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Gunter Severloh

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Everything posted by Gunter Severloh

  1. No, mods have their own requirements based on what they are. You have two basic mod types, LML and ASI, one goes into a folder, the other goes into the root directory. Lml mods or also known as Lenny Mod loader mods, Lml mods have a folder you put them into, most of those mods come as folders which go into the lml folder. Then you have ASI mods which are mods which all go into the root game directory, which if you have the game on steam would be here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 keep in mind that asi mods have requirements too, some work by themselves, but most require an external files like Scripthook. Some lml mods may be good by themselves, depends what they do, but some lml mods mat require other external type files, like Rampage trainer, or offline content unlocker as examples, those are also mods. For ASI mods, most times they mainly require AB Scripthook, or the updated version which is ScripthookRDR2 V2. My suggestion is if you want to use a mod in your game, then read the details on the mod page on what that mod does, what to expect, what to look for, and then preview the files, look for any requirements it may have. I would also suggest before you download and install any mod to review any comments, or posts be it here on this website, or the Nexus website for comments discussing the mod. What you want to look for is players either asking questions, about issues with the mod, or just general stuff. imo if you see alot of comments where players are complaining or asking about something not working, or some problem, and you dont see the author's reply then imo try to look for any comments that may provide answers, fixes or a work around for whatever issue that mod may have if any. Dont just look at comments and go and ask a question, you got to put your two cents together, look at when the comments were posted, what their talking about and whether the author responded, and or still responds, and look at the time/date at when they responded. Authors that dont respond either moved on, or are to busy to reply or simply not interested, or dont have notifications on to tell them someone replied. So keep in mind that if you ask a question to an author about something in the mod and you haven't seen him respond to previous questions, then ... your wasting your time. Though others could respond and may know the answer to whatever your asking, so if you have a question do some research first, and then if nothing is found then post the question in general. Search first then ask questions. Hope that helps.
  2. Heres 2 parts of my directory, top and bottom: All the ASI files are mods, then i use reshade, so if you dont have those then dont worry thats just my directory, not how its supposed to look like for you. If you have ASI mods then yes they will be in your RDR2 directory. But i have both LML mods which in the first pic you can see lml at the top, all lml mods go in there. Then all ASI mods go into the main directory. A good mod load order? I dont use the mod manager i do everything manually, and everything gets loaded as far as im aware based on the name of the mod in alphabetical order, never had an issue with it. But ya show me a pic and let me see what your running. Yes, but how old are you talking about as im using the dinput8.dll from 2024 only reason is i just havent gotten around to updating it to the latest, and tbh its been working fine regardless. Mods that require version.dll? Idk what mods are you using that require version.dll? Maybe remove version.dll and see if those mods work with dinput8.dll but you cant run both dinput8.dll and version.dll
  3. There is AB Scripthook and V2 both use a dinput8.dll but use only one not both, i suggest using V2 version and no version.dll You dont need version.dll its not the same as the dinput8.dll. Mod your trying to use based on your OP is an lml mod you dont even need Scripthook, you need Lenny's Mod loader, i would recommend installing that manually so you see a folder in your RDR2 directory that is named lml then all lml mods are put into that folder. If your using and or installing an ASI mod then its name will be modname.asi and ASI mods normally require Scripthook. Different versions of the same mods are usually running different functions/features, most times its just one or the other not both, so i suggest if you see two versions of a mod look for any information on either, either through the mod's post tab, or reviews, questions ect,.
  4. Which is it? Your trying to get Red Dead Offline to work specifically? Or you also asking about Scripthook based asi mods? Red Dead Offline is an lml mod, you need Lenny's mod loader to run that, hence the instructions on the mod page: "Installation Download with Mod Manager from here or drag and drop the extracted folder into your LML folder so that you have a structure like "Red Dead Redemption 2\lml\red_dead_offline". Please make sure to have Lenny's Simple Trainer or Outfit Changer installed to load all multiplayer components! So locate and install Lenny's mod loader, Lenny's simple trainer, or use Outfit Changer as per the instructions, what i bolded above. I would just start with LML and go from there.
