Description
Bandit Hideouts is a standalone RDR2 mod created by crossed99 and Gunter Severloh that brings a full bandit world
to life across the entire map hideouts, ambushes, roaming gangs, hired guns, posses, and more!
Originally created from the bandit features of the AMJM Transport mod, Bandit Hideouts has since grown into its
own independent project.
As of version 1.43 it is fully standalone, all code, scripts, and features are original and self contained.

So you understand what this mod does, it adds 143 bandit hideouts & 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.
Any questions or problems? Review the articles tab or ask on the posts tab!
Features

Bandit Hideouts
Story and Mod Control
Enable or disable the entire mod with a hotkey while in game
Automatically disable the mod during active story missions so it never interferes with your play-through
Disable every hideout that spawns at story locations, or every hideout that spawns where random encounters can happens, with a single setting
Hideout Behavior
Over 140+ custom built bandit hideouts are a permanent part of the world and will spawn when you get near their locations
Camp props such as lanterns, boxes, tents, wagons, and campfires spawn at hideouts giving each camp a lived in feel
The number of hideout props can be scaled based on the number of bandits spawned
Choose how bandits at camps behave: Assault mode, where the whole camp once you enter, or Stealth mode take down individual bandits with melee stealth kills, and executions
Control how many bandits spawn at each hideout with minimum and maximum numbers
Set a custom spawn amount for any individual hideout, overriding the global settings
Control the percentage chance a hideout will spawn when you are nearby
Assault Mode
The whole camp engages at once as you approach, no sneaking, no talking, just a fight
Set how close you get before they come for you, or leave it scaled to each hideout's own size
Reinforcements arrive once you have killed a few of them, coming from more than one direction
Shoot at a camp from any distance and it wakes up immediately

