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Everything posted by Gunter Severloh
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LML is waiting for my game
Your making it more complicated then what it is. Install lml itself manually, that means whatever mod that uses lml you should have a folder in your main directory that says lml Install the mod into that lml folder, thats it, the game loads it. I use about 15+ lml mods and have no issues, again use it manually, dont use the loader.
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Hired Guns
- 3,913 downloads
- Version 1.2
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 -
Bandit Hideouts Mod v1.40
Update v1.29 - Disabled a code that makes bandits attack when any bandit is damaged, this now means you can clear hideouts with stealth! - Reduced the zombie spawn distance. - Reduced Hideout map blip white background, now you should only see the map blips without the white part. - Added more key settings for the Hired Guns menu as well as in the ini. - Updated the vampire gang so they only use knives. - Increased the spawn distance of dilapidated house hideout. - Removed the DISABLE_STORY_LOCATION_HIDEOUTS=0 setting from the ini as it didn't work. Forum - Updating from an older version? Then just update your existing Bandit Hideouts.ini for v1.29 LINK
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rdr2 not responding
Have no idea what that is cant help you with that.
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rdr2 not responding
Hi, Welcome to RDR2Mods.com! What are your computer specs? Have you run RDR2 before without issues, or is this your first time trying to run the game? Do you have any mods installed? If so which ones? Is your question for the game itself or with RDR first response? Im assuming the first response, well i cant help you with that part but the rest i can maybe.
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Weapons stick to other weapons.
Ya i mainly get that with the arrows when using the bow, after a while you get a whole bunch of arrows stuck on your hand, i found that if you dont have any other weapons on your back and just use the bow the issue either dont occur or dont occur as much, try that. Welcome to RDR2Mods.com forums btw!
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List of Ped models in RDR 2
Thats exactly what i have, i had roamed about and targeted certain props i wanted to use in my mod, and using my menu it gives me a number, the names arent the actual names but the numbers are, heres the list i have: namespace prop { enum : unsigned int { CORPSE = 2, ROPE = 3, EGGCRATE = 1561132816, MILKJUG = 3366525641, CAMPFIRE = 3115700891, // 4256870363, // 3912677990(non-interactable small), // 4248723205(interactable) SHOTGLASS = 3383093236, BOURBON_BOX = 3390156925, LANTERN = 3067140064, GAS_CAN = 2341771039, LOG_PILE = 1810518205, WAGON_OPEN = 198386616, WAGON_COVERED = 3018168458, WAGON_COVERED_RED = 483491548, WAGON_BROKEN = 1484299100, WAGON_RUSTY = 3616875569, WAGON_HALF_RED = 3117405816, WAGON_OLD = 2082832984, WAGON_FLAT = 2462596901, WAGON_NOWHEELS = 1897706816, BROWN_BARREL = 570671881, BLUE_BARREL = 1280724808, WATER_BARREL = 2979149680, SHORT_BARREL = 264425748, BED_ROLL = 3052441487, SLEEPING_BAG = 1872659725, TENT_LEATHER = 163561137, TENT_WHITE = 4285579775, TENT_WHITE_LARGE = 3456022164, BROWN_WOODEN_CHAIR = 2784127437, DARK_BROWN_WOODEN_CHAIR = 2851060593, };
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Bandit Hideouts Mod v1.40
Update - v1.28 Changelog - Relocated the reinforcement spawn points for North Twin Stack pass hideout - Relocated the reinforcement spawn points for Silent Stead - Removed the floating wagon at Logging camp hideout - Adjusted the min, max, and despawn distances of several hideouts - Added 3 new regions in the scripts (DiezCoronas, Perdido, and PuntaOrgullo) for the Mexico expansion - Added new hideout: Bone Cave - Added new hideout: Cattail Pond - Added new hideout: Cattail Hills - Added new hideout: Grizzlie Hills - Added new hideout: Valley View =============== Forum - Updating from an older version? Then just update your existing Bandit Hideouts.ini for v1.28: LINK Articles - Questions & Answers: LINK - How to change the gang that will spawn at individual hideouts & ambush points: LINK - Mods Compatible and Not Compatible with Bandit Hideouts: LINK - Experiencing alot of bandits after you attack a hideout? - Solutions: LINK - How Hideout and Reinforcement ini settings work: LINK - Hideouts and Ambush Points Totals List: LINK - Hideouts in Mexico? See the Bandit Hideouts Mexico Expansion - About the Bandit Hideouts Mod: LINK YouTube - See the official Youtube Channel for the Bandit Hideouts Mod Gunter Severloh RDR2
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Bandit Hideouts
A very late reply to this point which somehow i missed last year but maybe it can help someone currently. To answer this, if your hired gun is down, you can revive them but you need to crouch by their head and wait, in about 10 seconds you'll see the prompt and the gunman will be revived.