  5. Update v1.41 Changelog: - Added new prop to the code to be spawned with hideouts. - Added new props to River's End hideout. - Added new props to Lone Mule stead hideout. - Added new props to Logging camp hideout. - Added new props to Fort Riggs hideout. - Added new props to Montos Rest hideout. - Added new props to Cane Break Manor hideout. - Added new props to Aberdeen Pig Farm hideout. - Added new hideout Montana Peninsula - Added new hideout Mutant House - Reduced the despawn distance of Lone Mule Stead hideout. - Reduced the spawn and despawn distances of Copperhead landing hideout.
  6. As you can see in the settings itself of the ini, it disables the startup, overlay, and interface, unless your using something for developing a mod or working on a script their really not needed. Disadvantages? Not really, game wont load with it enabled so that is a disadvantage just having it enabled, outside that idk, im sure someone else could comment on the subject, but imo your not losing anything with those set.
  7. Hi, i dont think crossed is going to respond, but since i work with crossed alot through email, and my mod is based on his, maybe i can help. So whats not working? Did you move all files to the RDR2 directory? Did you install AB Scripthook? Do you have latest asi loader (dinput8.dll)?
  8. 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
  9. Update v1.39 - Added new props to Hennigan camp hideout - Updated code for the camp creator used to create hideouts - Rearranged the order of a few settings in the bandit_hideouts.ini - Relocated reinforcement coordinates for Monto's Rest hideout - Increased the spawn distances for Monto's Rest hideout - Added new hideout: Manzanita camp - Added new hideout: Macfarlane camp - Added new ambush point: Montana hills - Added new ambush point: Riggs bridge - Added new ambush point: Flatneck trail - Added new ambush point: Broken wagon
  10. Update v1.38 - Added new props to the scripts to add to hideouts - Added new gang: James Langton Boys - Added new hideout: Bone Hill - Added new hideout: Luis River Cliff - Added new hideout: Desert Shoe - Added new hideout: Hennigan Camp - Added new props to Hanging Rock Hide hideout - Rebuilt all bandit positions at Cornwall Kerosene hideout as well expanded the hideout
  11. ATTENTION - change in versions There was an issue discovered on the mod page's changelog. The changelog on the description tab drop down menu wasn't updating to version 1.36 when i added it on May 10th, 2025. Looking into it i discovered that there cant be version numbers with letters in them for example v1.34A thats what screwed up the order. So i had to change the version numbers of v1.34A to v1.35 and v1.35 to v1.36. Latest and last update that was posted on May 10th,2025 was considered version 1.36 but its really v1.37 I had reuploaded the latest version that was labeled v1.36 to v1.37 so that the actual zip file is renamed Bandit_Hideouts v1.37 ======================= So you understand the latest version of the mod is v1.37 not v1.36 if you downloaded v1.36 previously on May 10th, 2025 then you dont need the latest version v1.37 because you already have it. ==================== If your new to the mod and haven't downloaded any files, then v1.37 Main File is what you want. If your updating from a previous version and want to get the latest version then v1.37 is what you want. Any questions regarding this then ask, sorry for the inconvenience and confusion.
  12. Update v1.37 - Expanded Abandoned Mission hideout with new props. - Expanded Plainview hideout with new props. - Added new props to Cueva Seca hideout. - Added new props to Benedict Hill hideout. - Added new props to Mercer station hideout. - Added new props to Pleasance House hideout.
  13. Something you can try is dont interact with the trapper and get away from his area so he doesn't respond to you. Then create a new save on an empty slot, then remove the mod and then reload the game onto that new save, you can also try to clear your Rockstar launcher cache and see if that changes anything.
  14. Oh you mean my mod 😉 Ya both work fine with ScripthookRDR2 V2. All i can suggest with Scripthooks is to make sure your using the latest Dinput8.dll which is the asi loader and then if AB Scripthook gives you issues or the game isn't loading right or the mod is acting funny then use the v2 version. I switched to the V2 version, updated my dinput8.dll and switched to the Vulkin api late last year and i've had nothing but great performance and a solid game. Update your dinput8.dll The dinput8.dll that comes with AB Scripthook is out of date, its from 2021, the latest update for dinput8.dll is from July 2024 unless they update it again in the future. You can get it from this website: https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases If you want an added performance i highly recommend this mod Unknown Error FFFFFFFF Fix mod hope that helps!
