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Gunter Severloh

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Everything posted by Gunter Severloh

  1. 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. ===========================
  2. 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.
  3. 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
  4. 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" 😄
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Forgot to update this when i posted the last update but here is the changelog for version 1.9 Update - v1.9 - August 14th, 2023 Updated - MILLESANI CLAIM MINE Hideout: - Replaced the reinforcement spawn points with new coordinates. - Removed the rope and hanging corpse. - Added 2 new lanterns to the area. Updated Hermit Cave Hideout: - Added campfire outside of the cave entrance. - Added 3 bandits outside the cave, 1 sitting by the campfire. Reduced the min, max, & despawn distances for Hanging Dog Ranch hideout. Added - new hideout: Vetter's Echo Added - new hideout: Watson's Cabin Added - new hideout: Wallace Overlook Notes: You only need the .ASI file for this update.
  10. Did you read the description of the mod? It tells you what it does. I'll break it down for you: Bandit Hideouts is a standalone version of all the bandit features of the AMJM Transport mod but upgraded. All the wagon, job, boats, pirate and whatever else AMJM Transport did is disabled in Bandit Hideouts. Bandit Hideouts mod is exactly that, new and more bandit hideouts including a new feature called Ambush Locations which currently theres about 19 of them. AMJM has about 35 i think hideouts for bandits, in Bandit Hideouts the mod has those 35 plus 24 more that i built with more being built every week. All together there are 59 bandit hideouts all over the map and 19 ambush locations in total. Well AMJM does have what bandit hideouts does in terms of some features as the bandit features have been upgraded, more settings and ini settings have been added. So no some of the settings you see in Bandit hideouts wont be in AMJM's ini file. You can use both mods but i would disable the bandit settings in the AMJM transport ini file or you will get conflicts, and its a bit redundent because the 35 hideouts in AMJM are in Bandit hideouts so if you ran into a hideout in AMJM while running BH then you may crash the game or you may spawn double the amount of bandits, idk never tried and i dont use the mod, just BH. In my opinion if you use AMJM for the bandit features you would be short changing yourself, i know because i played with AMJM Transport since crossed released that mod, and then i asked him if we could build a standalone version of all the bandit features and he was cool with that, so he helped me build the mod and get it stable and working. So bandit hideouts does alot as you can read in the description, it overhauls the bandit features, the main focus of the mod is well hence its name... Bandit Hideouts so with AMJM alone your limited to 35 hideouts which is still alot but then you'd be missing out on 24 new ones, plus ambush locations, alot of ini settings that have been added and tweaked, map icons that can be enabled and disabled, including other settings like reinforcement numbers on horse and foot for hideouts. Read the changelog it will give you an idea what was done since the standalone release.
  11. Update - v1.8 - August 7th, 2023 Changelog: - Enabled the Silent Stead hideout to be a persistent hideout which means it can spawn bandits. - Adjusted the Feral Cave hideout name as it was incorrect in the script, and was giving an error. - Added - New hideout: Meteor House - Added - New hideout: Willard's Rest - Added - New hideout: Van Horn Mansion - Added - New ambush location: North of Annesberg - Added - New ambush location: West of Annesberg Notes: - You only need the .ASI and the .DAT files for this update.
  12. All 3 files go into the main RDR2 directory which is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
  13. Hello, welcome to RDR2 Forums! The RDR2 directory is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 thats assuming you have steam, otherwise if not idk either, but its along the same lines. As far as installing mods go from the Nexus, its no different then downloading a mod from the site here. I suggest starting with one mod, as if your struggling to understand how and where to put that mod, more will only make it more complicated and confusing, so keep it simple! LML mods go into the lml folder which is in your main directory. .ASI mods go into the directory itself and not in any folder of the directory. The majority of mods require scripthook, so you'll need that, which is usually linked on the mod's page or on their requirements tab if they did it right. Scripthook will also go into the main directory itself and not in any folder. Ya that means after you extract the zip, the files: SeasonsVestigia', 'Seasons' go into the lml folder in your main directory. Seasons.asi, Seasons.dat, and Seasons.ini files go into the RDR2 directory itself as they are .asi files. So look at it like this: .asi .dat and .ini files all go into the main directory itself, that goes for all mods.
