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Gunter Severloh

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Files posted by Gunter Severloh

  1. Description
    Bandit Hideouts is a standalone RDR2 mod created by crossed99 and Gunter Severloh that brings a full bandit world
     to life across the entire map hideouts, ambushes, roaming gangs, hired guns, posses, and more!
    Originally created from the bandit features of the AMJM Transport mod, Bandit Hideouts has since grown into its 
    own independent project. 
          As of version 1.43 it is fully standalone, all code, scripts, and features are original and self contained.


    So you understand what this mod does, it adds 143 bandit hideouts & 50 ambush points all over the map, thats everywhere
    and anywhere except towns (settlements). That means there are some hideouts that will spawn at story, and mission locations.

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

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

    As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers.
    Any questions or problems? Review the articles tab or ask on the posts tab!
    Features

    Bandit Hideouts 
    Story and Mod Control
    Enable or disable the entire mod with a hotkey while in game
    Automatically disable the mod during active story missions so it never interferes with your play-through
    Disable every hideout that spawns at story locations, or every hideout that spawns where random encounters can happens, with a single setting
    Hideout Behavior
    Over 140+ custom built bandit hideouts are a permanent part of the world and will spawn when you get near their locations
    Camp props such as lanterns, boxes, tents, wagons, and campfires spawn at hideouts giving each camp a lived in feel
    The number of hideout props can be scaled based on the number of bandits spawned
    Choose how bandits at camps behave: Assault mode, where the whole camp once you enter, or Stealth mode take down individual bandits with melee stealth kills, and executions
    Control how many bandits spawn at each hideout with minimum and maximum numbers
    Set a custom spawn amount for any individual hideout, overriding the global settings
    Control the percentage chance a hideout will spawn when you are nearby
    Assault Mode
    The whole camp engages at once as you approach, no sneaking, no talking, just a fight
    Set how close you get before they come for you, or leave it scaled to each hideout's own size
    Reinforcements arrive once you have killed a few of them, coming from more than one direction
    Shoot at a camp from any distance and it wakes up immediately

    Read the full article on how Stealth mode works: LINK
    Stealth Mode
      Getting spotted
     Bandits notice you as individuals, one man spotting you does not alert the whole camp he reacts, and the rest carry on until they see/hear something for themselves
    How easily you are seen depends on how you carry yourself. Crouching, using solid cover, standing still and staying out of firelight all make you harder to spot, almost invisible, bandits see less at night though moonlight, lanterns and campfires help
    Being spotted is not instant. A bandit has to register you before he reacts, quickly if you are close and he is looking right at you, slowly at the edge of his vision
    Sprinting and shooting create sound, creeping does not. A bandit who hears something comes to look at where the sound came from he knows something is there, not who, and not exactly where
    Explosions carry further than gunfire and bring men to the blast and searching

    Being warned off
     Bandits warn you off before they start shooting. Walk into a camp and whoever spots you will call out and tell you to move on. Ignore him and he gets more direct. Ignore that and they will engage you
    Walking away works, but they remember, come back and the conversation is much shorter
    Turn up with a gun in your hand and you skip the polite part. Point the gun at a man and the talking is over
    Or just pay toll. An option comes up to buy your way past, priced on how many bandits are in the camp 
    Get caught crouched or sneaking inside a camp and there's no warning at all you're hunted, and no toll is offered.

    Kills, bodies and witnesses
    A silent weapon makes no sound, but a dying man does. Kill someone quietly and if the bandits close by hear him go down they will come to look and know something happened, not where you are
    Bodies left lying around get found, and the man who finds one goes and investigates it himself with his gun out
    Whoever finds a body calls it out, and the men within earshot go on alert
    Hide a body by standing over it and holding the prompt sinks it out of sight, and anything he dropped goes with it
    Quiet weapons are silent, but the man they kill isn't. Bandits within 20m hear him go down and come to look, without learning where you are
    A gunshot inside 30m tells a bandit where it came from and he comes straight for you. Further out he only gets a direction to search
    Bandits hear their own side's gunfire, a fight on one side of the camp pulls in men from the other side
    Once the shooting starts, nobody stops to investigate at the dead, they deal with you first
    The men nearest a noise is the one who will respond

