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114 files
  1. Hello everyone!

    Prolog
    This Mod is bringing back some cineastic and diversified euphoria ragdoll shot reactions which R* did not consider necessary to implement since they think that the euphoria engine is a feature that "costs more time and money and players dont notice it"...

    A really sad attitude and absolutely wrong in every way!!!!
    The fact that youtubers these days making successfully videos about
    ragdoll showcases from a game which was released 2010, speaks for itself...

    When the most people talking about realism in Euphoria driven games, most of them actually mean "authentic" motions. And that was what Rockstar Games aimed for in GTA4, Red dead Redemption (2010) and MaxPayne 3. It wasnt realistic in a way that NPCs immediately fell lifeless to the ground after you shot them, but the motions the NPC was performing were really authentic, believable and movie-like for each genre the game was set in. Since GTA5 this feature is missed.

    Cineastic Euphoria Ragdoll Rework (C.E.R.R)
    This mod is inspired by the great and "evergreen" Red Dead Redemption from 2010 and other classic western movies!
    Unfortunately its really hard to recreate this great shooting
    experience from RDR1 by just watching videos and playing the game, thats
    why I started studying the euphoria behaviours and parameters to create
    something that maybe go in the "right direction" and would reach a kind
    of the old R* standards of Euphoria ragdoll physics...

    This mod is bringing you new and diversified gunshot reactions, for each weapon and also ammo type (revolver, pistol, shotgun, bow and so on)
    NPCs behaving differently when shot depending on each weapon, ammo and hit zone!
    I also implemented a range of random varieties to certain shot behaviors.
     

    Some of the features:

    - The reactions are inspired by the original Red Dead Redemption (2010) and classic western movies (Tombstone, A Fistful of Dollars, The Good, the Bad and the Ugly, and so on)
    - All modded Euphoria tasks have been rebuilt from the ground up to match the motions
    - All own created reactions containing those classic and "alive" looking authentic euphoria features like they were before GTA5 was released
    - NPCs reacting longer to shots without collapsing
    - Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
    - Almost each weapon and its ammo type has its own reactions (Normal ammo, express, splitpoint, different arrows, slug, fire ammo)
    - NPCs start writhing in flames instead of simply falling down when you shoot them with a fire arrow
    - NPCs stay active and more life like on the ground
    - A Lowered stiffness to create more "fluid" motions to match that "satisfying" feeling, people know from GTA4, RDR1 and MP3
    - And more!


    Feel free to post your feedback in the comments/review section 🙂
    I hope you enjoy the mod!


    A special thanks goes to SyntheticOutlaw for giving me that great start into this kind of modding!
     

    Please see Installation.txt for installation instructions!
    This mod is 100% compatible to Red Dead Offline! -> Its really awesome. If you dont have it yet, I relly recommend to check it out!
    This mod is also 100% compatible to PDO! (Go to the .ini and set "EuphoriaModInstalled = 1")



    In case you want to make other mods compatible which are also using the weapons.ymt file, you will need to merge all changes from the other weapon.ymt (from the other mod) into the weapons.ymt file from C.E.R.R. There are a lot of euphoria related changes in the weapons.ymt file from C.E.R.R so its less work to use this file as a base. Each section which contains changes, is marked with a comment which contains "C.E.R.R REDONE". I also marked all explicit changes with a comment which contains "CERR" (without dots between the letters to make it easy to find). Ive done this only in the weapon section "Cattleman Revolver Single" but its a repeating pattern for all other weapon sections. Just keep all values marked in the "Cattleman Revolver Single" section also in all other weapon sections to keep the C.E.R.R adjustments properly.


    Just download Notepad++ and download the "Compare" and the "XML Tools" plugin.

    With these plugins, you can collapse all sections by pressing "ALT+0". This makes it easier to keep track of things.

    All changes are done only in:
    <CWeaponInfoBlob> -> <Infos> -> <Item type="CAmmoInfo"> and <Item type="CWeaponInfo">

    By using the compare function, you can compare both files to see the differences and what to take over. After you did this, just copy the changes of the other mod to the weapons.ymt file from C.E.R.R.

    I also warmly welcome any creator to make their mods compatible with C.E.R.R!


    Have fun!




