-
Posts
193 -
Joined
-
Last visited
-
Days Won
21
Content Type
Profiles
Forums
Gallery
Downloads
News Articles
Modding Wiki
RDR2 Native Database
RDR2 Native Parameters
RDR2 Player Clothes Database
RDR2 Ped Voices Database
RDR2 Ped Speech Lines
RDR Modding Tutorials
RDR2 Ped Model Database
RDR2 Animations Database
RDRFR Changelog
RDRFR Installation Guide
RDRFR Features
RDRFR Settings
LML User Contributions
Everything posted by Gunter Severloh
-
ScriptHookRDR2 reloading scripts
Gunter Severloh replied to SideniuS's topic in RDR2 Mods Discussion
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 -
Fast Split Point Crafting
Gunter Severloh commented on tbrowne03's file in Red Dead Redemption 2 Scripts
-
ScriptHookRDR2 reloading scripts
Gunter Severloh replied to SideniuS's topic in RDR2 Mods Discussion
Welcome! Check the nexus for tools for mod menus i know theres a couple there, idk about here havent looked. Ya Depends which Arma but im mostly in Arma 3 these days, i post a video everyweek on my Arma 3 channel too. -
ScriptHookRDR2 reloading scripts
Gunter Severloh replied to SideniuS's topic in RDR2 Mods Discussion
Download it from my Google Drive: https://drive.google.com/file/d/18s-Ujjtpl0uLPKiceAKsiu6nrZ6M8bon/view?usp=sharing put it in the main directory ---> C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 same place as the RDR2.exe. Once ingame you can use it to disable all your mods at once to test something. So all you need to do is just press ctrl R to disable all your mods, and then press ctrl R again to re-enable them. I use this for testing new hideouts for my Bandit Hideouts mod, i disable the mod and then add an updated version of the mod's .ASI file and then reenable it and i can then test it, all i use it for. So if you wanted to add another mod, or take out a mod while ingame then use the Scripthook dev, it will allow you to stay ingame, as it takes a while to get the game started up again, i do this multiple times when working on my mod, so it saves me a ton of time. Hope that helps! -
Fast Split Point Crafting
Gunter Severloh commented on tbrowne03's file in Red Dead Redemption 2 Scripts
If you guys need to change the key in the ini to something else like i did as the default key is k go to this website and look up the key you want to use and change that key to the new code in the ini https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes edit ... unfortunately this mod dont work for me, i change my key to x, crouched ingame and nothing happened, yes i have scripthook installed, im running about 40+ mods without issues, game runs fine otherwise so idk, any suggestions? -
Hi, Answered you in your pm, in the future contact me on Nexus as im there almost everyday, pming me here wont get you a faster answer. As for scripthook make sure your running latest version of the official scripthook, the custom ped list as your finding out may cause issues when using custom peds, i havent had any reports on the nexus since the start of the mod about the list other then some peds wont spawn or work. Hiring gunmen should be limited to under 5, for some reason the game might crash using all 5 but mostly because when they spawn horses, again i have no idea why. Get a fresh copy of the mod (.asi) and see if anything changes, dont use the mod when your going to do missions, or story parts, complete them first. Mod has some issues, understand that theres 132 scripts in the mod, with thousands of lines of code, at some point something may conflict, or break, and some of the issues that have been reported can be caused by various things, other mods can interfere or conflict and cause bugs to happen. The game is already instable and not mod supported as it is which makes it harder. Suggest to solve some of the issues is to test without other mods. i will look into the icons when i work on the mod again. No. Mod goes into the root folder of the game, no where else, the mod dont contain a "scripts" folder ignore all that. You did something wrong somewhere, again all files go into the RDR2 directory no where else, here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 install it, tweak the ini to what you want and thats it, disable or remove the mod during missions and doing story related missions. Dont use the mod til you get to chapter 2 or bandits will be at Colter and interfere with the story. I'll look into the map icons when i work on the mod and see if there is any issues, but theres no guarantees i can fix anything if there is indeed an issue in the code, or some new bug.
