_ROAMING_BANDITS=0 Those setting will disable hideouts, the bandit posse (bandits on horseback), and the roaming bandits in AMJM Transport. Leave them enabled in the Bandit Hideouts.ini though as that ini will be read instead of the AMJM Transport for just those settings. The remaining settings for the AMJM is all the wagon and other features so those wont interfere as they all have been disabled in the code for Bandit Hideouts. Any other questions i have a Questions and Answers Article seen here for the mod: https://www.nexusmods.com/reddeadredemption2/articles/267
  24. Getting back to you, i got it working, i think the issue was i didn't have my weapon out so when i did that, it worked! Thanks very much for this mod!
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