Everything posted by Gunter Severloh
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Bandit Hideouts Mod v1.41
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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- ambience
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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 v1.41
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 v1.41
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 v1.41
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.
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Belts and such
Lenny's Mod Loader is required. As it says at the bottom of the description. So download the file, extract the zip move the folders into your lml folder.
- 16 comments
- 2 reviews
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Realistic Weapon Overhaul
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Navy Revolver (SP)
Best move on because i did the same, it showed in the catalog at the gun store but it had a red lock on it, so that was it. However i do use an alternative mod that gives you the Navy Revolver that does work, see my post here: https://www.rdr2mods.com/downloads/rdr2/weapons/86-navy-revolver-sp/?do=findComment&comment=5788
- 101 comments
- 2 reviews
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[Unofficial] Troubleshooting Guide For Non-Working Mods
I would suggest starting with one mod, installing that, remember mods have requirements. Some mods are .asi based, and other mods are lml based, so with lml based you need Lenny's Mod loader, with the asi you require the asi loader. Regardless all mods are installed in the main directory, lml mods go into an lml folder in the main directory of the game, asi mods go into the main directory not in any folder. So if you have that then its a matter of conflicts, or understanding how the mod works to bring it into action in the game, like it requires you to be sitting, or standing, or on your horse, or you need your lasso out, or this or that. Read the descriptions of the mod pages and read the comments tab of the mod page to see if anyone is complaining about the mod not working, or something else with it. Outside of what i said what are you doing to determine that a mod is not working? Getting errors, game crashing, bad textures or nothing shows up when its supposed to? Know what the mod does exactly and how it works ingame so you have a clear cut idea what to expect. I get questions on my own mod page stating that the mod dont work when it runs fine for me, so people are either missing files, or have no idea how the mod works, or aren't in a location where things will spawn.
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Bandit Hideouts Mod v1.41
Update - v1.21 - Removed the bandit that would sit down inside a box at CaneBreak Manor hideout. - Added G_M_M_UNIAFRICANAMERICANGANG_01 and G_M_M_MICAHGOONS_01 to the Generic gang. - Added new hideout: Trail Rise - Added new hideout: Larned Sod ============ Notes: If your updating from v1.20 you only need the ASI file, and the ini. In the ini there is 2 new hideout additions added to the Disable individual hideouts List, if you want you can copy from the new one those settings to your ini or just replace your ini.
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[Unofficial] Troubleshooting Guide For Non-Working Mods
What mods are you trying to install and use?
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How do you install mods from nexus mods?
Same location as the RDR2.exe or for steam C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
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Arthur Real Scale 6'1
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Bandit Hideouts
The mod is enabled by default, make sure you installed the mod correctly. All files in the zip other then the readme go into the main directory of the game, same place as the RDR2.exe. Theres really nothing for you to do other then adjust whatever settings in the bandit_hideouts.ini all you need to do really is come within range of a hideout and bandits will spawn in, that depends where your at in the game, and if there is a hideout around the location your at. Normally if you haven't changed any settings in the ini you will get a small icon on the lower left of your screen when you come near a hideout, also an icon will show on the map for the hideout your near, so if you have that then you should see bandits at a hideout. Suggest also downloading the map: Google Drive: 60.6mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing this is just a picture of the RDR2 map with all the hideouts, their names, and what gangs are at those hideouts, that will give you an idea where the hideouts are. If you want a faster response to questions ask on the Nexus mod page here: https://www.nexusmods.com/reddeadredemption2/mods/2213
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Bandit Hideouts Mod v1.41
Update - v1.20 - Added new feature, when you clear a hideout you will earn a random amount of money between $25-$150 - Added missing ENABLE_CIMA_DEL_SENDERO=1 setting to the disable individual hideouts list in the ini. - Added new setting in the ini ZOMBIES_ONLY_ATTACK_PLAYER=0 enable this to have zombies only attack the player and not anyone else. - Added new Hideout: Hermit Shack - Added new Hideout: Sinclair's Cabin ============ Notes: The Bandit Hideouts.ini file has been updated, replace yours with the new version. Also if your updating from v1.19 you only need the .ASI and the updated ini. ===============
