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  1. Shoot it out with bandits, hunt down outlaws and walk the streets with a star.  RDR First Response (RDRFR) is an all new experience we've created specifically tailored for Red Dead Redemption which ties in seamlessly with the game, turning you into the law.

     
    This first version of RDRFR puts the power of the law into your hands for the first time since Rockstar's flagship title arrived on PC.  Working in conjunction with our Patreon supporters and testers, we've built a number of core features into the mod for you to enjoy with the ability to arrest suspects, go on duty and request backup in a manner similar to LSPDFR for GTA V.  
     
    Being tailor made towards RDR, though, there's a couple of key differences in RDRFR.  One of the new concepts we've introduced is for providing 'missions' or 'investigations' to the player.  Instead of pretending that police radios existed in the 20th Century, you'll now find that civilians within the world will summon your help the old fashioned way - in person, calling out loudly for the assistance of the law.  Similarly, there are other noticeable deviations throughout especially as it relates to arresting suspects and the interaction options available.  Instead of having separate key presses or buttons, we've tried to keep things as integrated with the game as possible: most of the features and actions in RDRFR are accessed or performed through the game's contextual prompts.
     

    Part of the First Response Mods family.
    RDRFR Feature Guide
    More information about the features available in RDRFR.
    View the RDRFR Feature Guide  Installation Help & FAQ
    An online guide and tutorial video for getting started with RDRFR.
    RDRFR FAQ RDRFR Installation Guide  
    Want to discuss RDRFR?  Check out the RDRFR Forums Section here: https://www.mod-rdr.com/forums/forum/6-rdr-first-response/
    • 143,032 Downloads
    • 696135 Views
    • 17.34 MB File Size
    • 132 Comments
    LMS in RDRFR
    Updated
  2. Description
    The mod adds 141 new bandit hideouts, 50 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 141 bandit hideouts and
    50 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

    These are the options in the ini you can customize :
    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.
    • 53,725 Downloads
    • 323091 Views
    • 27.04 MB File Size
    • 34 Comments
    Updated
  3. 🎉 Saddle up, lawmen! Introducing RDRFR: Unleashed, my brand-new mod for Red Dead Redemption 2 that lets you patrol the entire map! With this mod, you can live out your Wild West sheriff dreams like never before.

    🌟 Key Features:
    - Free Roam as an Officer: You patrol is no longer limited to towns.
    - You can now patrol the vast open world of RDR2 with the full RDRFR experience!

    INSTRUCTIONS:
    1. Ensure you already have RDRFR installed!
    2. After you download the file, open the contents of the zip file, and place in MAIN DIRECTORY of RDR2. If you already have RDRFR installed it will be automatically be placed in the correct folder.

    HOW TO PERSONALIZE YOUR BADGE?
    -📍Go to: Red Dead Redemption 2\rdrfr\plugins\OfficerOverlay.ini, and open the .ini. The default is SheriffName=Arthur "Justice" Morgan. Change the text after the = sign to whatever you like.

    🎮 How to Get Started:
    1. Start the game.
    2. Once in game, start your RAGE Plugin Hook for RDR2, and ensure it loads.
    3. Head to any police station in-game, and go on duty.
    4. You'll known when the mod is working as you'll see your custom badge in the upper left corner and an onscreen message at the bottom center to confirm the mod is active!
    ✅🔥 Get ready to enforce justice across the frontier with RDRFR: Unleashed!
    Download the mod. Don’t forget to like, subscribe, and hit that bell 🔔 for more RDR2 modding content!


    Special thanks to Rixus, Rededrunk, somncoitus, for coding inspiration, and the LawLine Discord Team for their dream of improving RDRFR.
    Interested in seeing more future RDRFR projects? Please join the LawLine Discord @ https://discord.gg/vC7gs4A5AN.
    • 32 Downloads
    • 545 Views
    • 22.23 kB File Size
    Updated
  4. Dive, Crawl & Gun
    [Diving]
    - You can dive to go prone and start crawling.
    - You can aim and shoot while diving before you start ragdolling. [This is important, don't except something like Max Payne 3 shoot dodge system. You can only shoot for a little time period before you ragdoll]
    - You can also enable your dead eye while diving to shoot your targets.
    - Rifles, pistols and fists have their unique diving animations and you can dive to 4 directions.


    I'm planning to improve this diving feature. I'll probably start by making jumps pushing player more forward.

    [Crawling]- Makes you less visible and more unlikely to be noticed.- Crawling includes most of animations of the unused crawling move set.
    -Included animations are:idle - idle turn left 90 degrees - idle turn right -90 degrees - idle turn left 180 degrees - idle turn right -180 degrees | walk - walk backwards - left walk start - right walk start - walk left - walk right | run - run right - run left.
    - You can aim and shoot all of your guns while prone. You can also switch between your weapons and use scope of your weapon.
    - If you crawl under water you'll start losing your stamina.
    - You'll get up to crouch position and won't lose your stealth status.

    [Crawl to Sitting]
    - You can also go from prone to a sitting position and fire your weapons like that.
    - Rifle and pistols have different animations for this position.

    [Stealth Mode]
    - Stealth noise is reduced.
    - You can also go into stealth mode, instead of crouching. Takedowns look better in this mod since the player doesn't have to get up from crouching.

    [General Controls]
    Hold CTRL / L3 = Go Prone
    Double tap Z / R3 = To enter stealth mode | Tap once to exit stealth mode
    G / Hold △ / Ⓨ = Dive to prone
    CTRL / L3 = Exit prone, stealth mode, or sitting
    Regular combat controls to, aim, shoot and switch weapons.

    [Crawl Idle Controls]
    A / Move Left Stick Left = 90 degree idle turn to left
    D / Move Left Stick Right = -90 degree idle turn to left
    Shift / Ⓧ / Ⓐ Move Left Stick Left = 180 degree idle turn to left
    Shift / Ⓧ / Ⓐ Move Left Stick Right = -180 degree idle turn to left

    W+A / Hold Left Stick Diagonally Left = 90 degree turn left start.
    W+D /  Hold Left Stick Diagonally Right = -90 degree turn right start.

    G / RB / RT = Switch to sitting position.

