This mod adds 120 new bandit hideouts, 37 ambush locations, a bandit posse on horseback that will chase and hunt you,
roaming bandits on foot, horse, or wagon that will attack the player on sight, hire gunmen at saloons, and zombies.
Players can customize all features with various settings through the Bandit Hideouts.ini file.
Description
Bandit Hideouts is a standalone version of the AMJM Transport mod bandit features, created by crossed99.
I would like to give credit and thanks to crossed99 for allowing and helping me build this version of the mod.
crossed99 and i had spent a Saturday and Sunday on this version of the mod, so i want to present
to you: Bandit Hideouts
Features:
Bandit Hideouts
The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out.
Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits
a hideout will have, and how many reinforcements will come if any, even if zombies will spawn there instead of bandits.
Hideout Locations Map
The hideout locations map is a high resolution map of the RDR2 world you can download and use as a reference to
see where all the hideouts, & ambush locations are at in the world.
The legend on the map will tell you what area a hideout or ambush location is in, what gang is there, each hideout/ambush
spot is marked with a skull icon to represent a hideout, and an X to represent an ambush location, both a numbered and listed in the legend accordingly.
Icons on the map will indicate their exact locations.
Hideout Locations Blip (icon)
A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen
it means a hideout has spawned in and is nearby. Another similar icon will also show on the map where the hideout is.
If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout.
If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up.
You can disable this icon if you wish through the included bandit hideouts.ini
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 on the map will be removed until the spawn time for that hideout has returned.
The persistent blip icons have their own icon type vs the one on screen. The icon can also be turned off in the ini, and
only the blip icon of a hideout will show on the map when the hideout spawns in.
Types of bandit hideouts
Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places.
Hideouts will spawn bandits in by chance when you’re nearby, this means that if set in the Bandit Hideouts.ini
you set the chance to 100 then each time you come close to an area where a hideout would be then bandits
will spawn there for sure, the lower the chance then it becomes random or less.
Cleared hideout message
A small feature by default is if you cleared a hideout a message will show on the screen saying
“You have cleared the hideout!”
you can disable this in the ini if you wish.
Earn money from clearing hideouts!
Yes you read that right, after killing all the bandits in a hideout, you will earn a random
amount of money ranging from $25 – $150
You can customize the amount you want to earn in the ini or set it to 0 to disable it.
Cleared hideout respawn
Once you clear a hideout you can set in the ini the cool down of how long before they respawn again.
If you set the respawn to 1 for example then in one ingame hour from when you cleared the hideout bandits will spawn in again.
Hideout bandit/gang types
Each hideout will be populated with gang members for the area the hideout is in, for example:
Valentine area will have O’Driscoll members or a generic gang.
Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang.
Annesburg area will have Murfree gang members.
Saint Denis area may have either Nightfolk, or a generic gang.
Tall Trees area you will see the Skinner brothers gang.
New Austin area you will see the Del Lobo gang.
Grizzlies West (snow region) area will have a generic gang.
Grizzlies East (snow region) area will have a generic gang.
Guarma will have the Cuban Army and Nightfolk.
Disable individual Hideouts
This feature allows the player to disable any individual hideout in the mod through the included ini
all you need to do is locate the hideout you want from the downloadable map to disable ingame and then change the number from a 1 to a 0.
There is a list of settings for all hideouts in the ini.
Custom Gangs in hideouts
Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang.
The gang types to choose from are the following:
// Gang Type Reference //
Generic gang – 7
Murfree Brood – 8
Lemoyne Raiders – 9
O’Driscoll Boys – 10
Skinner Brothers – 11
Del Lobo gang – 12
Nightfolk -13
Cuban Army -14
Ku Klux Klan – 15
Wapiti Warriors – 16
United States Army – 17
Laramie gang – 18
Micah’s gang – 19
Angelo Bronte’s Mob – 20
Cornwall Goons – 21
Braithwaites – 22
Gray Family – 23
Foreman Brothers – 24
Bounty Hunters – 25
Pinkertons National Detective Agency – 26
Chelonians – 27
Vampires – 28
Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list:
ENABLE_ABANDONED_FACTORY=1
– With the setting at 1 the hideout spawns its default gang.
