









enRage – Living World and Nemesis System v0.9.7.1
Required mods:
- Script Hook RDR2 (Download (not SDK))
- Script Hook V2
A living world and nemesis system for RDR2. Everyone you cross in the West can become your nemesis.
Requirements
- Red Dead Redemption 2 for PC (Steam, Rockstar or Epic), Story Mode only. Script Hook doesn’t work on the Game Pass / Microsoft Store version
- One of these two Script Hook setups (both work, pick one):
- Standard: ScriptHookRDR2 by Alexander Blade and ScriptHookRDR2DotNet V2 (2.2.0 or newer)
- V2 (some other mods need it): ScriptHookRDR2 V2, ScriptHookRDR2DotNet V2 and this compatibility fix. Without the fix, enRAGE loads but won’t work
- .NET Framework 4.8 and the Visual C++ 2015-2022 x64 redistributable (most PCs already have both)
Manual install
- Find your game folder, the one with
RDR2.exein it:- Steam:
C:Program Files (x86)SteamsteamappscommonRed Dead Redemption 2 - Rockstar:
C:Program FilesRockstar GamesRed Dead Redemption 2 - Epic:
C:Program FilesEpic GamesRedDeadRedemption2
- Steam:
- From the
binfolder of ScriptHookRDR2, copyScriptHookRDR2.dllanddinput8.dllinto the game folder - From ScriptHookRDR2DotNet V2, copy
ScriptHookRDRDotNet.asi,ScriptHookRDRDotNet.iniandScriptHookRDRNetAPI.dllinto the game folder - V2 setup: use ScriptHookRDR2 V2’s files in step 2, and copy the compatibility fix’s files in after step 3
- Copy the
scriptsfolder from this download into the game folder. You should end up with:
scriptsNemesisMod.dllscriptsNewtonsoft.Json.dll
Do not create scriptsscripts....
- Start the game and load a Story Mode save. A welcome guide opens the first time
Using Vortex? Vortex installs enRAGE for you. You still need a Script Hook setup.
Tip: right-click each downloaded zip, choose Properties, then tick Unblock before unzipping, or Windows may block the DLLs.
Updating
Close the game and copy the new scripts folder over the old one, or update in Vortex. Your world and settings are kept.
Uninstalling
Delete NemesisMod.dll, NemesisMod.ini and BulletImpact.ini from the scripts folder. Remove Newtonsoft.Json.dll too if no other mod needs it. To remove your world as well, delete DocumentsRockstar GamesRed Dead Redemption 2enRAGE.
Features
Everyone has a story
- Greet a stranger and learn his name. From then on he is a person in the world, with a page of his own in the menu
- A temper: Hothead, Proud, Cold, Coward, Greedy, Loyal or Drifter. It decides how he fights, whether he backs down, whether he talks and whether he forgives
- Traits: friendly or surly, quick or slow to violence, sharp or dim, devout or godless
- Quirks: a drunk, a gambler, a braggart, a traitor, an honest man, a superstitious one, a sadist, a family man
- A life story dated in game years: where he was born, his boyhood, the War between the States, the plains campaigns, the Panic of ’93, a stretch in Sisika, work in the Annesburg mines or on the Saint Denis docks, a wife, a loss. The story is written first and shapes who he became
- A trade, a faith, a family, and brothers, cousins, sons and friends who may be on the roster too
- A mind: needs that rise and fall (drink, company, church, money, violence), stress that builds, memories that fade or stay, and goals. Some want revenge, some want to rise in their outfit, some just want out. A stressed man can snap in camp, and a worn-out one can quit the life for good
- People you meet are remembered. They turn up again in the towns where you met them, same face, same name, same grudge. Name cards over their heads show who you know and how they feel about you
Making enemies
- Every stranger keeps a quiet score. Insults, stick-ups, punches, robbery, hogtying, stealing his horse, shooting at him and killing his friends all add to it. Greetings, kindness and defusing a fight bring it down
- Past his breaking point, he becomes your nemesis. Below it, he decides whether to let it go, and his temper decides how likely that is
- Hate climbs from Resentful (fists) to Vengeful (a knife, maybe a gun) to Murderous (he wants you dead)
- Wear a mask and a man who never saw your face can’t hold a grudge. Take it off in front of a witness and he knows it was you