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Lockdown Manager Menu
Uninstall the mod, create a new save on an empty slot, clear your steam and rockstar launcher cache, and make sure you have the official scripthook installed. Reinstall the mod, try again and press F7 to bring up the menu.
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Bandit Hideouts Mod v1.40
Update - v1.27 Changelog - Formatted the Ambush Point settings in the ini to reflect the downloadable map - Added function that will despawn zombies when the player is in a story camp, zombies already spawned will still attack - Fixed hideout reinforcements not being the same gang as the hideout's gang - Fixed an issue that caused the player to lose honor from hideouts and from the Bandit Posse on horseback - Relocated the reinforcement spawn points at Pleasance hideout - Added props to Pleasance Hideout - Rebuilt Compson's Stead hideout - Fixed/updated the props at Painted Sky hideout - Fixed/updated the props at Coronado End hideout - Fixed an issue where every other dead bandit was named stranger and not the name of the gang they were from - Removed the Laramie gang from the Generic Bandits gang since the Laramies have their own gang already - Added new hideout: Mescalero ============== Update Notes: Just a note, as says in the changelog the ambush point settings in the ini have been reformatted to reflect the downloadable map's layout. That means that when you look at the downloadable map and then your ini for those ambush points, they will be the same, so your less confused. Any questions about the ini please ask in the comments. Forum - Updating from an older version? Then just update your existing Bandit Hideouts.ini for v1.27 LINK Articles - How to change the gang that will spawn at individual hideouts & ambush points: LINK - Questions & Answers: LINK - Mods Compatible and Not Compatible with Bandit Hideouts: LINK - Experiencing alot of bandits after you attack a hideout? - Solutions: LINK - How Hideout and Reinforcement ini settings work: LINK - Hideouts and Ambush Points Totals List: LINK - About the Bandit Hideouts Mod: LINK YouTube - See the official Youtube Channel for the Bandit Hideouts Mod Gunter Severloh RDR2
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List of Ped models in RDR 2
I have a list i built for my mod Bandit Hideouts, that i use props for my hideouts i build, but i have a menu thats part of the mod i use to log models. I go around to wherever i see something i think would add more ambiance and the aim my gun at it, and the menu gives me a number, i put that into the script, though i give it a name and then add the number that was logged. I can give you a list but the names aren't the official game model names, they are though the exact model numbers, and i have a lantern, campfire, wagons, barrels, and other things, would that interest you? You can always search through the official game files using OpenV.
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Bandit Hideouts Mod v1.40
Update - v1.26 Changelog: - You can now hire gunmen at the Annesburg gunsmith - Reduced the hideout radius of Willard's Rest hideout - Relocated the reinforcement spawn points at Coot's Chapel hideout - Relocated the reinforcement spawn points at The Old Greenbank Mill hideout - Added props to The Old Greenbank Mill hideout - Added props to Lake Don Julio House hideout - Added props to Venters Place hideout - Added props to Rio Del Lobo House hideout - Added props to Two Crows hideout - Added props to Coot's Chapel hideout - Added props to Logging Camp hideout - Added props to Fort Riggs hideout - Added new hideout: Gill Landing - Added new hideout: Bayall Edge - Added new hideout: Plains House - Added new hideout: Riley's Charge Forum - Updating from an older version? Then just update your existing Bandit Hideouts.ini for v1.26: LINK Articles - How to change the gang that will spawn at individual hideouts & ambush points: LINK - Questions & Answers: LINK - Mods Compatible and Not Compatible with Bandit Hideouts: LINK - Experiencing alot of bandits after you attack a hideout? - Solutions: LINK - How Hideout and Reinforcement ini settings work: LINK - Hideouts and Ambush Points Totals List: LINK - About the Bandit Hideouts Mod: LINK
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AM&JM Transport
Mod needs to be updated and some issue fixed, idk if crossed will ever get back to working on this or if he's interested anymore. But he has been helping me on and off indirectly with my mod Bandit Hideouts so he is still around, outside that idk what his situation is, or if hes to busy ect,. If your playing AMJM for the wagons and some other related features fine, but if your playing it for the bandit features then best you just use Bandit Hideouts mod which is an exact copy of AMJM but a standalone, and super upgraded version of all the bandits features, hired gunmen and many more aspects dealing with bandits. As to help, about all i can tell you is to make sure you have latest scripthook and not any other version, or type, also create a new save, because it might be possible that loading onto an already used saved that had other mods on it are interfering somehow. So use a fresh save and load the game onto that, also make sure all files including the ini file are in the directory, same place as the RDR2.exe, other then that if that dont work then get a new copy of the .ASI sometimes when you download them they are corrupted. Hope that helps and it works for you.
