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Everything posted by Gunter Severloh
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Bandit Hideouts Mod v1.38
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.
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Drag NPC's
All 3 files go into the main RDR2 directory which is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
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How do you install mods from nexus mods?
Hello, welcome to RDR2 Forums! The RDR2 directory is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 thats assuming you have steam, otherwise if not idk either, but its along the same lines. As far as installing mods go from the Nexus, its no different then downloading a mod from the site here. I suggest starting with one mod, as if your struggling to understand how and where to put that mod, more will only make it more complicated and confusing, so keep it simple! LML mods go into the lml folder which is in your main directory. .ASI mods go into the directory itself and not in any folder of the directory. The majority of mods require scripthook, so you'll need that, which is usually linked on the mod's page or on their requirements tab if they did it right. Scripthook will also go into the main directory itself and not in any folder. Ya that means after you extract the zip, the files: SeasonsVestigia', 'Seasons' go into the lml folder in your main directory. Seasons.asi, Seasons.dat, and Seasons.ini files go into the RDR2 directory itself as they are .asi files. So look at it like this: .asi .dat and .ini files all go into the main directory itself, that goes for all mods.
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Mods Simply Dont Work???
Hello, welcome to RDR2Mods. I run about 40 mods myself, both .ASI and LML mods so i can help. Follow my steps: 1. Start over, clear out all the mods and any files you added to your RDR2 directory, thats lml and asi files. 2. Your RDR2 directory for steam (i'm on Steam as well) is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 All mods go into the Red Dead Redemption 2 folder, no where else. 3. List what mods you have and lets choose one to install. Lets start there.
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Bandit Hideouts
Once you get the mod properly installed review the included ini file as that is where you want to customize the mod for your gameplay style. These settings which are at the top of the ini speaks for itself: // Story settings // DISABLE_DURING_MISSIONS=0 // Set to 1 to disable the mod during story missions, it will also disable it during some missions added by other mods. DISABLE_STORY_LOCATION_HIDEOUTS=0 // Set to 1 to disable bandit hideouts located at major story locations like Beever Hollow, Colter, or Shady Belle. Any questions please ask.
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Bandit Hideouts
As Redfan said the mod isn't installed in the lml folder, its not an lml mod, the instructions on how to install the mod is at the bottom of the description. Regardless if you installed it correctly, if you are getting alot of enemies then you need to look at the Bandit_hideouts.ini and adjust the numbers for Hideout Reinforcements. Hideouts themselves at max have about 21-23 bandits that depends on the hideout too, any more bandits that you have set for min and max will show up in the reinforcements.
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Bandit Hideouts Mod v1.38
v1.7 Added - New ini setting that will allow the player to change between 4 different map icons for hideouts. Added - New ini setting that will enable the player to disable the ambush locations. Added - New ini setting that will allow you to change the gang type for a region. Added - New Hideout: Six Point Cabin Added - New Hideout: Compson's Stead Added - New Hideout: Feral Cave - (this is the cave that the feral man was living in north of Beaver Hollow) Fixed - Hideout at the Dewberry Creek Mill ================================== Update Notes: Please review the new Bandit_Hideout.ini settings, i have notes in the ini next to each setting that best describes what a setting does and how to use it. If you dont understand how something works in the ini please ask and i'll respond as soon as i can.
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Ingame Map where?
Hello, I'm looking for the ingame map file in OpenIV cant seem to locate it, i see the loading screen jpegs for the loading of the game but not the map itself. Is the map ingame a jpg image that we can scroll around and interact with or is it another type of file? What im looking to do is i need a high quality map that i can update and add icons too for my mod bandit hideouts mod as currently what im using when you scroll in to look at a hideout location the mark on the map becomes all blurry. Any suggestions on a better way to do this?
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Unknown error FFFFFF fix?
In my opinion i would manually install each mod, i did that for what i use and i'm using about 40 mods and get no issues. In your lml folder there you have rar files, you have to extract those, your getting an error because the mods arent being installed correctly. Read the readmes if there is one for mods, and or read the mod page on how to install mods, it isn't hard lml mods go in the lml folder .asi files go in the main directory. Manually installing mods teaches you more about mod structure in terms of what the files are, where they go, instead of something automatic, it may take you more time but then your only doing it once. Once you have your mods installed and your game is running fine with the mods then back up your entire directory, just make a copy of it and stash somewhere as a back up and a reference for the future if you install more mods. Also add this mod to your mods as well It will disable the legal screens, the shotgun intro, and put you right into story mode, it cuts the loading time in half.