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Disable Out Of Bounds Snipers
Use this mod along with it, and it will work, does for me: https://www.nexusmods.com/reddeadredemption2/mods/887
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Life Of Crime
This, it would make the game like Skyrim where you can spend an hour creating a character and then experiencing the world, i dont like the idea of being a criminal or an outlaw right at the start, i think Rockstar should have given the player an option to play the story (campaign) if they wanted to and not be forced to be a certain person, or character, and know certain people based on things set in the story, this is why we are modding it so we can enjoy this western world with its many details. Cool, if it helps you can use an AI extension for Visual Code named Cody that will help you code: https://marketplace.visualstudio.com/items?itemName=sourcegraph.cody-ai&ssr=false#overview
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Bandit Hideouts
Hello, welcome to RDR2Mods.com! In the future ask on the mod's page itself: https://www.rdr2mods.com/downloads/rdr2/other/358-bandit-hideouts/ Or better yet the Nexus where i am most of the time https://www.nexusmods.com/reddeadredemption2/mods/2213?tab=posts The mod was updated this morning, so alot of things were fixed, idk what version your using but there is a previous version where the chance was not working correctly and we had fixed that, so i suggest make sure you get the latest version of the mod which fixes a number of things, as well as adds, and updates alot of other things, then try again. Again in the future ask on the mod's page itself, i will respond, a quicker response will be on the Nexus page.
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Bandit Hideouts Mod v1.41
Update - v1.19 Changelog: - Relocated Cornwall Kerosene Hideout. - Added new/Relocated the reinforcement spawn points for Cornwall Kerosene hideout. - Added - Doverhill hideout and Mount Arthur hideout ini settings for disabling hideouts as they were missing. - Changed - Martha Swain hideout had the generic gang when it was supposed to be murfrees, now changed to murfrees. - Fixed - Hideout Blip Icon Type, now you can change the hideout icon to 4 different types, before it wasn't working. - Fixed - Colter, Lakay, Beaver Hollow, Shady belle player gang camp hideouts not spawning in. - Fixed - Hideout "You cleared the hideout" message not showing after hideout was cleared. - Fixed - Hideout map blip not removed when a hideout is cleared. - Fixed - Custom gangs in regions, certain regions werent working as they were missing in the code. - Rebuilt ini - custom gangs in regions settings in the code, and ini, they were reordered based on the script code. - Updated ini - Rearranged the bandit settings in the ini, most settings are together now. - Increased - the spacing of the hired gunmen on foot and on horse from each other and the player. - Added - 8 new ambush locations. - Updated - the ini for the disable ambushes settings. ================= Update Notes For new players to the mod, you need all the files For existing players updating the mod from whatever version, you need only the .ASI file and the Bandit_Hideouts.ini Update Notes 2 - Bandit Hideouts.ini The ini was updated, it was overhauled again, mainly all the bandit settings are together, and there was a couple additions, updates to the disable hideouts list, and 8 new additions to the disable ambushes list. Update Notes 3 - Known issue/bug Just so you guys know, there is an issue currently, when you set this setting in the ini: // Persistent Blip Icon // ALWAYS_SHOW_HIDEOUT_BLIP=1 and clear a hideout, the map icon for that hideout will not remove, we are trying to determine why not and fix it. If you have that setting disabled the hideout icon will remove, also note that its on the bugs tab. ==============
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Bandit Hideouts
No update to the mod, still v1.18 someone reported on the Nexus mod page that the zip format was corrupt and they couldn't extract it, so i tested it myself a few times and got the same result, i had reuploaded the files in a new zip format and that fixed it, did it here too. v1.19 coming tomorrow. Cheers!
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Bandit Hideouts
That depends on your computer, i use DX12 myself and have no issues, run everything maxed, and can play 8-12+hrs without a twinkle, lol idk try either or, if it performs better on Vulcan then use it, and vice versa.
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LML is not detecting my files
Never used the loader myself and just use just the lml folder and thats it, never had an issue with mods not loading with that, though it dont keep track of your mods, or allows you to load and unload mods on the fly, regardless the manual way works, just a thought. So overall your saying the lml mods that go into the lml folder arent being added through the loader?