    Distractions
    Throwing knife distraction, throw it and the bandits nearest to where it lands go and look, pulling them off a position
    Whistle distraction,  draws men to your position
    Both distractions work on a man out searching for you who has lost line of sight of where you are
    Four on screen meters show how close you are to being noticed, how much noise you are making, and when your tools are ready. Each can be set to always show, only appear when it matters, or turned off entirely for a minimal HUD

     Being Hunted
     A bandit who turns on you commits to the fight he doesn't lose interest the moment you step out of view
     A man who can see you can call out your position to his friends nearby, break his line of sight and he has nothing left to tell them
    When a hunt ends they go back to camp, but they stay on edge for a while, walking straight back in is a mistake

      Guard dogs
    Some camps have a bandit patrolling the perimeter with a dog beside him. The dog sees and hears further than he does, barks when it notices something, and the pair investigate together
    A different dog breed each time a hideout spawns

    Clearing Hideouts
    After clearing a hideout bandits will eventually return after a cool-down of a set number of ingame hours
    Enable permanent clear mode so cleared hideouts stay gone forever and are saved between game sessions
    Earn a random cash reward when a hideout is fully cleared, with a configurable minimum and maximum payout
    You can set to instantly earn a cash reward, or collect it at a post office or train station and go withdraw it
    A screen notification confirms when a hideout has been fully cleared
    Clear a camp in stealth mode without ever being seen or heard and a banner will state "You cleared the hideout with stealth!"

    Reinforcements
    Control the percentage chance that reinforcements will show up when a hideout is under attack
    Reinforcements on foot can arrive to back up the bandits at any hideout
    Reinforcements on horseback can ride in to join the fight
    Set the minimum and maximum number of reinforcements that can arrive for each type or dont have any
    Reinforcements arrive in Assault mode after a few bandits killed, and come at you from more than one direction

    Gang Spawn
    Every hideout has a gang that spawns based on the region its in by default
    Choose from 24 different gang types that will spawn at any individual hideout no matter the hideout or location
    The following gangs can be set to spawn at any hideout you want, other wise it will spawn with its default gang: 
      - Bandits
      - Murfree Brood
      - Lemoyne Raiders
      - O'Driscoll Boys 
      - Skinner Brothers
      - Del Lobo gang 
      - Nightfolk
      - Cuban Army 
      - Ku Klux Klan
      - Wapiti Warriors 
      - United States Army 
      - Laramie gang 
      - Micah's gang 
      - Angelo Bronte's Mob 
      - Cornwall Goons 
      - Braithwaites
      - Gray Family 
      - Foreman Brothers 
      - Bounty Hunters                      
      - Pinkertons National Detective Agency 
      - Chelonians 
      - Vampires 
      - James Langton Boys
      - Zombies 
    Enable custom gangs in regions to change which gang controls which territory across the entire map, with 16 individual regions configurable
    Regions include: Great Plains, Roanoke Ridge, Grizzlies East and West, Cumberland Forest, Scarlett Meadows, Bayou Nwa, Bluewater Marsh, Heartlands, Big Valley, Tall Trees, Hennigans Stead, Cholla Springs, Rio Bravo, Gaptooth Ridge, and Guarma

    Individual Hideout Control
    Enable or disable any individual hideout through the included Bandit_Hideouts.ini
    All 143 hideouts are listed by region and ordered to match the downloadable map
    Regions covered: Ambarino, New Hanover, West Elizabeth, Lemoyne, New Austin, and Guarma - (Mexico in the near future!)