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Bandit Hideouts Mod v1.38
v1.6 Added - New ambush location: Ambush16 - Benedict Pass Added - New ambush location: Ambush17 - Benedict Pass RR Bridge Added - New Hideout: Rathskeller Fork Added - New Hideout: Twin Rocks Fixed - Enable/Disable hired gunmen ini setting, this will allow you to turn on/off the hired gunmen feature, if you disable this then you will no longer see the hired gunmen prompt at saloons. Was previously fixed in v1.5 but after further testing and reports it still wasn't working, now working.
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Bandit Hideouts Mod v1.38
Update, here is the changelog. The mod gets updated every monday! v1.5 Added - New ambush location: Ambush11 - Stillwater Bridge Added - New ambush location: Ambush12 - Stillwater Pass Added - New ambush location: Ambush13 - Crevace Pass - (South of Stillwater) Added - New ambush location: Ambush14 - Brittlebush - (west of the trawel location) Added - New ambush location: Ambush15 - Jorges Gap - (North of Mercer station) Added - New Hideout: Quaker's Cove - (North of Thieves Landing) Added - New Hideout: Stillwater Cabin - (West of Thieves Landing) Added - New Hideout: Brittlebush Trawel - (On the St.Luis River) Added - New Hideout: Venter's Place Added - Option to hire a gunmen at the inn in Strawberry as there is no saloon there to hire one. Added - New ini setting to enable/disable the hired gunmen which also removes the hire gunmen prompt at saloons if enabled. (Wasn't working in v1.5 but is Now fixed and will be added in the v1.6 update) Added - New ini setting to enable/disable the "You cleared the hideout" Message after clearing a hideout. Added - Two new ini settings for: - Bandit Reinforcements on Horseback - Bandit Reinforcements on foot They will do the following: Reinforcements on foot or horseback depend on your HIDEOUT_BANDITS_MIN and HIDEOUT_BANDITS_MAX settings, it'll be a random number between your set values. If the HIDEOUT_BANDITS_MIN and HIDEOUT_BANDITS_MAX settings are too high and not every bandit can spawn into the hideout initially as there are a set number of positions then they'll spawn in as reinforcements. For example if a hideout's max is set for max=50 then by a hideouts default max 21 setting the remaining 29 bandits will come as reinforcements on horseback (default max 6) and bandits on foot. Updated - The Bandit Hideouts.ini with new settings as listed above as well as rewording of the settings descriptions. Updated - The map with the new ambush and hideout locations.
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ScriptHookRDR2 reloading scripts
Getting back to you, thanks for your reply, i got this sorted on monday, there was nothing wrong except for the code in one of the scripts in the mod itself, the scriptHookRDR2.DEV was working fine. My issue was not that the scripts in the mod and theres about 130+ of them weren't working, just the placement of some of the code for hideouts wasn't being read because there is 2 other scripts that work with one script that had the code for them in the wrong areas so because of that most of the hideouts werent even spawning in bandits. Ya i did clean restart and everything got same results but again its sorted we know what the issue was and fixed it, and everything is working fine now.
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Bandit Hideouts Mod v1.38
Version 1.4 released as of: Update posted on June 13th Here is the changelog: v1.4 Adjusted - Relationship between player and bandits at hideouts to wanted as before they were set to hate, this should at least give some interaction back from the bandits instead of immediately attacking the player. Adjusted - Size, width & height of the Blip icon on the bottom lower of the screen. Changed - The blip icon that shows on the map to another type of icon. Added - A new setting in the Bandit Hideouts.ini that will allow you to enable/disable the blip icon from your screen and map when you approach a hideout or ambush location, the blip icon is on by default. Added - New Feature: Persistent Blip icon The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not, if you clear a hideout the blip icon will be removed until the spawn time for that hideout has returned. The persistent blip icon have their own icon type vs the one on screen. Added - New setting in the Bandit Hideouts.ini that will allow you to enable/disable the Persistent Blip icon for every hideout on the map. Added - New Feature: You cleared the hideout Message Now when you clear a hideout a message will show on the screen briefly that you have cleared a hideout, their will still be at least 2 bandits left alive when this happens. Added - New Feature: Hired Gunmen Voice Lines Now when you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands, and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice. This feature can also be enabled and disabled in the ini, and is enabled by default. Added - New hideout in Tall Trees: Aurora Basin Added - 3 new ambush locations in Tall Trees Increased - The distance of hired gunmen on horses from the player. Updated - Misc wording of the ini. Updated - The map adding the new hideout and ambush locations. ============== crossed and i spent another 9hrs on this update, fixed some things and added some new features, including new ambush locations and a hideout. I wanted to do more ambush locations and hideouts but ran into an issue with the code which took a day to get sorted but we got it. More updates to come!