- 33 comments
-
- roaming bandits
- hired gunmen
- (and 3 more)
-
-
That code dont seem to work anymore and we dont know why, but your being attacked by bandits on horseback, in the Bandit_Hideouts.ini look for this // Bandit Posse on Horseback // and change the code for it from 1 to a 0 (zero) like this ---> RANDOM_BANDIT_ATTACKS=0 In the future any questions review the questions and answers article here: https://www.nexusmods.com/reddeadredemption2/articles/267 or ask on the comments section here on the Nexus mod page https://www.nexusmods.com/reddeadredemption2/mods/2213 as i dont come here that often, im on the Nexus almost everyday so i will most likely see your comment.
- 33 comments
-
- 2
-
- roaming bandits
- hired gunmen
- (and 3 more)
-
Mod has an issue with hideouts currently, me and crossed have no idea whats going on, theres a ton of code to look at, but you can also try 999 for the value but keep in mind that as soon as you restart the game the hideouts will be reset. I and crossed are still working on the code where you can disable individual hideouts so til we get that working then, my suggestion overall is if there is a mission, or story part you are planning on playing, disable the mod until you have completed them. Bandit hideouts doesn't compliment the story aspect of the game only because some code that was formerly working dont seem to work anymore, and again we have no idea why. We just recently solved why Colter, Lakay, and beaver Hollow werent working after a few months of testing and now its fixed.
- 33 comments
-
- 1
-
- roaming bandits
- hired gunmen
- (and 3 more)
-
To "permanently" disable a hideout once cleared you can set their respawn timer to a very large value. This is the largest value you can set: 2147483647 (seconds). This will disable them for ~10 thousand hours, basically forever 🙂 But it will not get saved so they'll still respawn when you reload the game.
- 33 comments
-
- roaming bandits
- hired gunmen
- (and 3 more)
-
How do you install mods from nexus mods?
Gunter Severloh replied to PigLord7767's topic in RDR2 Mods Discussion
Make sure you have the required files for the mod or it wont work, mod could be broke too, suggest reading the comment section of the mod and see what others are saying as if anyone else is saying the mod dont work then theres your answer. -
Delay in posting this, but this was released on Thursday the 23rd: Update - v1.14 Changelog: - Fixed the Roaming Bandits setting where when disabled they would still shoot on sight. - Fixed Colter, Lakay, and Beaver Hollow hideouts not spawning in. - Updated several of the descriptions in the ini. - Added new hideout: Face Rock - Added new hideout: The Old Bacchus Place - Added new hideout: Painted Sky - Added new hideout: Downed Tree - Added new hideout: Nekoti Rock - Added new hideout: Don Julio ============= UPDATE NOTES: - For those who already have the mod you only need the .ASI file - The ini descriptions were updated, though this dont change the function of the mod, up to you if you want to replace your existing ini. - Dont forget to download the map linked on the description tab as it was updated for v1.14! For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment.
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)
-
Never heard of lenny's hook, so have no idea. Just make sure the mod has the following installed into the main directory: Bandit_Hideouts.asi Bandit_Hideouts.dat Bandit_Hideouts.ini Bandit_Hideouts_CustomPeds.txt the game's directory seen here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 also install Scripthook (ScriptHookRDR2.dll) along with dinput8.dll Btw i mostly hang out on the Nexus page for the mod: https://www.nexusmods.com/reddeadredemption2/mods/2213 so if you have questions need answering you may reach me there faster, either way.
- 33 comments
-
- roaming bandits
- hired gunmen
- (and 3 more)
-
And ... how did you fix it? Your not the only person playing the game with mods. No one cares that you fixed it if you dont share what you figured out, seriously why even post saying you fixed it and then dont explain how you fixed it. Sharing is caring, luckily i dont have your issue but i bet someone else does.
-
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. ===========================
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)
-
Welcome to RDR2Mods Forums! My guess is the change with Rampage is tied to a save file, so what i suggest you can try is create a new save and then load that and see if anything changes.