- Shoot a nemesis and he may survive, scarred and angrier. A shot to the spine can cripple him for good. Crippled men are later found laid up at the doctor’s or in their outfit’s camp. A limp, a scar or an arm that never set right stays with him
- Kill a man and his kin and friends hear of it within hours or days. Some grieve. Some come for blood
Outfits, ranks and leaders
- Eight outfits share the map: the O’Driscoll Boys, the Lemoyne Raiders, the U.S. Army, the Wapiti, the Bronte Family, the Murfree Brood, the Skinner Brothers and the Klan. Later in the story the line-up changes, and the Laramie Gang, the Del Lobo Gang and the Night Folk ride too
- Each has a leader and three tiers of officers and men below him. Every few days each outfit holds a shake-up: empty seats are filled, the ambitious rise and survivors who earned it are promoted. Kill a captain and someone takes his place, maybe someone worse
- The game’s own leaders sit at the top: Colm O’Driscoll, Lindsey Wofford, Colonel Favours, Angelo Bronte and Rains Fall. Kill or capture one and his outfit picks a new leader within one to four days
- Lock lore leaders (Settings card, Your story, on by default): the leaders are met only in the game’s own missions. Turn it off and each is out in the world too, holding his outfit’s hideout, where his men can give him up and you can kill him. The same card lets you tell the mod what’s become of a leader in your own game, like a bounty you’ve already collected
- Leaders have agendas. One wants to take a district, another wants revenge on a rival, another wants money, another wants you dead, another just wants to hold what he has. Colm wants the Van der Lindes finished. Bronte wants money. A new leader may keep his predecessor’s aim or throw it over for his own
- Notoriety: kill an outfit’s men and they learn your name, from Unknown through Noticed, Wanted and Hunted to Blood Feud. The higher it climbs, the more often they come, the more men they bring and the better they fight. It fades with time, and faster if you let their men live or send their leader an apology by wire
- Strength is real. Every outfit has men, money, supplies and ground. Every death takes a fighting man off, and money hires new ones. An outfit short of supplies arms its men with revolvers and can’t start a war. A beaten outfit really is weaker
- The Army, the Bronte Family and the Wapiti won’t come after you unprovoked. Give them a reason and they will
How the wars work
- Wars are not scripted. They come out of history, bitterness and ambition
- Relations: every pair of outfits has a relation from friendly to blood feud. It starts where the game’s lore puts it and shifts with everything that happens: clashes, killings, stolen camps, broken truces, alliances, deals
- Grievances: outfits remember. Named men killed, camps taken and truces broken build a grievance that keeps them bitter long after the fighting
- Flashpoints: sparks fly between outfits that share ground, like a saloon killing, a stolen herd or an insult to a leader. Sometimes one starts a war on the spot
- Who starts it: two bitter outfits holding the same district may go to war. The hungrier leader attacks, and hotheads and proud men start wars far more often than cowards
- War goals: every war is fought for something, like taking a camp, driving the enemy out or winning ground. Goals shift as the war turns. If a leader falls mid-war, his heir decides whether to fight on harder or sue for peace
- Heat: each war burns hotter or cooler. Every fight, every dead officer and every camp overrun stokes it. Days of war wear it down. The hotter it burns, the more battles break out
- You will hear it: near a war you may hear a battle in the distance and ride over to find it, with no marker to guide you. At night, explosions carry across the hills. After a big fight the bodies lie where they fell, and sometimes survivors are still there
- Front lines: the side that holds a town puts roadblocks on the roads in and men on its streets. In a hot war they hold the country roads too, and may turn you back
- War encounters: ride through a war zone and you may meet a warband riding to attack, an ambush waiting on a road for the enemy, or the aftermath of a fight that just ended
- Peace: leaders sue for peace as a war drags on, cowards first. Truces last a few days and can be broken. A war ends when one side gets what it wanted, breaks, makes peace or simply burns out