- 110 comments
- 3 reviews
- HUGE Problem With Modding RDR2 That No One Is Talking About
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RDR2 Infinite Loading Screen (New Day New Shit)
Sounds like that's might what have happened something got corrupted, doing a verify integrity of cache should fix any issues related to the files, will cost less time then reinstalling the whole game as it checks the integrity of all the files. That is if your game is on steam, but glad you got it sorted! Cheers!
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RDR2 Infinite Loading Screen (New Day New Shit)
Hello, Was the game loading fine before you installed the new mods? What mods did you install? A mod that might help speed up the loading process is this: Main and Legal Menu Skip https://www.rdr2mods.com/downloads/rdr2/other/304-main-and-legal-menu-skip/ It will cut your loading time in half, and load you into story mode, im suggesting it as it might help with your situation, however that depends on your answer to my two questions above.
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Bandit Hideouts Mod v1.40
Update - v1.25 Changlog - Added new ini setting SHOW_DISABLED_HIDEOUT_BLIP=0 this will give you the option to show or not show the hideout blip when its disabled - Added new ini setting ATTACK_IF_ENTERED_HIDEOUT=1 this will give you the option to have bandits at hideouts attack the player once he enters the hideout's radius or if the bandits only attack if they see the player. - Fixed hideout blip not being removed when a hideout was cleared - Changed the Generic gang name from stranger to Bandit when you loot their corpse - Changed the Generic gang's name in the Gang Type Reference to Bandits - Added new gang, Chelonians - Added new gang, Vampire - Added the 2 new gangs to the Gang Type Reference in the ini - Relocated the reinforcement spawn points for Delapidated house hideout - Reduced the min, max, and despawn distances for The Old Greenbank Mill hideout - Added props to Face Rock hideout - Added props to Dilapidated House hideout - Added props to The Old Greenbank Mill hideout - Added props to Colter hideout - Added props to Adler Ranch hideout - Added props to Carin Lake hideout - Added prop to Dormin Crest hideout - Added prop to Snowfield Shack hideout - Added props to Lucky's Cabin hideout - Added props to Painted Sky hideout - Added props to Wallace Overlook hideout ============= Update notes - ini Since there is a few things added to the ini, i will be creating an article to show what was updated this way you can keep your current ini and just add or adjust the things based on what was done in the new version. See the Article below at the top! Articles - Bandit Hideouts.ini v1.25 - Added and Updated settings: LINK - How to change the gang that will spawn at individual hideouts & ambush points: LINK - Questions & Answers: LINK - Mods Compatible and Not Compatible with Bandit Hideouts: LINK - Experiencing alot of bandits after you attack a hideout? - Solutions: LINK - How Hideout and Reinforcement ini settings work: LINK - Hideouts and Ambush Points Totals List: LINK - About the Bandit Hideouts Mod: LINK
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HUGE Problem With Modding RDR2 That No One Is Talking About
I dont speak for other mod authors, but ya i agree if a author doesn't want to fix their mod and locks or closes the comment section of the mod page then ya best move on. However i can say that for those honest authors that released a mod, and maybe have posted an update there are other factors involved, their time, their interest and their know how. So if they dont know how to fix the issue whatever it is in their mod, then imo they should ask someone, research or something. Im fortunate enough to work with 2 other creators as we are a small team for our mod Bandit Hideouts, crossed99 and i been working on our mod since early 2023 together, and fixing, updating, issues among many other things. Personally i enjoy the interaction with the community on my mod page, it lets them ask questions, and get to know my routine, and see that im trustworthy and am dedicated to the mod. I love what we created was my idea to begin with, i enjoy playing with it, and enjoy helping others solve issues, or explain to others with questions about how certain things function or about settings in the mod. Ya sometimes its a headache to get a bug or an issue that you cant seem to solve, but i will be honest with the players of the mod and tell them i dont know whats causing it, or we tried this, or are looking into the issue, ect,. we have solved many issues since the mod has been out. Overall thats just me, being dedicated to your work and having reasons to work on the mod, for me its the fans and the love of the mod and most of all the game, again i dont speak for others but to each author its what they want and decide to put into what they create. Cheers!
