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Bandit Hideouts 1.24

Adds 120 bandit hideouts, 37 ambush locations, bandits posse will hunt the player on horseback.
   (1 review)

12 Screenshots

Description
Bandit Hideouts is a standalone but upgraded version of the AMJM Transport mod bandit features, created by crossed99.
Both crossed and Gunter Severloh created the Bandit Hideouts mod, but Gunter maintains and updates the mod
    with crossed occasionally helping with code where needed.
LittleBigSmoak maintains and updates the Hideout Locations map for each update to the mod.

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, 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 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 area a hideout or ambush location is in, what gang is there, each hideout/ambush
spot is marked with a 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:  60.6mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing
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Credits: LittleBigSmoak & Moth-man


Hideout Locations Blip (icon)
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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.  Another similar icon will also show on the map where the hideout is.
    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 from 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

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 turned off 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
This feature allows the player to disable any individual hideout in the mod through the included ini
all you need to do is locate the hideout you want from the downloadable map to disable ingame and then change the number from a 1 to a 0.
    There is a list of settings for both the story and all other hideouts 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

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 7-22 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 Larmies gang will spawn at that hideout instead of the default gang.

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.

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.

Bandit Reinforcements
Bandits at hideouts can call in reinforcements, they will show up on horses and 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.

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 map you can download 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.

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.

    Just to note they will mostly show up if your near or on a road, but i've had them show up in the middle of the wilderness too.
They can and will interfere with any story missions your doing, so best disable this feature in the ini if you plan on doing story missions.

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, as well as disable them.

Hired Gunmen
Players can hire up to 5 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 5 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.
  • 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 1-3 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.
  • Zombie health - this is how much a zombie can take before you kill them.
  • Min and max - this will be the group size of how many groups of zombies.
  • Min and max number during day or night.
  • Zombies burst into flames apon 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.dat
  • 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
 Script Hook By Alexander Blade is required to run the mod.
https://www.dev-c.com/rdr2/scripthookrdr2/

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 the Bandit Hideouts Youtube Channel!
All videos are me attacking bandit hideouts, hideout tests,
being chased by bandits, and many other encounters with bandits!

Edited by Gunter Severloh
Updated some details of the mod

What's New in Version 1.24   See changelog

Released

Update - v1.24
Changelog:
- Added new gang: Micah's gang
- Added new gang: Foreman Brothers
- Added new gang: Ike Skelding's Boys (Bounty Hunters)
- Added new gang: Pinkertons National Detective Agency
- Added new function for Bandit Posse on horseback, they will despawn if you come near the player story camp
- Added new function, when you disable a hideout a blip of a locked house will show on the map of the disabled hideout
- Updated the ini, the Disable Individual Hideouts list was rebuilt and looks exactly like the downloadable map lists
- Updated the ini, many descriptions were reworded
- Updated the ini, relocated the Gang Type Reference, it is now under the Disable individual hideouts list
- Updated the Gang Type Reference in the ini renaming all the gangs to their faction title names
- Updated the Gang Type Reference in the ini the new gangs
- Fixed the Laramie gang model name before it was using the Micah gang model name
- Fixed dead gang member names, now when you loot a dead gang member's corpse they will show the proper name of the gang they are from
- Changed the Wapiti Indians to Wapiti Warriors in the ini and in script for the names
- Props at hideouts will now stay until you pass the despawn range of the hideout
- Disabled hideout radius function - Bandits at hideouts will now attack you if your seen or heard and not when you enter the hideout area
- Changed a prop at Benedict Hill hideout
- Changed a couple of props at Cueva Seca hideout
- Changed a prop at Coronado End hideout
- Changed a prop at Coronado Pass hideout
- Changed a prop at Delapidated House hideout
- Added props to Cotorra Springs hideout
- Added new hideout: Carmody Dell
- Added new hideout: Firwood Rise
- Added new hideout: Dodd's Bluff
==========================
UPDATE NOTES

- The Bandit Hideouts.ini has once again been updated, this time overhauled, more especially the
disable individual hideouts has been rebuilt, it is now formatted and listed just like the downloadable map.

UPDATE NOTES 2
There is an addition of 2 gangs they are:
- Ike Skelding's Boys (Bounty Hunters)
- Pinkertons National Detective Agency
Im giving you guys a warning here, if you use either one of these 2 gangs for a hideout in the disable individual hideout
list, when you fight either one, you may or will get either a bounty, or wanted, or both. You dont have to use them
but if you dont mind then the option to use them is there. They are fun to fight btw 😉

UPDATE NOTES 3
A new function has been added which is:
"disable a hideout a blip of a locked house"
So when you disable a hideout, a map blip icon of a house with a lock on it will show in place of the disabled hideout on the map,
this was just one option we implemented and are still working on adding another function where the map blip wont show
when the hideout is disabled, i hope to have an ini setting for that. WIP

UPDATE NOTES 4
This function:
Disabled hideout radius function
is a code that was disabled in the scripts, what the radius of a hideout does is when the player crosses that invisible
line, the bandits will automatically attack as your basically entering their hideout.
Now with the radius disabled, the bandits will not automatically attack you, they will only attack you if they see or hear you.
=============================
 