- Be the kingmaker: kill a side’s officers and its war falters. Kill enough of one side and the other side remembers you helped
- Every war has a daily report on the World tab’s Wars page, a marker on the map, and its battles in the chronicle
Encounters
- Tension builds as you ride, faster at night and the more notorious you are. When it peaks, someone turns up: a man and his crew camped by the road, riders on your tail, a wagon ahead, a sniper on a ridge, bounty hunters hired by a man too scared to come himself
- Many encounters start with words. Greet him and he may back down, depending on his temper and how much he fears you. Antagonize him or draw, and it starts, though a man without the nerve for it may back down at the words and walk off
- Hold a gun on a man and the armed men with him draw and cover you. They won’t fire first, but hurt one of them and it’s a fight
- In towns, men with grudges drink at the bar, sit on porches and walk the streets. Most hold their grudge unless you push. Start a fight with one and his own outfit, kin or friends who see it may come to back him up, while ordinary townsfolk mostly keep out of it. The law takes sides: if a man swings at you first in front of a lawman, he goes to the cells
- Patrols answer gunfire in the country. Rival outfits clash in skirmishes you can join or watch, and a saloon can turn into a shootout when the wrong outfit walks in
Routines and funerals
- Officers keep weekly habits: a saloon on certain nights, the farms they lean on in the morning, a road they ride at dusk. Catch one at it twice, or make his men talk, and you know where to wait for him. Hurt him there and he stops going
- Outfits bury their own. Within a few days of an officer’s death, his kin and his men gather at the graveside with a coffin. Watch from a distance, walk up unarmed and pay your respects, or shoot it up. The mourners will remember which
Camps, hideouts, treasuries and supplies
- Officers hold camps and hideouts across the map, from the game’s gang camps to Beaver Hollow, the Bronte mansion and the Saint Denis docks
- Camps start wary, not hostile. Crouch, come at night or in fog and stay out of sight while suspicion builds. A gunshot or a body gives you away
- Clear a camp and it stands empty for days. The outfit loses ground, rivals may move in, and the Army raids outlaw camps near its own ground
- Each outfit keeps its money at one camp, with strongboxes and extra guards. Few of its men know where. Rob it and they move it
- Each outfit keeps its supplies at one camp too: crates, stores, a wagon and horses. Burn them, wreck the wagon, scatter the horses, and the outfit runs short. Loaded supply wagons with riders run the roads
- The mod’s outlaws are outlaws to the game: fight one and killing him is no crime, and nobody turns witness
Interrogation
- Hogtie a man, grab him, take his surrender or hold him at gunpoint, then question him
- Fear is everything. A man who isn’t scared of you won’t talk. He just stands his ground. Hit him, cut him, shoot near him or let him watch his friends die. A coward folds, and a loyal man may never talk
- Ask what his outfit is planning, when you can catch his boss, where the boss is holed up, where the money and supplies are kept, who his family are, and why he rides
- The more scared he is, the more he gives. Each man gives up only one or two big secrets
- He can lie, and a lie can be a trap: his friends waiting where he sent you
- Then decide. Let him go and a scared man may leave his outfit, taking kin or a friend with him. Strike a bargain for money, an oath or a debt. Or finish it
A world with a past
- Each new world starts with years of history: raids, robberies and feuds, ridden by the men on your roster, woven into the game’s own lore
- Every hour, life goes on: men feud over cards and women, marry, fall sick, get drunk, go to jail, die in duels, rob stagecoaches and get caught
- The World tab is the chronicle of all of it, with the people involved and what it did to them, plus your own deeds, from the camps you cleared to the strangers you helped
