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115 files
  1. Travel back in time to play through some of John's core memories from his teenage years. This mod includes 10 short missions, which tell the story of how John came to be part of the Van der Linde gang. The story unfolds over the course of a 2 year period, from 1884-1886 (from the age of 11-13 years old).
     
    Trailer:
    https://youtu.be/lrTEbIwmk0o
     
    Warning:
    This mod will allow switch your character to a new model (teenage John) and will remove your current weapons temporarily Take a backup of your game prior to playing, so that you don't lose any custom weapons or configurations The mod will replace your weapons when you finish a mission, but you should back up just in case there is a bug or edge-case that is not caught by the main list of known weapons How to backup your game: https://youtu.be/y-G3tlc1UsQ  
    Requirements:
    RDR2 ScriptHook installed Playing as John Marston (must have completed the main game, playing the epilogue)  
    Known issues:
    Occasional crashes after failing a mission due while in combat Re-trying certain missions failing to restart characters correctly in specific contexts  
    Credits:
    Special thanks to the RDR2 modding community, specifically:
    Tuffy SgtJoe Ked Notbakou
    • 623 Downloads
    • 21506 Views
    • 1.55 MB File Size
    Updated
  2. Increased stamina drain and limited speed when stamina is empty. Added stamina core to horse-drawn vehicles.
     
    Running uphill and not using the roads drains the stamina faster. 

    Requires Script Hook RDR2. For installation put the asi and ini files inside main RDR2 folder.


    Version 1.1: - changing ai horse and player horse sprinting numbers in the .ini should now work as intended
     
    Version 1.2: -Stamina regeneration not working when stamina core is empty is now optional
                         -fixed horse not running after stamina core is recovered
     
    Version 1.3:  -fixed vehicle stamina resetting to 100%
     
     
    • 633 Downloads
    • 14114 Views
    • 242.54 kB File Size
    Updated
  3. Thirst and hunger cores for the horse. Similar to a mod Horses Needs that was made by bolmin70. 

    For the horse to drink leave it in a water source or near a trough. If the water is too deep the horse will not drink.
    To make it eat leave it near a haystack. Outside of towns the horse will also graze on grass. By default eating hay will restore hunger core much faster than eating grass. Running and sprinting will make the cores drop much faster. 

    When one of the cores reaches zero health and stamina will start dropping, speed will be limited and the horse will start falling to the ground. Details can be adjusted in the ThirstyHorse.ini file.
     
    For installation put ThirstyHorse folder, lml folder and ThirstyHorse.asi file inside main rdr2 folder.
     
     
    Thirst and Hunger cores version:

                                              -drinking will restore thirst core and stamina 
                                              -eating will restore hunger core and health 
                                              -resting will restore and overpower stamina and health



    No added cores version:
                                              -drinking will restore and overpower stamina 
                                              -eating hay will will restore and overpower health
                                              -eating grass will restore health
                                              -resting will restore stamina
     
     
     


     
     
    Version 1.1: 
                          - fixed whistling not working correctly
                          - the horse staying in the water is now optional (select in the .ini)
                          - the horse will go to the water itself when near it if thirsty (rivers and similar water sources)
     
    Version 1.2: 
                          -adjusted horse distances to troughs
                          -fixed horse falling when running the game for the first time
                          -fixed feeding horse from inventory sometimes not working
                          -cores are now hidden if filled above 50% (adjustable in the .ini)
                          -added resting ability to the horse (only works on active horse)

    Version 1.3: 
                          -fixed core flickering
                          -added .ini option to disable the mod when playing minigames
                          -added .ini option to change core width and height

    Version 1.3.1:
                          -fixed food core size not changing 
     
     
    Version 1.4:
                          -fixed the horse not eating and drinking after reaching the epilogue
                          -max drinking depth is now adjustable in the .ini
                          -disabled temporary horse core drain
                          -added Language.dat file for prompt renaming


    Version 1.5:
                          -multiple horses can now eat and drink at the same time (including horses from peds in your group)
                          -each horse now has its own values (before core values were shared between same horse type)
                          -when eating grass thirst core can now be replenished
                          -inventory feeding can be set not to replenish stamina and health core
                          -after a certain player distance from the horse, the cores will stop dropping
     
    Version 1.6:
                          -fixed temporary horse falling to the ground
     
     
     
     
     
     
     
     
     
     
     
    No cores version:

    Version 1.1:                      
                          -fixed the horse not eating and drinking after reaching the epilogue
                          -max drinking depth is now adjustable in the .ini
                          -added Language.dat file for prompt renaming
                          - fixed left key reducing health and stamina
     
     
     
     
    • 5,845 Downloads
    • 46742 Views
    • 3.88 MB File Size
    • 11 Comments
    Updated
  4. Collectable indicator for those who doesn't want to use google, but look for the collectables in a relatively honest way while exploring the beautiful world.

