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You're viewing a summary of the most helpful posts in this topic — about 19 minutes of reading instead of 83 minutes for all 53 posts.

Featured Replies

Bandit Hideouts

The mod adds 143 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.

 

RDR2 Nexus Bandit Hideouts Mod page:

https://www.nexusmods.com/reddeadredemption2/mods/2213

 

RDR2Mods.com Bandit Hideouts Mod Page:

https://www.rdr2mods.com/downloads/rdr2/other/358-bandit-hideouts/

 

Downloads:
- High resolution hideout/ambush point Map Legend? LINK
- Unload and Load all your mods while ingame: LINK

Questions & Answer Articles
- Ambush & Hideout ini Questions: LINK
- AMJM Transport Mod Questions: LINK
- Bandits Interfering with the Story Questions: LINK
- General, Installation and ini Questions: LINK
- Hired Gunmen Questions: LINK
- Problems, and Bugs with the mod? Solutions: LINK
- Zombie Questions and Answers: LINK

Misc Articles
- About the Bandit Hideouts Mod: LINK
- Hideout and Ambush default bandit position amounts Reference: LINK
- Hideouts and Ambush Points Totals List: LINK
- Hideouts in Mexico? See the Bandit Hideouts Mexico Expansion
- How to use the CLEAR_HIDEOUTS_PERMANENTLY setting: LINK
- How to use the Spawn Amount setting: LINK
- How to change the gang that will spawn at individual hideouts & ambush points: LINK
- How Hideout and Reinforcement ini settings work: LINK

- How Stealth mode works - Guide: LINK
- Mods Compatible and Not Compatible with Bandit Hideouts: LINK
YouTube
- Official Youtube Channel for the Bandit Hideouts Mod

Bandit Hideouts Mod

Edited by Gunter Severloh
New version

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Replies 52
  • Views 51.5k
  • Created
  • Last Reply

Top Posters In This Topic

  • Author

v1.6

Added - New ambush location: Ambush16 - Benedict Pass
Added - New ambush location: Ambush17 - Benedict Pass RR Bridge
Added - New Hideout: Rathskeller Fork
Added - New Hideout: Twin Rocks

Fixed - Enable/Disable hired gunmen ini setting, this will allow you to turn on/off the hired gunmen feature,
             if you disable this then you will no longer see the hired gunmen prompt at saloons.
             Was previously fixed in v1.5 but after further testing and reports it still wasn't working, now working.

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Author

Update v1.32
Changelog:
- Optimized spawners code for bandit names, and weapon attributes.
- Added reinforcement spawn points for all 45 ambush points.
- Updated/Fixed code for Hired Gunmen, if you dont have funds to hire a gunmen you wont be unable to hire one.
- Increased hired gunmen on foot spacing distance from the player.
- Removed a horse ped name from the peds script as it was from RDO and would possibly corrupt the player's save.
- Added new ambush point: River Trail
- Added new ambush point: Hanging Rock
- Added new ambush point: Open Cliffs
- Added new ambush point: Plains Bridge
- Added new ambush point: Broken Tree
- Added new hideout: Hanging Rock Hide
- Added more props to: Pike's Basin Hideout
- Added more props to: Quaker's Cove Hideout
- Added more props to: Downed Tree Hideout
- Added more props to: Tanner's Reach Hideout
- Added more props to: Aurora Basin Hideout
- Added more props to: Valley View Hideout
- Added more props to: Stream View Hideout
- Added more props to: Beryl's Dream Hideout
- Added more props to: Vetters Echo Hideout
- Added more props to: Watson's Cabin Hideout
- Added more props to: Wallace Overlook Hideout

How do i update my existing ini without replacing it, see instructions here: LINK
Update your Bandit Hideouts.ini to version 1.32 without replacing it:  LINK

