This project has been a personal effort I’ve worked on off and on since releasing my first Realistic Dispatch Response. I built it out of a desire to make the bounty system actually matter - where getting hunted feels intense and immersive.
Every bounty hunter group is designed to feel distinct, with different appearances, loadouts, tactics, and personalities. Some track you like pros, others are more reckless or desperate. It's all randomized to keep things unpredictable, and the deeper your bounty, the more dangerous and organized they get.
The system is also designed to be modular, so it can easily slot into just about any playthrough without clashing with other mods. Whether you're going for realism, chaos, or just want to be kept on your toes, it should blend in naturally with the world.
Added RemoveWeaponsOnDeath option which removes weapons upon dying.
Added RemoveAmmoOnDeath option which removes ammo upon dying.
Bounty hunters and law enforcements will tend to wait you out if you've entered a main camp. They will still pursue you if they are already actively chasing you.
Fixed some rare routing issues of bounty hunters.
Added other dog breeds that are used for hunting.
A few notes on this update: make sure to fully overwrite your previous files when updating!
I’ve added two new options for the masochists: RemoveWeaponsOnDeath and RemoveAmmoOnDeath. If enabled, dying now means you lose your weapons or ammo or both permanently. Totally optional, but it’s there if you want that extra level of consequence.
I’ve also updated the AI behavior around camps. Bounty hunters and lawmen will now hold off if you’re inside a main gang camp. They won’t invade while you’re sleeping - unless they were already actively pursuing you. This should make camps feel more like safe zones, without making things too forgiving.
Sorry, it's a false positive. Many larger script mods (asi files) are just detected as a trojan particularly by this provider: MaxSecure. Simply googling this provider alone will give you results of a lot of false positives as it easily flags any files as suspicious. I can't do much about this.
hey man i adore your work and your probably not taking requests but still i got to ask you can you make or update your dispatch mods to also edit crime info like you said that your mod only changes how law is dispatched it would be awesome if you made it so law doesn't use deadly force to stop unarmed assault really escalates things once again i love your mods <3
This was going to be a different project entirely, but I wanted to focus on other projects since there were already a lot of law and crime focused mods out there. If I can offer up something new, I might go back to this project.
Hey I really love this mod, as well as the realistic dispatch. I just found out that with this mod, there are a few problems in story missions, at least in the "The first will be last". When I fail at the camp, where Sean is located, and restart at the checkpoint, the enemies rush to us, spawn killing me. And everytime, it gets worse. Is there a fix or am I missing something? Proceeded normally after I unloaded this mod before the mission.
Really appreciate your work?
Edit: I have the ScriptHook RDR2 V2 and this mod seems to be installed correctly.
I have a mod request. Arthur has a $5000 bounty in chapter 2, but the game system only gives him $300. Can you change the bounty price? Up to $5000. It would be really fun if there were 30 bounty hunters.
Will the proportion of money lost when a character dies be considered for adjustment in future updates, or can it be customized in the ini file. I have recently used multiple mods you created, they are really great!
So I dont know if its this mod or you respose mod, but there is an interesting interaction with bandit hideouts that I like. It will use gangs from that mod. Like I used the custom gang settings, and put vampires in the bayou area, now with a bounty of 1500 they send vampires after you. When I saw a group of enemys come to attack me, and noticed they where vampires I jumped out of my skin lol.
Некоторые охотники просто молчат, потому что у них нет озвучки для арестов, но у всех есть голосовые реплики в бою, и многие из них всё же говорят, когда пытаются арестовать.
166 comments
Every bounty hunter group is designed to feel distinct, with different appearances, loadouts, tactics, and personalities. Some track you like pros, others are more reckless or desperate. It's all randomized to keep things unpredictable, and the deeper your bounty, the more dangerous and organized they get.
The system is also designed to be modular, so it can easily slot into just about any playthrough without clashing with other mods. Whether you're going for realism, chaos, or just want to be kept on your toes, it should blend in naturally with the world.
Happy gaming!
A few notes on this update: make sure to fully overwrite your previous files when updating!
I’ve added two new options for the masochists: RemoveWeaponsOnDeath and RemoveAmmoOnDeath. If enabled, dying now means you lose your weapons or ammo or both permanently. Totally optional, but it’s there if you want that extra level of consequence.
I’ve also updated the AI behavior around camps. Bounty hunters and lawmen will now hold off if you’re inside a main gang camp. They won’t invade while you’re sleeping - unless they were already actively pursuing you. This should make camps feel more like safe zones, without making things too forgiving.
Have fun!
I can't do much about this.
can you make or update your dispatch mods to also edit crime info like you said that your mod only changes how law is dispatched it would be awesome if you made it so law doesn't use deadly force to stop unarmed assault really escalates things
once again i love your mods <3
I just found out that with this mod, there are a few problems in story missions, at least in the "The first will be last". When I fail at the camp, where Sean is located, and restart at the checkpoint, the enemies rush to us, spawn killing me. And everytime, it gets worse.
Is there a fix or am I missing something?
Proceeded normally after I unloaded this mod before the mission.
Really appreciate your work?
Edit: I have the ScriptHook RDR2 V2 and this mod seems to be installed correctly.
I have recently used multiple mods you created, they are really great!