  14. Hello, welcome to RDR2Mods. I run about 40 mods myself, both .ASI and LML mods so i can help. Follow my steps: 1. Start over, clear out all the mods and any files you added to your RDR2 directory, thats lml and asi files. 2. Your RDR2 directory for steam (i'm on Steam as well) is here: C:\SteamLibrary\steamapps\common\Red Dead Redemption 2 All mods go into the Red Dead Redemption 2 folder, no where else. 3. List what mods you have and lets choose one to install. Lets start there.
  15. Once you get the mod properly installed review the included ini file as that is where you want to customize the mod for your gameplay style. These settings which are at the top of the ini speaks for itself: // Story settings // DISABLE_DURING_MISSIONS=0 // Set to 1 to disable the mod during story missions, it will also disable it during some missions added by other mods. DISABLE_STORY_LOCATION_HIDEOUTS=0 // Set to 1 to disable bandit hideouts located at major story locations like Beever Hollow, Colter, or Shady Belle. Any questions please ask.
  16. As Redfan said the mod isn't installed in the lml folder, its not an lml mod, the instructions on how to install the mod is at the bottom of the description. Regardless if you installed it correctly, if you are getting alot of enemies then you need to look at the Bandit_hideouts.ini and adjust the numbers for Hideout Reinforcements. Hideouts themselves at max have about 21-23 bandits that depends on the hideout too, any more bandits that you have set for min and max will show up in the reinforcements.
  17. v1.7 Added - New ini setting that will allow the player to change between 4 different map icons for hideouts. Added - New ini setting that will enable the player to disable the ambush locations. Added - New ini setting that will allow you to change the gang type for a region. Added - New Hideout: Six Point Cabin Added - New Hideout: Compson's Stead Added - New Hideout: Feral Cave - (this is the cave that the feral man was living in north of Beaver Hollow) Fixed - Hideout at the Dewberry Creek Mill ================================== Update Notes: Please review the new Bandit_Hideout.ini settings, i have notes in the ini next to each setting that best describes what a setting does and how to use it. If you dont understand how something works in the ini please ask and i'll respond as soon as i can.
  18. Hello, I'm looking for the ingame map file in OpenIV cant seem to locate it, i see the loading screen jpegs for the loading of the game but not the map itself. Is the map ingame a jpg image that we can scroll around and interact with or is it another type of file? What im looking to do is i need a high quality map that i can update and add icons too for my mod bandit hideouts mod as currently what im using when you scroll in to look at a hideout location the mark on the map becomes all blurry. Any suggestions on a better way to do this?
  19. In my opinion i would manually install each mod, i did that for what i use and i'm using about 40 mods and get no issues. In your lml folder there you have rar files, you have to extract those, your getting an error because the mods arent being installed correctly. Read the readmes if there is one for mods, and or read the mod page on how to install mods, it isn't hard lml mods go in the lml folder .asi files go in the main directory. Manually installing mods teaches you more about mod structure in terms of what the files are, where they go, instead of something automatic, it may take you more time but then your only doing it once. Once you have your mods installed and your game is running fine with the mods then back up your entire directory, just make a copy of it and stash somewhere as a back up and a reference for the future if you install more mods. Also add this mod to your mods as well It will disable the legal screens, the shotgun intro, and put you right into story mode, it cuts the loading time in half.
  20. v1.6 Added - New ambush location: Ambush16 - Benedict Pass Added - New ambush location: Ambush17 - Benedict Pass RR Bridge Added - New Hideout: Rathskeller Fork Added - New Hideout: Twin Rocks Fixed - Enable/Disable hired gunmen ini setting, this will allow you to turn on/off the hired gunmen feature, if you disable this then you will no longer see the hired gunmen prompt at saloons. Was previously fixed in v1.5 but after further testing and reports it still wasn't working, now working.