    If player is close to some collectable, visual and sound feedback are applied.

    The mod is very simple, but customizable: you can toggle off the visual indicators if they don't match your idea of immersion, leaving just the sound; or, you can adjust the icon location / icon opacity. You can adjust the range at which each type of collectables are discovered.

    v1.1 FIX: the dinosaur bone that has already been collected will not be detected anymore. Fix cannot be applied to dreamcatchers & rock carvings since they don't disappear from the world after collecting.

    No indicator will be displayed during:
    - missions
    - cinematic mode

    This mod is able to conflict with the mods that use subtitles feature actively.

    Developed & Tested on RDR2 build version 1491.18

    Further maintenance of the mod is possible but not guaranteed. 

    Installation:

    1. Download Alexander Blade's RDR2 Scripthook and follow the instructions there
    2. Download the attached archive, extract .asi + .ini files into RDR2 root folder.

    Enjoy, have fun!

    some credits:
     
    • 7,469 Downloads
    • 44729 Views
    • 85.75 kB File Size
    Updated
  5. A lightweight mod that slows the game down with a press of a button. Someone told me to create this mod because two other similar mods used outdated scripthooks. 

    Installation
    Just drop the .asi file into the RDR2 game directory. 

    Config
    This mod generates the config file automatically after you run the game with the mod for the first time. The key to activate slow motion can be changed here and the speed can also be changed.

    Antivirus Disclaimer
    Some antiviruses (Specifically MaxSecure and SecureAge APEX) may flag the mod as a virus. This is a false positive. If your antivirus keeps deleting the .asi file, please add it to the exclusions.
     
    Config File Error
    If you get an error that says: 
    This usually means the game folder has the incorrect permissions set up. To fix this, follow these directions:
    1. Find your game folder. For steam users, the default location is "C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2"
    2. Right click on the Red Dead Redemption 2 folder and click properties.
    3. Go to the security tab on the window that pops up.
    4. Click Advanced.
    5. Set the owner of the folder to your windows username by clicking change near the top.
    6. Click apply, then close and open the window.
    7. Find CREATOR OWNER in the list and double click on it.
    8. Check the Full Control box and click OK.
    9. Repeat steps 7 and 8 for Users and Administrators.
    10. Click OK and close all other related windows. You are now done! 
     
    If you get no error and the mod does not seem to work at all, the mod is not being loaded. Make sure that you have scripthook and an asi loader installed properly. Also make sure that you had extracted the files for those mods and this mod.
    Open Source
    This mod is open source and uses the MIT licence.
    • 4,352 Downloads
    • 40247 Views
    • 316.74 kB File Size
    • 11 Comments
    Updated
  6. This is a file listing that links to the official dev-c.com website for Scripthook RDR 2. To download this file, follow the instructions on the page that you will be directed to.
     
    Script Hook RDR 2 is the library that allows to use RDR2 script native functions in custom *.asi plugins. Note that it doesn't work in RDR Online, script hook closes RDR 2 when player goes in multiplayer, see details in the readme.
     
    This distrib also includes the latest Asi Loader and Native Trainer.
    • 89,562 Downloads
    • 226707 Views
    Submitted
  7. This mod is a teamwork of @fitfondue and @HughJanus.
     
    The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!
    Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).
     
    OVERVIEW
    This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
    You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.
     
    IMPORTANT KEYS (for toggling effects)
    These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):
    F9 - Toggling the mod on/off (the mod is enabled by default). F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States". F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions). F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.  
    FEATURES
    Here is a quick overview of the most important features:
    First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂
    Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.
    This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.
     
    Light version:
    NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.). When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss. NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.). There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time. NPCs burn alive for longer when set on fire. There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards). NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents. For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.  
    Standard version:
    The same features as in the light version apply as well as the following additions: NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges). NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore). You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should). NPCs are less accurate shots and their accuracy declines along with their health. Arm and leg shots do less damage to NPCs. All NPCs can be disarmed (yes, even lawmen). Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.  
    Overhaul version:
    The same features as in the standard version apply as well as the following additions: Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options. Cores will be fully drained after death. Additional 25% of money lost after death.  
    We hope that you have as much fun with this mod as we have creating and improving it!
     
