Skip to content
View in the app

A better way to browse. Learn more.

RDR2Mods.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

14 Screenshots

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.

dDQKnALl.jpg

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

TInDXvpl.jpg

Bandit Hideouts 

 

Story and Mod Control

  • Enable or disable the entire mod instantly with a hotkey while in game

  • Automatically disable the mod during active story missions so it never interferes with your playthrough

  • You can also use an alternative bandit_Hideouts.ini which has all the hideouts at story locations disabled

Hideout Behavior

  • Over 140+ unique bandit hideouts are a permanent part of the world and will spawn when you get near their locations

  • Camp props such as tents, wagons, and campfires spawn at hideouts giving each camp a lived in feel

  • Bandits attack on sight the moment you enter their camp, or you can set them to only react if they see or hear you for a stealth

  • Control how many bandits spawn at each hideout with a 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

Clearing Hideouts

  • After clearing a hideout bandits will eventually return after a cool-down of a set number of in-game 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

  • A screen notification confirms when a hideout has been fully cleared

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 also ride in to join the fight

  • Set the minimum and maximum number of reinforcements that can arrive for each type

Gang Assignment

  • Every hideout has a gang assigned to it based on its region by default

  • Choose from 24 different gang types to assign to any individual hideout no matter the hideout or location

  • The following gangs can be assigned to spawn at a hideout if 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
      - Zombies 

  • Enable 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 Control

    • Enable 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

    QxoRQEHl.jpg
    Ambush Points

    Ambush Behavior

    • 50 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

    l4PHhxTl.jpg
    Bandit Posse on Horseback

    • A 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

    XkqDoFSl.jpg
    Random Roaming Bandits

    • Small groups of bandits roam the world on foot, on horseback, or traveling by wagon

    • Roaming bandits will attack you on sight, or 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


    z6N5I3fl.jpg
    Hired Guns

    Hiring and Combat

    • Hire up to 9 gunmen at bars and saloons across the map

    • Set the cost to hire a gunman to any amount you choose

    • Hired guns have increased health making them tougher than standard NPCs

    • Disable instant death from headshots to make your hired guns even more durable

    • Revive a downed hired gun by standing next to them and waiting for the prompt

    • Hired guns will flee combat while inside a town by default, or set them to stay and fight

    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

    w1Ask0Ul.jpg
    Zombies

    Zombie World

    • Enable 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 1.9

Released

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.

With version 1.9:

User Feedback

Recommended Comments

Gunter Severloh

Recognized Creator Author

(edited)

Bandit Hideouts

Edited by Gunter Severloh

Mayhem Marshal

Members

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.

Redfan

Members

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

Gunter Severloh

Recognized Creator Author

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.

Mayhem Marshal

Members

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.

Gunter Severloh

Recognized Creator Author

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.

PR0B4BI1I7Y

Members

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?

Gunter Severloh

Recognized Creator Author

(edited)

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

12uniflew

Members

(edited)

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

PR0B4BI1I7Y

Members

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.

mescoosie

Members

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?

Gunter Severloh

Recognized Creator Author

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.

DrHERO

Members

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?

 

Gunter Severloh

Recognized Creator Author

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.

Redfan

Members

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.

AnymYo

Recognized Creator

@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?

Gunter Severloh

Recognized Creator Author

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.

Gunter Severloh

Recognized Creator Author

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.

MrHindsight

Members

(edited)

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

Gunter Severloh

Recognized Creator Author

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.

phol13

Members

@Gunter Severloh
From all the bug reports from players, do you recommend playing this mod with the Vulkan or Dtx 12 graphics api?

Gunter Severloh

Recognized Creator Author

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.

Gunter Severloh

Recognized Creator Author

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!

blast1

Members

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

Gunter Severloh

Recognized Creator Author

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

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.