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Gunter Severloh

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Everything posted by Gunter Severloh

  1. Update - v1.15 Changelog: - Added new hideout: Tanner's Reach - Added new hideout: Cotorra Springs - Added new hideout: Shady Belle - Added new hideout: Plainview - Added new hideout: Rio Del Lobo House - Added new hideout: Pleasance House - Removed the Brontegoons from the generic bandits ped list - Added new feature: Disable individual hideouts - Updated the Bandit_Hideouts.ini with new feature settings =============================================== Notes: - If your a new player to the mod, download and install all files. - If your updating the mod from v1.14 to v1.15 you only need the .ASI file and add update the Bandit Hideouts.ini Important Note: Bandit Hideouts.ini has been updated! The Bandit Hideouts.ini has some new code in it, my suggestion is to copy the code from the ini in the update, to your existing ini file this way you dont lose any of your settings, or replace your ini with the new one your choice. 1. Open the new ini in the v1.15 zip you should see this code -----> See Picture of new code 2. Copy the code you see in the pic from the new v1.15 ini and paste it into your existing ini under where it says: // On-Screen Blip Icon // SHOW_HIDEOUT_ICON=1 ============================ Currently only those hideouts listed in the v1.15 ini are for all the story & missions in the game, so if you are going to do a story mission then disable the hideout that might be at that story location. Each update i will be adding more hideouts to the list, any questions please ask in the comments. Cheers!
  2. i'm lucky as it is to get crossed helping me when he can with code for BH. Theres so much code, and alot of scripts we updated all over the place since end of April, then too since im updating BH about twice a month depending, crossed would have to update AMJM too, so its not worth the effort. Dont think he would be interested i mean hes already busy as it is so he really has little time to do what he already does. Good questions, ideally this conversation should be on the Bandit Hideouts thread not here, but i'll answer for now. 1. AMJM still has bandit hideouts but only the first 35 or 36 that crossed built, in BH i had updated some of them, and fixed some formatting and other stuff. 2. All the bandit features in AMJM are the same as in BH but in BH their all upgraded with more functions, along with 60+ more hideouts, hence BH is the standalone (copy) of all the bandit features/functions of AMJM that was my idea and crossed and i put it together, and disabled everything else in the copy that AMJM is known for like the wagons and such. So yes and no they are working, in AMJM you still have the following: - Bandit hideouts (about 35 of them) - Posse bandits on horseback (these are the guys that chase you, but this was upgraded in BH a little i increased their spawn distance). - Random roaming bandits (this was upgraded in BH with a setting that allows them to attack you on sight). - Hired gunmen (this was upgraded in BH with settings for voices, and some other things). - Zombies (we havent done anything with zombies that i recall, so it should be the same in AMJM). 3. The random roaming bandits ini code wont work because there are scripts in BH that were updated that are not updated in AMJM for the same scripts. We had updated the code a couple of times so no the ini code wouldn't do anything because there is also a settings.h script that enables those settings in the ini to work which are absent in the settings.h for AMJM. Even if you added those codes for the settings in the settings.h script for the ini to work in AMJM for that feature, there is other scripts in AMJM that would need to be updated for that feature to even work, and the thing is theres a ton of code and a few scripts involved, its not really simple. ============== Personally if you want both mods to work together, i would do this if i were in your position: 1. Make a copy of your directory with all the mods in it, put it in a safe place. 2. Remove all mods other then AMJM and BH from the directory and then test, without anything else interfering you'll have a definite answer if both mods are conflicting or not. Again i dont play with AMJM anymore like i did back before we got BH released, when i was using AMJM prior to my mod, i was playing with all the bandit features anyways so BH is just a streamlined and updated version of AMJM's Bandit features, but along side the 40+ mods i play with i dont have any issues with performance. My computer specs btw are: i7-7700k 4.25ghz EVGA Z270 FTW K G.SKILL Ripjaws V Series 32GB (4 x 8GB)3600mhz Nvidia GeForce RTX 2060 12GB EVGA SuperNOVA 1000w P2
  3. I'm running about 40+ mods myself thats both .asi and lml but i dont use AMJM i think AMJM is your issue, as when i play with Bandit Hideouts the game is smooth for me. AMJM Transport has about 35 hideouts in it, thats where crossed stopped with it, in Bandit Hideouts, i have the same hideouts plus 60 more which i built since release, and another 5 more coming for the upcoming update. There maybe some issues with Bandit Hideouts in relation to AMJM as BH has been updated in different areas of the code since its release in May, there have been some functions in BH that have been reported not to be working (hideouts, posse on horseback, roaming bandits, hired guns, and zombies) work fine, and some other misc functions, so it depends. AMJM and BH share alot of the same code, because BH is literally a copy of AMJM Transport just with all the scripts, and various things for wagons and such are disabled in BH, but BH is upgraded so yes there can be conflicts, but there could be other mods your running that could also be interfering too. Also the number of reinforcements or even bandit numbers could influence performance, i normally play with the default numbers which is min 13 and max 23 and so many reinforcements, since your playing with about 75 mods i would look at what your running that could be interfering, if theres any mods that changes ped behavior, or spawns peds, or something of the like then it could be the issue, idk.