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Author

Update v1.40 
- Changed the gang at Macfarlane camp hideout from Del Lobo to the Larmie gang
- Removed a ped name from bandit gang that wasn't a bandit
- Added back the ini setting: DISABLE_DURING_MISSIONS=1
- Reduced Benedict Hill hideout spawn distance as it was to large
- Updated the code for ambushes and added new settings for Ambush random min/max and reinforcements
- Rearranged the Hideout and ambush settings and adjusted some labeling in the ini
- Rearranged the order of the Disable individual hideouts and SpawnAmount list in the ini
- Rebuilt Snowfield Shack hideout with new bandit positions and props
- Rebuilt Dormin Crest Cabin hideout with new bandit positions and props
- Rebuilt all bandit positions at Manzanita Camp hideout and added a few more
- Added new props to Plains House hideout
- Added new props to Colter hideout
- Added new props to Quakers Cove hideout
- Added new hideout: River End

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Gunter Severloh changed the title to Bandit Hideouts Mod v1.41
  • 1 month later...

There should be made a "light-version" of this mod, 143 gang-hideouts is too much for me. 43 would be enough as long as they were well located.

  • Gunter Severloh changed the title to Bandit Hideouts Mod v1.44
  • Author

Bandit Hideouts v1.44 — Changelog
Bandit AI and Combat

  • Fixed a combat regression found during prop placement testing where bandits could move, aim, and take cover but fail to fire their weapons. The prop re-settle trigger was moved out of the hangout logic so it no longer interferes with bandit combat.


Developer / Testing Tools

  • Added Camp Creator Case 9: aim at any world prop and press Enter to log its exact coordinates in

    ganghideouts.h

    format to the log file. Used during v1.44 testing to correct problem hideout props.

  • Removed timestamps from Camp Creator log output for cleaner coordinate logging.


Encounter Stability

  • Fixed encounter stacking — roaming bandits and posse will no longer spawn while a gang hideout is already active. This reduces instability and possible crash situations during heavy combat.


Hired Guns

  • Fixed hired guns not proactively engaging groups of zombies when following the player. Hired guns now scan for nearby zombie threats within 60m and engage automatically without waiting for the player to be attacked first. Retargeting against zombie groups is more reliable.


Honor, Crime, and Looting

  • Fixed honor loss when killing Bandit Hideouts enemies across all 23 gang types.

  • Fixed honor loss when looting Bandit Hideouts enemy corpses across all 23 gang types, including long-range and far-pulled corpses.

  • Fixed honor loss triggered by picking up items dropped by Bandit Hideouts enemies.

  • Registered

    bIsCriminal

    and

    honor_override

    decorators in

    startup.cpp

    — previously these were being set but silently failing due to not being registered, causing honor loss on certain gang types including Generic Bandits and Langton Boys.

  • Live bandits are still treated as hostile/criminal enemies. Dead hideout bandits are marked safer for looting, preventing the game from treating bandit corpse looting as a civilian crime.


INI / Configuration

  • Added

    Zombies - 30

    to the Gang Type Reference list.

  • Updated gang type range comments from 7-29 to 7-30.

  • Added

    ZOMBIE_GANG_PROPS=1

    to the zombie settings section — controls whether props spawn at zombie gang hideouts (default: enabled).


Map Blips and Red Dots

  • Fixed roaming bandit and posse minimap blips not appearing correctly at spawn.

  • Fixed reinforcement blips persisting on the minimap after bandits were killed — blips now clear immediately on death.

  • Removed incorrectly added reinforcement blip from the hideout combat handler.

  • Note: Dead enemy bodies may briefly show as red dots on the minimap after a hideout is cleared. This is vanilla RDR2 behavior and clears on its own or when the body is looted. It does not affect honor or gameplay.


Mounted Bandits and Horses

  • Fixed mounted bandits not using rifles, repeaters, or shotguns — they now spawn with appropriate long arms instead of being too pistol-heavy.

  • Fixed horses behaving erratically or continuing to follow the player after their rider is killed — horses now return to vanilla behavior on rider death.


Hideout Props and Placement

  • Fixed wagons and carts floating above ground — all wagon types now correctly trust saved coordinates rather than recalculating ground Z at spawn time, which could previously cause props to land on building roofs or float above terrain.

  • Fixed all wagon types being spawned as non-static — they are now correctly spawned as static props, enabling the full ground settling system including double

    PLACE_ENTITY_ON_GROUND_PROPERLY

    and position freeze.