- 1 reply
-
- 1
-
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 and Moth-man thanks to their creative Photoshop skills they have 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
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)
-
Lets add AVG to the list as thats what i use and never had issues with LML. Yes theres nothing to worry about, dont let the antivirus get you paranoid. The site here is a secure and run by some honest good people that like RDR2 like you and i, same with Nexus. Any mod uploaded to the site here is scanned for viruses ect,. anyways, i use LML and also have that vfai file, have used it since it released, i also run about 40 mods when i play and never had an issue with my antivirus giving a notice about the file or any file coming from this site or Nexus. I suggest just make an exception, or press ignore or whatever antivirus your running, and get back to the game, as Arthur says in game ---> pressing defuse "Its all good, calm down" 😄
-
v1.11 - October 18th, 2023 Changelog: - Increased the spawn distance of the Bandit Posse on horseback from 110.0f to 115.0f - Increased the maxspawn and despawn distances for the Bolger Glade hideout. - Decreased the maxspawn and despawn distances for the Lumberyard hideout. - Decreased the maxspawn and despawn distances for the Willard's Rest Hideout. - Increased the center radius of the hideout for Bolger Glade hideout from 900.0f to 1500.0f - Decreased the center radius of Wallace Overlook hideout from 900.0f to 700.0f - Decreased the center radius of Watson's Cabin hideout from 900.0f to 800.0f - Increased the center radius of Barrow Lagoon from 300.0f to 500.0f - Removed the rope, corpse, and shot glass for the abandoned factory hideout. - Added new hideout: Cochinay - Added new hideout: Fort Riggs - Added new hideout: Pike's Basin - Added new hideout: Manito Glade - Added new hideout: Dover Hill - Added new hideout: Martha's Swain - Added new hideout: Veteren's Homestead - Added new hideout: Sawbone Clearing - Added new hideout: Fire Lookout Tower - Added new hideout: Elysian Pool Cave - Added new hideout: Osman Grove - Added new hideout: Chelonia Top - Added new hideout: Grizzlie's Top - Added new hideout: Strange Statues - Added new hideout: Chez Porter - Rebuilt the hideout: Near Hagen - Added new Ambush location: Ambush 20 (east Butcher Creek). - Added few props to hideout: Ewing Basin. - Added patrol path code to 20 hideouts that didn't have them (this took me 5hrs to do). - Fixed - The Roaming bandits attack on sight code in the roamingbandits.cpp script. If you have the ini setting set: ROAMING_BANDITS_ATTACK_ON_SIGHT=1 The roaming bandits should now attack the player when he is seen, just a note, they will be either on foot, on horse, or on a wagon so its not limited to just a small group of bandits on foot. - Updated relationships.cpp - changed relations with player and bandits at hideouts. - Added entry for gang in Guarma into the code. ================ Important! If you have v1.10 then all you need for this update is the ASI and the .DAT file. Questions & Answers article was updated, as well as the Bandit Hideouts Totals List Also i will be creating a known issues article soon to list some of the bugs or issues the mod has. Lastly - 3 hideouts that are not working correctly are: Colter, Beaver Hollow, & Lakay. They are story location hideouts, theres an issue with them where they will spawn in, but despawn when you get close, crossed and i dont know what the issue is yet, we think the hideouts are conflicting with the story hideouts, we will see.
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)
-
Are you asking me? I believe they only work with DX12, their not Vulkin set mods, otherwise on the mod pages the author's would state what video setting they only work for ive seen that with a couple of mods before, thats about all i can tell you.
-
Welcome to RDR2Mods.com! All mods are installed into the main directory of the game which is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 you have to unzip the mod files and if the mod requires lml then you need lml, if its an .asi file then just put the .asi file in the main directory, most mods require scripthook, so i suggest going back to the mod page and reviewing the requirements.