Update - v1.23
Changelog:
- Fixed hideout blip not removing when cleared.
- Fixed Colter, Beaver Hollow, Lakay, and Shady Belle from not spawning in.
- Fixed zombies not spawning in at hideouts when the zombielairs setting was set in the ini.
- Added new ini setting for story: DISABLE_STORY_LOCATION_HIDEOUTS=0
- Added new ini setting for hired gunmen horses: HIRED_GUNS_DONT_SPAWN_HORSE=0
- Added new feature for individual hideouts, now in the ini you can set what gang will spawn at an individual hideout.
- Added new feature for individual ambush locations, now in the ini you can set what gang will spawn at an ambush location.
- Added 8 new gangs: KKK, Wapiti Warriors, Army, Laramie gang, Bronte Goons, Cornwall Goons, BraithWaites, and the Grays.
- Added 8 new gangs to the gang reference in the ini
- Removed the Laramie gang from the Generic bandits gang.
- Changed the gang for Calumet Ravine, Wapiti Cliff, and Cotorra Springs hideouts to gang_WapWarriors.
- Increased the minspawn distance for Shady Belle hideout.
- Decreased the min, max, & despawn distances for Gaptooth Breach hideout.
- Added props to Cruck Camp hideout
- Added props to Streamview hideout
- Added props to Valley Lookout hideout
- Added props to Cochinay hideout
- Added props to Wallace Overlook hideout
- Added props to Clawson's Rest hideout
- Added props to Rio Del Lobo House hideout
- Added props to Mercer Station hideout
New Hideouts
- Added new hideout: Coronado Pass
- Added new hideout: Coronado End
- Added new hideout: Cueva Seca
- Added new hideout: Benedict Hill
- Added new hideout: Two Crows
New Ambush Location
- Added new ambush location: Coronado Bridge
============
UPDATE NOTES

- Update your asi and ini file, theres a few new ini settings, including hideout, ambush and new gangs reference list.

UPDATE NOTES 2
I will have a new article created possibly a video explaining how the gangs settings work for individual hideouts,
as now you can set what gang will spawn at what hideout.
 

Update - v1.22
Changelog
- Added new props to Bolger Glade hideout
- Added new props to North Twin Stack Pass hideout
- Added new props to South Twin Stack Pass hideout
- Added new props to Hani's Bethal hideout
- Added new props to Oil Derrick hideout
- Added new props to Fire Lookout Tower hideout
- Added new props to Feral Cave Hideout
- Added new props to Mount Arthur Hideout
- Added new props to The Fairvale Shanty hideout
- Added new props to Witches Cauldron hideout
- Added new props to Copperhead Landing hideout

- Adjusted the min,max,and despawn distances for all hideouts
- Adjusted the hideout radius for most of the hideouts

- Fixed an issue with a script not being loaded by the mod.
- Fixed over 100 compiler warnings related to data loss.
- Fixed the problem with many hideouts not spawning in, apparently the ped name i added in v1.21
  G_M_M_MICAHGOONS_01 was the incorrect name, the name was supposed to be G_M_M_UNIMICAHGOONS_01.

- Added a new ini setting // Cleared Hideout Money Earned // - you can now change how much min/max amount of money is earned
   for clearing a hideout, setting both min/max to 0 gives no money.

- Increased the distance of zombies spawning from the player as they were to close.

- Added new hideout: Radley's House
- Added new hideout: Catfish Jacksons
- Added new hideout: Delapidated House
- Added 5 new ambush locations in the Lemoyne area.
- Updated various descriptions in the bandit hideouts.ini
========================
UPDATE NOTES

- If your updating from v1.21 you only need the .asi file and the new ini
- If your new to the mod, you need all the files.

 

Update - v1.21
- Removed the bandit that would sit down inside a box at CaneBreak Manor hideout.
- Added G_M_M_UNIAFRICANAMERICANGANG_01 and G_M_M_MICAHGOONS_01 to the Generic gang.
- Added new hideout: Trail Rise
- Added new hideout: Larned Sod
============
Notes:
If your updating from v1.20 you only need the ASI file, and the ini.
In the ini there is 2 new hideout additions added to the Disable individual hideouts List, if you want you can
copy from the new one those settings to your ini or just replace your ini.

 

Update - v1.20 
- Added new feature, when you clear a hideout you will earn a random amount of money between $25-$150
- Added missing ENABLE_CIMA_DEL_SENDERO=1 setting to the disable individual hideouts list in the ini.
- Added new setting in the ini ZOMBIES_ONLY_ATTACK_PLAYER=0   enable this to have zombies only attack the player and not anyone else.
- Added new Hideout: Hermit Shack
- Added new Hideout: Sinclair's Cabin
============
Notes: The Bandit Hideouts.ini file has been updated, replace yours with the new version.
Also if your updating from v1.19 you only need the .ASI and the updated ini.

===============

Update - v1.19 
Changelog:
- Relocated Cornwall Kerosene Hideout.
- Added new/Relocated the reinforcement spawn points for Cornwall Kerosene hideout.
- Added - Doverhill hideout and Mount Arthur hideout ini settings for disabling hideouts as they were missing.
- Changed - Martha Swain hideout had the generic gang when it was supposed to be murfrees, now changed to murfrees.
- Fixed - Hideout Blip Icon Type, now you can change the hideout icon to 4 different types, before it wasn't working.
- Fixed - Colter, Lakay, Beaver Hollow, Shady belle player gang camp hideouts not spawning in.
- Fixed - Hideout "You cleared the hideout" message not showing after hideout was cleared.
- Fixed - Hideout map blip not removed when a hideout is cleared.
- Fixed - Custom gangs in regions, certain regions werent working as they were missing in the code.
- Rebuilt ini - custom gangs in regions settings in the code, and ini, they were reordered based on the script code.
- Updated ini - Rearranged the bandit settings in the ini, most settings are together now.
- Increased - the spacing of the hired gunmen on foot and on horse from each other and the player.
- Added - 8 new ambush locations.
- Updated - the ini for the disable ambushes settings.
=================
Update Notes
For new players to the mod, you need all the files
For existing players updating the mod from whatever version, you need only the .ASI file and the Bandit_Hideouts.ini     
Update Notes 2 - Bandit Hideouts.ini
The ini was updated, it was overhauled again, mainly all the bandit settings are together,
and there was a couple additions, updates to the disable hideouts list, and 8 new additions to the disable ambushes list.
Update Notes 3 - Known issue/bug
Just so you guys know, there is an issue currently, when you set this setting in the ini:
// Persistent Blip Icon //
ALWAYS_SHOW_HIDEOUT_BLIP=1

and clear a hideout, the map icon for that hideout will not remove, we are trying to determine why not and fix it.
If you have that setting disabled the hideout icon will remove, also note that its on the bugs tab.
==============