    [Crawl Controls]
    W / Hold Left Stick Forward = Crawl
    W / Hold Left Stick Right = Right turn
    W / Hold Left Stick Left = Left Turn
    S / Hold Left Stick Backwards = Crawl backwards

    W + Shift / Ⓧ / Ⓐ  / Hold Left Stick Forward = Fast crawl forward
    W + Shift / Ⓧ / Ⓐ  / Hold Left Stick Left = Fast crawl to left
    W + Shift / Ⓧ / Ⓐ  / Hold Left Stick Right = Fast crawl to right

    [Config File]
    StealthModeEnabled=1
    DivingOnly=0

    [Controls - Keyboard]
    ProneInputKeyboard=INPUT_DUCK
    StealthInputKeyboard=INPUT_FRONTEND_LS
    DiveInputKeyboard=INPUT_INTERACT_LOCKON_ANIMAL
    SwitchToSitInputKeyboard=INPUT_INTERACT_LOCKON_ANIMAL

    [Controls - Controller]
    ProneInputController=INPUT_DUCK
    StealthInputController=INPUT_LOOK_BEHIND
    DiveInputController=INPUT_MELEE_GRAPPLE
    SwitchToSitInputController=INPUT_COVER
    • 309 Downloads
    • 2101 Views
    • 123.76 kB File Size
    Updated
  5. 26th August 2025 update:

    New features

    - All the hacky solutions here, but now we explicitly ensure that the AnimScene specific hotkeys below can only be used while in an AnimScene, this addresses a lot of bugs that happened, yay!
    - Once an AnimScene finishes, the game now wrestle control back of the camera stuff and resets PostFX, etc, ensuring its nice and stable.
    - You can now toggle Freecam or the new PedSnap camera while the perspective is forced without needing to turn it off/on again to make it work.
    - Added the ability to toggle a Camera (PedSnap) which selects a character in the AnimScene, showing you the view from their perspective while they look at Arthur, one small note is that because some characters are teleported around it can be a bit janky, but its fun!

    ---

    This mod focuses on trying to do a load of cutscene magic... hopefully!

    Default Keybinds (can be edited in the Ini) - These can only be toggled/used while in an AnimScene (for example start of a mission)

    F1 - Forces the Cutscene camera to use the gameplay camera, go into a mission cutscene, etc and press this then it'll kick in, press it again and the next shot in the Scene will default to the camera. This'll persist in each new AnimScene so you don't need to force this each time.
    F2 - Forces first person/third person camera
    F3 - Removes the black bars across the entire game
    F7 - When pressed you'll have a camera you can guide around the cutscene (This has additional key inputs, see below.), this requires the F1 functionality to be active. 
    F9 - When perspective is active (F1), PedSnap can be used, when used this will select another character in the Scene with Arthur and attempt to get the camera to look at him (mimicking a first person view from their perspective)
    F10 - Snaps it back to the forced perspective or Freecam if active.

    O - Experimental feature added allows you to force a AnimScene (Cutscene), the names of these can be found in anim_0.rpf and in the AnimScenes folder, try it out (note must of these rely on the characters already existing so you may see invisible characters on most, but its fun to play around with)!
    K - Toggles a PostFX visual, press it again to choose another, and keep cycling until you find one you like.
    L - Removes all PostFX effects.

    Cutscene freecam keybinds

    WASD - Moves the camera around
    Mouse - Moves the Camera around whereever you look
    R - Raises the camera level
    F - Lowers the camera level
    1P3PCutscenes.rar
    • 1,420 Downloads
    • 29629 Views
    • 143.31 kB File Size
    • 2 Comments
    Updated
  6. RENAME RACHEL AND/OR BUELL

    Simple file to be able to rename Buell and/or Rachel. Open the file with notepad or any text editor of your choice and change the "Buell" or "Rachel" string in the file to whatever name you want to change it to and save.

    BUT you have to do it BEFORE the horse spawns into the world of your save file.
    I know it sounds insane but it's the only way.

    For example: change Buell's name and make a save before you go to meet the Veteran for the first time (so before Buell spawns for the first time).
    For example: change Rachel's name and make a save before you start the epilogue (so before Rachel spawns for the first time).

    If you plan to catch either of them in the wild while playing with SUHM, plan ahead and change their names beforehand.

    Good thing about this is that the previous Rachel or Buell that spawned in your save file will still keep the name that they had before. So if for whatever reason you'd like a full stable of 4 Rachels with different names, you can do so, lol.



    
    • 45 Downloads
    • 1228 Views
    • 860 B File Size
    Updated
  7. Pasted content
    
    Tired of having to wait for that specific moment in the story to get the horse you want?
    You want that one horse right now, but don't really want to spawn it with Rampage or other mods because it breaks MUH IMMERSION?
    You want to see that one horse you want in the wild and tame it yourself, you've tried other mods but then you realize: what the heck is a high-born Arabian hanging out with a bunch of lowlife Tennessee Walkers?
    Say no more...


    To complement the mod, I've made a SUPER ULTIMATE HORSE CHART, that also includes vanilla horses locations, to help players locate any horse they want, including the new ones SUHM adds.

    



    CHANGES / ADDITIONS / FEATURES:

    GENERAL HORSE VARIETY

    Every horse can be tamed/stolen in natural manners without having to wait for the next mission/chapter. Horse spawns are also 100% consistent now. In vanilla, the game would rarely mix and match some breeds, and if certain conditions are met, spawn them in the wild. This was incredibly inconsistent, making people look for ages for a specific horse because they read somewhere that someone found one in that spot but realistically, it might just not spawn for you ever in that same spot. Well, no more of that.
    Every stable horse is available for purchase from the start. Don't feel like stealing a Black Arabian, want to be an exemplary feller and purchase one instead, but don't want to wait until Chapter 4? Now you can! (At their respective stables though, of course).
    No more missable horses, or epilogue exclusives. Already went through Arcadia for Amateurs III and those random events where the lady needed a ride so you missed your chance of having that Silver Dapple Pinto Missouri Fox Trotter as Arthur? Say less. You can find it at any moment now. Though of course, it is a rare breed.
    NPCs can be seen riding a wider variety of horses now. I can understand the average country feller can't really afford anything else than a Morgan but realistically some of them must be doing better, right?
    Unique vanilla horses (White Arabian, Tiger Striped Bay Mustang, Red Chestnut Arabian, Warped Brindle Arabian and Perlino Andalusian) seemed to have a bit of an inconsistent spawn. Now they always spawn and they do so in groups, giving the player a chance to obtain one of these horses male or female. In the vanilla game, the White Arabian was always a female, for example.

