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Last updated
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Created by
Crossed Gunter Severloh and LittleBigSmoakUploaded by
GunterSeverlohVirus scan
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Activity logs
This page was last updated on 26 April 2025, 6:09PM
- Changelogs
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Version v1.35
- Increased the bandit patrol time, this makes them stop longer before moving on.
- Increased the bandit guard post time, this makes them stay longer before moving on.
- Added new props to the code to use with prop additions to hideouts.
- Fixed hideout cooldown did not work after a hideout was cleared.
- Fixed Hideout map blip did not remove after a hideout was cleared.
- Fixed patrols for Elysian Pool Cave hideout.
- Fixed some props at Meteor House hideout that were clipping into each other.
- Fixed two props at Dover Hill hideout.
- Fixed a prop at Willard's Rest hideout.
- Expanded Lone Mule Stead hideout with new props.
- Expanded Meteor Camp hideout with new props.
- Expanded VanHorn Mansion with new props.
- Expanded Gaptooth Breach with new props.
- Rebuilt all of VanHorn Mansion Bandit positions.
- Reduced the spawn distance of Trappers Cabin hideout.
- Adjusted spawn distances of a few hideouts.
- Added new props to Solomon's Folly hideout.
- Added new props to Scratching post hideout.
- Added new props to Coronado Pass hideout.
- Added new hideout: Monto's Rest
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Version v1.34A
- Fixed/Disabled the ped horse names that would spawn the zebra mules frequently instead of Murfrees normal mangy horses.
- Fixed the name of Dilapidated house hideout as it was creating an issue in the code.
- Fixed Copperhead Landing hideout code as it was missing patrol position code, with it missing the game would possibly crash on you with a scripthook error when you were in the area of the hideout.
- Fixed syntax spacing and overall code format for many hideouts.
- Fixed syntax errors for few of the hideouts, which may have prevented some hideouts from spawning.
- Fixed max spawn distance for a hideout as it exceeded its despawn distance.
- Removed DISABLE_DURING_MISSIONS=1 setting from ini as it prevented various hideouts from spawning.
- Adjusted spawn distances and hideout radius for many of the hideouts.
- Increased spawn distance for various hideouts.
- Added new props to: Dilapidated house hideout
- Added new props to: Compsons Stead hideout
- Added new props to: Old Trail Rise hideout
- Added new props to: Fort Brennand hideout
- Added new props to: Radley's House hideout
- Added new props to: Pleasance hideout
- Added new props to: Macomb's End hideout
- Added new props to: Trapper's Cabin hideout
- Added new props to: Lone Mule Stead hideout
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Version v1.34
- Fixed the lableling in the ini for two Spawn amount ambush points that were swapped previously.
- Relocated Mount Arthur hideout reinforcement spawn points as they weren't working.
- Reduced the despawn distance for Meteor Camp hideout as it was to big.
- Increased the spawn distance for N Twin Stack pass hideout.
- Increased the spawn distance for South Twin Stack pass hideout, and reduced the hideout radius.
- Increased the spawn distance for Trail Rise hideout, and reduced its despawn distance.
- Fixed floating wagon at Dover hill hideout.
- Fixed the CLEARED_HIDEOUT_RESPAWN_COOLDOWN=8 function/setting as it wasn't working, hideouts werent repawning after you cleared them now they are.
- Fixed Disable mod hotkey, key wasn't working in v1.33 now works and hideouts, ambushes, and hired gunmen will despawn when used.
- Added new prop to code for hideout additions.
- Rebuilt Copperhead Landing hideout
- Rebuilt Delapidated House hideout
- Added new props to: Gill Landing hideout
- Added new props to: N Twin Stack pass hideout
- Added new props to: South Twin Stack Pass hideout
- Added new props to: Oil Derrick hideout
- Added new props to: Van Horn Mansion hideout
- Added new props to: Fort Brennand hideout
- Added new props to: Bolger Glade hideout
- Added new props to: Old Harry Fen hideout
- Added new props to: Face Rock hideout
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Version 1.33
- Fixed the lableling in the ini for two ambush points that were swapped.