-
v1.10 - August 28th, 2023 Changelog: Removed the hanging corpse/rope at the Flattened Cabin Hideout. Removed the shot glass at Millesani Claim mine Hideout. Increased the area center/radius by 100m for Millesani Claim mine Hideout. Increased the area center/radius by 75m for The Old Greenbank Mill Hideout. Removed the shot glass at The Old Greenbank Mill Hideout. Removed the patrol positions at The Old Greenbank Mill Hideout. Added 2 bandit spawn positions at The Old Greenbank Mill Hideout. Added lantern at The Old Greenbank Mill Hideout. Removed the patrol code of Lakay Hideout. Lowered the min, max, and despawn distances of Lakay Hideout. Added new hideout: CaneBreak Manor (located in Bluewater Marsh). Added new hideout: Bolger Glade (located SE of Rhodes). Notes on the Lakay hideout The hideout had an issue with spawning bandits, possibly conflicting with the vanilla mission/hideout that is there. Bandits would spawn in normally when you got in max range of the hideout, but then once you got to the min range about where the stakes are with the skulls on the path the hideout would despawn. I had rebuilt the hideout twice,tested it numerous times with default min/max bandit numbers and it gave me the same result. The hideout crashed my game twice when i reached the despawn point for the hideout. So just letting you guys know that hideout may or may not work, it may crash your game and or do exactly as happened to me, im not sure how to fix it and dont understand what the issue is. File Notes: You only need both the .ASI and .DAT file for this update.
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)
-
Forgot to update this when i posted the last update but here is the changelog for version 1.9 Update - v1.9 - August 14th, 2023 Updated - MILLESANI CLAIM MINE Hideout: - Replaced the reinforcement spawn points with new coordinates. - Removed the rope and hanging corpse. - Added 2 new lanterns to the area. Updated Hermit Cave Hideout: - Added campfire outside of the cave entrance. - Added 3 bandits outside the cave, 1 sitting by the campfire. Reduced the min, max, & despawn distances for Hanging Dog Ranch hideout. Added - new hideout: Vetter's Echo Added - new hideout: Watson's Cabin Added - new hideout: Wallace Overlook Notes: You only need the .ASI file for this update.
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)
-
Did you read the description of the mod? It tells you what it does. I'll break it down for you: Bandit Hideouts is a standalone version of all the bandit features of the AMJM Transport mod but upgraded. All the wagon, job, boats, pirate and whatever else AMJM Transport did is disabled in Bandit Hideouts. Bandit Hideouts mod is exactly that, new and more bandit hideouts including a new feature called Ambush Locations which currently theres about 19 of them. AMJM has about 35 i think hideouts for bandits, in Bandit Hideouts the mod has those 35 plus 24 more that i built with more being built every week. All together there are 59 bandit hideouts all over the map and 19 ambush locations in total. Well AMJM does have what bandit hideouts does in terms of some features as the bandit features have been upgraded, more settings and ini settings have been added. So no some of the settings you see in Bandit hideouts wont be in AMJM's ini file. You can use both mods but i would disable the bandit settings in the AMJM transport ini file or you will get conflicts, and its a bit redundent because the 35 hideouts in AMJM are in Bandit hideouts so if you ran into a hideout in AMJM while running BH then you may crash the game or you may spawn double the amount of bandits, idk never tried and i dont use the mod, just BH. In my opinion if you use AMJM for the bandit features you would be short changing yourself, i know because i played with AMJM Transport since crossed released that mod, and then i asked him if we could build a standalone version of all the bandit features and he was cool with that, so he helped me build the mod and get it stable and working. So bandit hideouts does alot as you can read in the description, it overhauls the bandit features, the main focus of the mod is well hence its name... Bandit Hideouts so with AMJM alone your limited to 35 hideouts which is still alot but then you'd be missing out on 24 new ones, plus ambush locations, alot of ini settings that have been added and tweaked, map icons that can be enabled and disabled, including other settings like reinforcement numbers on horse and foot for hideouts. Read the changelog it will give you an idea what was done since the standalone release.
- 33 comments
-
- roaming bandits
- hired gunmen
- (and 3 more)
-
Update - v1.8 - August 7th, 2023 Changelog: - Enabled the Silent Stead hideout to be a persistent hideout which means it can spawn bandits. - Adjusted the Feral Cave hideout name as it was incorrect in the script, and was giving an error. - Added - New hideout: Meteor House - Added - New hideout: Willard's Rest - Added - New hideout: Van Horn Mansion - Added - New ambush location: North of Annesberg - Added - New ambush location: West of Annesberg Notes: - You only need the .ASI and the .DAT files for this update.
- 30 replies
-
- bandit ambushes
- bandit posse on horseback
- (and 3 more)