    NEW HORSES

    Version exclusives like the Reverse Dapple Black Thoroughbred and Iron Gray Roan Ardennes (commonly known as War Horse) are no longer exclusive and can be found just like any other horse in the game.
    2 of some unused horses in Story Mode have been replaced to provide you
    with 2 of the (in my opinion) best looking horses in the game: the Chestnut Turkoman and the Black Overo Mustang.
    5 Unused in Story Mode, Online Exclusive horses (kinda like "Beta" horses that made into Online) have been brought back and they're working just as any other horse! You can tame them, bond with them and stable them! Now, be it in the wild, in towns or throughout the entire land, you will see 5 new horse coats:
    Black Snowflake Appaloosa
    Gray Arabian
    Golden Dun Mustang
    Sable Champagne Missouri Fox Trotter
    Liver Chestnut Hungarian Half-bred

    TWEAKS TO THE LAW

    Speaking of doing better, men of the law live off of our damn taxes, so now that's gonna be seen reflected on the damn good horses they ride (the higher your wanted level, the better horses they ride).
    Originally, US Marshals would be dispatched at Wanted Level 5 in big towns like St. Denis and Blackwater. Now they will do so at Wanted Level 4 while Pinkertons will come to kill you at Level 5. Bounty thresholds have been modified as well, so they're more consistent with this change.
    On that same vein, Pinkertons originally have an accuracy of 100%, effectively making them wild west aimbots, which of course would be too much if you intend to kindly ask for a test ride of one of their horses. This accuracy has been toned down to 77.5%, so they would still be better gunmen than Marshals (75%) but a bit worse than Sharpshooters (80% acc).
    Bounties for horse related crimes have also been modified. Horse theft now tilts more heads from nearby witnesses, while also making nearby lawmen to promptly act accordingly. Same with horse jacking (aka kindly asking a feller to lend you their horse for world saving purposes), its bounty has been upped from $10 to $12 (to remain consistent, bounty for murder is set to $15 lol) and will call the attention of more nearby lawmen as well.

    A MORE LIVELY WORLD

    Towns will be a bit more active now, with more people leaving their horses parked. Originally, NPCs would never use some hitching posts, leaving them solely for the player. This is changed so every single hitching post in towns are free to use for everyone and anyone, providing a little more realism.
    Speaking about realism, women did in fact ride horses far less often than men back then, but you can't really see that in the game. The women that ride horses are only unique ones, set by the story or by scripted random events. I didn't like that. So now you will be able to see women riding in towns as well! More rarely than men though, of course, and the common town girl won't go out and ride in the wilderness. Wouldn't be safe for them, would it?
    You will now come across new hitching posts throughout the land with special properties and strategically placed. Found a new horse cigarette card? You will be able to see a horse of that breed hitched nearby! These special hitching posts will always have a horse of that breed hitched, so if you see one of them before the card, that will tell you a horse cig card is close by! It's not the coat you were looking for? Don't worry! Leave the area and come again later!
    Some ramps have been added to Fort Wallace to provide an escape if the player dares to try a hit on the place. In case you didn't know, a Turkoman horse card can be found inside. So what would that mean now?
    All the compendium entries for horses have been modified to reflect all these changes, while also providing tips on where to find the rarest breeds.



    RENAME RACHEL AND BUELL

    With version 1.3, I've added a file to be able to rename Buell and/or Rachel.
    It's included in SUHM, but for detailed instructions you can find it as a standalone mod here.



    Known "Issues" (more like inconveniences):

    Black Overo Mustang's type appears blank. This is in the scripts and can't be fixed.
    Chestnut Turkoman's name, coat and type are wrong (they will appear as an Arabian) when you stable the horse (its info card is fine though). Due to how I edited these horses in, this can't be modified as these strings are set for every single Arabian so if I change them, they will change for all the other Arabians as well.


    INSTALLATION:
    (also make sure to read the NOTES section)

    Download Script Hook for RDR2 and follow the instructions.
    Download Lenny's Mod Loader. Follow LML's instructions on how to install it.
    Download this mod and place the "SUHM" folder (or SUHM Lite) inside the "lml" folder. The path for Steam users should be:
    "C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml"

    COMPATIBILITY PATCHES INSTALLATION:

    If you play with Red Dead Offline and/or WhyEm's DLC, the mod is fully compatible with them (individually or together).
    The order in which you install RD Offline, WhyEm's or SUHM does not matter, as long as the load order in the Mod Manager is correct. Make sure SUHM is last in the list (so it gets loaded last) and click on the "overwrite" check. Also don't forget to replace the files with the one of your choice in the SUHM Compatibility Patches zip (Optional Files in the Download section).

    1. Install SUHM (assuming Script Hook and LML are already installed as per SUHM's installation instructions).
    2. Install RD Offline, WhyEm's, or both. If you install both, follow the instructions in WhyEm's mod page. If you already had them installed before SUHM, ignore this step.
    3. Install the SUHM Compatibility Patch according to your case (I used RD Offline + WhyEm's for this example).
    4. Open the Mod Manager and arrange the mods as per the image below and save.



    (remember to click on the save button to the left after any changes you've made on that screen so they take effect).
    PD: WhyEm's DLC: Red Dead Offline Edition is the one from WhyEm's download section. That's the one that's compatible with Read Dead Offline and the one I used for
    that patch.



    NOTES:
    If you get UNKNOWN ERROR "FFFFFF":
    delete version.dll
    It also comes with Lenny's Simple Trainer, but you don't need it. If any mod says they need it for Online assets, just get Online Content Unlocker instead.

    _________________________________________________________________________________________________________________________________________________


    You don't need Online Content Unlocker for SUHM, but if you use it for other mods, give SUHM priority over OCU, so it replaces their files, as in the image below (mods further down the list have higher priority as their files get loaded last):

    
    (remember to click on the save button to the left after any changes you've made on that screen so they take effect).
    _________________________________________________________________________________________________________________________________________________


    It is compatible with both Crime and Law Rebalance and Enhancement and LAW. Just give those mods higher priority, so they load after SUHM (though you might need to merge the file dispatch.meta if you want to keep SUHM's feature of lawmen riding better horses). This is of course not necessary for SUHM Lite.