- Fixed part of a code that prevented an ambush point from being disabled.
- Added new function, you can now enable/disable the mod by pressing a hotkey of your choice while ingame.
- Added new ini setting for the disabling the mod hotkey.
- Changed Bandit posse on horseback despawn distance.
- Changed Bandit posse on horseback spawn near roads proximity check, now the posse should spawn anywhere.
- Reduced the spawn distance of the Bandit posse if player is in the gang camp as it was to far.
- Added seven new types of props to the code hideouts.
- Added new ini setting for zombie min/max spawn time.
- Increased the spawn distance for Old trail Rise, and Feral Cave hideouts.
- Reduced the spawn distance for some hideouts.
- Added props to: Watson's Cabin hideout
- Added props to: Clawson's Rest hideout
- Added props to: Chez Porter hideout
- Added props to: Dodd's Bluff hideout
- Added props to: Cotorra Springs hideout
- Added props to: Bacchus Station hideout
- Added props to: Carmody Dell hideout
- Added props to: Wapiti Cliffside hideout
- Added props to: The Fairvale Shanty hideout
- Added props to: Meteor House hideout
- Added props to: Dover Hill hideout
- Added props to: Willard's Rest hideout
- Added props to: Manito Glade hideout
- Added props to: Sawbone Clearing hideout
- Added props to: Feral Cave hideout
- Added props to: Veteren's Homestead hideout
- Added props to: Flattened Cabin hideout
- Added props to: Hani's Bethel hideout
- Added props to: Larned Sod hideout
- Added props to: Old Trail Rise hideout
- Added props to: Osman Grove hideout
- Added props to: Fire Lookout Tower hideout
- Added new ambush point: Loft Road
- Added new hideout: Meteor Camp hideout
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Version 1.32
- Optimized spawner code for bandit names, and weapon attributes.
- Added reinforcement spawn points for all 45 ambush points.
- Updated/Fixed code for Hired Gunmen, if you dont have funds to hire a gunmen you wont be unable to hire one.
- Increased hired gunmen on foot spacing distance from the player.
- Removed a horse ped name from the peds script as it was from RDO and would possibly corrupt the player's save.
- Added new ambush point: River Trail
- Added new ambush point: Hanging Rock
- Added new ambush point: Open Cliffs
- Added new ambush point: Plains Bridge
- Added new ambush point: Broken Tree
- Added new hideout: Hanging Rock Hide
- Added more props to: Pike's Basin Hideout
- Added more props to: Quaker's Cove Hideout
- Added more props to: Downed Tree Hideout
- Added more props to: Tanner's Reach Hideout
- Added more props to: Aurora Basin Hideout
- Added more props to: Valley View Hideout
- Added more props to: Stream View Hideout
- Added more props to: Beryl's Dream Hideout
- Added more props to: Vetters Echo Hideout
- Added more props to: Watson's Cabin Hideout
- Added more props to: Wallace Overlook Hideout
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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
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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
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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.
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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
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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
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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
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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
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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
Added new hideout: Carmody Dell
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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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April 2025
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26 Apr 2025, 6:09PM | Action by: GunterSeverloh
Mod edited
'Hired Gunmen - Questions and Answers'
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12 Apr 2025, 10:27PM | Action by: GunterSeverloh
Mod edited
'Problems and Bugs with the mod Solutions'
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08 Apr 2025, 11:04PM | Action by: GunterSeverloh
Attribute change
'Description changed.'
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08 Apr 2025, 11:03PM | Action by: GunterSeverloh
Attribute change
'Description changed.'
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06 Apr 2025, 10:14PM | Action by: GunterSeverloh
Mod edited
'Ambush and Hideout ini - Questions and Answers'
March 2025
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31 Mar 2025, 11:40PM | Action by: GunterSeverloh
Attribute change
'File \'Bandit Hideouts v1.34A Hotfix plus Bonus\' category changed to Old versions.'