  4. No, actual tools that you can load and unload mods. For compatibility between mods, if your also using AMJM Transport mod then go into the AMJMTransport.ini and look for the following codes and set them as you see below: // BANDITS SETTINGS // PERSISTENT_HIDEOUTS=0 RANDOM_BANDIT_ATTACKS=0 RANDOM_ROAMING_BANDITS=0 Those setting will disable hideouts, the bandit posse (bandits on horseback), and the roaming bandits in AMJM Transport. Leave them enabled in the Bandit Hideouts.ini though as that ini will be read instead of the AMJM Transport for just those settings. The remaining settings for the AMJM is all the wagon and other features so those wont interfere as they all have been disabled in the code for Bandit Hideouts. Any other questions i have a Questions and Answers Article seen here for the mod: https://www.nexusmods.com/reddeadredemption2/articles/267
  5. Getting back to you, i got it working, i think the issue was i didn't have my weapon out so when i did that, it worked! Thanks very much for this mod!
  6. Welcome! Check the nexus for tools for mod menus i know theres a couple there, idk about here havent looked. Ya Depends which Arma but im mostly in Arma 3 these days, i post a video everyweek on my Arma 3 channel too.
  7. Download it from my Google Drive: https://drive.google.com/file/d/18s-Ujjtpl0uLPKiceAKsiu6nrZ6M8bon/view?usp=sharing put it in the main directory ---> C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 same place as the RDR2.exe. Once ingame you can use it to disable all your mods at once to test something. So all you need to do is just press ctrl R to disable all your mods, and then press ctrl R again to re-enable them. I use this for testing new hideouts for my Bandit Hideouts mod, i disable the mod and then add an updated version of the mod's .ASI file and then reenable it and i can then test it, all i use it for. So if you wanted to add another mod, or take out a mod while ingame then use the Scripthook dev, it will allow you to stay ingame, as it takes a while to get the game started up again, i do this multiple times when working on my mod, so it saves me a ton of time. Hope that helps!
  8. If you guys need to change the key in the ini to something else like i did as the default key is k go to this website and look up the key you want to use and change that key to the new code in the ini https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes edit ... unfortunately this mod dont work for me, i change my key to x, crouched ingame and nothing happened, yes i have scripthook installed, im running about 40+ mods without issues, game runs fine otherwise so idk, any suggestions?
  9. Hi, Answered you in your pm, in the future contact me on Nexus as im there almost everyday, pming me here wont get you a faster answer. As for scripthook make sure your running latest version of the official scripthook, the custom ped list as your finding out may cause issues when using custom peds, i havent had any reports on the nexus since the start of the mod about the list other then some peds wont spawn or work. Hiring gunmen should be limited to under 5, for some reason the game might crash using all 5 but mostly because when they spawn horses, again i have no idea why. Get a fresh copy of the mod (.asi) and see if anything changes, dont use the mod when your going to do missions, or story parts, complete them first. Mod has some issues, understand that theres 132 scripts in the mod, with thousands of lines of code, at some point something may conflict, or break, and some of the issues that have been reported can be caused by various things, other mods can interfere or conflict and cause bugs to happen. The game is already instable and not mod supported as it is which makes it harder. Suggest to solve some of the issues is to test without other mods. i will look into the icons when i work on the mod again. No. Mod goes into the root folder of the game, no where else, the mod dont contain a "scripts" folder ignore all that. You did something wrong somewhere, again all files go into the RDR2 directory no where else, here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 install it, tweak the ini to what you want and thats it, disable or remove the mod during missions and doing story related missions. Dont use the mod til you get to chapter 2 or bandits will be at Colter and interfere with the story. I'll look into the map icons when i work on the mod and see if there is any issues, but theres no guarantees i can fix anything if there is indeed an issue in the code, or some new bug.