    Other media:
     
    • 91,147 Downloads
    • 391061 Views
    • 11.37 MB File Size
    • 192 Comments
    Updated
  2. -Main map camera is zoomed out and will be always in the middle of the map when you open it
    -Minimap is replaced by compass (for more hardcore experience download Disable Compass version)
    -Removed all human and animal blips from the map (stationary blips like missions and buildings remain untouched)
    -GPS disabled
    -Fog of war disabled
    -Radar only displays mission objectives when you get close to them
    -Functional 3d compass (to equip press x or hold enter cover + melee, to zoom on compass hold attack)
     
    For horse steering to work correctly when focusing on the compass, camera steering must be turned off in the settings.
    You need to remove Disable Enemy Radar mod if you want to use this mod. Requires Lennys Mod Loader and Script Hook RDR2. For installation extract inside main RDR2 folder. For installation of the controller version overwrite the files in one of the other three versions.
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Version 1.1      -minor objectives are now visible on the map
                            -increased zoom out distance after zooming in
                            -missions and shops will not appear locked on the map when being wanted
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
     
    Version 1.2      -stationary objectives will now appear on compass when close to them
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
     
    Version 1.3     - removed hitching posts from radar
                            - zoom in now works on the controller version (map can not be opened from the pause menu, you need to use the map shortcut)
                            -controller version provides bigger movement range of the map if using a mouse when zoomed out
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Version 1.4     -added functional 3d compass
     
     
    • 4,482 Downloads
    • 85981 Views
    • 4.65 MB File Size
    • 11 Comments
    Updated
  3. Arthur Morgan Character Was Way too much degraded
    He Is  6'1 In Real Life So Now You can also play as 6'1 Real Arthur A.k.a Roger Clark
    • 4,371 Downloads
    • 40777 Views
    • 16.51 kB File Size
    • 4 Comments
    Updated
  4. RENAME RACHEL AND/OR BUELL

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

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

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

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

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



    
    • 45 Downloads
    • 1232 Views
    • 860 B File Size
    Updated
  5. Pasted content
    
    Tired of having to wait for that specific moment in the story to get the horse you want?
    You want that one horse right now, but don't really want to spawn it with Rampage or other mods because it breaks MUH IMMERSION?
    You want to see that one horse you want in the wild and tame it yourself, you've tried other mods but then you realize: what the heck is a high-born Arabian hanging out with a bunch of lowlife Tennessee Walkers?
    Say no more...


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

    



    CHANGES / ADDITIONS / FEATURES:

    GENERAL HORSE VARIETY

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

    NEW HORSES

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

    TWEAKS TO THE LAW

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

    A MORE LIVELY WORLD

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



    RENAME RACHEL AND BUELL

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



    Known "Issues" (more like inconveniences):

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


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

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

    COMPATIBILITY PATCHES INSTALLATION:

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

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



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



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

    _________________________________________________________________________________________________________________________________________________


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

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


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

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



    

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


    Thank you for enjoying my mod.
    • 7,272 Downloads
    • 57220 Views
    • 23 MB File Size
    • 13 Comments
    Updated
  6. This mod makes the nights darker and more realistic. It also gets rid of the vignette effect.
     
     
    There are 3 files.
    Darker = Very dark (Like the screenshots)
    Light = Slightly brighter
    Lighter = Even more bright but still much darker than vanilla
     
    Install:
    Extract and place the 'dark_nights' folder into 'lml' folder.
     
    Lenny's Mod Loader is required!
    • 63,652 Downloads
    • 227801 Views
    • 1.67 MB File Size
    • 48 Comments
    Updated
  7. What does this mod do?
    NEW Colored Weapon Icons 
    Translucent Menus for Shops and Weapon and Item wheel
    Translucent Player Cores
    ETC..
    • 2,228 Downloads
    • 14012 Views
    • 96.67 MB File Size
    Updated
  8. Simply disables the red highlights around critical regions (head, heart, groin) that appear after reaching deadeye level 4.
    • 792 Downloads
    • 19319 Views
    • 1.39 kB File Size
    • 4 Comments
    Updated
  9. Blood textures replacement that i think fits better with alot more variations of splatters and blood pools,Tarantino style.
     