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Free Lad
Your problem is you have all the lml mods inside the downloader folder in a folder named lml. I dont think the game can read that as your figuring that out, suggest moving all those mod folders back to the lml folder, and remove the downloader folder, then try, they should work then. But if you want to use the mod manager then i cant help you there, never used, nor use the mod manager, i always do everything manually and never had an issue with mods loading that way. Just make sure the lml mods are in the lml folder and not in any other folder but that, thats the only way the game is going to read them.
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Bandit Hideouts Mod v1.40
Update - v1.24 Changelog: - Added new gang: Micah's gang - Added new gang: Foreman Brothers - Added new gang: Ike Skelding's Boys (Bounty Hunters) - Added new gang: Pinkertons National Detective Agency - Added new function for Bandit Posse on horseback, they will despawn if you come near the player story camp - Added new function, when you disable a hideout a blip of a locked house will show on the map of the disabled hideout - Updated the ini, the Disable Individual Hideouts list was rebuilt and looks exactly like the downloadable map lists - Updated the ini, many descriptions were reworded - Updated the ini, relocated the Gang Type Reference, it is now under the Disable individual hideouts list - Updated the Gang Type Reference in the ini renaming all the gangs to their faction title names - Updated the Gang Type Reference in the ini the new gangs - Fixed the Laramie gang model name before it was using the Micah gang model name - Fixed dead gang member names, now when you loot a dead gang member's corpse they will show the proper name of the gang they are from - Changed the Wapiti Indians to Wapiti Warriors in the ini and in script for the names - Props at hideouts will now stay until you pass the despawn range of the hideout - Disabled hideout radius function - Bandits at hideouts will now attack you if your seen or heard and not when you enter the hideout area - Changed a prop at Benedict Hill hideout - Changed a couple of props at Cueva Seca hideout - Changed a prop at Coronado End hideout - Changed a prop at Coronado Pass hideout - Changed a prop at Delapidated House hideout - Added props to Cotorra Springs hideout - Added new hideout: Carmody Dell - Added new hideout: Firwood Rise - Added new hideout: Dodd's Bluff ========================== UPDATE NOTES - The Bandit Hideouts.ini has once again been updated, this time overhauled, more especially the disable individual hideouts has been rebuilt, it is now formatted and listed just like the downloadable map. UPDATE NOTES 2 There is an addition of 2 gangs they are: - Ike Skelding's Boys (Bounty Hunters) - Pinkertons National Detective Agency Im giving you guys a warning here, if you use either one of these 2 gangs for a hideout in the disable individual hideout list, when you fight either one, you may or will get either a bounty, or wanted, or both. You dont have to use them but if you dont mind then the option to use them is there. They are fun to fight btw 😉 UPDATE NOTES 3 A new function has been added which is: "disable a hideout a blip of a locked house" So when you disable a hideout, a map blip icon of a house with a lock on it will show in place of the disabled hideout on the map, this was just one option we implemented and are still working on adding another function where the map blip wont show when the hideout is disabled, i hope to have an ini setting for that. WIP UPDATE NOTES 4 This function: Disabled hideout radius function is a code that was disabled in the scripts, what the radius of a hideout does is when the player crosses that invisible line, the bandits will automatically attack as your basically entering their hideout. Now with the radius disabled, the bandits will not automatically attack you, they will only attack you if they see or hear you. ============================= Articles - How to change the gang that will spawn at individual hideouts & ambush points: LINK - Questions & Answers: LINK - Mods Compatible and Not Compatible with Bandit Hideouts: LINK - Experiencing alot of bandits after you attack a hideout? - Solutions: LINK - How Hideout and Reinforcement ini settings work: LINK - Hideouts and Ambush Points Totals List: LINK - About the Bandit Hideouts Mod: LINK
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S_M_M_PinLaw_01
Changed Character Name to Pinkertons
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How to find directory folder
Steam ---> Library ---> Right click Red Dead Redemption 2 ---> Manage ---> Browse Local Files The local files will take you to your RDR2 directory, and the directory will be the folder that the RDR2.exe is at, thats where all mods get installed. lml mods So if you get a mod that is for lml then inside your directory after you installed lml, then any and all lml mods will go into the lml folder. ASI mods If you have a mod that uses an asi file then that is just put into the directory as is, and not into any folder. Just remember too that most mods require scripthook, so be sure to look for the requirements for mods your interested in downloading.