    This mod is incompatible with mods like Zen, Serenity, Roleplayer's Dream, etc or any other mod that modifies code.meta. Unless you know how to merge them (should really be the only main file that should conflict, also a fairly easy file to merge tbh) and you know what you're doing, please don't try to play the game with this mod and one or all of those mods installed at the same time, as it is very likely to cause issues.



    

    Super Ultimate Horse Mod Lite version is for those players that don't really care about all the changes to the law (bounties, wanted levels, etc), about women riding horses or any other change or addition that was too tangentially related to horses. SUHM Lite uses as few files as possible while still retaining the standard SUHM essence and is more easily compatible with other mods without the need to do too much merging.


    Thank you for enjoying my mod.
    • 7,269 Downloads
    • 57197 Views
    • 23 MB File Size
    • 13 Comments
    Updated
  8. "There Is a Light That Never Goes Out" is a mod for Red Dead Redemption 2 that adds a permanent bonfire at every location where an NPC dies.

    GAMEPLAY TRAILER:
    INSTALLATION:
    - Copy "thereIsALightThatNeverGoesOut.asi" into the root folder of RDR2.

    USAGE:
    - press F10 to toggle the mod
    - the first time the mod is used, a text file called "output.txt" will be created in the root folder of RDR2
    - press F11 to toggle snake mode

    REQUIREMENTS:
    - Script Hook RDR2 V2 by kepmehz (https://www.nexusmods.com/reddeadredemption2/mods/1472?tab=files&file_id=16307) NOTE: if you use Alexander Blade's Script Hook RDR2, the mod will not work properly.
    - dinput8.dll (https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases/download/x64-latest/dinput8-x64.zip)

    2girls1comp would like to thank Jon Uriarte for his unapologetic killing sprees which allowed us to playtest the mod.

    • 32 Downloads
    • 3214 Views
    • 5.13 MB File Size
    • 1 Comments
    Updated
  9. HARDCORE MODE
    Bring the challenge of Red Dead Redemption 1's Hardcore Mode to Red Dead Redemption 2




    OVERVIEW

    This mod increases the difficulty and realism of Story Mode creating a tougher economy, tough combat, and increased need for scavenging. This reintroduces the features found in Red Dead Redemption - GOTY Edition's Hardcore Mode, to Red Dead Redemption 2, making Arthur's journey through The American West even more grueling than before.

    KEY FEATURES

    Maximum health reduced by a quarter.
    Health regenerates more slowly, and after a longer delay.
    Maximum deadeye reduced to RDR1's max limit.
    Item and ammo limits reduced to RDR1 limits.
    Store items cost more. Sell values are lowered.
    Reward, drops, and looting are lowered.
    Golden tonics are more rare.
    XP and Honor gains are reduced.
    Cores drain twice as fast.


    

    


    GAMEPLAY CHANGES

    Health & Survival: Arthur’s maximum health has been reduced by a quarter, comparable to NPC health. With cores draining twice as fast, and health regeneration lowered, food and health items are much more necessary for survival. XP gains for Health, Stamina, and Deadeye have been reduced, meaning you'll have to work harder to increase your health pool.

    Combat Difficulty: Gunfights are much more dangerous, meaning you can become easily outnumbered and overwhelmed. Weapons such as rifles and shotguns are extremely lethal now that Arthur can't shrug shots off like before.

    Economy: Most items now cost twice as much, and anything that can be sold is worth half its' vanilla value. Cosmetic items have not been altered, only those that provide gameplay bonuses. Ammo box quantities and prices, and tonic prices, have been altered to match RDR1. Much like split point ammo, high velocity and express ammunition limits are now half of the regular ammo limit.

    Mission Payouts: Like in Red Dead Redemption's Hardcore Mode, mission payouts are now reduced by half. Between the more expensive economy, and rarity of ammo and loot, don't expect Arthur to be rolling in dough.

    Honor: Honor gains have been reduced as well. You won't see much of a change anymore trying to greet every pedestrian on the streets of Saint Denis. You're going to have to try a lot harder to be an honorable outlaw if you want to see reduced prices in stores.

    Tonics: Opened Tonics now only partially restore Health, Stamina, or Dead Eye. They are a viable option when your core levels are only three, restoring about 75%, but as your tanks increase, you're going to need stronger ones. Regular tonics now only fully restore their attributes. If you want to fortify them, you'll need a Potent or Special Tonic, whose effects last for 10 and 30 seconds, like similar items in RDR1. They're rare though, so you'll need to purchase them, or craft your own if you want the edge in tough encounters.


    

    


    INSTALLATION & REQUIREMENTS

    Drag the contents of "hardcoreMode.zip/hardcoreMode/" into your "/Red Dead Redemption 2/" folder.

    Refer to the “Optionals” folder for “No Blips” and “DLC Disable.”



    Requirements:
    Lenny's Mod Loader
    ScriptHook RDR2 v2
    ASI Loader

    NOTES

    Not compatible with any mods that affect core drain, or catalog_sp.ymt.

    BONUS

    Optional "No Blips" modification that hides the law, and other enemies on the HUD/map.