    drop the folder into "Red Dead Redemption 2\lml"

    use High Velocity ammo for more blood splatter specially on the walls,because the bullet goes trough

    In order to play with Bloodlust wich is very recommended you need to delete "blooddecal" folder from Bloodlust or my mod wont work as intended.
    • 107,930 Downloads
    • 369676 Views
    • 43.57 MB File Size
    • 10 Comments
    Updated
  10. Unlock Special Edition Bonus and Pre-Order
     
    A lot of people have been asking me to unlock Rhodes bank robbery quest so here it is
    This mod will unlock a lot of content from the special version and the war horse from the pre-order version
    Bugs: Maybe the special version horse and saddle don't save after getting them (this used to happen in the past) I don't know how to fix this because I have the special version on Steam
     
    War Horse bonus works perfectly 🙂 
     
    Mods Needed:
    Lenny's Mod Loader
    Lenny's Simple Trainer
    RDR 2 Asi Loader
    Script Hook RDR2
    
    Extra:
    Added horseshoe to horses
     
    Installation:
    •  Download and install required mods
    • Once you have properly installed Lenny's Mod Loader, drag files to your main folder RDR2
     
     
    • 19,508 Downloads
    • 127210 Views
    • 49.7 kB File Size
    • 7 Comments
    Updated
  11. What this mod does?

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

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

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

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


    • 4,592 Downloads
    • 24679 Views
    • 152.73 kB File Size
    Updated
  12. Basically just a system.xml file that makes RDR2 Run better while still keeping great graphics, i highly recommend to just try it out.
    This mod has: a 3840x2160 file, a 2560x1440 file, and a 1920x1080 file so you can use this on whatever computer you like
    Drop the XML file in: Documents, Rockstar games, Red dead redemption 2, settings. (Requires DX12)
    (65-90 fps while playing)
    If you want to change the graphics card used in the config file then: Rightclick on the system XML file, Then press "Edit with notepad" and search (Ctrl+f) for "NVIDIA GeForce RTX 2080 SUPER" and change it to your graphics card. Hope this description helped.

    • 3,029 Downloads
    • 25312 Views
    • 5.44 kB File Size
    • 4 Comments
    Updated
  13. This mod skips the legal menu and the main menu and puts you directly into story mode. Since this mod tells the game to replace certain files, Red Dead Online is disabled when you install this mod to prevent the risk of being banned due to modified game files. Any attempt to connect to Red Dead Online will redirect you to story mode. Attempting to open the online menu in the pause menu will cause you to get softlocked. 

    NOTE: When the loading bar disappears, you will be on a black screen for a few seconds. The game is waiting for social club to sign you in. Story mode will start loading when you sign in.

    Installation:
    1. Download the zip file from the downloads page.
    2. Extract the x64 folder in the zip file.
    3. Put the x64 folder in your game directory.
    4. The file explorer will say that there is a x64 folder in the game directory and if you want to merge the folder.
    5. Click yes.
    6. Done!

    NOTE: The rockstar launcher may show a scary warning saying that there are modified files and that you may get banned for using online services with the modified files. Don't worry, this mod blocks you from going into online mode.

    Uninstallation:
    1. Go to your game directory.
    2. Open the x64 folder
    3. Delete the main_and_legal_menu_skip_data folder.
    4. Open the data folder
    5. Delete the startup.meta file.
    6. Done!

    Components:
    These files can be found in x64/main_and_legal_menu_skip_data in the game directory.
     
    legal_screen_patch.ymt - This skips the legal screen. Delete this file if you want to disable this. main_menu_patch.ymt - This skips the main menu and enables protections that prevent you from going online. Delete this file if you want to disable this.
    Disclaimer:
    I am not responsible if you get banned online for using this mod with protections that prevent you from going online being disabled in any way.
    • 43,191 Downloads
    • 299962 Views
    • 2.26 kB File Size
    • 10 Comments
    Updated
  14. Easier Gold Medals
    This is a very simple mod that makes it easier for the leisurely folk to get Gold medals in the game for completing missions.
     
    This mod does two things and two things only (currently):
    Makes all timed challenges complete any time.
    Allows you to take your time when completing the missions, take a look around, enjoy the battlefield. Makes it so that failed attempts no longer reset challenges.
    Sometimes you just stroll around too much and you end up dying. No worries about lost challenge progress in this case! Note: The in-game challenge text will still mention the original times. This can be ignored as they are not directly related to the actual timers.
     