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Bandit Hideouts Mod v1.40
Update - v1.23 Changelog: - Fixed hideout blip not removing when cleared. - Fixed Colter, Beaver Hollow, Lakay, and Shady Belle from not spawning in. - Fixed zombies not spawning in at hideouts when the zombielairs setting was set in the ini. - Added new ini setting for story: DISABLE_STORY_LOCATION_HIDEOUTS=0 - Added new ini setting for hired gunmen horses: HIRED_GUNS_DONT_SPAWN_HORSE=0 - Added new feature for individual hideouts, now in the ini you can set what gang will spawn at an individual hideout. - Added new feature for individual ambush locations, now in the ini you can set what gang will spawn at an ambush location. - Added 8 new gangs: KKK, Wapiti Warriors, Army, Laramie gang, Bronte Goons, Cornwall Goons, BraithWaites, and the Grays. - Added 8 new gangs to the gang reference in the ini - Removed the Laramie gang from the Generic bandits gang. - Changed the gang for Calumet Ravine, Wapiti Cliff, and Cotorra Springs hideouts to gang_WapWarriors. - Increased the minspawn distance for Shady Belle hideout. - Decreased the min, max, & despawn distances for Gaptooth Breach hideout. - Added props to Cruck Camp hideout - Added props to Streamview hideout - Added props to Valley Lookout hideout - Added props to Cochinay hideout - Added props to Wallace Overlook hideout - Added props to Clawson's Rest hideout - Added props to Rio Del Lobo House hideout - Added props to Mercer Station hideout New Hideouts - Added new hideout: Coronado Pass - Added new hideout: Coronado End - Added new hideout: Cueva Seca - Added new hideout: Benedict Hill - Added new hideout: Two Crows New Ambush Location - Added new ambush location: Coronado Bridge UPDATE NOTES - Update your asi and ini file, theres a few new ini settings, including hideout, ambush and new gangs reference list. UPDATE NOTES 2 I will have a new article created possibly a video explaining how the gangs settings work for individual hideouts, as now you can set what gang will spawn at what hideout. UPDATE NOTES 3 As noted here in the changelog: See this article here: How to change the gang that will spawn at individual hideouts or ambush points https://www.nexusmods.com/reddeadredemption2/articles/435
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Bandit Hideouts Mod v1.40
Update - v1.22 Changelog - Added new props to Bolger Glade hideout - Added new props to North Twin Stack Pass hideout - Added new props to South Twin Stack Pass hideout - Added new props to Hani's Bethal hideout - Added new props to Oil Derrick hideout - Added new props to Fire Lookout Tower hideout - Added new props to Feral Cave Hideout - Added new props to Mount Arthur Hideout - Added new props to The Fairvale Shanty hideout - Added new props to Witches Cauldron hideout - Added new props to Copperhead Landing hideout - Adjusted the min,max,and despawn distances for all hideouts - Adjusted the hideout radius for most of the hideouts - Fixed an issue with a script not being loaded by the mod. - Fixed over 100 compiler warnings related to data loss. - Fixed the problem with many hideouts not spawning in, apparently the ped name i added in v1.21 G_M_M_MICAHGOONS_01 was the incorrect name, the name was supposed to be G_M_M_UNIMICAHGOONS_01. - Added a new ini setting // Cleared Hideout Money Earned // - you can now change how much min/max amount of money is earned for clearing a hideout, setting both min/max to 0 gives no money. - Increased the distance of zombies spawning from the player as they were to close. - Added new hideout: Radley's House - Added new hideout: Catfish Jacksons - Added new hideout: Delapidated House - Added 5 new ambush locations in the Lemoyne area. - Updated various descriptions in the bandit hideouts.ini ======================== UPDATE NOTES - If your updating from v1.21 you only need the .asi file and the new ini - If your new to the mod, you need all the files.