  10. Try reinstalling the mod, also make sure ped damage overhaul mod if your using it could be using the same key and cancel it out.
  11. That code dont seem to work anymore and we dont know why, but your being attacked by bandits on horseback, in the Bandit_Hideouts.ini look for this // Bandit Posse on Horseback // and change the code for it from 1 to a 0 (zero) like this ---> RANDOM_BANDIT_ATTACKS=0 In the future any questions review the questions and answers article here: https://www.nexusmods.com/reddeadredemption2/articles/267 or ask on the comments section here on the Nexus mod page https://www.nexusmods.com/reddeadredemption2/mods/2213 as i dont come here that often, im on the Nexus almost everyday so i will most likely see your comment.
  12. Mod has an issue with hideouts currently, me and crossed have no idea whats going on, theres a ton of code to look at, but you can also try 999 for the value but keep in mind that as soon as you restart the game the hideouts will be reset. I and crossed are still working on the code where you can disable individual hideouts so til we get that working then, my suggestion overall is if there is a mission, or story part you are planning on playing, disable the mod until you have completed them. Bandit hideouts doesn't compliment the story aspect of the game only because some code that was formerly working dont seem to work anymore, and again we have no idea why. We just recently solved why Colter, Lakay, and beaver Hollow werent working after a few months of testing and now its fixed.
  13. To "permanently" disable a hideout once cleared you can set their respawn timer to a very large value. This is the largest value you can set: 2147483647 (seconds). This will disable them for ~10 thousand hours, basically forever 🙂 But it will not get saved so they'll still respawn when you reload the game.
  14. Make sure you have the required files for the mod or it wont work, mod could be broke too, suggest reading the comment section of the mod and see what others are saying as if anyone else is saying the mod dont work then theres your answer.
  15. Delay in posting this, but this was released on Thursday the 23rd: Update - v1.14 Changelog: - Fixed the Roaming Bandits setting where when disabled they would still shoot on sight. - Fixed Colter, Lakay, and Beaver Hollow hideouts not spawning in. - Updated several of the descriptions in the ini. - Added new hideout: Face Rock - Added new hideout: The Old Bacchus Place - Added new hideout: Painted Sky - Added new hideout: Downed Tree - Added new hideout: Nekoti Rock - Added new hideout: Don Julio ============= UPDATE NOTES: - For those who already have the mod you only need the .ASI file - The ini descriptions were updated, though this dont change the function of the mod, up to you if you want to replace your existing ini. - Dont forget to download the map linked on the description tab as it was updated for v1.14! For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment.
  16. Never heard of lenny's hook, so have no idea. Just make sure the mod has the following installed into the main directory: Bandit_Hideouts.asi Bandit_Hideouts.dat Bandit_Hideouts.ini Bandit_Hideouts_CustomPeds.txt the game's directory seen here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 also install Scripthook (ScriptHookRDR2.dll) along with dinput8.dll Btw i mostly hang out on the Nexus page for the mod: https://www.nexusmods.com/reddeadredemption2/mods/2213 so if you have questions need answering you may reach me there faster, either way.
  17. And ... how did you fix it? Your not the only person playing the game with mods. No one cares that you fixed it if you dont share what you figured out, seriously why even post saying you fixed it and then dont explain how you fixed it. Sharing is caring, luckily i dont have your issue but i bet someone else does.
