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Bandit Hideouts
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Version1.24
- Download:
- Manual
File information
Last updated
Original upload
Created by
Crossed Gunter Severloh and LittleBigSmoakUploaded by
GunterSeverlohVirus scan
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Activity logs
This page was last updated on 14 May 2024, 11:35PM
- Changelogs
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-
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
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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
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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
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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
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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
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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.
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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).
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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.
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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
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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
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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
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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
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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
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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.
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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)
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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
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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
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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
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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.
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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.
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Version 1.4
- Adjusted - Relationship between player and bandits at hideouts were set 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.
- 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.
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Version 1.3
- 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.
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Version 1.2
- 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
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Version 1.1
- 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.
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Version 1.0
- Initial Release
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- Author's activity
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May 2024
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14 May 2024, 11:35PM | Action by: GunterSeverloh
Mod edited
'How to change the gang that will spawn at individual hideouts or ambush points'
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14 May 2024, 12:07AM | Action by: GunterSeverloh
Mod edited
'Questions and Answers'
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14 May 2024, 12:05AM | Action by: GunterSeverloh
Mod edited
'Questions and Answers'
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13 May 2024, 2:13PM | Action by: GunterSeverloh
Mod edited
'How to change the gang that will spawn at individual hideouts or ambush points'
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13 May 2024, 1:57PM | Action by: GunterSeverloh
File added
'Bandit Hideouts v1.24 [version 1.24]'
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13 May 2024, 1:56PM | Action by: GunterSeverloh
Changelog added
'Change log added for version 1.24'
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13 May 2024, 1:50PM | Action by: GunterSeverloh
Attribute change
'Summary changed.
Description changed.
Mod version changed to 1.24.'
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13 May 2024, 1:46PM | Action by: GunterSeverloh
Mod edited
'Hideouts and Ambush Points Totals List'
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03 May 2024, 3:03PM | Action by: GunterSeverloh
Mod edited
'Hideouts and Ambush Points Totals List'
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02 May 2024, 12:52AM | Action by: GunterSeverloh
Attribute change
'Description changed.'
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02 May 2024, 12:50AM | Action by: GunterSeverloh
Mod video added
'How to Change what Bandit Gang will Spawn at a Hideout - (Bandit Hideouts Mod)'
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01 May 2024, 9:46AM | Action by: GunterSeverloh
Mod edited
'How to change the gang that will spawn at individual hideouts or ambush points'
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01 May 2024, 7:44AM | Action by: GunterSeverloh
Mod edited
'Mods Compatible and Not Compatible with Bandit Hideouts'
April 2024
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30 Apr 2024, 1:05AM | Action by: GunterSeverloh
Mod edited
'How to change the gang that will spawn at individual hideouts or ambush points'
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30 Apr 2024, 12:48AM | Action by: GunterSeverloh
Mod edited
'How to change the gang that will spawn at individual hideouts or ambush points'
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30 Apr 2024, 12:47AM | Action by: GunterSeverloh
Mod edited
'Experiencing alot of bandits after you attack a hideout - Solutions'
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30 Apr 2024, 12:46AM | Action by: GunterSeverloh
Mod edited
'Questions and Answers'
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30 Apr 2024, 12:46AM | Action by: GunterSeverloh
Mod article added
'How to change the gang that will spawn at an individual hideout or ambush point feature'
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29 Apr 2024, 1:39PM | Action by: GunterSeverloh
Attribute change
'File \'Bandit Hideouts\' changed to \'Bandit Hideouts v1.23\'.'
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29 Apr 2024, 1:38PM | Action by: GunterSeverloh
File added
'Bandit Hideouts [version 1.23]'
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