  15. Getting back to this subject i have some possible solutions for those getting the infinite loading screen. Based on my own discoveries, and feedback on my Bandit Hideouts mod with similar issues, we solved this, so here are a couple of solutions that may fix the issue if your using either AB Scripthhook or ScripthookRDR2 V2 version. If your using ScripthookRDR2 V2 then you need to set the following to false in the ScriptHookConfig.ini like this: [Lua] Load on startup = false [Interface] Enable = false [Overlay] Enable = false [General] Enable Reload Hotkey = true Show errors = true Show notifications = true [Open Key] Hold Key = 16 Press Key = 45 If your using Rampage trainer along with AB Scripthook then Rampage may be causing the issue.
  16. Update v1.36 - Increased the bandit patrol time, this makes them stop longer before moving on. - Increased the bandit guard post time, this makes them stay longer before moving on. - Added new props to the code to use with prop additions to hideouts. - Fixed hideout cooldown did not work after a hideout was cleared. - Fixed Hideout map blip did not remove after a hideout was cleared. - Fixed patrols for Elysian Pool Cave hideout. - Fixed some props at Meteor House hideout that were clipping into each other. - Fixed two props at Dover Hill hideout. - Fixed a prop at Willard's Rest hideout. - Expanded Lone Mule Stead hideout with new props. - Expanded Meteor Camp hideout with new props. - Expanded VanHorn Mansion with new props. - Expanded Gaptooth Breach with new props. - Rebuilt all of VanHorn Mansion Bandit positions. - Reduced the spawn distance of Trappers Cabin hideout. - Adjusted spawn distances of a few hideouts. - Added new props to Solomon's Folly hideout. - Added new props to Scratching post hideout. - Added new props to Coronado Pass hideout. - Added new hideout: Monto's Rest
  17. I am the mod author alongside another member named crossed who built the mod, yes its continually being updated. It has been updated 34 times since it released in May 2023 and there is an update in fact coming Monday March 31st which will be v1.35 aka the 35th update. Though the mod is here on this website, im mostly here on the nexus mod page itself: https://www.nexusmods.com/reddeadredemption2/mods/2213 any questions about the mod or about settings ect,. ask on the nexus as im there everyday and not here that much.
  18. What is the exact issue, what is the error your getting?
  19. Update v1.35 Hotfix plus bonus Changelog: - Fixed/Disabled the ped horse names that would spawn the zebra mules frequently instead of Murfrees normal mangy horses. - Fixed the name of Dilapidated house hideout as it was creating an issue in the code. - Fixed Copperhead Landing hideout code as it was missing patrol position code, with it missing the game would possibly crash on you with a Scripthook error when you were in the area of the hideout. - Fixed syntax spacing and overall code format for many hideouts. - Fixed syntax errors for few of the hideouts, which may have prevented some hideouts from spawning. - Fixed max spawn distance for a hideout as it exceeded its despawn distance. - Removed DISABLE_DURING_MISSIONS=1 setting from ini as it prevented various hideouts from spawning. - Adjusted spawn distances and hideout radius for many of the hideouts. - Increased spawn distance for various hideouts. - Added new props to: Dilapidated house hideout - Added new props to: Compsons Stead hideout - Added new props to: Old Trail Rise hideout - Added new props to: Fort Brennand hideout - Added new props to: Radley's House hideout - Added new props to: Pleasance hideout - Added new props to: Macomb's End hideout - Added new props to: Trapper's Cabin hideout - Added new props to: Lone Mule Stead hideout ========= Couple of known issues that we're looking into: - When you clear a hideout the map blip doesn't remove - The cleared hideout cooldown respawns hideouts instantly and the cooldown doesn't seem to be working.