    Custom Spawn Control
    Set a specific fixed bandit count for any individual hideout or ambush point, overriding the global min and max settings
    Every hideout and ambush point is listed individually for precise control

    Map Icons and Notifications
    Every hideout is marked on the map with a skull icon this can be disabled through the Bandit_Hideouts.ini
    Disabled hideouts display a locked house icon on the map so their status is always visible
    Choose from four different icon styles for the hideout map blip
    A proximity icon appears in the bottom left corner of the screen when you are near a hideout or ambush point
    The position of the on-screen proximity icon can be moved anywhere on the screen
    A text notification appears when a hideout spawns nearby
    A cleared notification appears on screen when a hideout has been fully cleared

    Ambush Points
    Ambush Behavior
    50 ambush points are placed at roads, trails, and passes across every region of the map
    Bandits will spring the ambush the moment you ride or walk through their location
    Control the percentage chance an ambush point will trigger when you pass through it
    Control how many bandits appear at each ambush with a minimum and maximum number
    All ambush points can be disabled at once or individually one by one

    Reinforcements
    Additional bandits on foot can arrive as backup at ambush points
    Additional bandits on horseback can also ride in to reinforce the ambush point
    Set the minimum and maximum number of reinforcements for each type

    Individual Ambush Control
    Enable or disable any individual ambush point in the Bandit_Hideouts.ini
    Assign a different gang type to any individual ambush point using the gang type reference
    All 50 ambush points are listed by region: Ambarino, New Hanover, West Elizabeth, Lemoyne, and New Austin


    Bandit Posse on Horseback
    A mounted posse of bandits will ride out and attack you anywhere on the map at any time, day or night
    Control how much time passes between each posse attack using minimum and maximum in-game hour settings
    Set how many riders are in the attacking posse with a minimum and maximum numbers
    The posse can be disabled entirely if preferred
    Control whether the posse spawns in or near towns or completely avoid towns if you enter one
    The bandit posse will not enter or follow you into player camps

    Random Roaming Bandits
    Small groups of bandits roam the world on foot, horseback, or by wagon, or a combination of all three
    Roaming bandits can attack you on sight, or you set them to simply ignore you as they pass
    Control how often a new group of roaming bandits appears in the world
    Groups range from individuals to larger parties and may include a mounted wagon escort
    Set how many will spawn with a min and max numbers for groups
    Control whether the roaming bandits spawns in or near towns or completely avoid towns if you enter one 
    Roaming bandits give up and go back to wandering if you break away and stay out of sight, rather than hunting you across the map
    Set how close they have to be before they come after you


    Hired Guns
    Hiring and Combat
    Hire up to 9 gunmen at bars and saloons across the map
    Hire from eight presets - Cowhand, Gunslinger, Bounty Hunter, Mountain Man, Skirmisher, Shotgunner, Rifleman and Bow Hunter - each with its own weapons and fighting style
    Hire a custom, random, or preset type of gunman
    Hire at more locations, including Manzanita Post and the Emerald Ranch fence
    Every hiring location is marked on your map with a bullet icon
    Set the cost to hire a gunman to any amount you choose in the ini 
    Hired guns have increased health making them tougher than standard NPCs
    Set how much health your hired gun's horse has so it does not go down easily in a fight
    Disable instant death from headshots to make your hired guns even more durable
    Revive a downed hired gun by standing next to them 
    Hired guns will flee combat while inside a town by default, or set them to stay and fight
    Hired guns can drive wagons, or ride shotgun for you
    Keep your hired guns with you during story missions instead of losing them when one starts

    Commands and Control
    Give individual commands to each hired gun using numbered hotkeys 1 through 9
    Issue a universal stay or follow command to all hired guns at once with a single hotkey
    Arthur or John will speak the command out loud when giving orders to hired guns
    Hired guns can ride in a wagon or carriage and be directed to speed up or slow down
    Hired guns will find a horse to ride or can be set to spawn their own horse

    Menu and Language
    Navigate the hired gun command menu using fully configurable keyboard keys
    Language translation support for non-English players using a dat language file

    Zombies
    Zombie World
    Enable zombies to replace bandits across the entire world
    Zombies spawn in groups and wander the world, with spawn frequency and group size fully configurable
    Set separate maximum zombie populations for daytime and nighttime
    Nighttime brings significantly more zombies to the world
    Control how quickly new groups of zombies appear after others are cleared

    Zombie Behavior
    Zombies can detect the player from a very long distance during the day
    Zombies can detect the player from a very long distance during the night
    Optionally prevent zombies from sensing you while you are indoors, allowing you to take shelter in buildings
    Optionally stop zombies from entering or attacking inside town perimeters
    Set zombies to only target the player and leave all other NPCs alone