Update - v1.18
Changelog
- Added - New Feature, ini setting where you can disable Individual Ambush Locations - refer to the map for locations you can disable.
- Removed/Reverted - Bandits at hideouts attack on sight setting and code as there were to many issues with it.
- Fixed - Bandit Posse attacking player while at player gang camp (need feedback from you guys on this).

Update notes:
Replace your .asi .dat and the Bandit Hideouts.ini files.
New feature setting added to the ini where now you can enable/disable individual ambush locations.

Update notes 2
The bandits at hideouts should and will attack you on sight now, ambush location bandits will do the same as they should,
zombies should also be attacking you on sight, granted they see you, hideout bandit reinforcements should respond normally, and
attack you when the bandits at the hideouts do, so no more standing there as they did before.
    Random roaming bandits should also be attacking you on sight if you have the setting attack on sight set in the ini,
i had no issues with any of these in my tests.
      The not attack on sight feature in v1.17 was mainly a test, it was a WIP code and it had some issues, even crossed said
messing with the combat behavior of the bandits effects all the bandits, the feature would need to be setup differently,
maybe in the near future as i work on the code and get things working i will add it to an update again.

v1.18 is a small update but it should address some issues reported other then the blip problem with the bandits behavior.
v1.19 will be the next update, i got something else im working on and if it works then i think you guys will be pretty happy
all for today, have fun, and any questions ask in the comments. Cheers!

For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment.

==============

Update - v1.17 
- Fixed - Looting dead generic gang members (strangers) shouldn't make you lose honor unless they attack you first.
- Fixed - Blip icon for dead bandits on radar shouldn't be showing anymore (in all my tests they weren't).
- Fixed - Hideout spawn chance.
- Fixed - Bandit Ambushes, bandits will attack the player again at ambush locations.
- Fixed - Props at North Twin Stack Pass Hideout.
- Added - 3 new ambush locations.
- Added - 1 new Hideout: Clawson's Rest.
- Added - ENABLE_DOVER_HILL=1 to the disable individual hideouts story list in the ini as it wasn't added in v1.15

- Added - New setting in Bandit Hideouts.ini BANDITS_ATTACK_ON_SIGHT=1
          This gives the player the option to have bandits at hideouts attack on sight or not attack on sight.

- Adjusted - Set the number of Hideout bandits left when a hideout was cleared to 0, the hideout cleared message would show
             if enabled and before you would get the hideout cleared message but there was still 4 bandits left.

- Updated - Bandit Hideouts.ini, rearranged the bandits settings so their together and updated many descriptions.
===================
Update Notes - important! - Bandit Hideouts.ini
The ini file has been updated, as noted in the changelog above its been overhauled, some things rearranged,
and descriptions adjusted, plus some new settings, replace your ini with it.

Update Notes 2 - Hideout Bandits Attack on Sight ini setting
You now have the option to enable/disable bandits at hideouts from attacking on sight,
the following is whats going to happen if you disable the bandits from attacking on sight:

1. Hideout bandits wont attack on sight when the setting is set to:  BANDITS_ATTACK_ON_SIGHT=0

2. Hideout bandits wont respond if you shoot them from afar, it depends, you can walk into a hideout, the
bandits might even greet you, if you stand close to them, or get in their face, they may say something, if
you remain they will get aggravated and might raise their gun and warn you, if you back off when they do this,
thats them warning you, however if you stay they then will attack you.

3. Hideout Reinforcements work the same way (nothing i coded, or did, its just a bug i cant figure out), so reinforcements
if enabled (through chance) will spawn normally, however they wont attack until the hideout itself is attacking you.
   So just letting you know if you come across reinforcements, standing there, they wont attack unless you provoke them
or get the bandits at the hideout attacking you.   I'm still trying to sort this out.
============
I spent alot of time trying to figure out how to do this, it still needs some adjustments so be patient, any questions please ask.

Update Notes 3
Files
All you need from this update if you have any previous version of the mod is the:  .ASI and the Bandit Hideouts.ini
 

==============

 

Update - v1.16
Changelog:

  •  
  • Updated the Bandit_Hideouts.ini with all individual hideouts able to be disabled.
  • Added new ini setting for zombie health.
  • Added campfire, lantern and a couple of bandits around the campfire at Bacchus station.
  • Rebuilt Barrow Lagoon Hideout.
  • Adjusted bandits at hideouts - they will no longer attack you on sight, but will attack you if you get to close, or attack them.
  • Fixed (needs more testing) bandit blips showing on radar after all bandits were dead.
  • Fixed (needs more testing) hiring a gunmen would multiply.
  • Added new hideout: Witches Cauldron
  • Added new hideout: Wapiti Cliff
  • Added new hideout: Calumet Ravine

Notes: Bandit Hideouts.ini
The Bandit Hideouts.ini has been updated please review the new version and copy the new settings to your
existing ini, or get a new copy, see the changelog above for details as to what was added.

Notes: Radar Blips
I need some feedback on the radar blips, basically clear a hideout, kill all the bandits and see if there are any
blips on the radar left when all bandits are dead, please let me know in the comments.