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31 Mar 2025, 11:40PM | Action by: GunterSeverloh
File added
'Bandit Hideouts v1.35 [version 1.35]'
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31 Mar 2025, 11:36PM | Action by: GunterSeverloh
Changelog added
'Change log added for version v1.35'
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31 Mar 2025, 11:31PM | Action by: GunterSeverloh
Attribute change
'Summary changed.
Description changed.
Mod version changed to v1.35.'
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31 Mar 2025, 11:28PM | Action by: GunterSeverloh
Mod edited
'Hideouts and Ambush Point Totals List'
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31 Mar 2025, 11:28PM | Action by: GunterSeverloh
Mod edited
'Hideouts and Ambush Point Totals List'
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31 Mar 2025, 11:24PM | Action by: GunterSeverloh
Mod edited
'Hideout and Ambush default bandit position amount Reference'
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31 Mar 2025, 11:20PM | Action by: GunterSeverloh
Mod edited
'Ambush and Hideout ini - Questions and Answers'
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30 Mar 2025, 6:35AM | Action by: GunterSeverloh
Mod edited
'Problems and Bugs with the mod Solutions'
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29 Mar 2025, 12:59PM | Action by: GunterSeverloh
Mod edited
'Hideout and Ambush default bandit position amount Reference'
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29 Mar 2025, 12:36PM | Action by: GunterSeverloh
Mod edited
'Hideout and Ambush default bandit position amount Reference'
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28 Mar 2025, 9:43PM | Action by: GunterSeverloh
Mod edited
'Mods Compatible and Not Compatible with Bandit Hideouts'
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28 Mar 2025, 9:42PM | Action by: GunterSeverloh
Mod edited
'Mods Compatible and Not Compatible with Bandit Hideouts'
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25 Mar 2025, 11:58PM | Action by: GunterSeverloh
Mod edited
'Problems and Bugs with the mod Solutions'
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24 Mar 2025, 10:51PM | Action by: GunterSeverloh
Mod edited
'How Hideout and Reinforcement ini settings work'
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- Mod page activity
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May 2025
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05 May 2025, 5:02PM | Action by: skidid12123
Endorsed
'Bandit Hideouts'
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05 May 2025, 3:58PM | Action by: bkclbkbljclbc
Tracked
'Bandit Hideouts'
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05 May 2025, 3:03PM | Action by: bkclbkbljclbc
Untracked
'Bandit Hideouts'
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05 May 2025, 2:34PM | Action by: MaskXD777
Endorsed
'Bandit Hideouts'
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05 May 2025, 2:17PM | Action by: CHAOUYT
Untracked
'Bandit Hideouts'
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05 May 2025, 2:13PM | Action by: CHAOUYT
Tracked
Bandit Hideouts
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05 May 2025, 12:10PM | Action by: Ushamriz
Tracked
'Bandit Hideouts'
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05 May 2025, 9:19AM | Action by: Chimp726
Endorsed
'Bandit Hideouts'
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05 May 2025, 9:04AM | Action by: Caverlon22
Tracked
Bandit Hideouts
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05 May 2025, 6:16AM | Action by: manda222
Tracked
'Bandit Hideouts'
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05 May 2025, 6:16AM | Action by: manda222
Untracked
'Bandit Hideouts'
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05 May 2025, 6:09AM | Action by: walkinaborshin
Tracked
Bandit Hideouts
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05 May 2025, 1:45AM | Action by: D7M211
Tracked
Bandit Hideouts
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04 May 2025, 11:48PM | Action by: Cement149
Endorsed
'Bandit Hideouts'
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04 May 2025, 7:55PM | Action by: Vogn
Endorsed
'Bandit Hideouts'
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04 May 2025, 6:50PM | Action by: zani19
Endorsed
'Bandit Hideouts'
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04 May 2025, 5:49PM | Action by: Rasec05
Endorsed
'Bandit Hideouts'
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04 May 2025, 5:45PM | Action by: ahmetexeTR
Endorsed
'Bandit Hideouts'
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04 May 2025, 4:25PM | Action by: Senvicly
Endorsed
'Bandit Hideouts'
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04 May 2025, 3:16PM | Action by: Od1414
Endorsed
'Bandit Hideouts'
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