    dlcDisable.asi and modified catalog_sp.ymt disables the Special Edition content when in towns, so certain weapons are no longer free. Turns back on when outside of towns, so the Rhodes Bank Robbery mission, and Twin Rocks gang hideout still work. Also removes the Iguana Scale Trinket from the player, disabling the reduced 10% damage on horseback. The modified catalog_sp.ymt is the same from the main file, except now the Special Edition and Pre-Order requirements for the Reverse Dapple Black Thoroughbred, and War Horse, are removed, so when you're in town you can purchase them. These are high tier horses though, so they are priced accordingly.
    • 2,243 Downloads
    • 48602 Views
    • 1.83 MB File Size
    • 10 Comments
    Updated
  10. RDR2 LML Mod Conflict Checker
    Quickly detect file conflicts between your installed Lenny’s Mod Loader (LML) mods for Red Dead Redemption 2.
    This tool helps identify and resolve file conflicts between installed LML mods by scanning your LML directory, flagging overlapping files, and categorizing conflicts by severity.
    Key Features
    Conflict Detection & Classification
    Scans your LML folder for overlapping files between mods
    Flags file conflicts and assigns severity (e.g., .meta = high risk)
    Displays affected mods, file paths, and conflict counts in a clean grid
    Color-coded mod names for quick identification
    User Interface
    Modern, dark and light-themed UI with grid-style conflict viewer
    Sortable columns, collapsible file-type filters, and search bar for fast navigation
    Live summary showing total conflicts, affected mods, and severity breakdown
    Export & Reporting
    Export results in multiple formats:
    .TXT — simple plain text
    .HTML — clean, collapsible report
    .JSON — structured data for scripts and automation
    Copy selected results directly to clipboard
    Backup & Restore
    One-click ZIP backup of your entire LML folder
    Restore previous mod states with easy backup selection dialog
    Backups include metadata like creation date and file count
    Option to create automatic backup before restoring
    Important: Never store backups inside the LML folder — they’ll be scanned as mods and may be deleted or misclassified
    Mod File Comparison Tool (New!)
    Side-by-side comparison of mod files with left and right panels highlighting differences
    Edit files directly within the comparison tool and save changes
    Enhanced search highlights for better navigation inside the compare window
    Updated compare window colors to a white background with yellow highlights for better readability and reduced lag
    Additional Features
    Ko-fi support button integrated in the UI for easy donations
    Warning displayed about GXT2 files: they typically do not cause conflicts and may generate false positives; modify only if you understand the risks
    Technical Info
    Platform: Windows 10 or newer
    No install required: runs as a standalone executable
    Known Issues
    Visual enhancements and performance optimizations are ongoing
    Some file types may not yet display full metadata
    The compare tool and overall program performance are being improved to reduce lag

    More features will be added in future updates. If you encounter issues, please use the Bug Report section. Feature requests and suggestions are welcome in the Posts tab. Development is ongoing as time allows.



    Important Note About False Positives




    Important: Some antivirus software may mistakenly flag this program as harmful. This is a false positive caused by how the executable is packaged and does not mean the program contains any malware. If you encounter warnings, please rest assured the software is safe to use. For best results, add the program to your antivirus’s whitelist or exceptions.


    Full Source Code: Available on GitHub - review it yourself!
    • 1,197 Downloads
    • 16675 Views
    • 91.61 MB File Size
    Updated
  11. This mod contains all of my works that aimed to improve melee combat only in one file. (Restored animations and mechanics, grapple sequences, new subdue animations, 6 brawling styles, struggle challenge, charging with knife, shoving, kicking, more environmental finishers, new brawl animations and alternatives for default ones, grapple position switching, ability to take hostage with every weapon and more)

    New updates changes will be written in the "posts" section.

     My Patreon if you want to support me.

    Changes:

    [Stream File]
    - The stream folder is essential for lasso struggle animations (loads update_0.ycds).
    - Includes blunt animations from online, moonshiner drunk animations, and unarmed mounted animations.
    - Also loads the online window throw animation.
    - Avoid using version.dll as it may prevent some animations from loading.
    It generally works fine, but let me know if you encounter major issues.

    [Brawling Styles]
    8 Brawling Styles all of them with their unique grapple and melee animations

    • BS_PLAYER= Default animations
    •BS_PLAYER_WINTER1 = Unique grapple dismiss animations that put the NPCs in intimidated position | Unique rightside counter attack animation
    •BS_PLAYER_FINALE = Different knife attack and parry animations
    • BS_BRUISER = Slow but heavy attacks | Unique subdue reversal and knockout animations | Different animations for ground grapple attacks | Grapple back    from front | Unique blocking stance
    • BS_MICAH_FINALE = Fast but light attacks |  Different animations for both standing grapple and tackle | If your enemy is using that brawling style you can block their grapple attacks by pressing [R]. | Wall Grapple Sequence | Unique blocking stance | Different knife parry animations | Different dodge animation to back
    • BS_MIXED = This one is a custom brawling style that has all the dodge and parry attack animations from BS_BRUISER, BS_MICAH_FINALE, BS_PLAYER and BS_PLAYER_WINTER1.
    • BS_CHARLES = This brawling style is custom one made by me. It has 7 unique counter attacks + BS_BRUISER mount grapple animation and melee animations + BS_MICAH_FINALE front grapple animation.

    [Grapple Attack Blocking]
    When you're grappled either from front or on ground, you'll get a "Block" prompt. Pressing this button play 6 unique animations for front grapples + 2 already existing bs_micah_finale animations for front and ground grapples.

    - Blocking resets the reversal sequence and gives another chance to reverse the grapple.

    [Grapple Reversals]
    Complete new feature that I also released as a standalone mod.

    - When you're grappled you'll have an option to rapidly press E to perform a grapple reversals in 3 grapple situations.
    - If you fail you won't be able to reverse and your only option will be "break free".
    For controllers the key is "Triangle"

    How hard the button mashing will be or how fast the button will drain can be changed from the EnhancedBrawling.ini file.

    [New Struggle Animations]
    - Struggles work similarly to online PvP, excluding lasso and ground knife.
    - Spamming F results in a knockout; F + LMB/R2 leads to execution.
    - All animations are unique, some with escape or KO variants.
    - New struggle additions:
    - Fixed broken lasso struggle – enemy must be subdued to tie now. Works
    from regular tackle and facedown grapple. It also includes ability to exit the struggle.
    - New struggle idle animation for blade struggles.
    - New sequences: front rifle grapple, pistol (front and ground), blade (front and back).

    [Struggle Exit Mechanic Restoration]
    When you start a struggle, you'll get a prompt on right side of the screen that says "Exit" to stop the struggle animation to go back to previous grapple state. For controllers key is "Square"

    [Window Throws on Command]
    When grappling press X+WASD or RB+Directions in controllers to throw enemies over rails, onto tables or through the windows whenever or wherever you want.

    [Restored takedowns for crouching and seated NPCs]

    Takedowns on Crouching NPCs

    This action can be performed on peds that are crouching by pressing "E". You can perform this move on NPCs that take cover, getting up etc.