Notes: Bandit Hideout Behavior
After extensive testing i was finally able to get the bandits to not attack the player on sight when the player
enters a hideout, now the only way the bandits will attack you is if you get to close to the bandits, or attack them.
Right now still looking into adding a timer, so this is still WIP (work in progress).

===============

 

Update - v1.15
Changelog:
- Added new hideout: Tanner's Reach
- Added new hideout: Cotorra Springs
- Added new hideout: Shady Belle
- Added new hideout: Plainview
- Added new hideout: Rio Del Lobo House
- Added new hideout: Pleasance House
- Removed the Brontegoons from the generic bandits ped list

- Added new feature: Disable individual hideouts
- Updated the Bandit_Hideouts.ini with new feature settings
===============================================
Notes:
- If your a new player to the mod, download and install all files.
- If your updating the mod from v1.14 to v1.15 you only need the .ASI file and add update the Bandit Hideouts.ini

Important Note: Bandit Hideouts.ini has been updated!
The Bandit Hideouts.ini has some new code in it, my suggestion is to copy the code from the ini in the update,
to your existing ini file this way you dont lose any of your settings, or replace your ini with the new one your choice.

1. Open the new ini in the v1.15 zip you should see this code -----> See Picture of new code
2. Copy the code you see in the pic from the new v1.15 ini and paste it into your existing ini under where it says:
// On-Screen Blip Icon //
SHOW_HIDEOUT_ICON=1   
============================
Currently only those hideouts listed in the v1.15 ini are for all the story & missions in the game, so if you are going to do
a story mission then disable the hideout that might be at that story location.
Each update i will be adding more hideouts to the list, any questions please ask in the comments. Cheers!
====================================
 
Update - v1.14
Changelog:

- Fixed the Roaming Bandits setting where when disabled they would still shoot on sight.
- Fixed Colter, Lakay, and Beaver Hollow hideouts not spawning in.
- Updated several of the descriptions in the ini.
- Added new hideout: Face Rock
- Added new hideout: The Old Bacchus Place
- Added new hideout: Painted Sky
- Added new hideout: Downed Tree
- Added new hideout: Nekoti Rock
- Added new hideout: Don Julio
=============
UPDATE NOTES:
- For those who already have the mod you only need the .ASI file
- The ini descriptions were updated, though this dont change the function of the mod, up to you if you want to replace your existing ini.
- Dont forget to download the map linked on the description tab as it was updated for v1.14!

For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment.
================================
 
Update - v1.13
Changelog:

- Added new Bandit_Hideouts.ini setting which enables/disables the .dat language setting for the Hired Guns menu.
- Changed the number of Hired Gunmen you can hire from 7 back to 5.
- Fixed the Hired gunmen prompt not showing.
- Fixed the hired gunmen menu missing text.
- Enabled Roaming bandits to spawn in the Snowy Regions, and in Guarma.
- Removed the rope, shot glass, and corpse from the Fort Brennard hideout.
- Reformatted the code for many of the hideouts hideouts.
- Rebuilt & relocated the Pleasance Hideout.

- Added new hideout: Hani's Bethel
- Added new hideout: North Twin Stack Pass
- Added new hideout: South Twin Stack Pass
- Added new hideout: Oil Derrick
- Added new hideout: Lone Mule Stead
- Added new hideout: Scratching post
==============================
v1.13 IMPORTANT NOTES pt 1 - PLEASE READ!
There is a new setting in the Bandit_Hideouts.ini you have 2 choices:
A. Either download the ini and replace yours with it if your not new to the mod. OR
B. Copy the following code and add it to the ini so you dont need to change any settings:
COPY THE RED CODE BELOW:

// Hired Gunmen Menu Language Translation
DISABLE_TRANSLATION=1     // Disabled by default, change to 0 if your using a .dat language file, this setting is for those
                                                  who speak another language other then English and cant read the Hired Guns menu in English.

========================
Where do we put this code?
Paste it under where it says HIRE_COST=25 for the Hired Guns Settings.
v1.13 IMPORTANT NOTES pt 2
The hired guns is limited to 5, we are unable to increase it because of code constraints,
the code is not setup for more then 5 nor will it handle it as there are a few scripts and lines to be changed to enable more.

For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment.
===========================
Update - v1.12
Changelog:

- Changed the gang from Murfree to generic at DoverHill, and Martha Swain hideouts.
- Changed the gang from O'Driscolls to generic at watson's cabin hideout.
- Changed the gang from generic to O'Driscolls at Ewing basin hideout.
- Changed the gang from generic to Del lobos at Carin Lake hideout.
- Changed the gang from generic to Exconfed at Copperhead Landing hideout.
- Increased the distance of the revive for when the player revives a hired gunmen.
- Increased the number of gunmen you can hire from 5 to 7.
- Changed the wording for the Hired gunmen from "Hired Guns to "Hire Gunman".
- Added code for the hideout Spawn Chance in the settings.h script.
- Added language support for the Ukrainian language (.dat file is in the downloads section)
- Adjusted the code format for a few hideouts.
- Removed the corpse,rope, and shot glass from Coot's Chapel hideout.
- Added props to Beaver Hollow, Lakay, and hanging dog ranch hideouts.
- Added new hideout: Adler Ranch
Guarma Hideouts
- added new hideout: Cinco Torres
- added new hideout: LaCapilla    
- added new hideout: Cima del sendero (Trailtop)
- added new hideout: EL Nido
- added new hideout: Aguasdulces
============================
Important NOTES:
Want to let you guys know that the hired guns is broke somehow in the update, what's actually "broke" is
the menu to hire a gunmen at the bartender is blank, you can still hire a gunmen if you can figure out the functions, also
when you hire you wont be able to command them, the menu for that dont come up.
   Crossed and i are looking into this issue and have already fixed a part of it before the v1.12 update here as before
the menu didn't come up at all.
NEW HIDEOUTS MAP!
Lastly i saved the best for last, we have a new hideouts map which you can see on the description tab, i have a
link there where you can download the map, its 60.3mb!   
    This map was created by a friend known as Cockerball, thanks to his creative photoshop skills he has all the hideouts
and ambush locations on the map, sorted by color, number, and by what gangs are at those hideouts.
==============
Ps. For the v1.12 update all you need is the .ASI and the .DAT files, new players need all files.
Pss. For new players to the mod, if you have a question please review the Questions & Answers article HERE
 