    To install, drop the easier_gold folder in the LML folder. Lenny's Mod Loader beta 6+ is required for this to function properly.
    • 3,708 Downloads
    • 30354 Views
    • 12.69 kB File Size
    • 6 Comments
    Updated
  15. New coats hungarian halfbreed, All Black Hungarian Halfbreed.
    Replacing Dark Dapple Gray
    • 868 Downloads
    • 15234 Views
    • 17.72 kB File Size
    • 1 Comments
    Updated
  16. Description
    The mod adds 141 new bandit hideouts, 50 ambush points, a bandit posse on horseback that will chase and hunt you,
    random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies.
           Players can customize all features through various settings with the included Bandit_Hideouts.ini file.
    Bandit Hideouts is a standalone mod, it is a highly upgraded version of all the AMJM Transport mod bandit features,
    created by crossed99 and Gunter Severloh
     
                                       //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                                                 Warning - Before you install!
                                                            For those installing the mod for the first time and want to also play the story/missions.

                                                              So you understand what this mod does, it adds 141 bandit hideouts and
    50 ambush points all over the map, thats everywhere and anywhere except towns (settlements).
                                                              That means there are some hideouts that will spawn at story, and mission
                                                                locations. There are also ambush points that will spawn bandits that may
                                                                   interfere with story missions, or while riding to them.

                                                                There are also other bandit features like the bandit posse on horseback
                                                                         that will spawn and attack the player anywhere, anytime.
                                                          That means they may come when your in the middle of a story mission, or traveling
                                                              with another character from the story during a mission.

                                                        If you do play the story and dont like the idea of hideouts, and bandits interfering
                                                             during the story and missions. 
                                                 There is a Bandit_Hideouts.ini file included in the download, it is a configuration file that will
                                       allow you to configure every feature in the mod, this includes being able to disable the mod while ingame,
                                                     or disabling certain features, hideouts, and ambush points that could interfere with the story.

                                    As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers.
                                            Do not install the mod if you are not at least in chapter 2 of the story!
                                                               Any questions or problems review the articles, or ask on the post tab!
                                   /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    Features
    Bandit Hideouts
    The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out.
         Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits
    a hideout will have, what gang will spawn there, and how many reinforcements will come if any,
    even if zombies will spawn there instead of bandits.

    Hideout Locations Map
    The hideout locations map is a high resolution map of the RDR2 world you can download and use it as a reference to
    see where all the hideouts, & ambush locations are at in the world.           
        The legend on the map will tell you what region a hideout or ambush location is in, what gang is at each hideout/ambush
    point. All hideouts and ambush points are marked with a colored skull icon to represent a hideout, and an X to represent an ambush location,
    both a numbered and listed in the legend accordingly.  Icons on the map will indicate their exact locations.
    Download
    Google Drive:  59.5mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing

    Credits: LittleBigSmoak & Moth-man

    Ingame Blips & Icons
    Hideout Locations Blip (icon)
    
    A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen
     it means a hideout has spawned in and is nearby.
        If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout.
    If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up.
            You can disable this icon if you wish through the included bandit hideouts.ini

    Default spawned in hideout map blip

    When a hideout spawns in, by default this icon will be showing on the map at the location of the hideout,
    the player has 3 other choices of map icons they can use if they want to change it which can be done through the ini

    Persistent Blip (icon)
    The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not,
    if you clear a hideout the blip icon on the map will be removed until the spawn time for that hideout has returned.
       The persistent blip icons have their own icon type vs the one on screen. The icon can also be disabled in the ini, and
    only the blip icon of a hideout will show on the map when the hideout spawns in.

    Types of bandit hideouts
    Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places.

       Hideouts will spawn bandits in by chance when you're nearby, this means that if set in the Bandit Hideouts.ini
    you set the chance to 100 then each time you come close to an area where a hideout would be then bandits
    will spawn there for sure, the lower the chance then it becomes random or less.

    Cleared hideout message
    A small feature by default is if you cleared a hideout a message will show on the screen saying
          "You have cleared the hideout!"
    you can disable this in the ini if you wish.