– With its setting at 0 the hideout is disabled and wont spawn.
– If the number is changed to a number from either 7-26 seen in the list above, then that hideout will spawn that gang based on the number.
For example if we changed the number to say:
ENABLE_ABANDONED_FACTORY=18
then the Larmie gang will spawn at that hideout instead of the default gang.
Here is an article on how this works in more detail with a video demonstration/guide
Guide:
How to change the gang that will spawn
at individual hideouts or ambush points
A new feature added in v1.23 is where you can change what gang will spawn at an individual or
single hideout and even ambush point.
This is done through changing the settings through the Bandit Hideouts ini.
Bandit Hideouts ini settings
In the Bandit Hideouts.ini you have the Disable individual hideouts list,
below the list is the Gang Type Reference list used to change what gangs will spawn for the
regions list, the disable individual hideouts list, and Ambush points list.
In the ini is this in the Disable Individual hideouts description:
// Disable Individual Hideouts //
// Hideouts are enabled by default, set 0 to disable or set from 7-28 to change the gang type using the Gang Type Reference below. //
// All hideouts are listed by region, and ordered based on the downloadable map. //
In yellow is the words “set from 7-26 to change the gang type using the Gang Type Reference below”
heres how it works:
Disable Individual Hideouts
Heres how it works:
So lets use one hideout from the top of the Disable individual hideouts (story & missions) list as an example,
lets say we wanted to change the type of gang that spawns at Adler’s Ranch.
So we locate Adler’s Ranch in the list which is the top name: ENABLE_ADLER_RANCH=1
Heres what the numbers mean:
The number 1 at the end: ENABLE_ADLER_RANCH=1
1 = means that the hideout is enabled and will spawn with its default gang, which is the Odriscolls for this hideout.
0 = means the hideout will not spawn bandits, and is disabled.
7-28 = is in reference to the Gang Type Reference below:
So what you do is, lets say we wanted to change the gang at Adler’s Ranch to the Wapiti warriors gang
their number on the Gang Type Reference is 16
Change the ini setting to this:
ENABLE_ADLER_RANCH=16
Change the hideout to spawn the Skinner Brothers, change it to this:
ENABLE_ADLER_RANCH=11
Change the hideout to spawn the Murfree’s, change it to this:
ENABLE_ADLER_RANCH=8
// Gang Type Reference //
// Generic gang – 7
// Murfree Brood – 8
// Lemoyne Raiders – 9
// O’Driscoll Boys – 10
// Skinner Brothers – 11
// Del Lobo gang – 12
// Nightfolk -13
// Cuban Army -14
// Ku Klux Klan – 15
// Wapiti Warriors – 16
// United States Army – 17
// Laramie gang – 18
// Micah’s gang – 19
// Angelo Bronte’s Mob – 20
// Cornwall Goons – 21
// Braithwaites – 22
// Gray Family – 23
// Foreman Brothers – 24
// Bounty Hunters – 25 // Warning – You may get wanted if you use this gang.
// Pinkertons National Detective Agency – 26 // Warning – You may get wanted and gain a bounty if you use this gang.
// Chelonians – 27
// Vampires – 28
===============
Do the same for Ambush Points:
// Disable Individual Ambush Points //
ENABLE_AMBUSH_01=1 // Owanjilla Dam
by default this ambush point spawns the gang_odriscoll
1 = means that the ambush point is enabled and will spawn with its default gang.
0 = means the ambush point will not spawn, and is disabled.
7-26 = is in reference to the Gang Type Reference above.
Change the gang to the generic gang, you change it like this:
ENABLE_AMBUSH_01=7 // Owanjilla Dam
Change the gang to the skinners gang, you change it like this:
ENABLE_AMBUSH_01=11 // Owanjilla Dam
Change the gang to the Laramie gang, you change it like this:
ENABLE_AMBUSH_01=18 // Owanjilla Dam
Custom Gangs in Regions
A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions
or areas on the map, each region has a default number, the number represents what gang will spawn in that region.