Read the full article on how Stealth mode works: LINK
Stealth Mode
Getting spotted
Bandits notice you as individuals, one man spotting you does not alert the whole camp he reacts, and the rest carry on until they see/hear something for themselves
How easily you are seen depends on how you carry yourself. Crouching, using solid cover, standing still and staying out of firelight all make you harder to spot, almost invisible, bandits see less at night though moonlight, lanterns and campfires help
Being spotted is not instant. A bandit has to register you before he reacts, quickly if you are close and he is looking right at you, slowly at the edge of his vision
Sprinting and shooting create sound, creeping does not. A bandit who hears something comes to look at where the sound came from he knows something is there, not who, and not exactly where
Explosions carry further than gunfire and bring men to the blast and searching
Being warned off
Bandits warn you off before they start shooting. Walk into a camp and whoever spots you will call out and tell you to move on. Ignore him and he gets more direct. Ignore that and they will engage you
Walking away works, but they remember, come back and the conversation is much shorter
Turn up with a gun in your hand and you skip the polite part. Point the gun at a man and the talking is over
Or just pay toll. An option comes up to buy your way past, priced on how many bandits are in the camp
Get caught crouched or sneaking inside a camp and there's no warning at all you're hunted, and no toll is offered.
Kills, bodies and witnesses
A silent weapon makes no sound, but a dying man does. Kill someone quietly and if the bandits close by hear him go down they will come to look and know something happened, not where you are
Bodies left lying around get found, and the man who finds one goes and investigates it himself with his gun out
Whoever finds a body calls it out, and the men within earshot go on alert
Hide a body by standing over it and holding the prompt sinks it out of sight, and anything he dropped goes with it
Quiet weapons are silent, but the man they kill isn't. Bandits within 20m hear him go down and come to look, without learning where you are
A gunshot inside 30m tells a bandit where it came from and he comes straight for you. Further out he only gets a direction to search
Bandits hear their own side's gunfire, a fight on one side of the camp pulls in men from the other side
Once the shooting starts, nobody stops to investigate at the dead, they deal with you first
The men nearest a noise is the one who will respond
Distractions
Throwing knife distraction, throw it and the bandits nearest to where it lands go and look, pulling them off a position
Whistle distraction, draws men to your position
Both distractions work on a man out searching for you who has lost line of sight of where you are
Four on screen meters show how close you are to being noticed, how much noise you are making, and when your tools are ready. Each can be set to always show, only appear when it matters, or turned off entirely for a minimal HUD
Being Hunted
A bandit who turns on you commits to the fight he doesn't lose interest the moment you step out of view
A man who can see you can call out your position to his friends nearby, break his line of sight and he has nothing left to tell them
When a hunt ends they go back to camp, but they stay on edge for a while, walking straight back in is a mistake
Guard dogs
Some camps have a bandit patrolling the perimeter with a dog beside him. The dog sees and hears further than he does, barks when it notices something, and the pair investigate together
A different dog breed each time a hideout spawns
Clearing Hideouts
After clearing a hideout bandits will eventually return after a cool-down of a set number of ingame hours
Enable permanent clear mode so cleared hideouts stay gone forever and are saved between game sessions
Earn a random cash reward when a hideout is fully cleared, with a configurable minimum and maximum payout
You can set to instantly earn a cash reward, or collect it at a post office or train station and go withdraw it
A screen notification confirms when a hideout has been fully cleared
Clear a camp in stealth mode without ever being seen or heard and a banner will state "You cleared the hideout with stealth!"
Reinforcements
Control the percentage chance that reinforcements will show up when a hideout is under attack
Reinforcements on foot can arrive to back up the bandits at any hideout
Reinforcements on horseback can ride in to join the fight
Set the minimum and maximum number of reinforcements that can arrive for each type or dont have any
Reinforcements arrive in Assault mode after a few bandits killed, and come at you from more than one direction
Gang Spawn
Every hideout has a gang that spawns based on the region its in by default
Choose from 24 different gang types that will spawn at any individual hideout no matter the hideout or location
The following gangs can be set to spawn at any hideout you want, other wise it will spawn with its default gang:
- Bandits
- Murfree Brood
- Lemoyne Raiders
- O'Driscoll Boys
- Skinner Brothers
- Del Lobo gang
- Nightfolk
- Cuban Army
- Ku Klux Klan
- Wapiti Warriors
- United States Army
- Laramie gang
- Micah's gang
- Angelo Bronte's Mob
- Cornwall Goons
- Braithwaites
- Gray Family
- Foreman Brothers
- Bounty Hunters
- Pinkertons National Detective Agency
- Chelonians
- Vampires
- James Langton Boys
- ZombiesEnable custom gangs in regions to change which gang controls which territory across the entire map, with 16 individual regions configurable
Regions include: Great Plains, Roanoke Ridge, Grizzlies East and West, Cumberland Forest, Scarlett Meadows, Bayou Nwa, Bluewater Marsh, Heartlands, Big Valley, Tall Trees, Hennigans Stead, Cholla Springs, Rio Bravo, Gaptooth Ridge, and Guarma
Individual Hideout ControlEnable or disable any individual hideout through the included Bandit_Hideouts.ini
All 143 hideouts are listed by region and ordered to match the downloadable map
Regions covered: Ambarino, New Hanover, West Elizabeth, Lemoyne, New Austin, and Guarma - (Mexico in the near future!)
Custom Spawn Control
Set a specific fixed bandit count for any individual hideout or ambush point, overriding the global min and max settings
Every hideout and ambush point is listed individually for precise control
Map Icons and Notifications
Every hideout is marked on the map with a skull icon this can be disabled through the Bandit_Hideouts.ini
Disabled hideouts display a locked house icon on the map so their status is always visible
Choose from four different icon styles for the hideout map blip
A proximity icon appears in the bottom left corner of the screen when you are near a hideout or ambush point
The position of the on-screen proximity icon can be moved anywhere on the screen
A text notification appears when a hideout spawns nearby
A cleared notification appears on screen when a hideout has been fully cleared

Ambush Points
Ambush Behavior50 ambush points are placed at roads, trails, and passes across every region of the map
Bandits will spring the ambush the moment you ride or walk through their location
Control the percentage chance an ambush point will trigger when you pass through it
Control how many bandits appear at each ambush with a minimum and maximum number
All ambush points can be disabled at once or individually one by one
Reinforcements
Additional bandits on foot can arrive as backup at ambush points
Additional bandits on horseback can also ride in to reinforce the ambush point
Set the minimum and maximum number of reinforcements for each type
Individual Ambush Control
Enable or disable any individual ambush point in the Bandit_Hideouts.ini
Assign a different gang type to any individual ambush point using the gang type reference
All 50 ambush points are listed by region: Ambarino, New Hanover, West Elizabeth, Lemoyne, and New Austin