    Earn money from clearing hideouts!
    Yes you read that right, after killing all the bandits in a hideout, you will earn a random
    amount of money ranging from $25 - $150
    You can customize the amount you want to earn in the ini or set it to 0 to disable it.

    Cleared hideout respawn
    Once you clear a hideout you can set in the ini the cool down of how long before they respawn again.
    If you set the respawn to 1 for example then in one hour from when you cleared the hideout bandits will spawn in again.

    Hideout bandit/gang types
    Each hideout will be populated with gang members for the area the hideout is in, for example:
    Valentine area will have O'Driscoll members or a generic gang.
    Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang.
    Annesburg area will have Murfree gang members.
    Saint Denis area may have either Nightfolk, or a generic gang.
    Tall Trees area you will see the Skinner brothers gang.
    New Austin area you will see the Del Lobo gang.
    Grizzlies West (snow region) area will have a generic gang.
    Grizzlies East (snow region) area will have a generic gang.
    Guarma will have the Cuban Army and Nightfolk.

    Disable individual Hideouts and Ambush points
    This feature allows the player to disable any individual hideout and ambush point in the mod through the included ini
    all you need to do is locate the hideout you want to disable through the downloadable map and then change the number from a 1 to a 0.
        There is a list for both hideouts and ambush points in the ini.
     
    Custom Gangs in hideouts
    Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang.
    The gang types to choose from are the following:
    // Gang Type Reference //
      Generic gang - 7
      Murfree Brood - 8
      Lemoyne Raiders - 9
      O'Driscoll Boys - 10
      Skinner Brothers - 11
      Del Lobo gang - 12
      Nightfolk -13
      Cuban Army -14
      Ku Klux Klan - 15
      Wapiti Warriors - 16
      United States Army - 17
      Laramie gang - 18
      Micah's gang - 19
      Angelo Bronte's Mob - 20
      Cornwall Goons - 21
      Braithwaites - 22
      Gray Family - 23
      Foreman Brothers - 24
      Bounty Hunters - 25                       
    Pinkertons National Detective Agency - 26
    Chelonians - 27
    Vampires - 28
    James Langton Boys - 29

    Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list:
    ENABLE_ABANDONED_FACTORY=1
    - With the setting at 1 the hideout spawns its default gang.
    - With its setting at 0 the hideout is disabled and wont spawn.
    - If the number is changed to a number from either 7-28 seen in the list above, then that hideout will spawn that gang based on the number. 

    For example if we changed the number to say
    ENABLE_ABANDONED_FACTORY=18
    then the Laramies gang will spawn at that hideout instead of the default gang.
         Here is an article on how this works in more detail with a video demonstration/guide
    https://www.nexusmods.com/reddeadredemption2/articles/435

    Custom Gangs in Regions
    A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions
    or areas on the map, each region has a default number, the number represents what gang will spawn in that region.
    From the reference in the ini, you can change the number for the region for whatever gang you want to
    spawn at the hideouts in those regions.  This feature is disabled by default.
     
    Exact or random number of bandits in a hideout
    The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini
    there you can set the minimum and maximum numbers you will encounter, this is for all hideouts.
      If you set the number for both min/max the same you will get that exact amount, if you set the number to
    exceed the default random min and max then the extra bandits will come as reinforcements.

    Bandit Reinforcements
    Bandits at hideouts can call in reinforcements, they will show up on horses and or on foot.
    Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show.
    Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted
    bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini.

    Bandit Spawn Amount
    In the included bandit hideouts.ini there is a list called spawn amount, this list will list every hideout/ambush point
    and allow you to set a specific number that you want to spawn at a or each individual hideout.
    This lets you customize hideouts based on how you want to play.
            Each hideout and ambush point has a default or base number of spawn points you can use this article reference
    to get the base default number of each hideout:   LINK

    Knowing the base number of a hideout or ambush point will tell you how many bandits can be spawned there.
    For example: If you chose a hideout that had 10 bandits spawn positions that means if you set the spawn amount
    to say 5 then only 5 bandits would spawn. If you set the number to say 15 then the extra 5 bandits would spawn
    at the reinforcement spawn points.
        The would respawn at the reinforcement spawn points because there are only 10 available spawn points
    at the hideout. The same applies to ambush points.