  20. Update v1.34 Changelog: - Fixed the labeling in the ini for two Spawn amount ambush points that were swapped previously - Relocated Mount Arthur hideout reinforcement spawn points as they weren't working - Reduced the despawn distance for Meteor Camp hideout as it was to big - Increased the spawn distance for N Twin Stack pass hideout - Increased the spawn distance for South Twin Stack pass hideout, and reduced the hideout radius - Increased the spawn distance for Trail Rise hideout, and reduced its despawn distance - Fixed floating wagon at Dover hill hideout - Fixed the CLEARED_HIDEOUT_RESPAWN_COOLDOWN=8 function/setting as it wasn't working, hideouts weren't repawning after you cleared them now they are - Fixed Disable mod hotkey, key wasn't working in v1.33 now works and hideouts, ambushes, and hired gunmen will despawn when used. - Added new prop to code for hideout additions - Rebuilt Copperhead Landing hideout - Rebuilt Dilapidated House hideout - Added new props to: Gill Landing hideout - Added new props to: N Twin Stack pass hideout - Added new props to: South Twin Stack Pass hideout - Added new props to: Oil Derrick hideout - Added new props to: Van Horn Mansion hideout - Added new props to: Fort Brennand hideout - Added new props to: Bolger Glade hideout - Added new props to: Old Harry Fen hideout - Added new props to: Face Rock hideout
  21. Update v1.33 Changelog: - Fixed the labeling in the ini for two ambush points that were swapped. - Fixed part of a code that prevented an ambush point from being disabled. - Added new function, you can now enable/disable the mod by pressing a hotkey of your choice while ingame. - Added new ini setting for the disabling the mod hotkey. - Changed Bandit posse on horseback despawn distance. - Changed Bandit posse on horseback spawn near roads proximity check, now the posse should spawn anywhere. - Reduced the spawn distance of the Bandit posse if player is in the gang camp as it was to far. - Added seven new types of props to the code hideouts. - Added new ini setting for zombie min/max spawn time. - Increased the spawn distance for Old trail Rise, and Feral Cave hideouts. - Reduced the spawn distance for some hideouts. - Added props to: Watson's Cabin hideout - Added props to: Clawson's Rest hideout - Added props to: Chez Porter hideout - Added props to: Dodd's Bluff hideout - Added props to: Cotorra Springs hideout - Added props to: Bacchus Station hideout - Added props to: Carmody Dell hideout - Added props to: Wapiti Cliffside hideout - Added props to: The Fairvale Shanty hideout - Added props to: Meteor House hideout - Added props to: Dover Hill hideout - Added props to: Willard's Rest hideout - Added props to: Manito Glade hideout - Added props to: Sawbone Clearing hideout - Added props to: Feral Cave hideout - Added props to: Veteren's Homestead hideout - Added props to: Flattened Cabin hideout - Added props to: Hani's Bethel hideout - Added props to: Larned Sod hideout - Added props to: Old Trail Rise hideout - Added props to: Osman Grove hideout - Added props to: Fire Lookout Tower hideout - Added new ambush point: Loft Road - Added new hideout: Meteor Camp hideout
  22. How are you installing them? Mods have requirements depending on the mod as im sure you know, so once you have the requirements installed like either AB Scripthook, ScripthookRDR2 V2, dinput8.dll, asi loader, and or lml again depends on what the mod requires, then you install the mod files itself. So with that lets look at one mod that your trying to get to work and see what it requires and installing it, so choose a mod you want to use and link it and then i'll take a look at it and tell you how to install it.
  23. Scripthook aint the issue its something else that your missing, or that needs updating, i would stick with ScripthookRDR2 V2 and also run this mod: Unknown Error FFFFFFFF Fix mod Try that mod without any other mods, i use it myself and it made a huge difference and i run close to 40 mods, i dont get crashes, or freezes, game starts up right away ect,. What api are you on DX12 or Vulkin? Switch to Vulkin if your on DX12. Also Delete Launcher profile cache Startup the Rockstar Launcher 1. Go to account information, 2. Then select delete local profile This will only delete the local cache, it will not delete your social club account, or saved games. 3. Select confirm. 4. Then sign in again to the launcher. Update your dinput8.dll The dinput8.dll that comes with AB Scripthook is out of date, i was getting black screen after the game loaded when i updated it the game and mod worked alot better, and now no more issues! You can get it from this website: https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases Remove version.dll if you have it in your directory, and use dinput8.dll only instead, if that dont work then use version.dll only.
  24. Hi, welcome to RDR2Mods.com! What mod or mods are you trying to install and whats the exact trouble your having?

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