From the reference in the ini, you can change the number for the region for whatever gang you want to
spawn at the hideouts in those regions. This feature is disabled by default.
Number of bandits in a hideout
The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini
there you can set the minimum and maximum numbers you will encounter, this is for all hideouts.
Bandit Reinforcements
Bandits at hideouts can call in reinforcements, they will show up on horses and on foot.
Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show.
Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted
bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini.
Bandits will chase the player
Bandits will chase you if you ride off or run away after attacking their hideout.
Bandit Ambushes
Ambushes are not dynamic they are built the same as hideouts and are at set locations.
Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location.
If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse.
Ambush locations are marked on the map with an X
Enable/Disable individual Ambush Points
This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini,
all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason,
you open up the ini file, locate the ambush point in the list, and set the setting accordingly.
Bandit Posse on Horseback
As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time.
In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack,
and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to.
Just to note they will mostly show up if your near or on a road, but i’ve had them show up in the middle of the wilderness too.
They can and will interfere with any story missions your doing, so best disable this feature in the ini if you plan on doing story missions.
Roaming Bandits
Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members
from that area so if your in Valentine Area then you might see a small group of O’Driscolls wandering around.
These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both.
You can also set in the ini if they attack you on sight or not, as well as disable them.
Hired Gunmen
Players can hire up to 5 gunmen to fight alongside them, to do so just talk to the barkeep at any saloon.
These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies.
You can hire up to 5 gunmen at a time.
You can hire a random gunmen with their own gear and weapons.
You can customize what they wear, and the weapons they carry.
Hired Guns will not fight while in a town (can change this in the ini).
Story characters are also available.
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.
They automatically go into “sneak and hold fire” mode while you’re crouching / sneaking outside of combat.
If the “Allow revive” option is enabled, instead of dying they will go down into an injured state and be revived
by crouching close to their head until the ‘Help’ prompt fills up (10 seconds).
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.
Commands menu:
You can also give commands to them through their command menu, Numpad 1-3 keys by default.
Hired Gunmen Voice Lines
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.
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).
Press numpad 0 to make all hired guns stay / follow
Zombies
As if bandits weren’t enough to deal with, the mod also adds zombies to the game world.
Disabled by default, you can enable them in the Bandit Hideouts.ini
There are some options in the ini to customize them, like the following:
Spawn frequency – this is how much more or less you will see of them.
Zombie health – this is how much a zombie can take before you kill them.
Min and max – this will be the group size of how many groups of zombies.
Min and max number during day or night.
Zombies burst into flames apon dieing.
Zombie lairs – this will change all the bandit hideouts to zombie lairs,
so instead of bandits spawning, zombies will.
Customization
All of the features in the mod can be customized by editing the Bandit Hideouts.ini file.
Each setting in the ini has a description on what it does and how to enable/disable it or adjust it.
Open the ini file with notepad to edit it, also run it as administrator if you are being denied access.
to your RDR2 directory which can be found here:
C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
Requirements
You’re going to need Script Hook By Alexander Blade.
Changelog:
Version 1.31
Added new feature, you can now move the On-Screen Lower Left Corner Blip Icon to a new location of the ui.
Added new configuration settings for the On-Screen Lower Left Corner Blip Icon to the ini.
Added new feature called: HIDEOUT/AMBUSH CUSTOM SPAWN AMOUNT with this you can now set a custom amount of bandits you want to spawn at each individual hideout or ambush point.
Added new configuration settings for the HIDEOUT/AMBUSH CUSTOM SPAWN AMOUNT feature to the ini.
Updated Hired Guns, you can now hire 9 gunmen at saloons and bars, previously 7 was the limit.
Fixed, now with the ALWAYS_SHOW_HIDEOUT_BLIP=1 setting set to 1 the blip will now remove from the map when you clear a hideout.