     
    INSTALLATION
    Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/ Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is). If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents). In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences). Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go. Start the game and have fun! While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).  
     
    TWEAKING
    In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.
    There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).
    Examples:
    To turn off the bleeding feature: set BleedWhenDying to 0 To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0 To turn off the dying state features: set DyingStateChance to 0  
    If you want to disable a feature which is based on chance, just set the chance value to 0.
    Examples:
    To turn off the knocking the wind out of your opponents: set KnockbackChance to 0 To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0 To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0  
    There are also many other features that can be activated in the ini - here are some examples:
    LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary) NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)  
    The ini is full of values for those wanting to experiment a little.
    One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.
     
     
     
    KNOWN "ISSUES" (they are not real issues)
    The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you). When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.  
     
    The source code of Ped Damage Overhaul can be found here:
    https://github.com/HJHughJanus/PedDamageOverhaulRDR2
     
     
    If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.
    C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:
     
    • 219,183 Downloads
    • 1169387 Views
    • 14.92 MB File Size
    • 1268 Comments
    Updated
  8. Version 1.0

    Requires: Community Script Hook RDR2 .NET V2

    Description: A simple script to slow the game down whilst playing and vice versa.

    Usage: 1) Install Community Script Hook RDR2 .NET V2
               
                 2) Place all files in the zip into Red Read Redemption 2/Scripts

                 Default keybind is 'Y', default timescale of the mod is 0.40.

                 Keybind and TimeScale can be changed in Config.xml, as well as:
                 F3 lets you change the timescale. Enter a floating point (e.g 0.2, 0.3, 0.80)
                 F4 lets you change the bind. Refer to (Microsoft Key Code) for keycodes. 'Y' works, as does '89', which is also Y.
     
    SSM.zip
    • 8,077 Downloads
    • 79609 Views
    • 5.6 kB File Size
    • 9 Comments
    Updated
  9. Buy your own customizable wagon, stagecoach or boat and transport people or goods all over the west to make an honest living (AND MORE).
     
    Main features in short:
    - Buy your own customizable wagon, stagecoach or boat. (Hot air balloon and "portable" Maxim Gun is also available to buy)
    - Earn money by taking jobs at general stores, hotels or saloons, and transport goods or people all over the map, including every town and 46 minor locations.
    - Find gang hideouts and retrieve stolen cargo or wagons from them. (the hideouts are added by the mod, not the vanilla ones)
    - Protect your goods or passengers from random bandit attacks during jobs (with optional random bandit attacks outside of jobs).
    - Work as a bounty hunter, capture criminals dead or alive.
    - Hire people to work for you, drive your wagon or provide protection against the dangers of the road.
    - Work on your ranch at Beecher's Hope and transport your goods to Blackwater, Armadillo or Tumbleweed to sell them for a handsome profit.
    - Deliver special hunting / fishing requests for butchers.
    - Zombies, because everything is better with zombies... (disabled by default)


    Buy your own customizable wagon, stagecoach or boat:
    Go to the general store in any town, approach and target the owner for the "Jobs / Wagons / Boats" prompt to come up. 
    The menu should come up where you can chose from several wagons, stagecoaches or boats. After choosing one, leave the store and find the wagon or boat outside to customize it. There you can confirm your purchase or go back to the store to chose another one.
    Once you own a wagon or boat you can change it's customization options or store it any time at the store.
    If your boat or wagon is not nearby or missing it's horses you can repair and recover it for a fee at general stores. Recovering your wagon during a job will fail the job.
    However, if you wreck it, it'll be gone for good and you need to buy a new one.

    Wagon / boat menu: Press the hotkey while you're sitting in your wagon or boat, or hold the key for a second while standing near them to bring up the menu.
    - You can open your weapon locker from the wagon menu.
     - You can switch between your saved custom outfits, so you can change your clothes or weapons without your horse being nearby.
    - It lets you make some changes to your wagon on the fly, like adding / removing lights.
    - You can store / unpack your maxim gun if you own one.
    Steam boats have a 'get on board' option that'll make your hired guns get on board.
    The hotkey is not bind by default, find the "WAGON_MENU_KEY" option in the ini to set it.