    - 1 unarmed takedown from rear
    - 2 restored knife takedowns from front and back for machete and knife + 3 blade takedowns from rear, left and right
    - 4 armed takedown entry animations that you will choose to follow up with either a knockout or execution by pressing melee button or fire button.
    - John Marston's Sawn Off cover posse execution animation.
    [Showcase]

    Takedowns on Seated NPCs
     
    These can be performed with either one handed or two handed guns.

    - 4 armed seated takedown entry animations that will play depending whether you're attacking from front, left, right or back. You'll choose to either follow up with knockout or execution by pressing melee or fire button.
    [Showcase]

    [Hand to hand combat]
    - You can kick with blades by pressing G or by performing counter attacks.
    - Restored 4 attack animations to be used on NPCs that are in on ass and on knees intimidated state to either knock them or hit them.
    - Restored 1 knockout or attack animation for pistol on intimidated enemies that are in on ass or on knees state.
    - Restored 1 knockout or attack animation for rifle on intimidated enemies that are in on ass or on knees state.
    - Restored unused intimidation attack animations.
    - Restored unused GTA V takedowns for fists, pistol and machete [Showcase]
    - Ability to perform takedowns with molotov and dynamite.
    - Ability to use BS_MIXED which is contain all the brawl animations in one brawl style.
    - Ability to charge at NPCs with knife. You can also do that move with left mouse click or F [Showcase]
    - You can start all of the combo animation by counter attacking
    - Ability to kick and shove NPCs just like Micah with BS_PLAYER_FINALE. [Showcase]
    - Shoving NPCs just like in Online mode by pressing Left Mouse Click or R2 [Showcase]
    - Struggle challenge [Showcase]
    - Ability to kick NPCs while brawling [5 Animations] [Showcase]

    [Grapple Enhancements | Changes and Animations Expansions]

    - Intimidated NPCs can be punched without player throwing them to the ground automatically if you press LMB or R2.
    - There's a chance for intimidated back grapple throws to trigger.
    - Performing a stab with a blade now knocks out enemies (front, back, mounted) rather than executing.
    - Added new mounted struggle breakout animation.
    - Ability to block grapple attack with 6 unique animations. Works for front and mounted grapple attacks.
    - 2 alternative back grapple counter escapes
    - 1 alternative mount grapple counter escape
    - 9 alternative front grapple counter escapes
    - New breakout animation for back grapple struggle [Showcase]
    - Alternative animation for grapple enter counter [Showcase]
    - Ability to switch from front to mount and mount to front with pistol and knife [Showcase]
    - Alternative knife parry block animations [Showcase]
    - New counter escape variations for ground grapples
    - Ability to grapple grounded enemies with every possible weapon. [Showcase]
    - New variations for Unarmed, Knife, Machete, Rifle and Pistol knockouts and executions including new animations for pistol [Showcase Variations]
    - When you perform grapple with knife, you'll get Micah's grapple entry and throw animations [Showcase]
    - You'll get a "Subdue" when you're grappling an NPC in position that you can subdue them [Showcase]
    - You'll get a "Exit" prompt when subduing enemies to stop subduing them.
    - Front grapple challenge will player a little more often while in a melee combat
    - You'll be able to shove the enemy off of you when performing a counter escape
    - Ability to subdue and get subdued ( [F] to Breakfree | [E] to reversal | If you're attacker [F] to kill or knockout) [Showcase]
    - Ability to throw NPCs to any direction whether there is a object or not
    - Ability to switch from front grapple to back and from back grapple to front [Left Mouse Click or Aim Button] [Showcase]
    - Taking NPCs hostage with every weapon possible by grappling them from behind[Showcase]
    - Ability to switch from front to back and back to front grapple [Showcase]
    - Unique trough drowning animation that can be used in water [Showcase]
    - Defenestration, window throw animations that can be used anywhere while grappling a NPCs [Showcase]
    - Back grapple sequence [Showcase 1 | Showcase 2]
    - Now you can throw enemies to every direction you want even if you are too close to an object
    - You can perform standing front and back grapple against lawmen now

    [New animations for hand to hand combat and changes]

    - 2 front and 2 rear blunt execution animations added for hatchet, machete, and pistols.
    - 1 left and 1 right blunt execution animation added for hatchet, machete, and knife.
    - 1 blunt grapple execution and 1 knockout animation added for pistol and knife. Knockout animation also works with hatchet and machete.
    - New front execution animation added for blades and machetes.
    - 1 front and rear takedowns animations for molotov.
    - 1 new front combat knife execution
    - 1 new grapple front grapple counter escape animation
    - 1 new rear grapple knife execution
    - 2 new rear grapple pistol execution
    - 4 new one handed weapon execution animations for both front grapple and front
    combat executions [3 of these executions cause a short bleedout]
    - 10 new rear unarmed takedown animations
    - 2 new knife stealth kill animation
    - 1 new sleeping unarmed takedown animation
    - 1 new seated rear knife takedown animation
    - 2 new front pistol takedowns + 2 new front pistol executions
    - 1 new front rifle takedown + -2 new front rifle xecutions
    - 1 new rear front takedown animation
    - 7 new front takedown animations
    - 4 new front grapple knockout animations
    - 2 new ground grapple knockouts
    - 4 new knife struggle knockouts
    - 1 new mount struggle reversal animation
    - 1 new ground grapple attack animation
    - 2 new takedowns for two handed weapons
    - 4 new takedowns for pistols
    - New choking animations
    [Showcase For New Animations]

    - Running executions from right and left can be performed with knife
    - You can perform execution from left with a knife
    - Alternative knife execution for knife and machete
    - 2 alternative grapple knockout animations for front and 1 for back
    - Grapple knockout animation can be performed as takedown animations
    - Restored unused GTA V melee combat animations for fists, machete, and knife [Showcase]
    - 3 new unused knife combo animations [Showcase]
    - New alternative knife dodge animations [Showcase]
    - New struggle knockout animation for bs_micah_finale while using a knife [Showcase]
    - 10 New brawling animations that can be activated by pressing[T] while brawling [Showcase]
    - New grapple fail animations for front grapples
    - 2 extra unarmed counter attack animations (1 for left and behind, 1 one for rightside)
    - New punch animation that can be performed while too close to an enemy
    - New unarmed takedown animation to be used on seated enemies (Approach them from left or right) [Showcase]
    - 2 new pistol animations for both pistol grapple knockouts and executions.  [Showcase Pistol Animations]
    - You can execute enemies while in non combat stance by pressing Left Mouse click or R2 instantly [Showcase]
    - 3 new takedown animations for rifle and pistol. (2 for rifle, one for pistol) [Showcase]
    - 3 extra knife counter attack animations (1 for left and behind, 2 for right side) [Showcase]
    - 3 new knife takedown fail animations (2 for front one for back) [Showcase 1 | Showcase 2]
    - Knife wall execution will work just like rifle and pistol wall
    executions(While near a wall press F or Left Mouse click. Then either
    press F to knockout or left mouse click to execute)
    - New running executions for hatchet and machete (Left, Right, Back, Front) [Showcase | Showcase 2]