  • Fixed

    WAGON_COVERED

    ,

    WAGON_COVERED_RED

    , and

    WAGON_OPEN

    missing from the wagon Z offset system — they were falling through to an incorrect default lift value.

  • Fixed campfires floating above ground — campfires now use

    placeOnGround=true

    .

  • Added

    resettleHideoutProps()

    — props are re-settled once the player arrives at the hideout to correct any minor placement drift after terrain collision is fully loaded.

  • Fixed Greenbank Mill wagon and tent coordinates placing props above ground level.

  • Removed Carmody Dell wagon that was spawning on top of a barn roof.


Spawning and Encounters

  • Fixed town safe zones — roaming bandits and posse will no longer spawn or attack inside town borders.

  • Fixed posse spawn timer bugs causing incorrect spawn intervals when min and max timer values were equal.

  • Fixed Annesburg Sheriff hired gun conflict causing unintended NPC aggression.

  • Increased roaming bandit group sizes.


Zombies

  • Added Zombies as a selectable gang type (type 30). Individual hideouts can now be set to spawn zombies instead of normal bandits using the existing per-hideout gang override system in the INI, without needing to enable global zombie lairs.

  • Zombie gang hideouts spawn correctly, reinforcements work, and hideouts clear properly using zombie lair-style behavior.

  • Added

    ZOMBIE_GANG_PROPS=1

    INI setting (default: enabled) — when enabled, zombie gang hideouts still spawn normal hideout props. When disabled, zombie gang hideouts spawn without camp props.

  • If global zombie lairs are already enabled, zombie gang hideouts will not double-spawn zombies.

  • Fixed zombie lair aggro — zombies no longer wait until the player reaches the full hideout area radius before reacting. Zombie lairs now check individual zombie proximity and activate if the player gets within 25m of any live zombie. Applies to both normal zombie lairs and the new zombie gang hideouts.

  • Fixed zombie lair zombies ignoring the player due to active navigation tasks blocking combat. Navigation tasks are now cleared before combat is forced.

  • Improved

    ZL_doHangOut()

    to call both

    triggerEngaged()

    and

    ZL_doCombat()

    immediately on player proximity, eliminating the delay between engagement trigger and combat assignment.


Known Issues

  • Dead enemy bodies may briefly show as red dots on the minimap after a hideout is cleared. This is vanilla RDR2 behavior and clears on its own or when the body is looted. It does not affect honor or gameplay.

  • Some misc props like tents and wagons might still show some floating on one end this might be random.

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Gunter Severloh changed the title to Bandit Hideouts Mod v1.45
  • Author

UPDATE

Bandit Hideouts v1.45 Changelog

Hired Guns

Added

- New Patrol command — send a hired gun out to walk a wide loop (~25m) around a spot you choose, gun in hand, on the lookout, until you tell him to stop. When stopped, he now walks straight back to you and regroups instead of just wandering off wherever he happens to be.

- New Hired Gun Presets — 8 ready-made loadouts (Cowhand, Gunslinger, Bounty Hunter, Mountain Man, Skirmisher, Shotgunner, Rifleman, Bow Hunter), each with its own weapons and fighting style. Pick a preset and get an instantly-equipped hired gun with a fitting random look, no need to build one from scratch.

- New standalone Hired Gun Presets option on the main hire menu, separate from Custom Hire (which still has its own preset-loadout option too, if you'd rather pick the model yourself).

- New commands: Attack Target, Revive All, Cover Me, Spread Out, Regroup, Stealth Mode, and Mount All / Dismount All.

- New group command menu (press ~) allows you to give an order to all your hired guns at once — formations, Mount All, Attack Target, and every other whole-group command — instead of only being able to command one hg at a time.

- New hired gun vendor locations: Manzanita Post, and Emerald Ranch Fence.

- Map blip of an ammo icon show every location where you can hire a gunman.

- New ini setting: hired guns can now stay with you during story missions instead of being dismissed when one starts.