    Bandits will chase the player
    Bandits will chase you if you ride off or run away after attacking their hideout.
    Bandit Ambushes
    Ambushes are not dynamic they are built the same as hideouts and are at set locations.
    Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location.
       If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse.
    Ambush locations are marked on the downloadable map with an X

    Enable/Disable individual Ambush Points
    This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini,
    all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason,
    you open up the ini file, locate the ambush point in the list, and just set the setting accordingly.
             Ambushes can also be customized to have a certain amount of bandits spawn using the spawn amount setting.
    Bandit Posse on Horseback
    As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time.
    In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack,
    and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to.
    Random Roaming Bandits
    Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members
    from that area so if your in Valentine Area then you might see a small group of O'Driscolls wandering around.
    These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both.
        You can also set in the ini if they attack you on sight or not, and set how often they will spawn.
    Hired Gunmen
    Players can hire up to 9 gunmen to fight alongside them, to do so just talk to the barkeep in any saloon.
        These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies.
    You can hire up to 9 gunmen at a time.
    You can hire a random gunmen with their own gear and weapons.
    You can customize what they wear, and the weapons they carry.
    Set how much it costs to hire a gunmen.
    Hired Guns will not fight while in a town (can change this in the ini).
    Story characters are also available.
    You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case
     you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them.
    They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat.
    If the "Allow revive" option is enabled, instead of dying they will go down into an injured state and be revived
     by crouching close to their head until the 'Help' prompt fills up (10 seconds).
     Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling.
    The 'Ride with me' command will prevent them from spawning in their own horse.
    If there's another free horse around they'll use that, but if not they'll ride with you on your horse.

    Commands menu:
    You can also give commands to them through their command menu, Numpad 1-9 keys by default.

    Hired Gunmen Voice Lines
    When you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands,
     and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice.
    This feature can also be enabled and disabled in the ini, and is enabled by default.

    The command menu has some extra commands:
     Aim at person while the menu is up: Attack target, lasso target.
     Aim at dead / hogtied person: pick up target.
     Aim at horse: put carried body on horse.
     Aim at downed hired gun: help up (it'll take them the same amount of time as for you).
     Press numpad 0 to make all hired guns stay / follow
    Zombies
    As if bandits weren't enough to deal with, the mod also adds zombies to the game world.
        Disabled by default, you can enable them in the Bandit Hideouts.ini

    These are the options in the ini you can customize :
    Spawn frequency - this is how much more or less you will see of them.
    Day/night detection - this is a setting where you can set if the zombies detect you.
    Zombie health - this is how much a zombie can take before you kill them.
    Min/max spawn amount - this will be the group size of how many groups of zombies.
    Min/max number - number of zombies that can spawn during day or night.
    Min/max spawn time - how often they will spawn in seconds.
    Zombies burst into flames upon dieing.
    Zombie lairs - this will change all the bandit hideouts to zombie lairs,
            so instead of bandits spawning, zombies will.
    Customization
    All of the features in the mod can be customized by editing the Bandit Hideouts.ini file.
    Each setting in the ini has a description on what it does and how to enable/disable it or adjust it.
       Open the ini file with notepad to edit it, also run it as administrator if you are being denied access.

    Installation
    Move the following files:
    Bandit_Hideouts.asi
    Bandit_Hideouts.ini
    Bandit_Hideouts_CustomPeds.txt
     to your RDR2 directory which can be found here:
    C:\SteamLibrary\steamapps\common\Red Dead Redemption 2

    Requirements
     Scripthook by Alexander Blade is required to run the mod.
    https://www.dev-c.com/rdr2/scripthookrdr2/

    If AB Scripthook gives you issues with the mod then try using
    ScriptHookRDR2 V2
    https://www.nexusmods.com/reddeadredemption2/mods/1472

    Credits
    Crossed99  for his help and support, and patience in helping me create and update this version of his great mod!
    LittleBigSmoak & Moth-man for their help in creating the Bandit Hideouts map showing all the locations
    of the hideouts, and sorting them based on color and gang.

    Bandit Hideouts Youtube Channel
    Gunter Severloh RDR2
    Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod.
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    • 34 Comments
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