============================
Update - v1.11 - October 18th, 2023
Changelog:

- Increased the spawn distance of the Bandit Posse on horseback from 110.0f to 115.0f
- Increased the maxspawn and despawn distances for the Bolger Glade hideout.
- Decreased the maxspawn and despawn distances for the Lumberyard hideout.
- Decreased the maxspawn and despawn distances for the Willard's Rest Hideout.
- Increased the center radius of the hideout for Bolger Glade hideout from 900.0f to 1500.0f
- Decreased the center radius of Wallace Overlook hideout from 900.0f to 700.0f
- Decreased the center radius of Watson's Cabin hideout from 900.0f to 800.0f
- Increased the center radius of Barrow Lagoon from 300.0f to 500.0f
- Removed the rope, corpse, and shot glass for the abandoned factory hideout.
- Added new hideout: Cochinay
- Added new hideout: Fort Riggs
- Added new hideout: Pike's Basin
- Added new hideout: Manito Glade
- Added new hideout: Dover Hill
- Added new hideout: Martha's Swain
- Added new hideout: Veteren's Homestead
- Added new hideout: Sawbone Clearing
- Added new hideout: Fire Lookout Tower
- Added new hideout: Elysian Pool Cave
- Added new hideout: Osman Grove
- Added new hideout: Chelonia Top
- Added new hideout: Grizzlie's Top
- Added new hideout: Strange Statues
- Added new hideout: Chez Porter
- Rebuilt the hideout: Near Hagen
- Added new Ambush location: Ambush 20 (east Butcher Creek).
- Added few props to hideout: Ewing Basin.
- Added patrol path code to 20 hideouts that didn't have them (this took me 5hrs to do).
- Fixed - The Roaming bandits attack on sight code in the roamingbandits.cpp script.
          If you have the ini setting set:  ROAMING_BANDITS_ATTACK_ON_SIGHT=1
          The roaming bandits should now attack the player when he is seen, just a note, they will be
          either on foot, on horse, or on a wagon so its not limited to just a small group of bandits on foot.

- Updated relationships.cpp - changed relations with player and bandits at hideouts.
- Added entry for gang in Guarma into the code.
================
Important!
 If you have v1.10 then all you need for this update is the ASI and the .DAT file.
Questions & Answers article was updated, as well as the Bandit Hideouts Totals List
Also i will be creating a known issues article soon to list some of the bugs or issues the mod has.

Lastly - 3 hideouts that are not working correctly are:  Colter, Beaver Hollow, & Lakay.
They are story location hideouts, theres an issue with them where they will spawn in, but despawn when you get close,
crossed and i dont know what the issue is yet, we think the hideouts are conflicting with the story hideouts, we will see.
===================
v1.10 - August 28th, 2023
Changelog:
  • Removed the hanging corpse/rope at the Flattened Cabin Hideout.
  • Removed the shot glass at Millesani Claim mine Hideout.
  • Increased the area center/radius by 100m for Millesani Claim mine Hideout.
  • Increased the area center/radius by 75m for The Old Greenbank Mill Hideout.
  • Removed the shot glass at The Old Greenbank Mill Hideout.
  • Removed the patrol positions at The Old Greenbank Mill Hideout.
  • Added 2 bandit spawn positions at The Old Greenbank Mill Hideout.
  • Added lantern at The Old Greenbank Mill Hideout.
  • Removed  the patrol code of Lakay Hideout.
  • Lowered  the min, max, and despawn distances of Lakay Hideout.
  • Added new hideout: CaneBreak Manor (located in Bluewater Marsh).
  • Added new hideout: Bolger Glade (located SE of Rhodes).

Notes on the Lakay Hideout:
The hideout had an issue with spawning bandits, possibly conflicting with the vanilla mission/hideout
 that is there. Bandits would spawn in normally when you got in max range of the hideout,
but then once you got to the min range about where the stakes are
with the skulls on the path the hideout would despawn.
I had rebuilt the hideout twice,tested it numerous times with default min/max bandit numbers
and it gave me the same result.
     The hideout crashed my game twice when i reached the despawn point for the hideout.
So just letting you guys know that hideout may or may not work, it may crash your game and or
do exactly as happened to me, im not sure how to fix it and dont understand what the issue is.

File Notes:
You only need both the .ASI and .DAT file for this update.
==================
v1.9 - August 14th, 2023
Updated - MILLESANI CLAIM MINE Hideout:
   - Replaced the reinforcement spawn points with new coordinates.
   - Removed the rope and hanging corpse.
   - Added 2 new lanterns to the area.

Updated Hermit Cave Hideout:
   - Added campfire outside of the cave entrance.
   - Added 3 bandits outside the cave, 1 sitting by the campfire.