  21. Update, here is the changelog. The mod gets updated every monday! v1.5 Added - New ambush location: Ambush11 - Stillwater Bridge Added - New ambush location: Ambush12 - Stillwater Pass Added - New ambush location: Ambush13 - Crevace Pass - (South of Stillwater) Added - New ambush location: Ambush14 - Brittlebush - (west of the trawel location) Added - New ambush location: Ambush15 - Jorges Gap - (North of Mercer station) Added - New Hideout: Quaker's Cove - (North of Thieves Landing) Added - New Hideout: Stillwater Cabin - (West of Thieves Landing) Added - New Hideout: Brittlebush Trawel - (On the St.Luis River) Added - New Hideout: Venter's Place Added - Option to hire a gunmen at the inn in Strawberry as there is no saloon there to hire one. Added - New ini setting to enable/disable the hired gunmen which also removes the hire gunmen prompt at saloons if enabled. (Wasn't working in v1.5 but is Now fixed and will be added in the v1.6 update) Added - New ini setting to enable/disable the "You cleared the hideout" Message after clearing a hideout. Added - Two new ini settings for: - Bandit Reinforcements on Horseback - Bandit Reinforcements on foot They will do the following: Reinforcements on foot or horseback depend on your HIDEOUT_BANDITS_MIN and HIDEOUT_BANDITS_MAX settings, it'll be a random number between your set values. If the HIDEOUT_BANDITS_MIN and HIDEOUT_BANDITS_MAX settings are too high and not every bandit can spawn into the hideout initially as there are a set number of positions then they'll spawn in as reinforcements. For example if a hideout's max is set for max=50 then by a hideouts default max 21 setting the remaining 29 bandits will come as reinforcements on horseback (default max 6) and bandits on foot. Updated - The Bandit Hideouts.ini with new settings as listed above as well as rewording of the settings descriptions. Updated - The map with the new ambush and hideout locations.
  22. Getting back to you, thanks for your reply, i got this sorted on monday, there was nothing wrong except for the code in one of the scripts in the mod itself, the scriptHookRDR2.DEV was working fine. My issue was not that the scripts in the mod and theres about 130+ of them weren't working, just the placement of some of the code for hideouts wasn't being read because there is 2 other scripts that work with one script that had the code for them in the wrong areas so because of that most of the hideouts werent even spawning in bandits. Ya i did clean restart and everything got same results but again its sorted we know what the issue was and fixed it, and everything is working fine now.
  23. Version 1.4 released as of: Update posted on June 13th Here is the changelog: v1.4 Adjusted - Relationship between player and bandits at hideouts to wanted as before they were set to hate, this should at least give some interaction back from the bandits instead of immediately attacking the player. Adjusted - Size, width & height of the Blip icon on the bottom lower of the screen. Changed - The blip icon that shows on the map to another type of icon. Added - A new setting in the Bandit Hideouts.ini that will allow you to enable/disable the blip icon from your screen and map when you approach a hideout or ambush location, the blip icon is on by default. Added - New Feature: Persistent Blip icon The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not, if you clear a hideout the blip icon will be removed until the spawn time for that hideout has returned. The persistent blip icon have their own icon type vs the one on screen. Added - New setting in the Bandit Hideouts.ini that will allow you to enable/disable the Persistent Blip icon for every hideout on the map. Added - New Feature: You cleared the hideout Message Now when you clear a hideout a message will show on the screen briefly that you have cleared a hideout, their will still be at least 2 bandits left alive when this happens. Added - New Feature: Hired Gunmen Voice Lines Now when you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands, and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice. This feature can also be enabled and disabled in the ini, and is enabled by default. Added - New hideout in Tall Trees: Aurora Basin Added - 3 new ambush locations in Tall Trees Increased - The distance of hired gunmen on horses from the player. Updated - Misc wording of the ini. Updated - The map adding the new hideout and ambush locations. ============== crossed and i spent another 9hrs on this update, fixed some things and added some new features, including new ambush locations and a hideout. I wanted to do more ambush locations and hideouts but ran into an issue with the code which took a day to get sorted but we got it. More updates to come!
  24. I been testing my mod's new update and im wondering if my scriptHookRDR2.DEV is fully working. I press ctrl R to disable and then again to reenable but i get no beeps i can see my mods are being loaded and unloaded so i think its working ok. Im using only the dinput8.dll from (July 18th, 2021) and running about 40 mods and have no issues with them. My mod im testing (Bandit Hideouts) im running into an issue with a hideout not showing, im wondering if the dinput8.dll version im using is influencing what's being loaded as in the mod is not being fully loaded when i use the scriptHookRDR2.DEV ingame? Should i try the latest version of the dinput8.dll and see if that changes anything or does it matter? Im not using version.dll just the dinput8.dll
    Idk why i didn't use this sooner! This literally goes from the black screen loading bar at the start to loading into the story mode. This cuts the time it takes to get ingame to less then half the time. No more: Legal screens This game is not fictional screen Shotgun cinematic Main menu This is crazy it bypasses all that and you go from loading bar to the loading Story mod with the story mode screens, next thing you know your ingame! 😆 This saves you so much freaking time, i needed this early this morning when i was working with crossed99 on updating our Bandit Hideouts mod, i was in and out of game testing for almost 8hrs!

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