- New ini setting: control how much health your hired gun's horse has, so it doesn't go down easily in a fight.

Changed

- Formation foot and horse spacing widened so hired guns aren't crowding you or each other.

- Command menu background now automatically resizes to fit however many options are on screen.

- Mounted hired guns now only teleport back to you once they're genuinely left far behind (120m+).

- Skirmisher preset restricted to male models only.

- Wagon passenger hired guns now check for nearby threats on their own every few seconds instead of waiting for you to notice danger first.

- Random Hire and Custom Hire spawn point logic centralized into one shared system.

Fixed

- Fixed a race condition on fresh saves that could stop hired guns from loading in properly.

- Fixed hired guns re-mounting their horse immediately after being told to wash up.

- Fixed Stay Here not actually keeping a hired gun in place he'd still run off to join fights far away.

- Fixed hired guns getting permanently stuck without a horse if it got spooked and ran off during Mount All, they now automatically get a fresh horse instead of eventually climbing on yours.

- Fixed wagon passenger hired guns never fighting back against enemies attacking from behind unless you'd already noticed and engaged yourself.

- Fixed hired guns randomly climbing into rear wagon seats uninvited, ending up facing backwards and unable to do anything.

- Fixed hired guns spawning on tables and railings inside the Armadillo, Tumbleweed saloons with new spawn positions.

- Fixed hired guns spawning inside or on top of buildings in Annesburg and Van Horn.

- Fixed not being able to hire Van der Linde gang members.

- Fixed hired guns riding shotgun on a wagon not actually using their rifle or shotgun.

- Fixed hired guns running away instead of fighting back when bounty hunters came after you.

New Hired Gun INI Settings

- HIRED_GUNS_DURING_MISSIONS (0/1, default 0) — lets hired guns stay with you during story missions.

- HIRED_GUNS_HORSE_HEALTH (default 1000) — health of hired gun horses. Raise it to make them tougher in a fight.

- REWARD_AT_POST_OFFICE (0/1, default 0) — turns on the region-based bounty system described above. Leave at 0 to keep getting paid instantly like before.

- COMMANDS_KEY_HIREDGUN_GROUP (default: `` ` `` / tilde) — the key that opens the new whole-crew group command menu.

- HIRED_GUNS_LEGACY_COMMANDS (0/1, default 0) — set to 1 to enable direct, single-press universal hotkeys for common all-hired-gun commands, instead of going through the menu. Comes with its own set of keys:

- HG_LEGACY_MOUNT_ALL_KEY (default: NumPad `+`) — mount all hired guns.

- HG_LEGACY_DISMOUNT_ALL_KEY (default: NumPad `-`) — dismount all hired guns / go on foot.

- HG_LEGACY_WAIT_SIGNAL_ALL_KEY (default: NumPad `.`) — all hired guns wait for signal.

- HG_LEGACY_FOLLOW_ALL_KEY (default: NumPad `*`) — all hired guns follow / regroup.

Hideouts & Post Office Economy

Added

- New region-based bounty system: instead of getting paid the instant you clear a hideout, the money now is accumulated at that region's Post Office like a bank account which then it can be withdrawn.

- New on-screen banner that shows your owed bounty total for a region each time you clear a hideout.

- New Post Office collection menus at 14 locations across the map — Rhodes, Emerald Ranch station, Saint Denis, Van Horn, Annesburg, Valentine, Riggs Station, Wallace Station, Strawberry, Benedict Point, Armadillo, Blackwater, Flatneck Station, and Abandoned Trading Post.

- Added armed females to the Generic gang.

- Added a few new props and a bandit to Lucky's cabin.

- Added props scale with a hideouts min/max spawned bandits and an ini setting to enable/disalbe the function.

Fixed

- Fixed Radley's House spawning while in Rhodes town when trying to interact with post office clerk.

- Removed a tent sitting at the same spot as another at the Mutant House hideout.

- Fixed the hideout name and "hideout cleared" black banner messages sometimes showing as empty black boxes with no text.

- Removed a partly floating wagon at Lucky's cabin hideout, and repositioned it.

- Reduced the spawn distance of Lucky's cabin hideout as it was to wide.