Reduced the min, max, & despawn distances for Hanging Dog Ranch hideout.
Added - new hideout: Vetter's Echo
Added - new hideout: Watson's Cabin
Added - new hideout: Wallace Overlook
v1.8 - August 7th, 2023

   - 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 Annsberg
   - Added - New ambush location: West of Annsberg
Notes:
- You only need the .ASI and the .DAT files for this update.
====
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.
=======

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.

========

 

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.
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.

==========

 

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.

========

 

v1.3

Fixed - Disable during missions not working properly when set to 1 in the ini
                DISABLE_DURING_MISSIONS=1

 

Fixed - Only able to hire 1 gunmen at saloons,  now you can hire 5 gunmen.

 

Fixed - The spacing between the hired gunmen on foot and on horse were increased

                as before they were to close.

Fixed - Roaming bandits not attacking player on sight when set to
                ROAMING_BANDITS_ATTACK_ON_SIGHT=1 in the ini.

 

Reduced the time for roaming bandits to spawn in before it was 5 min now its 4 min.

 

Fixed - Random Bandits on Horses sometimes show up at the gang camps when the player is there.

 

Added - New feature:  Blip (icon)
A blip (icon) of a house with a skull inside it will show up at the bottom left corner of your screen
when your close to a hideout, it will also show on the map where the hideout is with the same icon.
If you pass by the 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 map blip will be removed from the map and your screen.

 

Added - New feature: Ambushes
Ambushes are not dynamic they are built the same as hideouts in a set location. Each
ambush location can vary between 3-8 bandits that will attack you on foot if you enter an ambush location.
   There is currently 7 ambush locations that have been built.
Ambush locations are marked on the map with small red dots.

 

Added - Two new Bandit hideouts
              - MtHannCave
              - LuckysCabin

Updated - The Bandit Hideouts.ini file.

==========

 

v1.2

Fixed - Roaming bandits not attacking player on sight when set to ROAMING_BANDITS_ATTACK_ON_SIGHT=1 in the ini.

Fixed - Only hiring one gunmen spawns 4 gunmen with the same clothes. Previously set in the code allowed for 5 gunmen to be hired,

    in this update i had set it back to 1, which should fix the issue, though you can only hire 1 gunmen.

 

Fixed - Bandits spawn in story missions and settlements regardless of changing the ini to 1 for stopping gangs in story.

Fixed - code format of the ganghideouts.h script.

Fixed - 44 errors in the ganghideouts.h script (this was preventing me from building the mod for a week and a half!)

Added - 4 new hideouts:    - Hermit Cave    - Cruck Camp    - Valley Lookout    - Stream View (see the map pic for details!)
Updated - the Bandit Hideouts.ini
Updated - the Bandit Hideouts Locations Map

===========

 

v1.1

Changed - The name of the AMJMTransport.dat to Bandit_Hideouts.dat and updated the code for it,
                   now you can run both AMJM Transport mod and Bandit Hideouts together.

 

Fixed - Hired gun despawns on a reloaded save.
Fixed - Random encounters will be treated like as missions too, so the mod will be disabled during them.
Fixed - Hired Guns should despawn during story missions, but they'll be there during random events,
               but they'll flee from combat and once the event or mission is over they should go back to normal.

 

Updated - The menu keys for the hired gunmen menu so you can change the keys.
Increased - The distance of the hired gunmen when hes standing next/behind you and even their distance on horse. (needs testing)

Updated - The Dorman Crest Hideout.
Added - A new Bandit Hideout named Caved Cabin which is south of the Dormin Crest Hideout.

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  • User Feedback

    Recommended Comments

    This seems like it would be a great mod, if it wasn't bugged. I'm not sure if it's like this for everyone, or just me. When I would go to a bandit camp, there would be a lot of enemies, then after killing a few, something close to 300 more spawned, and my game crashed. Somehow disabling it in LML didn't even work. I had to go into the file location and uninstall it manually.

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    5 hours ago, Mayhem Marshal said:

    This seems like it would be a great mod, if it wasn't bugged. I'm not sure if it's like this for everyone, or just me. When I would go to a bandit camp, there would be a lot of enemies, then after killing a few, something close to 300 more spawned, and my game crashed. Somehow disabling it in LML didn't even work. I had to go into the file location and uninstall it manually.

    This mod has nothing to do with lml. Please learn how to read install instructions before using mods

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    10 hours ago, Mayhem Marshal said:

    This seems like it would be a great mod, if it wasn't bugged. I'm not sure if it's like this for everyone, or just me. When I would go to a bandit camp, there would be a lot of enemies, then after killing a few, something close to 300 more spawned, and my game crashed. Somehow disabling it in LML didn't even work. I had to go into the file location and uninstall it manually.

    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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    13 hours ago, Gunter Severloh said:

    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.

    Alright, I see. I'm fairly new to the modding scene, and i've never had any issues with not installing into the game directory, and just using the install with lml button, and it always successfully auto converts and works as intended. As for it not disabling, I'm pretty sure I just forgot to save changes, and it was late so that didn't even cross my mind. I'll probably reinstall this properly once I finish the story again on my modded save, as some of the bandit camps interfere with missions. It's probably a great mod, and like i said earlier it definitely has a lot of potential, if the person downloading is competent to download it properly. My bad.

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    Quote

    as some of the bandit camps interfere with missions.

    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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    Hey I'm confused, it's a standalone mod of AMJM so if I use AMJM then I don't need this? I noticed this one has persistent blips which AMJM doesn't have, is there a way to turn them on or can I use both mods?

     

    Is there any difference between this and AMJM?

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    Did you read the description of the mod?

    It tells you what it does.