    [Brawling Style Changes]
    - BS_MICAH_FINALE can dodge while holding a knife and can perform BS_PLAYER_FINALE animations.
    - BS_MICAH_FINALE has alternative grapple throw animations
    - BS_MICAH_FINALE front grapple knockout punches has sound now.
    - All brawling styles can perform armed grapples.
    - BS_PLAYER_FINALE can perform all the counter attack moves Micah do to enemies now. [Showcase]
    - Alternative grapple throw animations for BS_MICAH_FINALE [Showcase]
    - BS_PLAYER_WINTER1 has all more counter attacks and now able to perform grapple attacks
    - BS_BRUISER special counter attack animation now can be performed regardless of the brawling style
    - Changed BS_BRUISER's grapple entry animation to fix an animation issue
    - Added all of the counter attack animations to BS_BRUISER
    - Back grapple from front and wall grapple sequence now can be performed in BS_PLAYER (No need to change your brawling style to use these moves.) [Showcase]
    - You can subdue enemies from behind regardless of your brawling style
    - BS_PLAYER_WINTER1's grapple throws can be performed with every weapon
    - 4 Extra new parry attacks for BS_MICAH_FINALE [Showcase]

    [Bar Brawls]
    - Now you'll be able to start bar brawls in Valentine and Rhodes saloon. Just go and attack someone and everyone will start to attack each other. [Showcase]
    - You'll be able to perform more environmental finisher on different objects that you couldn't before like some barrels, tables, windows and railings. (For example, you can perform window throw animations near every window inside Valentine Saloon) [Showcase]
    - AI will be able to perform environmental finishers [Showcase]

    [AI Enhancements and Other Enhancements]
    - AI can execute front/back armed executions and grapple or tackle during close combat.
    - AI may grapple/tackle in melee if you're not blocking.
    - AI can perform grapple attack blocks.
    - AI can perform grapple reversals.
    - AI can perform lead in.
    - AI is set to attack you from behind when you're fighting with multiple enemies.
    - AI will be able to tackle you from behind instead of always grappling you.
    - AI can perform knife combos.
    - AI and player can counter armed executions (NPCs mostly counter it if they're using a melee weapon) [Showcase]
    - AI will be able to perform environmental finishers [Showcase]
    - AI can perform armed executions on from behind.(If you don't like it download the alternative version which this function is disabled from the optional files section) [Showcase]
    - All brawling styles can be dazed in a fight.
    - AI can subdue you.
    - AI will be able to dodge into all directions Left, Right and Back. This will allow them to perform more counter attack animations.
    - They can also duck instead of stepping back to counter.
    - When you try to grapple, they can initiate front grapple challenge. If you don't escape, you'll be grappled.
    - When AI performs GTA V counter attacks on you, you'll ragdoll.

    [Environmental Attacks]
    - You'll be able to perform more environmental finisher on different objects that you couldn't before like some barrels, tables, windows and railings. More of it will be added in the next updates(For example every window inside Valentine Saloon) [Showcase]
    - If an NPC is leaning against a wall, crouch and perform a takedown to trigger a head slam finisher.

    [First Person Melee Combat]
    - Every melee move that was disabled for first person mode now can be performed in first person mode.

    [Camera]
    - Added cameras for struggle intro, struggle outro and struggle mount reversal.
    - Removed camera movements (For example, table smash animations camera movements are removed and struggle knockout)

    [Bug fixes that was in the base game and other stuff]
    - Fixed front choke knockout ending with a regular choke.
    - New pain sounds added to various melee moves.
    - Adjusted animation blend speeds.
    - Enhanced blood particle size and visibility.
    - Fixed armed ground grapples not working properly with guns.
    - BS_MICAH_FINALE is able to dodge while holding a knife now.
    - The texts you'll see when you change your brawling style will look better now.
    - New camera movements are added for mount grapple struggle intro and outro.
    - Controller users can perform kick with RB while in melee fight.
    - You'll be able to start dragging enemies with whatever brawling style you're using. This is done to make this mod and Drag NPCs work better together.
    - Certain features like new takedowns, reversals, struggle exit etc won't work in certain missions.
    - Fixed the problem that caused players not to be able to subdue the NPCs from behind.
    - Fixed the issue that caused player to go into T pose when grappling NPC with a machete from behind.
    - There won't be choke button when you're grappling a NPCs with machete anymore.
    - Wall grapple sequence now kills the enemy. [Showcase]
    - Micah's tackle knockout now kills the enemy and has blood effects. [Showcase]

    [New Configs & Abilities]
    - Taunts can be disabled or you can set how of then they'll play.
    - AI Armed Executions can be disabled.
    - AI Front Grapples can be disabled.
    - Dynamic Shove and Throw can be disabled alongside grapple throws. You can also set how often these happen.- Enable dragging intimidated peds via .ini.
    - Change back grapple (hostage) movement style in the same file.
    - Removed NoTexts folder; toggle prompts and voice lines from .ini.
    - Disable kick function on controllers from .ini.
    - Added tougher AI file: "MCD_AI_DEFAULT_TOUGHER" — values are nearly 2x harder.
    - This data is currently used for BS_AI, but you can create and apply your own by editing pedbrawlingstyle.meta.
    - Optional files folder includes these tougher AI files for easy install.
    - MAX_DISTANCE added to config file. If you set value high, you can perform scripted melee moves from more far away.




