This mod adds 30+ bandit hideouts to RDR2, bandits will chase the player on horseback, player can hire gunmen at saloons,
roaming bandits will attack the player on sight, and zombies. Players can customize all settings through the 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 30+ new hideouts across the RDR2 map for the player to discover and clear out.
Types of bandit hideouts
Each bandit hideout could be a camp, cabin, abandoned buildings, caves, mines, forts, ruins, 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 apon 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 respawn
Once you clear a hideout you can set in the ini the cool down of how long before they respawn again.
In ingame hours if you set the respawn to 1 then in one 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.
Lemoyne/ Rhodes area will have Lemoyne Raiders, and 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.
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 in a hideout, and this is for every hideout.
Bandit Reinforcements
Bandits at hideouts can call in reinforcements, most of the time they will show up on horses.
Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show.
Bandits will chase player on horseback
Bandits will get on horseback and chase you if you ride off or run away after attacking
their hideout check out this video here where i did this
Bandit Posse on Horseback
As players explore the game world, they will be randomly 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.
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.
Roaming Bandits on foot
Bandits on foot 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.
You can set in the ini if they attack you on sight or not.
Heres a video of roaming bandits who trailed me out of Van Horst
Hired Gunmen
Players can hire gunmen at saloons to fight alongside them to do so, just talk to the barkeep in 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 customize what they wear, what 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 them until the ‘Help’ prompt fills up (10 seconds).
Making hired guns drive:
Target them and use the “You drive” prompt. Put down a custom waypoint on the
map to make them drive there. Deleting the waypoint will make them stop.
Use the ‘speed up’ and ‘slow down’ hotkeys to change their driving speed (up arrow and down arrow by default).
Their driving skills are ok-ish, generally they’ll find their way from point A to point B, but sometimes they
can take a wrong turn… Also, they can’t really turn around.
If you’re sitting next to them, you can take away / give back the control with the ‘switch seats’ key, should be ‘Z’ on keyboard.
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.
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).
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.
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 can be set in the ini which will change all the bandit hideouts to zombie lairs,
so instead of bandits spawning, zombies will.
Customization
All of the mod’s features can be customized by editing the Bandit Hideouts.ini file.
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 1.19
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.