    I'll break it down for you:

    • Bandit Hideouts is a standalone version of all the bandit features of the AMJM Transport mod but upgraded.
    • All the wagon, job, boats, pirate and whatever else AMJM Transport did is disabled in Bandit Hideouts.
    • Bandit Hideouts mod is exactly that, new and more bandit hideouts including a new feature called Ambush Locations which currently theres about 19 of them.
    • AMJM has about 35 i think hideouts for bandits, in Bandit Hideouts the mod has those 35 plus 24 more that i built with more being built every week.
    • All together there are 59 bandit hideouts all over the map and 19 ambush locations in total.
    Quote

    I noticed this one has persistent blips which AMJM doesn't have, is there a way to turn them on or can I use both mods?

    Well AMJM does have what bandit hideouts does in terms of some features as the bandit features have been upgraded, more

    settings and ini settings have been added.

        So no some of the settings you see in Bandit hideouts wont be in AMJM's ini file.

    You can use both mods but i would disable the bandit settings in the AMJM transport ini file or you will get conflicts, and its a bit redundent

    because the 35 hideouts in AMJM are in Bandit hideouts so if you ran into a hideout in AMJM while running BH then you may crash the game

    or you may spawn double the amount of bandits, idk never tried and i dont use the mod, just BH.

     

    In my opinion if you use AMJM for the bandit features you would be short changing yourself, i know because i played with

    AMJM Transport since crossed released that mod, and then i asked him if we could build a standalone version of all the bandit features

    and he was cool with that, so he helped me build the mod and get it stable and working.

     

         So bandit hideouts does alot as you can read in the description, it overhauls the bandit features, the main focus of the mod

    is well hence its name... Bandit Hideouts so with AMJM alone your limited to 35 hideouts which is still alot but then you'd be missing out on

    24 new ones, plus ambush locations, alot of ini settings that have been added and tweaked, map icons that can be enabled and disabled,

    including other settings like reinforcement numbers on horse and foot for hideouts.

     

    Read the changelog it will give you an idea what was done since the standalone release.

    Edited by Gunter Severloh
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    I love this so very much! iv been following since the beginning and each update always is welcome and so damn good!

    Playing with it since the beginning iv not had any bugs or issues at all.

     

    My only notice with this update is the guns for hire npcs if there downed aiming at them doesn't get them up but aside from this

    im having so much fun as always with it!! Thank you OP for sharing this incredible mod with us for me its a must have!

    Edited by 12uniflew
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    21 hours ago, Gunter Severloh said:

    Did you read the description of the mod?

    It tells you what it does.

    I'll break it down for you:...

    Okay thank you, I read it but as a new player w/mods the meaning of "standalone" is a bit unclear, the fact they have some of the same features and also some different features is more confusing.

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    new modder here. just making sure, mod says it requires alexander's script hook to work so i'm guessing that lenny's hook isn't compatible?

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    Never heard of lenny's hook, so have no idea.

    Just make sure the mod has the following installed into the main directory:

    Bandit_Hideouts.asi

    Bandit_Hideouts.dat

    Bandit_Hideouts.ini

    Bandit_Hideouts_CustomPeds.txt

     

    the game's directory seen here:
    C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
     also install Scripthook (ScriptHookRDR2.dll) along with dinput8.dll

     

    Btw i mostly hang out on the Nexus page for the mod: https://www.nexusmods.com/reddeadredemption2/mods/2213

    so if you have questions need answering you may reach me there faster, either way.

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    what are the parameters for hideout respawn? if i set to 0 will they not respawn? i tried 900 hours but it came back in just 1 day, is there a hard cap?

     

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    To "permanently" disable a hideout once cleared you can set their respawn timer to a very large value.

    This is the largest value you can set: 2147483647 (seconds).
     This will disable them for ~10 thousand hours, basically forever 🙂
     But it will not get saved so they'll still respawn when you reload the game.

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    I tried it with several values and even with 2147483647 but the hideout respawns always after 24 hours. I'm also not able to change the hideout blip.

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    @Gunter Severloh
    Just played the first hosea hunting mission and got ambushed by bandids while I was sitting on the campfire and crafting stuff.
    I saw that there is a setting in the .ini file called "DISABLE_DURING_MISSIONS".

    When I set this to 1, do I have to restart the game after each completed mission to re-enable the hideouts?

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    On 12/6/2023 at 2:25 AM, Redfan said:

    I tried it with several values and even with 2147483647 but the hideout respawns always after 24 hours. I'm also not able to change the hideout blip.

    Mod has an issue with hideouts currently, me and crossed have no idea whats going on, theres a ton of code to look at,

    but you can also try 999 for the value but keep in mind that as soon as you restart the game the hideouts will be reset.

    I and crossed are still working on the code where you can disable individual hideouts so til we get that working then, my suggestion overall is

    if there is a mission, or story part you are planning on playing, disable the mod until you have completed them.

     

    Bandit hideouts doesn't compliment the story aspect of the game only because some code that was formerly working dont seem to work

    anymore, and again we have no idea why. 

    We just recently solved why Colter, Lakay, and beaver Hollow werent working after a few months

    of testing and now its fixed.

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    On 12/7/2023 at 8:59 AM, AnymYo said:

    @Gunter Severloh
    Just played the first hosea hunting mission and got ambushed by bandids while I was sitting on the campfire and crafting stuff.
    I saw that there is a setting in the .ini file called "DISABLE_DURING_MISSIONS".

    When I set this to 1, do I have to restart the game after each completed mission to re-enable the hideouts?

    That code dont seem to work anymore and we dont know why, but your being attacked by bandits on horseback,

    in the Bandit_Hideouts.ini look for this

    // Bandit Posse on Horseback //
    and change the code for it from 1 to a 0 (zero) like this --->  RANDOM_BANDIT_ATTACKS=0 

     

    In the future any questions review the questions and answers article here:

    https://www.nexusmods.com/reddeadredemption2/articles/267

     

    or ask on the comments section here on the Nexus mod page

    https://www.nexusmods.com/reddeadredemption2/mods/2213

    as i dont come here that often, im on the Nexus almost everyday so i will most likely see your comment.