    When you buy a wagon it spawns in somewhat of a remote location to avoid spawning on top of something else, a yellow wagon wheel icon shows it's location on your world map if you're not sure where to find it.

    Boats:
    There are some teleport zones near a few bridges that'll put you from one side of the bridge to the other, so you can traverse some rivers with boats you couldn't otherwise.
    You can sail to Guarma if you own a boat by traveling north up river. The "Sail to Guarma" prompt should come up shortly after you passed Annesburg. (I only tested it in the epilogue, I don't know if it causes any issues if you travel there earlier in the story)
    There's an "auto forward" function for boats so you don't have to keep pressing the forward key the whole time. It's disabled by default. You have to set BOAT_FORWARD_KEY in the ini to whatever key you use as forward for boats. After that, a forward prompt should appear when you're in a boat.
    It's a script that just presses a key on your keyboard, and it'll be pressed even if you alt+tab out of the game, so make sure to stop your boat before you alt+tab or close the game...

    Delivery jobs:
    You can also find delivery jobs at general stores.
    There are two types:
    - "Supply delivery jobs" where you need to use your own wagon to transport things.
    - "Wagon driver jobs" where you get a job wagon that you need to take. (you can't use your own wagon for this type)
    Both types has "deliver" and "fetch" versions.
    "Deliver" means you load your wagon where you started the assignment and deliver it to a destination.
    "Fetch" means you go to a different place, load your wagon there and bring the supplies back to where you started the job.

    How a delivery job is done:
    When you accept a job you'll see a blip on your map marking the place where you have to load the supplies into your wagon. You'll also see a wagon wheel icon for your job wagon if it's that type of job. Park your wagon nearby and the prompt to load your wagon should come up.
    After that, a new blip should mark the place you're supposed to deliver the goods. Drive your wagon there and use the prompt to unload you wagon. The job is completed at this point, you can talk to the store owner at your destination to pick up your payment, or pick it up later at a train station / post office. (you get a few bucks more if you pick it up in person)

    Passenger transport jobs:
    You can find these jobs in hotels / saloons (same as above, approach and target the owner / barkeep).
    There are also two types:
    - "Passenger transport jobs" where you have to use your own stagecoach.
    - "Stagecoach driver jobs" where you use a borrowed stagecoach for the job. (can't use your own)
    You might have to stop at minor locations  to drop off or pick up passengers on your way to your destination. You can customize how many stops you want in the ini.

    How a stagecoach job is done:
    Once you accepted the job find your passengers (they're usually upstairs, check your map for blips). They should follow you to your stagecoach and get in with you.
    A blip on your map should mark your destination. If the job has multiple stops the blip will mark the first stop. Once you're there, the prompt to confirm the destination should show up. If there are more stops a blip on your map will show the next stop. It goes like this until you're at the final destination.
    At each stop some passengers will get off, and there might be new ones to pick up. You can take your payment from every passenger one by one at their destination (stand close and target them for the prompt). They'll only hang around for a short time, if you don't take their payment you'll be able to pick it up later at a post office / train station in any town. (They give you a few extra bucks if you take it from them in person)

    Recover stolen cargo / stolen wagon jobs:
    You can find these type of jobs in general stores.
    Just like the other job, there is two type:
    - Recover cargo using your own wagon.
    - Recover stolen wagon (no need to own a wagon)

    How a recovery job is done:
    Go to the hideout marked on your map. Once you engaged the bandits in combat, getting too far from the objective will fail the job - they'll get away with the goods (but also for technical reasons).
    After you dealt with the bandits, park your wagon near the spot and use the prompt to load the cargo. If you're recovering a stolen wagon you still have to load it, too.
    As optional side objectives you might find hostages to rescue or wanted bandits to capture. Bring them back with you dead or alive to earn some extra cash (alive pays more, especially for the hostages...).
    Head back and unload the goods at the store you started at, and take your payment from the owner.
    There are a random amount of bandits at each hideout, larger ones can have up to 20 of them, so make sure you're up for the task!

    Delivery jobs using boats
    ...are pretty much the same as the wagon ones. You have to get out of your boat and stand on the shore to load / unload the cargo.

    Recover stolen cargo by boat:
    You need to own a tugboat for these jobs. Sail out and find the pirate ship on the Lanahassee river. Kill them and 'park' your boat next to theirs. Get on board the pirate ship for the "transfer the cargo to your boat" prompt to come up. After that return the cargo and unload it at your starting location.
    Sometimes you can come across "Wanted pirates" you can bring back dead or alive for a small extra profit.