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ScriptHookRDR2 reloading scripts
I been testing my mod's new update and im wondering if my scriptHookRDR2.DEV is fully working. I press ctrl R to disable and then again to reenable but i get no beeps i can see my mods are being loaded and unloaded so i think its working ok. Im using only the dinput8.dll from (July 18th, 2021) and running about 40 mods and have no issues with them. My mod im testing (Bandit Hideouts) im running into an issue with a hideout not showing, im wondering if the dinput8.dll version im using is influencing what's being loaded as in the mod is not being fully loaded when i use the scriptHookRDR2.DEV ingame? Should i try the latest version of the dinput8.dll and see if that changes anything or does it matter? Im not using version.dll just the dinput8.dll
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Main and Legal Menu Skip
Idk why i didn't use this sooner! This literally goes from the black screen loading bar at the start to loading into the story mode. This cuts the time it takes to get ingame to less then half the time. No more: Legal screens This game is not fictional screen Shotgun cinematic Main menu This is crazy it bypasses all that and you go from loading bar to the loading Story mod with the story mode screens, next thing you know your ingame! 😆 This saves you so much freaking time, i needed this early this morning when i was working with crossed99 on updating our Bandit Hideouts mod, i was in and out of game testing for almost 8hrs!
- 10 comments
- 3 reviews
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[MOD Request] - Disable the Automatic Jump
A simple gameplay mod request to disable the automatic jump. For the love of God is this f***ing annoying! When you walk up to something (and i mainly play in first person) and want to pick up something, either when looting, or grabbing something from a table or some object, and your character when close to something depending on its height like a crate, automatically jumps on top of it 😣 It breaks the immersion, imo and i think many can agree is if your not choosing to climb or choose to jump on something when you press the corresponding keys then imo there should be no movement or actions to do so most especially something automatic, that goes along with automatic reloading too but thats another subject. So as this "function" in the game has existed since the beginning im not surprised that not one mod unless im blind hasn't been created to disable this, so please create this small mod tweak to disable the automatic jump, again it breaks immersion, and is annoying when your trying to get close to something and look at it. I might have to take on this little project myself since i learned early this morning how to use the OpenV tool, to look at game files, but if someone who has a better idea please let me know, tell me how to do it or link a mod thats already been created for this.
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Bandit Hideouts Mod v1.38
Bandit Hideouts News/Update v1.3 releasing soon! Some news for you guys! crossed and i worked on the mod for about 8hrs today (2am-9am) on discord and fixed all the bugs! You can see my notes on the reported bugs that are now changed to fixed if you want. We also built and added a couple new features which i think you guys will really like, i know i do, my game is a bit more exciting now because of them! I think we spent 3-4hrs on the one feature alone trying to make it work but we got it. Only 1 new hideout for now but i promise to build more, didn't have the time yesterday or this morning as i was to busy fixing bugs and adding new features 😉 so dont worry i'll get more built! We also have language support coming for 11 different languages! So soon sometime today (Sunday the 4th if not early Monday the 5th like 1-4am) version 1.3 will be released! Theres just a few things i got to do yet before the update is ready to post, so for now sit tight v1.3 is on the way! Note Language Support files will be downloadable on the Nexus Bandit Hideouts Mod page seen here: https://www.nexusmods.com/reddeadredemption2/mods/2213?tab=files To install the one you need, locate the file for your language. Extract the zip and move the Translation.dat file to your RDR2 Game Directory found here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
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Bandit Hideouts Mod v1.38
Bandit Hideouts The mod adds 138 new bandit hideouts, 46 ambush points, a bandit posse on horseback that will chase and hunt you,random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies. Players can customize all features through various settings with the included Bandit Hideouts.ini file. RDR2 Nexus Bandit Hideouts Mod page: https://www.nexusmods.com/reddeadredemption2/mods/2213 RDR2Mods.com Bandit Hideouts Mod Page: https://www.rdr2mods.com/downloads/rdr2/other/358-bandit-hideouts/ Hideout & Ambush Point Map Legend Looking for the Hideouts & Ambush point Map Legend? Download it here: https://drive.google.com/file/d/1yqPY0OKO4-4qeOe9AdN7Gjn-HrVYKQBk/view?usp=sharing Forum How do i update my existing ini without replacing it, see instructions here: LINK Update your Bandit Hideouts.ini to version 1.35 without replacing it. Questions & Answer Articles - Ambush & Hideout ini Questions: LINK - AMJM Transport Mod Questions: LINK - Bandits Interfering with the Story Questions: LINK - General, Installation and ini Questions: LINK - Hired Gunmen Questions: LINK - Problems, and Bugs with the mod? Solutions: LINK - Zombie Questions and Answers: LINK Misc Articles - About the Bandit Hideouts Mod: LINK - Hideout and Ambush default bandit position amounts Reference: LINK - Hideouts and Ambush Points Totals List: LINK - Hideouts in Mexico? See the Bandit Hideouts Mexico Expansion - How to use the CLEAR_HIDEOUTS_PERMANENTLY setting: LINK - How to use the Spawn Amount setting: LINK - How to change the gang that will spawn at individual hideouts & ambush points: LINK - How Hideout and Reinforcement ini settings work: LINK - Mods Compatible and Not Compatible with Bandit Hideouts: LINK - Unload and Load all your mods while ingame: LINK YouTube - Official Youtube Channel for the Bandit Hideouts Mod Gunter Severloh RDR2