- The newspaper: buy the local paper at any train station for 5 cents. The Saint Denis Times, the Blackwater Ledger, the New Hanover Gazette and the New Austin Herald each print their region’s news as a period broadsheet, with headlines, datelines and witness quotes. Your deeds are in it, though rarely under your name. Wanted notices, the wars, gossip, rumours about Dutch’s gang, and funeral announcements you can act on
People and reputation
- Commit a crime in front of people and they remember it. Some fear you, some tell the law, some can be intimidated into silence. Word spreads through a town
- Every town keeps a reputation for you, shown on the map. Good deeds raise it where they happen: helping strangers on the road, rescues, charity, mercy, driving outlaws out of town
- Tip your hat, buy a man a drink, give someone a few dollars. Kindness is remembered too
- Send telegrams from any station: make peace with a nemesis, threaten him, pay him off, or write to people you have met. Friendly ones become pen pals who send their news
- Arthur’s own page tracks his story missions and who rode with him
The X-ray log
- Every man you shoot is recorded: the bullet’s path, the bones it broke, the organs it hit, entry and exit, on a skeleton you can turn
- Animals have their own list, with a hunter’s verdict on the shot, and the X-ray comes true: a brain, heart or spine shot drops an animal where it stands
- Mounted guns (Gatlings, the Maxim, cannons) show on it too
- Ammunition matters: split-point rounds break apart, high-velocity rounds punch through, express rounds hit harder
Every save is its own world
Each game save keeps its own nemeses, outfits, wars and history. Switch saves and the world switches with them. Your data lives in DocumentsRockstar GamesRed Dead Redemption 2enRAGE, so reinstalling or verifying the game won’t touch it.
Controls and keys
- F11 (pad: double-tap D-pad Right): the enRAGE menu
- Tab (pad: View): switch between Hierarchy, World and X-ray log. Hold it to search
- I (pad: D-pad Up): interrogate
- T, at a station’s telegraph clerk: send and read telegrams
- O in the menu (pad: Start): the Settings card
- C in the menu (pad: RS): cycle the name cards over people’s heads (off, on target, known or everyone)
- Alt+F11: every setting, changed live
- F11 then G (pad: Y): the welcome guide again
Settings and configuration
- Change settings on the Settings card, opened with O in the menu, or in
scriptsNemesisMod.ini - Another mod using one of enRAGE’s keys? Change them on the Settings card or in
NemesisMod.ini - For small text on the Deck’s screen, in
scriptsNemesisMod.ini, in its Menu section, setFitTo169=False. The menus stretch to the screen, though some layouts sit a little off - Lock lore leaders is on by default in the Settings card, under Your story
Compatibility
Ped Damage Overhaul (PDO / PDOR)
They run together, but both decide who goes down, so pick which one is in charge:
- PDO handles damage and wounds (tip by Failz0r): in
scriptsBulletImpact.ini, in its Wounds section, setPlayerDamage=1.0,Crippling=FalseandKillShots=False. KeepEnabled=True: enRAGE still reads the wounds to decide who survives - enRAGE handles crippling, survivors and surrender (suggested by AmorFati777 for PDOR 1.38.2): keep enRAGE’s settings, and in
PedDamageOverhaul.inisetDyingStateChance = 0andFleeKill_Enabled = 0. Without that, PDOR kills the men you let go once they’re 150 m away. Their full list in the comments also turns off PDOR’s bleeding, surrender reactions and dismemberment - Known: a man who dies in PDOR’s dying state can still show as alive or knocked out in enRAGE until you shoot him again. Set
MapBlipForNPCsInDS = 1in PDO to see the dying on your radar and finish them
Other mods
- Reported working: Ambient Gang I and II, Cowgirl, Season Manager, Bloodlust, John restoration mods, and mod lists of 50 or more
- Reported clashes:
- Immersive Duels: the duel option doesn’t show with enRAGE installed
- HeadBleed V2: uses F11 too. Change one of the keys
- Rampage Trainer: bodyguards you spawn come out as ordinary people
- LML subtitle and translation mods: enRAGE’s text goes blank
- ReShade / DLSS injection: the enRAGE menu may stop opening
- Bandit Hideout: mixed reports
Steam Deck and Linux
Not officially supported, but players have it running with this guide by marcoflaco. The usual sign you need it: the Rockstar Launcher says “A game is currently running” and won’t start.