    Failing a job usually results in having to compensate your employer for the trouble you caused.
    Jobs don't persist when you quit the game, but exiting the game during a job doesn't count as failing them either (no fine).

    Beecher's Hope:
    Instead of selling your goods by magically making them disappear, actually drive the wagon to town to sell them for extra profit.
    There's a wagon on the ranch that's being used to transport the goods (if you don't know which one just start doing the chores and you'll see). While you're near the back of this wagon the "job menu" will come up, listing all the chores around the ranch.
    Every chore you complete before selling the goods will increase the payment you'll get - even unrelated ones like chopping wood.
    Once you loaded two egg crates and two milk jugs on the wagon the "Sell goods" option will be available in the menu (but you can keep doing chores for more profit).
    Once you selected the 'Sell goods' option you can chose to sell them at Blackwater, Armadillo or Tumbleweed. The farther location you chose, the more money you'll get.
    Once you're there, unload the cargo, talk to the shopkeeper to get your payment then return the wagon to the ranch to finish the job.
    You can do it once a day, the job resets every midnight, whether you finished it or not.

    Bounty Hunting:
    Find the sheriff (wherever he is) or talk to a deputy in the sheriff's office / police station to take these jobs. (In any town except for Van Horn and Armadillo)
    Find the target, bring them back by any means, then talk to the sheriff / deputy to get your reward.
    Sometimes the target is wanted *alive*, you'll fail these jobs if the target dies. (Even if wanted dead or alive, you get a small bonus if you bring them back alive).
    Sometimes the target will try to flee while their allies fight you . Their icon only shows up on the map if they close to you so make sure you don't lose sight of them.
    If you bring them back alive you have to put them into a cell then the deputy will give you your reward. If dead, just throw them anywhere in the building, target the deputy, open the jobs menu and select 'complete job' to get your reward.
    There are high reward and low reward bounty jobs:
    The high reward ones will take you to gang hideouts with up to 20 or so bandits.
    The low reward ones will take you to a smaller group of bandits (4-6), that'll you'll find either in a small campsite or travelling around on horse, on foot, or in a wagon. If they have a wagon, bringing it back to the sheriff's office will earn you a little extra reward.

    Pirate Hunting:
    Pretty much the same as bounty hunting, only you'll find your target on a boat on the Lanahassee river. You don't need to own a boat for these jobs, just return the target any way you can. (though you might sink if you use a vanilla boat, the mod only prevents you owned boats from sinking in deep water)

    Hunting / Fishing jobs:
    You can find special hunting requests at any butcher.
    You need to deliver the actual animal unless it's specifically says 'pelt' or 'skin'.
    To deliver you need to drop the requested animals on the ground near the butcher and press 'Deliver' in the menu. Animals you're about to sell should be listed on the deliver page.
    Things you hold in your hands or stowed on your horse will NOT be sold (to prevent accidentally selling things you don't mean to).
    Normally these requests change every day. Pressing 'accept job' will prevent the requests from changing until you delivered or cancelled the job. (Otherwise you can deliver stuff without accepting the job first, it's just to prevent the requests changing while you're out hunting)
    You can deliver as many requested animals as you want (multiple ones of the same type too), but once you delivered, the requests will change so make sure everything you want to sell is listed before you hit 'Deliver'.
    They'll pay a little extra for better quality (except for fish, couldn't figure out how to do that yet..)

    Bandits:
    There's a chance that a random group of bandits will attack you during jobs. Be prepared and watch your back! Customizable in the ini.
    There are also 24 bandit hideouts added by the mod, with 15+ bandits. Some jobs will take you to them but you can also find them outside of jobs. 
    There are also ini options to enable random bandit attacks outside of jobs, and random roaming bandits outside of jobs, who'll not attack you just go about their own business.