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Lockdown Manager Menu
Yes i use it all the time when i play, i've gone everywhere on the map using it, it basically makes you not wanted like if you go to Blackwater area its like entering an area your not wanted, so you can turn everything off. I'm only in chapter 3 ... for the past 2yrs 😄 but i been to the south beyond Blackwater and back, and everywhere else, it dont effect the story, the missions all work regardless.
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Bandit Hideouts
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AM&JM Transport
- 110 comments
- 3 reviews
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- 1
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Bandit Hideouts
- 51,580 downloads
- Version 1.38
Description The mod adds 138 new bandit hideouts, 46 ambush points, a bandit posse on horseback that will chase and hunt you, random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies. Players can customize all features through various settings with the included Bandit_Hideouts.ini file. Bandit Hideouts is a standalone mod, it is a highly upgraded version of all the AMJM Transport mod bandit features, created by crossed99 and Gunter Severloh /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Warning - Before you install! For those installing the mod for the first time and want to also play the story/missions. So you understand what this mod does, it adds 135+ bandit hideouts and ambush points all over the map, thats everywhere and anywhere except towns (settlements). That means there are some hideouts that will spawn at story, and mission locations. There are also ambush points that will spawn bandits that may interfere with story missions, or while riding to them. There are also other bandit features like the bandit posse on horseback that will spawn and attack the player anywhere, anytime. That means they may come when your in the middle of a story mission, or traveling with another character from the story during a mission. If you do play the story and dont like the idea of hideouts, and bandits interfering during the story and missions. There is a Bandit_Hideouts.ini file included in the download, it is a configuration file that will allow you to configure every feature in the mod, this includes being able to disable the mod while ingame, or disabling certain features, hideouts, and ambush points that could interfere with the story. As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers. Do not install the mod if you are not at least in chapter 2 of the story! Any questions or problems review the articles, or ask on the post tab! ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Features Bandit Hideouts The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out. Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits a hideout will have, what gang will spawn there, and how many reinforcements will come if any, even if zombies will spawn there instead of bandits. Hideout Locations Map The hideout locations map is a high resolution map of the RDR2 world you can download and use it as a reference to see where all the hideouts, & ambush locations are at in the world. The legend on the map will tell you what region a hideout or ambush location is in, what gang is at each hideout/ambush point. All hideouts and ambush points are marked with a colored skull icon to represent a hideout, and an X to represent an ambush location, both a numbered and listed in the legend accordingly. Icons on the map will indicate their exact locations. Download Google Drive: 59.5mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing Credits: LittleBigSmoak & Moth-man Ingame Blips & Icons Hideout Locations Blip (icon)  A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen it means a hideout has spawned in and is nearby. If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout. If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up. You can disable this icon if you wish through the included bandit hideouts.ini Default spawned in hideout map blip When a hideout spawns in, by default this icon will be showing on the map at the location of the hideout, the player has 3 other choices of map icons they can use if they want to change it which can be done through the ini Persistent Blip (icon) The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not, if you clear a hideout the blip icon on the map will be removed until the spawn time for that hideout has returned. The persistent blip icons have their own icon type vs the one on screen. The icon can also be disabled in the ini, and only the blip icon of a hideout will show on the map when the hideout