Bandit Posse on HorsebackA mounted posse of bandits will ride out and attack you anywhere on the map at any time, day or night
Control how much time passes between each posse attack using minimum and maximum in-game hour settings
Set how many riders are in the attacking posse with a minimum and maximum numbers
The posse can be disabled entirely if preferred
Control whether the posse spawns in or near towns or completely avoid towns if you enter one
The bandit posse will not enter or follow you into player camps

Random Roaming BanditsSmall groups of bandits roam the world on foot, horseback, or by wagon, or a combination of all three
Roaming bandits can attack you on sight, or you set them to simply ignore you as they pass
Control how often a new group of roaming bandits appears in the world
Groups range from individuals to larger parties and may include a mounted wagon escort
Set how many will spawn with a min and max numbers for groups
Control whether the roaming bandits spawns in or near towns or completely avoid towns if you enter one
Roaming bandits give up and go back to wandering if you break away and stay out of sight, rather than hunting you across the map
Set how close they have to be before they come after you

Hired Guns
Hiring and CombatHire up to 9 gunmen at bars and saloons across the map
Hire from eight presets - Cowhand, Gunslinger, Bounty Hunter, Mountain Man, Skirmisher, Shotgunner, Rifleman and Bow Hunter - each with its own weapons and fighting style
Hire a custom, random, or preset type of gunman
Hire at more locations, including Manzanita Post and the Emerald Ranch fence
Every hiring location is marked on your map with a bullet icon
Set the cost to hire a gunman to any amount you choose in the ini
Hired guns have increased health making them tougher than standard NPCs
Set how much health your hired gun's horse has so it does not go down easily in a fight
Disable instant death from headshots to make your hired guns even more durable
Revive a downed hired gun by standing next to them
Hired guns will flee combat while inside a town by default, or set them to stay and fight
Hired guns can drive wagons, or ride shotgun for you
Keep your hired guns with you during story missions instead of losing them when one starts
Commands and Control
Give individual commands to each hired gun using numbered hotkeys 1 through 9
Issue a universal stay or follow command to all hired guns at once with a single hotkey
Arthur or John will speak the command out loud when giving orders to hired guns
Hired guns can ride in a wagon or carriage and be directed to speed up or slow down
Hired guns will find a horse to ride or can be set to spawn their own horse
Menu and Language
Navigate the hired gun command menu using fully configurable keyboard keys
Language translation support for non-English players using a dat language file

Zombies
Zombie WorldEnable zombies to replace bandits across the entire world
Zombies spawn in groups and wander the world, with spawn frequency and group size fully configurable
Set separate maximum zombie populations for daytime and nighttime
Nighttime brings significantly more zombies to the world
Control how quickly new groups of zombies appear after others are cleared
Zombie Behavior
Zombies can detect the player from a very long distance during the day
Zombies can detect the player from a very long distance during the night
Optionally prevent zombies from sensing you while you are indoors, allowing you to take shelter in buildings
Optionally stop zombies from entering or attacking inside town perimeters
Set zombies to only target the player and leave all other NPCs alone
Zombie Lairs
Enable zombie lairs to replace bandit hideouts across the map with zombie infested camps
Assign zombies to any individual hideout without enabling global zombie lairs
Control whether hideout props such as tents and wagons spawn at zombie gang hideouts
Zombie Combat and Health
Set the health of zombies to make them take more or fewer shots to kill
Enable zombies to burst into flames upon death for a dramatic effect
Mod 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 or adjust it.
Open the ini file with notepad to edit it, also run it as administrator if you are being denied access,
be sure to save your changes before you start the game, mid game changes wont be accepted until you restart the game.
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
AB Scripthook by Alexander Blade is required to run the mod.
https://www.dev-c.com/rdr2/scripthookrdr2/
If AB Scripthook gives you issues then use:
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 high resolution downloadable map showing
all the locations of the hideouts, and ambush points and sorting them based on color and gang.
Bandit Hideouts Youtube Channel
Bandit Hideouts Mod
Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod.
Edited by Gunter Severloh
Updated details of the mod
What's New in Version 1.2
Released
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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