    Hired Guns:
    Hire people who'll travel with you and (try to) protect you from bandits (or anything else). To do so, talk to the barkeep in any saloon.
    You can hire random people or you can customize their looks and weapons to your liking.
    Hired Guns will not fight while in a town.
    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 then can go down into an injured state and they can be revived by crouching close to them until the 'Help' prompt fills up (10 seconds)
    - Making hired guns drive:
    Target them and use the "You drive" prompt. Put down a custom waypoint on the map to make them drive there. Deleting the waypoint will make them stop. Use the 'speed up' and 'slow down' hotkeys to change their driving speed (up arrow and down arrow by default).
    Their driving skills are ok-ish, generally they'll find their way from point A to point B, but sometimes they can take a wrong turn... Also, they can't really turn around.
    If you're sitting next to them, you can take away / give back the control with the 'switch seats' key, should be 'Z' on keyboard. Make sure you stop them (slow down key until they're fully stopped) before you take away the control, or they might bug out.
    - Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling.
    -The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse.
    Commands menu: You can also give commands to them through their command menu, Numpad 1-3 keys by default.
    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)

    Buyable Maxim Gun:
    You can buy it in gun stores. 
    You can pick up the gun and carry it around by standing close to it and holding the reload key for a second or so. 
    You can also put it down by holding the reload key. Holding the attack key (left mouse) while you're putting it down will snap it to the ground, in case it keeps falling over.
    You can store it on your wagon or boat using the wagon / boat menu, and you can also buy extra ammo that you can store on your wagon / boat. To store it, it needs to be close to the wagon.
    Right now storing the gun or simply putting it down next to the wagon will reload it from the wagon's ammo stash.

    Zombies:
    They're disabled by default, you can enable them in the ini or in the debug menu (see below).
    There are some options in the ini to customize them, like how many should spawn, how aggressive they should be during the day or night, or for them to burst into flames when they die just for the spectacle.
    Sheriffs in towns will pay 5$ for every undead you hunt down and bring back to them. For a corpse to count they have to be nearby in the back of your wagon, stowed in your main or temporary horse (with the icon, not just any horse), or carried by you in hand.
    They won't spawn while you're in a town.

    Pick up you payment / pay your fines at train stations / post offices.
    If you didn't pick up your payment in person after completing a job or you have a fine to pay you can do it at train stations / post offices. Only in towns, might change later.. Walk up to a station clerk and target them for the prompt to come up.

    Banking:
    You can store your money in banks to keep your hard earned cash safe, or take a loan to buy a wagon and start your business.
    Stored money will earn you 0.5% interest a day. Loans will be added to your bounty (with an added fine) if you don't pay it back in time.


    You can set in the ini if you want to get jobs to New Austin or not. (turned on by default)

    Major locations with job givers:
    Valentine - General store (job, wagon), Hotel (job), Saloon (hiring), Sheriff's office(bounty), Butcher (hunting), Train station (payment)
    Strawberry - General Store (job, wagon), Welcome center (job),  Sheriff's office(bounty), Butcher (hunting), Post office (payment)
    Rhodes - General store (job, wagon), Saloon (job, hiring),  Sheriff's office(bounty), Butcher (hunting), Train Station (payment)
    Saint Denis - General Store (job, wagon, boat), Saloon (job), Bar (hiring), Police station(bounty), Butcher (hunting), Train Station (payment)
    Van Horn - Store/Fence (job, wagon, boat), the Depot (where you can rent a room - job, payment), Saloon (hiring)
    Annesburg - Gunsmith (job, wagon, boat), Train station (job, payment), Sheriff's office(bounty), 
    Blackwater - General store (job, wagon , boat), Saloon (job, hiring), Sheriff's office(bounty), Butcher (hunting), Train station (payment)
    Armadillo - General store (job, wagon), Saloon (job, hiring)
    Tumbeweed - General store (job, wagon), Saloon (job, hiring), Butcher (hunting), Sheriff's office(bounty)
    Lagras - Store (job, boat)

    There are also 51 other minor locations in the mod that are only job destinations with no job givers, 36 gang hideouts and many minor bandit campsites.

    Debug / cheat menu:
    Open the debug menu by holding down the Wagon menu key for a couple seconds while on foot.
    Set the hotkey in the ini - WAGON_MENU_KEY. You can also disable the debug menu in the ini.
    - Respawn wagon: Let's you respawn the wagon you own with horses - in case it spawned in without horses. You have to be near the wagon.
    - Respawn Boat.
    - Respawn Hired Guns: Respawns all your hired guns and teleports them to you, in case you lost them somehow.. It *might* help if they stopped following or bugged out in some other way.
    - Remove fine - in case you failed a job due to a bug.
    - Select Job Destination: If enabled, you can select destinations for any job by pressing the left and right key in the job menu.
    - Trigger random attack.
    - Despawn all bandit hideouts: In case they're in the way during a story mission or something...
    - Reset Hideout Spawn Cooldown: Normally once you attack a hideout it won't spawn again for a while. This resets the cooldown so they spawn again even if you just cleared them out.
    - Enable zombies
    - Teleport to main land: If you travel to Guarma and somehow get stuck there you can use this to teleport back to Annesburg.