spawns in. Types of bandit hideouts Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places. Hideouts will spawn bandits in by chance when you're nearby, this means that if set in the Bandit Hideouts.ini you set the chance to 100 then each time you come close to an area where a hideout would be then bandits will spawn there for sure, the lower the chance then it becomes random or less. Cleared hideout message A small feature by default is if you cleared a hideout a message will show on the screen saying "You have cleared the hideout!" you can disable this in the ini if you wish. Earn money from clearing hideouts! Yes you read that right, after killing all the bandits in a hideout, you will earn a random amount of money ranging from $25 - $150 You can customize the amount you want to earn in the ini or set it to 0 to disable it. Cleared hideout respawn Once you clear a hideout you can set in the ini the cool down of how long before they respawn again. If you set the respawn to 1 for example then in one hour from when you cleared the hideout bandits will spawn in again. Hideout bandit/gang types Each hideout will be populated with gang members for the area the hideout is in, for example: Valentine area will have O'Driscoll members or a generic gang. Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang. Annesburg area will have Murfree gang members. Saint Denis area may have either Nightfolk, or a generic gang. Tall Trees area you will see the Skinner brothers gang. New Austin area you will see the Del Lobo gang. Grizzlies West (snow region) area will have a generic gang. Grizzlies East (snow region) area will have a generic gang. Guarma will have the Cuban Army and Nightfolk. Disable individual Hideouts and Ambush points This feature allows the player to disable any individual hideout and ambush point in the mod through the included ini all you need to do is locate the hideout you want to disable through the downloadable map and then change the number from a 1 to a 0. There is a list for both hideouts and ambush points in the ini. Custom Gangs in hideouts Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang. The gang types to choose from are the following: // Gang Type Reference // Generic gang - 7 Murfree Brood - 8 Lemoyne Raiders - 9 O'Driscoll Boys - 10 Skinner Brothers - 11 Del Lobo gang - 12 Nightfolk -13 Cuban Army -14 Ku Klux Klan - 15 Wapiti Warriors - 16 United States Army - 17 Laramie gang - 18 Micah's gang - 19 Angelo Bronte's Mob - 20 Cornwall Goons - 21 Braithwaites - 22 Gray Family - 23 Foreman Brothers - 24 Bounty Hunters - 25 Pinkertons National Detective Agency - 26 Chelonians - 27 Vampires - 28 James Langton Boys - 29 Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list: ENABLE_ABANDONED_FACTORY=1 - With the setting at 1 the hideout spawns its default gang. - With its setting at 0 the hideout is disabled and wont spawn. - If the number is changed to a number from either 7-28 seen in the list above, then that hideout will spawn that gang based on the number. For example if we changed the number to say ENABLE_ABANDONED_FACTORY=18 then the Laramies gang will spawn at that hideout instead of the default gang. Here is an article on how this works in more detail with a video demonstration/guide https://www.nexusmods.com/reddeadredemption2/articles/435 Custom Gangs in Regions A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions or areas on the map, each region has a default number, the number represents what gang will spawn in that region. From the reference in the ini, you can change the number for the region for whatever gang you want to spawn at the hideouts in those regions. This feature is disabled by default. Exact or random number of bandits in a hideout The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini there you can set the minimum and maximum numbers you will encounter, this is for all hideouts. If you set the number for both min/max the same you will get that exact amount, if you set the number to exceed the default random min and max then the extra bandits will come as reinforcements. Bandit Reinforcements Bandits at hideouts can call in reinforcements, they will show up on horses and or on foot. Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show. Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini. Bandit Spawn Amount In the included bandit hideouts.ini there is a list called spawn amount, this list will list every hideout/ambush point and allow you to set a specific number that you want to spawn at a or each individual hideout. This lets you customize hideouts based on how you want to play. Each hideout and ambush point has a default or base number of spawn points you can use this article reference to get the base default number of each hideout: LINK Knowing the base number of a hideout or ambush point will tell you how many bandits can be spawned there. For example: If you chose a hideout that had 10 bandits spawn positions that means if you set the spawn amount to say 5 then only 5 bandits would spawn. If you set the number to say 15 then the extra 5 bandits would spawn at the reinforcement spawn points. The would respawn at the reinforcement spawn points because there are only 10 available spawn points at the hideout. The same applies to ambush points. Bandits will chase the player Bandits will chase you if you ride off or run away after attacking their hideout. Bandit Ambushes Ambushes are not dynamic they are built the same as hideouts and are at set locations. Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location. If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse. Ambush locations are marked on the downloadable map with an X Enable/Disable individual Ambush Points This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini, all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason, you open up the ini file, locate the ambush point in the list, and just set the setting accordingly. Ambushes can also be customized to have a certain amount of bandits spawn using the spawn amount setting. Bandit Posse on Horseback As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time. In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack, and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to. Random Roaming Bandits Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members from that area so if your in Valentine Area then you might see a small group of O'Driscolls wandering around. These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both. You can also set in the ini if they attack you on sight or not, and set how often they will spawn. Hired Gunmen Players can hire up to 9 gunmen to fight alongside them, to do so just talk to the barkeep in any saloon. These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies. You can hire up to 9 gunmen at a time. You can hire a random gunmen with their own gear and weapons. You can customize what they wear, and the weapons they carry. Set how much it costs to hire a gunmen. Hired Guns will not fight while in a town (can change this in the ini). Story characters are also available. You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them. They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat. If the "Allow revive" option is enabled, instead of dying they will go down into an injured state and be revived by crouching close to their head until the 'Help' prompt fills up (10 seconds). Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling. The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse. Commands menu: You can also give commands to them through their command menu, Numpad 1-9 keys by default. Hired Gunmen Voice Lines When you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands, and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice. This feature can also be enabled and disabled in the ini, and is enabled by default. The command menu has some extra commands: Aim at person while the menu is up: Attack target, lasso target. Aim at dead / hogtied person: pick up target. Aim at horse: put carried body on horse. Aim at downed hired gun: help up (it'll take them the same amount of time as for you). Press numpad 0 to make all hired guns stay / follow Zombies As if bandits weren't enough to deal with, the mod also adds zombies to the game world. Disabled by default, you can enable them in the Bandit Hideouts.ini There are some options in the ini to customize them, like the following: Spawn frequency - this is how much more or less you will see of them. Day/night detection - this is a setting where you can set if the zombies detect you. Zombie health - this is how much a zombie can take before you kill them. Min/max spawn amount - this will be the group size of how many groups of zombies. Min/max number - number of zombies that can spawn during day or night. Min/max spawn time - how often they will spawn in seconds. Zombies burst into flames upon dieing. Zombie lairs - this will change all the bandit hideouts to zombie lairs, so instead of bandits spawning, zombies will. Customization All of the features in the mod can be customized by editing the Bandit Hideouts.ini file. Each setting in the ini has a description on what it does and how to enable/disable it or adjust it. Open the ini file with notepad to edit it, also run it as administrator if you are being denied access. Installation Move the following files: Bandit_Hideouts.asi Bandit_Hideouts.ini Bandit_Hideouts_CustomPeds.txt to your RDR2 directory which can be found here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 Requirements Scripthook by Alexander Blade is required to run the mod. https://www.dev-c.com/rdr2/scripthookrdr2/ If AB Scripthook gives you issues with the mod then try using ScriptHookRDR2 V2 https://www.nexusmods.com/reddeadredemption2/mods/1472 Credits Crossed99 for his help and support, and patience in helping me create and update this version of his great mod! LittleBigSmoak & Moth-man for their help in creating the Bandit Hideouts map showing all the locations of the hideouts, and sorting them based on color and gang. Bandit Hideouts Youtube Channel Gunter Severloh RDR2 Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod. -
AM&JM Transport
If you guys love crossed99 mod here, he has another mod on the nexus called Survival Mechanics https://www.nexusmods.com/reddeadredemption2/mods/1261?tab=description
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No Automatic Reload Ever
Very late reply but if anyone else is asking the same question then there is a mod for it on the Nexus here: No AUTO Horse Holstering https://www.nexusmods.com/reddeadredemption2/mods/1954
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[Unofficial] Troubleshooting Guide For Non-Working Mods
Thanks for your reply WesternGamer, but i got everything working. Im running latest version of the game, latest scripthook, and latest LML, and running over 30 mods with reshade and everything starts and runs fine, so no issues now anymore!