Random Roaming Bandits & Bandit Posse

Added

- New ini setting for roaming bandits: they now can spawn near and wander into towns, instead of always keeping clear of settlements. Off by default.

- New ini setting for the bandit posse: they now spawn near towns and chase you into one, instead of giving up at the town line.

- New ini settings to control how many min/max bandits spawn in a random roaming group.

Changed

- Roaming bandits now spawn closer to you when you're in a town, so they can actually turn up in the settlement instead of way out in the countryside where you'd never run into them.

- A roaming group that's wandered off and never crossed paths with you now gets cleared out after a few minutes, so a new group can spawn nearer to you.

Fixed

- Fixed roaming bandits chasing you relentlessly across the map once they spotted you, acting like the bandit posse instead of the wandering bandits they're meant to

be. They'll now give up and go back to roaming if you break away and stay out of sight.

Blips and icons

Added

- New setting to turn off the red dots that mark bandits on your map and minimap. On by default, turn it off and you won't know where bandits are until you actually spot them yourself.

- New ini setting for blips: SHOW_BANDIT_BLIPS=1 // 1=Enabled by default. Red dots show on the map and minimap for all bandits. Set to 0 to hide them.

High resolution downloadable map

- Fixed two ambush point listings in West Elizabeth that had their names in the wrong order.

Known Issues / Still Being Tested

- Mounted hired gun formations are functional but still not fully polished — more work planned for a future update.

- Zombies attacking civilian peds other then the player is not working.

- Other issues see the feedback list and bugs tab for details.

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • 1 month later...
  • Author

Next update is v1.46, it will be released on September the 14th.

This video i posted about a week ago on the new Assault feature for hideouts, in the video

i go over settings, reinforcements, and some other things related.

This is to just show you whats coming in v1.46 and this is only one things of many.

Just to note when i recorded the video i had something updating and running in the background so

it got a little choppy, not bad just the recording itself isnt smooth.

Ingame im getting 60-70fps and i use 51 mods so the game regardless is smooth.

Btw im always on the Nexus mod page everyday: https://www.nexusmods.com/reddeadredemption2/mods/2213

So if you have questions, bugs to report, or ideas for new features let me know there. Cheers!

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Gunter Severloh changed the title to Bandit Hideouts Mod v1.46
  • Author

v1.46 released!

See the changelog here:

Bandit Hideouts v1.46 Changelog

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • Gunter Severloh changed the title to Bandit Hideouts Mod v1.47
  • Author

v1.47 released!

See the changelog here:

https://www.nexusmods.com/reddeadredemption2/articles/1029

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

  • 3 weeks later...
  • Author

For those of you whom use my mod Bandit Hideouts, in v1.46 i added a new mode called:

Assault mode & Stealth mode

In v1.47 i had updated stealth mode alot, v1.48 is being worked on and will be

posted on October 26th.

Today i want to share with you 3 videos i had recorded, the first was just before

i posted v1.46 and the last 2 videos on stealth mode part 1 and part 2 i had

posted on my channel yesterday and earlier.

These two videos demonstrate and go over the basics of stealth mode, how it works.

There is an article on the BH mod page titled: "How stealth mode works - Guide"

https://www.nexusmods.com/reddeadredemption2/articles/1026

It goes into great detail on stealth mode.

Here are the 3 videos:

More videos to come for the mod!

Also note, you may notice most especially in the first video that there is some little lag,

that is my video card slowly failing. i had to update my OBS Studio settings

to fix the lag that was in the video, although in the game itself i dont have

any lag or issues, so just pointing that out that soon i will be getting a new GPU.

Any questions or problems best to ask on the post tab of the mod page

on Nexus website as im there everyday opposed to here. Cheers!

Edited by Gunter Severloh

My Utube Channels

Gunter Severloh (Arma 3)

Bandit Hideouts Mod - (Official Bandit Hideouts Mod channel)

RDR2 Mod - Bandit Hideouts Mod - This mod adds 143 bandit hideouts, 50 ambush locations to RDR2, and More!

RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits!

 

 

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