    Zombie Lairs
    Enable zombie lairs to replace bandit hideouts across the map with zombie infested camps
    Assign zombies to any individual hideout without enabling global zombie lairs
    Control whether hideout props such as tents and wagons spawn at zombie gang hideouts

    Zombie Combat and Health
    Set the health of zombies to make them take more or fewer shots to kill
    Enable zombies to burst into flames upon death for a dramatic effect
    Mod Customization
        All of the features in the mod can be customized by editing the Bandit Hideouts.ini file.
    Each setting in the ini has a description on what it does and how to enable/disable or adjust it.
        Open the ini file with notepad to edit it, also run it as administrator if you are being denied access,
    be sure to save your changes before you start the game, mid game changes wont be accepted until you restart the game.

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

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

    If AB Scripthook gives you issues then use:
    ScriptHookRDR2 V2
    https://www.nexusmods.com/reddeadredemption2/mods/1472

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

    Bandit Hideouts Youtube Channel
    Bandit Hideouts Mod
    Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod. 

    • 66009 Downloads
    • 34 Comments
    Updated
  2. Description
    Hired Guns is a standalone version of the hired guns feature seen in my Bandit Hideouts mod, crossed and i created this
    mod using the Bandit Hideouts mod. We disabled a number of codes and scripts to enable this mod to work on its own.
         This mod isn't meant to be used with Bandit Hideouts as its already in Bandit Hideouts, rather its a mod to be used
    by those who are not using Bandit Hideouts, and want an upgraded version of the BodyGuard Spawner.
     
    Hired Guns can also be found on the Nexus: https://www.nexusmods.com/reddeadredemption2/mods/4663

    Features
    Hire a gunmen that will travel and protect you from animal predators and bandits in the world.

    Hire up to 9 gunmen at the following locations:
    Annesberg Gunsmith Armadillo Saloon Blackwater Saloon Tumbleweed Saloon Rhodes Saloon St.Denis Saloon Strawberry Hotel Valentine Saloon - Hire a random gunmen, or customize one, make it a male or female, change their outfits, and set what guns they will carry.
    - Hire and customize a character from the story.
    - Your gunmen will sit at your campfire when you setup a campfire and rest and recover.

    - 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.

    - Gunmen will automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat.
    - Revive your gunmen if they get shot and go down.
    - 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).

    - Set how much it cost to hire a gunmen in the ini default is $25 per gunmen.
    - Set the hired gun-men's health in the ini whether hes a tough fighter or easily wounded or killed.
    - Hired guns will spawn their own horse if you decide to mount up, or they will look around for a horse to ride.
    - Command your gunmen out loud using Arthur, and John's voice, or give them silent commands.
    - Command your gunmen individually, tell them to follow, stay, mount, wait for your signal and more.
    - 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.

    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.

    Commands menu
    You can also give commands to them through their command menu, Numpad 1-9 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)

    Known Issues
    - Gunmen may multiply with the same gunmen when you restart or load into a new game.
      (If this happens just create a new save on an empty slot).

    - The game may randomly crash if gunmen spawn their own horses, to prevent this set this setting in the ini to 1
          HIRED_GUNS_DONT_SPAWN_HORSE=0
       Doing so will force them to either ride with you, or locate any horses around to ride instead of spawning them.
      
    - You can command the first 3 gunmen with the numpad keys, but currently the other 2 gunmen if you hire 5 wont
    have menus to command accessed through the numpad keys, thats num 4 and 5, in general you can command them with prompts.
    ==============

    Customization
    All of the features in the mod can be customized by editing the Hired_Guns.ini file.
    Each setting in the ini has a description on what it does and how to enable/disable or adjust it.
       Open the ini file with notepad to edit it, also run it as administrator if you are being denied access.

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

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

    Credits
    Crossed99 for his help, support, and patience in helping me create this standalone version of the Bandit Hideouts mod!

    Youtube Channel
    Gunter Severloh RDR2
    • 5320 Downloads
    • 1 Comments
    Updated

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