Removed the floating wagon at colter and replaced it with another wagon.
Added new props to Colter hideout.
Replaced the Carin Lake Hideout reinforcement spawn points.
Added new setting in the ini ROAMING_BANDITS_TIMER=250 this controls how often the Random Roaming Bandits will spawn.
Updated code for the dead bandit names so that they are readable in other langauges other then English.
Updated Bandit_Hideouts_translation.dat with all bandit gang names.
Added new hideout: Aberdeen Pig Farm.
Fixed the code for the ATTACK_IF_ENTERED_HIDEOUT=0 setting, now if you kill all bandits at a hideout with stealth the hideout will clear.
Added new feature, you can now set the chance for ambush locations.
Added new ini setting for Ambush Chance feature AMBUSH_SPAWN_CHANCE=100
Added new feature, you can now clear hideouts permanently using this setting: CLEAR_HIDEOUTS_PERMANENTLY=1 hideouts you clear wont spawn, and your progress will be saved.
Added new ini setting CLEAR_HIDEOUTS_PERMANENTLY=1
Version 1.30
Added code to be able to use the command menu for all your hired gunmen individually, before it was limited to just the first 3 gunmen.
Increased the number of gunmen you can hire, before you can hire only 5 now you can hire 7 gunmen.
Updated the ini with new key configurations for the new added gunmen.
Expanded the key configuration in the ini for the hired gumen menu.
Added new ambush point: Bone Trail
Added new ambush point: Ranch Trail
Added new ambush point: Dreamcatcher Trail
Version 1.29
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.
Version 1.28
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
Version 1.27
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
Version 1.26
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 Venter’s 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
Version 1.25
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 badits 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 Delapidated 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
Version 1.24
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 with 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: Firwood Rise
Added new hideout: Dodd’s Bluff
Added new hideout: Carmody Dell
Version 1.23
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
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
Added new ambush location: Coronado Bridge
Version 1.22
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
Version 1.21
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
Version 1.20
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
Version 1.19
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.
Version 1.18
Added – New Feature, ini setting where you can disable Individual Ambush Locations – refer to the map for locations you can disable.
Removed/Reverted – Bandits at hideouts attack on sight setting and code as there were to many issues with it.
Fixed – Bandit Posse attacking player while at player gang camp (need feedback from you guys on this).
Version 1.17
Fixed – Looting dead generic gang members (strangers) shouldn’t make you lose honor unless they attack you first.
Fixed – Blip icon for dead bandits on radar shouldn’t be showing anymore (in all my tests they werent).
Fixed – Hideout spawn chance.
Fixed – Bandit Ambushes, bandits will attack the player again at ambush locations.
Fixed – Props at North Twin Stack Pass Hideout.
Added – 3 new ambush locations.
Added – 1 new Hideout: Clawson’s Rest.
Added – ENABLE_DOVER_HILL=1 to the disable individual hideouts story list in the ini as it wasn’t added in v1.15
Added – New setting in Bandit Hideouts.ini BANDITS_ATTACK_ON_SIGHT=1 This gives the player the option to have bandits at hideouts attack on sight or not attack on sight.
Adjusted – Set the number of Hideout bandits left when a hideout was cleared to 0, the hideout cleared message would show if eneabled and before you would get the hideout cleared message but there was still 4 bandits left.
Updated – Bandit Hideouts.ini, rearranged the bandits settings so their togeher and updated many descriptions.
Version 1.16
Updated the Bandit_Hideouts.ini with all individual hideouts able to be disabled.
Added new ini setting for zombie health.
Added campfire, lantern and a couple of bandits around the campfire at Bacchus station.
Rebuilt Barrow Lagoon Hideout.
Adjusted bandits at hideouts – they will no longer attack you on sight, but will attack you if you get to close, or attack them.
Fixed (needs more testing) bandit blips showing on radar after all bandits were dead.
Fixed (needs more testing) hiring a gunmen would multiply.