  18. Update - v1.13 Changelog: - Added new Bandit_Hideouts.ini setting which enables/disables the .dat language setting for the Hired Guns menu. - Changed the number of Hired Gunmen you can hire from 7 back to 5. - Fixed the Hired gunmen prompt not showing. - Fixed the hired gunmen menu missing text. - Enabled Roaming bandits to spawn in the Snowy Regions, and in Guarma. - Removed the rope, shot glass, and corpse from the Fort Brennard hideout. - Reformatted the code for many of the hideouts hideouts. - Rebuilt & relocated the Pleasance Hideout. - Added new hideout: Hani's Bethel - Added new hideout: North Twin Stack Pass - Added new hideout: South Twin Stack Pass - Added new hideout: Oil Derrick - Added new hideout: Lone Mule Stead - Added new hideout: Scratching post ============================== v1.13 IMPORTANT NOTES pt 1 - PLEASE READ! There is a new setting in the Bandit_Hideouts.ini you have 2 choices: A. Either download the ini and replace yours with it if your not new to the mod. OR B. Copy the following code and add it to the ini so you dont need to change any settings: COPY THE RED CODE BELOW: // Hired Gunmen Menu Language Translation DISABLE_TRANSLATION=1 // Disabled by default, change to 0 if your using a .dat language file, this setting is for those who speak another language other then English and cant read the Hired Guns menu in English. ======================== Where do we put this code? Paste it under where it says HIRE_COST=25 for the Hired Guns Settings. v1.13 IMPORTANT NOTES pt 2 The hired guns is limited to 5, we are unable to increase it because of code constraints, the code is not setup for more then 5 nor will it handle it as there are a few scripts and lines to be changed to enable more. For New players to the mod, if you have a question please review the Questions & Answers article HERE first before posting a comment. ===========================
  19. Welcome to RDR2Mods Forums! My guess is the change with Rampage is tied to a save file, so what i suggest you can try is create a new save and then load that and see if anything changes.
  20. Update - v1.12 Changelog: - Changed the gang from Murfree to generic at DoverHill, and Martha Swain hideouts. - Changed the gang from O'Driscolls to generic at watson's cabin hideout. - Changed the gang from generic to O'Driscolls at Ewing basin hideout. - Changed the gang from generic to Del lobos at Carin Lake hideout. - Changed the gang from generic to Exconfed at Copperhead Landing hideout. - Increased the distance of the revive for when the player revives a hired gunmen. - Increased the number of gunmen you can hire from 5 to 7. - Changed the wording for the Hired gunmen from "Hired Guns to "Hire Gunman". - Added code for the hideout Spawn Chance in the settings.h script. - Added language support for the Ukrainian language (.dat file is in the downloads section) - Adjusted the code format for a few hideouts. - Removed the corpse,rope, and shot glass from Coot's Chapel hideout. - Added props to Beaver Hollow, Lakay, and hanging dog ranch hideouts. - Added new hideout: Adler Ranch Guarma Hideouts - added new hideout: Cinco Torres - added new hideout: LaCapilla - added new hideout: Cima del sendero (Trailtop) - added new hideout: EL Nido - added new hideout: Aguasdulces ============================ Important NOTES: Want to let you guys know that the hired guns is broke somehow in the update, what's actually "broke" is the menu to hire a gunmen at the bartender is blank, you can still hire a gunmen if you can figure out the functions, also when you hire you wont be able to command them, the menu for that dont come up. Crossed and i are looking into this issue and have already fixed a part of it before the v1.12 update here as before the menu didn't come up at all. NEW HIDEOUTS MAP! Lastly i saved the best for last, we have a new hideouts map which you can see on the description tab, i have a link there where you can download the map, its 60.3mb! This map was created by a friend known as Cockerball and Moth-man thanks to their creative Photoshop skills they have all the hideouts and ambush locations on the map, sorted by color, number, and by what gangs are at those hideouts. ============== Ps. For the v1.12 update all you need is the .ASI and the .DAT files, new players need all files. Pss. For new players to the mod, if you have a question please review the Questions & Answers article HERE
  21. Lets add AVG to the list as thats what i use and never had issues with LML. Yes theres nothing to worry about, dont let the antivirus get you paranoid. The site here is a secure and run by some honest good people that like RDR2 like you and i, same with Nexus. Any mod uploaded to the site here is scanned for viruses ect,. anyways, i use LML and also have that vfai file, have used it since it released, i also run about 40 mods when i play and never had an issue with my antivirus giving a notice about the file or any file coming from this site or Nexus. I suggest just make an exception, or press ignore or whatever antivirus your running, and get back to the game, as Arthur says in game ---> pressing defuse "Its all good, calm down" 😄
