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 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
- 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

Random Roaming BanditsSmall 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

Hired Guns
Hiring and CombatHire 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

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 1.11
Released
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.==================
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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