    Known issues:
    -The revive mechanic for hired guns is incompatible with some mods that change NPC health, it will cause them to start dying right after they're spawed in. You can disable it in the ini if you're experiencing issues.
    - You can't return bounties alive to the Rhodes sheriff office before chapter 4. You can still return them dead though.
    - The "mount up" command for hired guns can be wonky. The game handles their horses spawning in and it can take a while sometimes. They also won't mount up while you're sitting in a vehicle, so  if you want them to follow your wagon on horseback, wait for them to get on their horses before you get into your wagon.


    Installation:
    Download AM&JMTransport.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
     
    You're going to need Script Hook By Alexander Blade.
    https://www.dev-c.com/rdr2/scripthookrdr2/

    Credits: Some of the "own a wagon" part of the code was straight lifted from opsedar's Stash That Wagon mod. Big thanks for him for all his work and especially for open sourcing them ❤️
    • 25,367 Downloads
    • 195769 Views
    • 24.13 MB File Size
    • 110 Comments
    Updated
  10. Tired of being just a pawn for Dutch and the others? Well now YOU can be the leader!
    For discussion, suggestions, and bug reports, join the mod's Discord.
     
    To start the mod, visit the Strange Man in the Bayou Nwa and focus on him (default right click) to see the prompt. His location is marked with a skull icon.
    Your camp will have 4 camp managers, marked by icons on the map. Focus on them (default right click) to see the prompts.
    • 26,304 Downloads
    • 175442 Views
    • 4.46 MB File Size
    • 17 Comments
    Updated
  11. A mod to replace the normal lantern with the lantern that Arthur uses in the first mission.
     
    Just put the asi file in the game directory. 
     
    Some antiviruses flag this as a virus. This is a false positive. Please add this mod to the exclusions list if you use any of the following: Cylance, MaxSecure, and SecureAge.
     
    Source code:
    bool LanternGiven = false; void Update() { Hash currentWeapon = NULL; WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::PLAYER_PED_ID(), &currentWeapon, NULL, 0, NULL); if (currentWeapon == 0x4A59E501) { WEAPON::GIVE_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0xF62FB3A3, 0, true, true, -1, false, 0.5, 1.0, 0x2CD419DC, true, 0.5, NULL); WEAPON::SET_CURRENT_PED_WEAPON(PLAYER::PLAYER_PED_ID(), 0xF62FB3A3, true, 0, NULL, NULL); LanternGiven = false; } if (currentWeapon == 0xA2719263 && LanternGiven == false) { WEAPON::GIVE_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0x4A59E501, 0, false, true, -1, false, 0.5, 1.0, 0x2CD419DC, true, 0.5, NULL); LanternGiven = true; } }  
    • 1,290 Downloads
    • 15719 Views
    • 183 kB File Size
    • 1 Comments
    Updated
  12. Slow Motion Mod (ScriptHook)
    Version: 1.0.0
     
     
    This modification allows you to slow down time in Red Dead Redemption 2. In order to activate the mod, you must have ScriptHook installed. To install: simply download the file and move SlowMotion.asi into your RDR2 folder. 
     
    CONTROLS
    Use SHIFT and ARROW KEYS (left & right) to manipulate the time scale. The mod is activated by default.
     
    • 2,226 Downloads
    • 23662 Views
    • 90 kB File Size
    • 1 Comments
    Updated
  13. DESCRIPTION - 
    Alright, I have taken a long break but then decided to get back into rdr2 scripting so this will be the first update of many to life of crime.
     
    In the version of the mod, there is a skill tree (which can be opened with U), ranks, one train heist, and an intro, and an interaction menu (which can be opened with Z)
     
    I Plan on updating this mod regularly and adding a lot of jobs too like bounty hunting, heists, etc.
     
    In order to start/continue this mod, go up to the white hat BLIP at copperhead landing, near Siska penitentiary, and then press F on the boardwalk with the given prompt AFTER you created your character at the saint denis tailer. The mod will first start off by putting you into the character creator where you can design your mp ped the way you want it, then go through the intro and there are wardrobes around the map in different towns that you can use to change your outfit parts with a $20 fee. I will not be making a story anymore (explanation - https://www.youtube.com/watch?v=YeSuqw7xU9c)
     
    If you have ANY FEEDBACK please let me know, I want to improve and get better at this, and to make this mod the best it can be so letting me know if I did something stupid is very appreciated. 
     