                                                                                                                               ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
                                                                                                                                   [Credits]

                      
    These are the people I’d like to thank for their efforts in assisting and offering support throughout the process of developing
    these mods.
     Modifiver - He is always willing to help me with file editing and helped figure out how to edit these files.
    TheRealJohnModding - His open sourced mods helped me to understand scripting and he also helped with many other stuff.
    Ked29 - He also assisted me with scripting, especially when I was new to scripting.
    PixieV - Showed me how to trigger speech lines.
    goldenplaysterraria & ChunkLeChuck - Helped me with how to add online animations to SP.
    KristianD3 - He helped me with making ragdolling enemies get knocked out.

    People that suggested new ideas and reported bugs.
    Also other people I can't name, but helped or offered support when I needed help in RDR2Mods Discord server.
     

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

                                                                                                  [DONATIONS]

    These mods take a lot of time to develop and test to make sure that every function is working properly. So, I'd appreciate donations if you would like to support what I do.

    Here's my Patreon if you want to support me.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------                                                                                            [INSTALLATION]


    - Always make sure to have latest versions of both Lenny's Mod Loader and Alexander Blade's Script Hook

    - Drop Enhanced Brawling.asi and EnhancedBrawling.ini to your Red Dead Redemption 2 folder.
    - Drop "Enhanced Brawling" folder inside of "lml" folder to your own lml folder.
     
    [CONTROLS]

    Numpad1 / F1 = bs_player
    Numpad2  / F2 = bs_player_winter1
    Numpad3 / F3 = bs_bruiser
    Numpad4 / F7 = bs_micah_finale
    Numpad5 / F8 = bs_player_finale
    Numpad6 / F9 = bs_mixed
    Numpad7 / F10 = bs_charles
    Numpad8 / F11 = Struggle challenge
    Numpad0 / Z = (Resets grapple animations if you're stuck or can't grapple anyone)

    Right Mouse Click / Aim Button = Standing Grapple Switch
    N / Left D-PAD= (Subdue Animations and Grapple Sequences)
    G / RB= Kick [Combo]
    Up Arrow  / RB= Kick to the chest
    Left Arrow / RB = Kick [No Ragdoll]
    Right Arrow / RB = Kick [Ragdoll]
    Down Arrow / RB = Kick to the leg
    Z = Trough drowning animation (This feaute doesn't work as it should, don't worry if it's not working in your game. I'll try to fix it later)
    Left Mouse Click / R2 = Shove NPCs (Run and press the button)
    X + WASD / RB+Directions = (Defenestration, window throw animations)



    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

     














































    • 41,701 Downloads
    • 234718 Views
    • 7.91 MB File Size
    • 6 Comments
    Updated
  12. What does this mod do?
    NEW Colored Weapon Icons 
    Translucent Menus for Shops and Weapon and Item wheel
    Translucent Player Cores
    ETC..
    • 2,228 Downloads
    • 14006 Views
    • 96.67 MB File Size
    Updated
  13. What this mod does?

    This mod allows you to start bar fights inside all of the saloons available in game, including Strawberry, Annesburg, and Emerald Ranch Saloons that you can restore with mods. This mod also allows you to perform environmental finishers on more objects inside saloon and outside of saloons to make bar brawls more like in Red Dead Online.

    [Installation]
    - Put BarBrawl folder into "lml" folder.
    - Put BarBrawl.asi to your Red Dead Redemption 2 folder.

    [More info]
    - I added Strawberry, Emerald Ranch Morningstar saloons to the file. So you can install the mods that restores them and start a bar fight inside of them.
    If you don't want this feature to work on certain saloons just delete them from barbrawls.meta.
    - Bartenders will flee the saloon when the fight starts and leave the area.
    [Showcase 1]
    [Showcase 2]

    [DONATIONS]
    Here's my Patreon if you want to support me.


    • 4,591 Downloads
    • 24666 Views
    • 152.73 kB File Size
    Updated
  14. i dont know how to explain this mod look at the screenshots
    there may be small bugs, i dont know how to fix them
    this isnt compatible with any "visuals mod"
    the screenshots are taken on default settings of rdr2 (may be different depending on hardware)
    this mod isnt meant to be a full overhaul, its smaller changes only
    this mod includes less intense taa and less intense soft shadows which is on the discord server
    also this mod and all my mods are only posted on rdr2mods.com

    report bugs in comments or in the discord server: https://discord.gg/NTbsJukAhT
    • 1,266 Downloads
    • 17757 Views
    • 41.47 kB File Size
    Updated
  15. What this mod does?

    It's a simple script mod that mod makes NPCs ragdoll when you shove them just like in Grand Theft Auto IV. This effect is also applied to grapple throws and can be disabled.[Showcase]

    [Features]
    When the will the stumble effect get activated is carefully set for each grapple style and brawling style to not cause any problems with animations. 
    - Shoving makes NPC "stumble". Every shove animations except environmental ones result in NPCs stumbling.
    - Armed shove animations also result in same effect.- BS_MICAH_FINALE's grapple throw animations will also work without any problem.- You can disable grapple throw ragdoll from the Dynamic Shove & Throw.ini.

    [DONATIONS]
    Here's my Patreon if you want to support me.

    [My other mods]
    Enhanced Brawling
    Grapple Reversals
    Bar Brawls

    • 2,548 Downloads
    • 23563 Views
    • 104.66 kB File Size
    Updated
  16. Beecher's Hope is not a fucking desert anymore.

    Added more lights, populated area and more trees. 

    Well, Beacher's Hope is a more livable place now.


    This map only looks realistic during not rainy weather and daytime hours. !
    Some objects may spawn in weird places, this is a problem caused by MapEditor.
    You can convert this map to ymap from MapEditor if u want.

    Requirements
    MapEditor
    Scripthook V2

    Installation
    -Firstly if you didnt installed Scripthook before, we have to install it.
    -I recommended to install Scripthook V2 because V1 version did make my game crashed.
    -All you have to do is copy and paste files where RDR2.exe located.
    -After the install the Scripthook, install MapEditor.
    -Like what we did it before, copy and paste the files to where RDR2.exe is located.
    -All finished! Lets install the Beecher's Hope Remastered map.
    -Drag and drop MapEditor folder into where RDR2.exe located.
    -Open the game and press F9 MapEditor must be opened, after that select Load Map option and load the map.

    Credit
    -Burak Kaleli
    No fucking copyrights reserved.
    • 1,549 Downloads
    • 20737 Views
    • 60.88 kB File Size
    Updated

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