Added new hideout: Witches Cauldron
Added new hideout: Wapiti Cliff
Added new hideout: Calumet Ravine
Version 1.15
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
Version 1.14
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
Version 1.13
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
Version 1.12
– 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 Ukranian 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
Version 1.11
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 Willards 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 Watsons 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 – (will be updating it again for v1.12, as it needs more work)
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 Roamding bandits attack on sight code in the roamingbandits.cpp script.
Updated relationships.cpp – changed relations with player and bandits at hideouts.
Added entry for gang in Guarma into the code.
Version 1.10
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 a 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)
Version 1.9
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 the Hanging Dog Ranch hideout.
Added new hideout: Vetter’s Echo
Added new hideout: Watson’s Cabin
Added new hideout: Wallace Overlook
Version 1.8
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 Annsberg
Added – new ambush location: West of Annsberg
Version 1.7
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: Ferel Cave
Fixed – Hideout at the Dewberry Creek Mill
Version 1.6
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, 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.
Version 1.5
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
Added – New Hideout: Stillwater Cabin
Added – New Hideout: Brittlebush Trawel
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 – ini setting to enable/disable the hired gunmen which also removes the hire gunmen prompt at saloons if enabled.
Added – ini setting to enable/disable the “You cleared the hideout” Message after clearing a hideout.
Added – two ini settings for: Bandit Reinforcements on Horseback and Bandit Reinforcements on foot
Updated the Bandit Hideouts.ini with new settings as listed above as well as rewording of the settings descriptions.
Version v1.3
Fixed – Disable during missions not working properly when set to 1 in the ini DISABLE_DURING_MISSIONS=1
Fixed – Only able to hire 1 gunmen at saloons, now you can hire 5 gunmen.
Fixed – The spacing between hired gunmen on foot and on horse were increased as before they were to close.
Fixed – Roaming bandits not attacking player on sight when set to ROAMING_BANDITS_ATTACK_ON_SIGHT=1 in the ini.
Reduced – The time for roaming bandits to spawn in before it was 5 min now its 4 min.
Fixed – Random Bandits on horses sometimes show up at the gang camps when the player is there.
Added – New feature: Blip (icon) – (see the sticky comment for details).
Added – New feature: Ambushes – (see the sticky comment for details).
Added – Two new Bandit hideouts
Updated – the Bandit Hideouts.ini file.
Version v1.2
Fixed – Roaming bandits not attacking player on sight when set to ROAMING_BANDITS_ATTACK_ON_SIGHT=1 in the ini.
Fixed – Only hiring one gunmen spawns 4 gunmen with the same clothes. Previously set in the code allowed for 5 gunmen to be hired, in this update i had set it back to 1, which should fix the issue, though you can only hire 1 gunmen.
Fixed – Bandits spawn in story missions and settlements regardless of changing the ini to 1 for stopping gangs in story.
Fixed code format of the ganghideouts.h script.
Fixed 44 errors in the ganghideouts.h script (this was preventing me from building the mod for a week and a half!)
Added 4 new hideouts: – Hermit Cave – Cruck Camp – Valley Lookout – Stream View
Updated the Bandit Hideouts.ini
Updated the Bandit Hideouts Locations Map
Version v1.1
– Changed the name of the AMJMTransport.dat to Bandit_Hideouts.dat and updated the code for it,
now you can run both AMJM Transport mod and Bandit Hideouts together.
– Fixed – Hired gun despawns on a reloaded save.
– Fixed – Random encounters will be treated like as missions too, so the mod will be disabled during them.
– Fixed – Hired Guns should despawn during story missions, but they’ll be there during random events,
but they’ll flee from combat and once the event or mission is over they should go back to normal.
– Updated the menu keys for the hired gunmen menu so you can change the keys.
– Increased the distance of the hired gunmen when hes standing next/behind you and even their distance on horse.
(needs testing)
– Updated the Dorman Crest Hideout.
– Added a new Bandit Hideout named Caved Cabin which is south of the Dormin Crest Hideout.