    The whole point of the mod is to play as a completely NEW character with all of your weapons and money being removed that is designed by you (using mp male or female), NOT to play as Arthur or John. This is the whole point of the mod. And while you play on in the game you can earn all of the weapons by buying them from a gunsmith or finding them anywhere on the map, and earn more money from doing missions and such to pay for these things and many more things I plan on adding.
     
    I recommend that you have a fresh scripts folder because I only run about 2 mods in my game. I Use the rampage trainer and my mods, that's it.
    Also, make SURE that you make a main save for your normal story characters (Arthur/John) and then make another main save for your life of crime so as to not LOSE your main save game.
     
    INSTALL -
    Just Drag & Drop the asi into your RDR2's main directory.
    Script Hook RDR2 - http://www.dev-c.com/rdr2/scripthookrdr2/
    ASI Loader - Version.dll (make sure to have this installed too as most MP things don't work without it.)
    MOD CONFLICTS -
    -Lenny simple trainer
    -Red Dead Offline
    -Native Trainer
    -ZMenu
    -dinput.dll - (Make SURE to use the VERSION.DLL)
    -PIRATED GAMES WILL NOT WORK!!!

    Thanks to -
    Lilaaloo - For making a trailer and thumbnail for the mod 1.0 update.
     
    ------------------------------------------------------------------------------------------------
    Vers.1.0
    -Base Mode
    -Added First heist Mission (The Manor)
     
    Vers.2.0
    -Revamped everything
    -Added character creator
    -Added Wardrobes
    -Added intro and first train robbery mission
    -Added Rank System
    -Added Skill Tree
     
    Vers.2.1 - Female Hotfix
    -Fixed Female Characters not working with the character creator
     
    CONTACTS -
    If you need to contact me you can message me on discord, as that is were i am most active.
    Discord: CruelmasterMC#6140
    Discord Server: https://discord.gg/4HjPhnBwHt
     
    • 8,866 Downloads
    • 130799 Views
    • 688.29 kB File Size
    • 21 Comments
    Updated
  14. Make the player shove/truck peds instead of tackle them

    Installation: Put ShoveInsteadTackle.asi in your RDR2 directory
    • 5,825 Downloads
    • 38911 Views
    • 40.08 kB File Size
    • 1 Comments
    Updated
  15. Download here: https://www.nexusmods.com/reddeadredemption2/mods/1506
    • 13,467 Downloads
    • 78471 Views
    • 88.1 kB File Size
    • 4 Comments
    Updated
  16. First of, i know there are similar mods. But one had no UI & the one with UI did not behaved like i wanted. So i decided to make my own one & added auto walk on top.

    This Mod allows you to control your Walk-Speed with your Mouse-/Scroll-Wheel including a UI element. Also has a Auto-Walk/Run Button. UI poisition, hotkeys, stepsize, .... customizable.

    Checkout the "WalkSpeedControl.ini" to edit Hotkeys, UI Position, etc.


    As of 1.1.0, it also works with Horses. It also works when you travel to a waypoint using cinematic camera, just make sure that you do not have enabled Auto-Walk to make it work. The controls while automatically riding in cinematic mode are a bit weird, like you have to sprint fullspeed once to control the speed properly, but check it out yourself, pretty easy to get used to it.

    To make it clear. The Auto-Walk the mod has is just automatically walk straight forward, not following a waypoint or anything.

    Vehicles will probably stay unsupported, i cannot figure out how to properly set speeds without the vehicle flying away ^^


    Default Hotkeys

    F10 - Toggle Mod

    F11 - Toggle UI

        ~ - Toggle Auto-Walk. It's VK_OEM_3(192) by default, which is ~ on US Layout the Key below ESC, left from 1.
        On German Keyboard Layout, at this Position, it would be ^, which would need to set the key to VK_OEM_5(220).
        Checkout the links in the .ini for more information. You can set this to any other key for sure. Just the OEM Keys
        have good positions, so i used that.
     
     F8 - Toggle Horse-Support (Horse-Support can be entirely disabled in the ini)

    The bar colors indicate the state. Green is walking, blue is jogging, orange is run, red is sprint(anything above 2.0, while orange is only at exactly 2.0)
    • 2,713 Downloads
    • 25148 Views
    • 623.5 kB File Size
    • 1 Comments
    Updated

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