  22. v1.11 - October 18th, 2023 Changelog: - Increased the spawn distance of the Bandit Posse on horseback from 110.0f to 115.0f - Increased the maxspawn and despawn distances for the Bolger Glade hideout. - Decreased the maxspawn and despawn distances for the Lumberyard hideout. - Decreased the maxspawn and despawn distances for the Willard's Rest Hideout. - Increased the center radius of the hideout for Bolger Glade hideout from 900.0f to 1500.0f - Decreased the center radius of Wallace Overlook hideout from 900.0f to 700.0f - Decreased the center radius of Watson's Cabin hideout from 900.0f to 800.0f - Increased the center radius of Barrow Lagoon from 300.0f to 500.0f - Removed the rope, corpse, and shot glass for the abandoned factory hideout. - Added new hideout: Cochinay - Added new hideout: Fort Riggs - Added new hideout: Pike's Basin - Added new hideout: Manito Glade - Added new hideout: Dover Hill - Added new hideout: Martha's Swain - Added new hideout: Veteren's Homestead - Added new hideout: Sawbone Clearing - Added new hideout: Fire Lookout Tower - Added new hideout: Elysian Pool Cave - Added new hideout: Osman Grove - Added new hideout: Chelonia Top - Added new hideout: Grizzlie's Top - Added new hideout: Strange Statues - Added new hideout: Chez Porter - Rebuilt the hideout: Near Hagen - Added new Ambush location: Ambush 20 (east Butcher Creek). - Added few props to hideout: Ewing Basin. - Added patrol path code to 20 hideouts that didn't have them (this took me 5hrs to do). - Fixed - The Roaming bandits attack on sight code in the roamingbandits.cpp script. If you have the ini setting set: ROAMING_BANDITS_ATTACK_ON_SIGHT=1 The roaming bandits should now attack the player when he is seen, just a note, they will be either on foot, on horse, or on a wagon so its not limited to just a small group of bandits on foot. - Updated relationships.cpp - changed relations with player and bandits at hideouts. - Added entry for gang in Guarma into the code. ================ Important! If you have v1.10 then all you need for this update is the ASI and the .DAT file. Questions & Answers article was updated, as well as the Bandit Hideouts Totals List Also i will be creating a known issues article soon to list some of the bugs or issues the mod has. Lastly - 3 hideouts that are not working correctly are: Colter, Beaver Hollow, & Lakay. They are story location hideouts, theres an issue with them where they will spawn in, but despawn when you get close, crossed and i dont know what the issue is yet, we think the hideouts are conflicting with the story hideouts, we will see.
  23. Are you asking me? I believe they only work with DX12, their not Vulkin set mods, otherwise on the mod pages the author's would state what video setting they only work for ive seen that with a couple of mods before, thats about all i can tell you.
  24. Welcome to RDR2Mods.com! All mods are installed into the main directory of the game which is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 you have to unzip the mod files and if the mod requires lml then you need lml, if its an .asi file then just put the .asi file in the main directory, most mods require scripthook, so i suggest going back to the mod page and reviewing the requirements.
  25. v1.10 - August 28th, 2023 Changelog: Removed the hanging corpse/rope at the Flattened Cabin Hideout. Removed the shot glass at Millesani Claim mine Hideout. Increased the area center/radius by 100m for Millesani Claim mine Hideout. Increased the area center/radius by 75m for The Old Greenbank Mill Hideout. Removed the shot glass at The Old Greenbank Mill Hideout. Removed the patrol positions at The Old Greenbank Mill Hideout. Added 2 bandit spawn positions at The Old Greenbank Mill Hideout. Added lantern at The Old Greenbank Mill Hideout. Removed the patrol code of Lakay Hideout. Lowered the min, max, and despawn distances of Lakay Hideout. Added new hideout: CaneBreak Manor (located in Bluewater Marsh). Added new hideout: Bolger Glade (located SE of Rhodes). Notes on the Lakay hideout The hideout had an issue with spawning bandits, possibly conflicting with the vanilla mission/hideout that is there. Bandits would spawn in normally when you got in max range of the hideout, but then once you got to the min range about where the stakes are with the skulls on the path the hideout would despawn. I had rebuilt the hideout twice,tested it numerous times with default min/max bandit numbers and it gave me the same result. The hideout crashed my game twice when i reached the despawn point for the hideout. So just letting you guys know that hideout may or may not work, it may crash your game and or do exactly as happened to me, im not sure how to fix it and dont understand what the issue is. File Notes: You only need both the .ASI and .DAT file for this update.

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