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    Hey there! I can't turn off bandit hideout icons on the map even when turning these off in the ini. Also bandits keep attacking during missions. I use PDO and CERR latest. 

    I found the gunman from the bartender, but when I command a gunman to mount up there is no horse for him to mount. Spawned in a 2nd gunman and he had a horse to mount. They kept ripping each other off the horse when telling one or the other to mount up.. Haha

     

    Okay now Charles* just died on a hunting mission for bison because of the bandits. Now the game is stuck in a loop. It says DEAD and when I try to "Retry Checkpoint" or "Restart Mission" it pretends to load, but comes back to the DEAD screen.

     

    Upon trying to spawn a gunman from "custom list", the game froze up and gave the error provided below. Please check my ini file with the changes made. I waited for windows to "wait for program to respond", and eventually the game responded, but the gunman hire option from the bartender is now missing. The hideout icons are still on the map, but no one is there.

     

    I've also attached some logs and a screenshot. Asi loader log shows bandit hideout loaded when just placing in root folder, but when opening console with F10 (PDO uses F9) it says it can't find scripts folder with mod files. I then added a scripts folder and put the mod files in, hit insert to refresh and that message goes away, and I have to restart the game for hideout icons to show up. Even though I've disabled them, and the ^errors described^ are present.

    The asi log shows nothing related to Bandit Hideouts when put in the scripts folder.

     

    Thanks again! I don't use nexus mods. This site seems more professional, and better organized. Especially being able to use LML.

     

    Thank YOU! Please let me know if anything else is needed from you to diagnose the issues.

    Could contain: text, map, screenshot, diagram

    ScriptHookRDR2.log ScriptHookRDRDotNet.log asiloader.log Bandit_Hideouts.ini

    Edited by MrHindsight
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    Hi, Answered you in your pm, in the future contact me on Nexus as im there almost everyday, pming me

    here wont get you a faster answer.

     

    As for scripthook make sure your running latest version of the official scripthook, the custom ped list as your finding out may cause issues when

    using custom peds, i havent had any reports on the nexus since the start of the mod about the list other then some peds wont spawn or work.

    Hiring gunmen should be limited to under 5, for some reason the game might crash using all 5 but mostly because when they spawn horses,

    again i have no idea why.

        

    Get a fresh copy of the mod (.asi) and see if anything changes, dont use the mod when your going to do missions, or story

    parts, complete them first.

        Mod has some issues, understand that theres 132 scripts in the mod, with thousands of lines of code, at some point

    something may conflict, or break, and some of the issues that have been reported can be caused by various things, other

    mods can interfere or conflict and cause bugs to happen. The game is already instable and not mod supported as it is which makes it harder.

     

    Suggest to solve some of the issues is to test without other mods. i will look into the icons when i work on the mod again.

    On 12/10/2023 at 2:10 PM, MrHindsight said:

    Asi loader log shows bandit hideout loaded when just placing in root folder, but when opening console with F10 (PDO uses F9) it says it can't find scripts folder with mod files. I then added a scripts folder and put the mod files in, hit insert to refresh and that message goes away, and I have to restart the game for hideout icons to show up. Even though I've disabled them, and the ^errors described^ are present.

    The asi log shows nothing related to Bandit Hideouts when put in the scripts folder.

    No. Mod goes into the root folder of the game, no where else, the mod dont contain a "scripts" folder ignore all that.

    You did something wrong somewhere, again all files go into the RDR2 directory no where else, here:

    C:\SteamLibrary\steamapps\common\Red Dead Redemption 2

    install it, tweak the ini to what you want and thats it, disable or remove the mod during missions and doing story related missions.

            Dont use the mod til you get to chapter 2 or bandits will be at Colter and interfere with the story.

     

    I'll look into the map icons when i work on the mod and see if there is any issues, but theres no guarantees i can fix anything if

    there is indeed an issue in the code, or some new bug.

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    That depends on your computer, i use DX12 myself and have no issues, run everything maxed, and can play 8-12+hrs

    without a twinkle, lol idk try either or, if it performs better on Vulcan then use it, and vice versa.

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    No update to the mod, still v1.18 someone reported on the Nexus mod page that the zip format was corrupt

    and they couldn't extract it, so i tested it myself a few times and got the same result, i had reuploaded

    the files in a new zip format and that fixed it, did it here too. v1.19 coming tomorrow. Cheers!

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    how to add bandit camps to the map, I got it somehow, but after reinstalling the game I can’t figure out how to turn it on

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    The mod is enabled by default, make sure you installed the mod correctly.

    All files in the zip other then the readme go into the main directory of the game, same place as the RDR2.exe.

    Theres really nothing for you to do other then adjust whatever settings in the bandit_hideouts.ini all you need to do

    really is come within range of a hideout and bandits will spawn in, that depends where your at in the game, and if

    there is a hideout around the location your at.

         Normally if you haven't changed any settings in the ini you will get a small icon on the lower left of your screen

    when you come near a hideout, also an icon will show on the map for the hideout your near, so if you have that then

    you should see bandits at a hideout.

        Suggest also downloading the map:

    Google Drive: 60.6mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing

    this is just a picture of the RDR2 map with all the hideouts, their names, and what gangs are at those hideouts, that

    will give you an idea where the hideouts are.

     

    If you want a faster response to questions ask on the Nexus mod page here:

    https://www.nexusmods.com/reddeadredemption2/mods/2213

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