June 7, 2025Jun 7 What I want to say is this:If a guard NPC within the guard zone and in combat (even if it’s fight with another NPC), their first reaction isn’t to fight the enemy like a regular NPC would. They only immediately ignore that enemy NPC and turn their gun on the player and shoot, even if the enemy NPC has already struck the guard NPC. But player remains the top priority for hostility, even player has do nothing at all during this process.If a guard NPC within the guard zone hears any gunfire (even if it comes from outside the guard zone or from a another NPC), the guard NPC will come to investigation. However, since the AI is too dumb, it can only detect whether player is nearby source of the gunfire, so guard NPC only will assume a player is responsible, and guard NPC will then enter a hostile confront with the player.There are way too many guard zones. I can't understand why Rockstar would set up so many of them. I found a list in another post: List of Guard Zones - Pages - RDR2Mods.comThe reason I’m posting this is that I’m hoping to find a solution. Although this issue has only a minor impact on the overall gaming experience, But I still really wish a hero can create a mod that allows to disable specific guard zones. Edited Tuesday at 11:49 AM5 days by CoffeeKFCoffee
June 13, 2025Jun 13 They are the specific scripts handling populations of areas and unique zones, e.g. oldfortwallace or for a wider population are like : cumberlandforest_population which handle NPC's and all associated thangs with that specific area, editing them directly does not appear to be possible as it required editing and somehow updating the compiled scripts which red dead runs.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.