- Optional but wise: back up RDR2’s Proton prefix,
~/.local/share/Steam/steamapps/compatdata/1174180 - Install ProtonUp-Qt and Protontricks. In Steam, open RDR2’s Properties, then Compatibility, and force GE-Proton10-34. Start the game once, then close it. Newer Proton failed the next step
- In Desktop Mode, open Konsole and install .NET 4.8 into the game’s prefix:
flatpak run com.github.Matoking.protontricks 1174180 dotnet48 (or protontricks 1174180 dotnet48 if Protontricks is installed natively). Click through every installer window and wait until the terminal finishes.
- Set RDR2 back to your newer Proton
- Open winecfg and set the Windows version to Windows 10:
flatpak run com.github.Matoking.protontricks 1174180 winecfg
- Now copy in the Script Hook files, the V2 setup with the compatibility fix, and enRAGE’s scripts folder. Players found it works best with the Script Hook files going in last
- In Steam, open RDR2’s Properties and set its Launch Options to:
WINEDLLOVERRIDES="dinput8=n,b;mscoree=n" %command%
Reported: some LML mods stopped working with this prefix, and one player’s save crashed on load. Their old prefix loaded it. Keep your backup.
Troubleshooting
- The mod loads but does nothing, or the menu won’t open, and you use ScriptHookRDR2 V2: install the compatibility fix linked under Requirements. This fixed it for most people
- Still nothing: right-click
NemesisMod.dllandNewtonsoft.Json.dllin the scripts folder, open Properties, tick Unblock and press OK - F11 does nothing: on a laptop, try Fn+F11. If another mod or trainer uses F11, including HeadBleed V2, change enRAGE’s key on the in-game Settings card (Menu key) or in
scriptsNemesisMod.ini, in its Keys section (RosterMenu=). Combinations like Shift+F9 work. The mod tells you on screen why the menu didn’t open - The menu says you’re in the pause menu when you aren’t: reported on the V2 setup without the compatibility fix. Install the fix
- ScriptHookRDRDotNet.ini is missing: it’s an optional file on the compatibility fix’s download page
- SCRIPT HOOK RDR2 CRITICAL ERROR, “Can’t find native”: that comes from Script Hook, not enRAGE. Your Script Hook doesn’t match your game or your other hooks. Update it, or use one full setup from Requirements
- “Unsupported game version” at launch: your ScriptHookRDR2 is older than the game. Download its newest version
- Settings or notoriety don’t save, “Could not read NemesisMod.ini”, or a message says a file can’t be saved: Windows isn’t letting the game write to its folder. An antivirus may be blocking it, including Windows Controlled Folder Access and Trend Micro Folder Shield: allow
RDR2.exeor the folder. Otherwise right-clickRDR2.exe, open Properties, then the Compatibility tab, and tick “Run this program as an administrator” - Windows 11 Smart App Control: it blocks unsigned mod files, enRAGE’s included. The mod can’t load while it’s on
- Blank text, empty boxes in the menu: reported with LML subtitle and translation mods. The text comes back with them off
- The menu stopped opening after adding ReShade, or a DLSS mod that uses it: reported by players. Try without it
- Unknown Error FFFFFFFF crashes: a memory crash that big mod lists cause. Players fixed it with a heap size mod and Windows’ page file set to system managed
- A stutter every few seconds: fixed in 0.9.5.2. Update to the latest version
- Want to see errors? F8 opens the Script Hook .NET console
Important
- Story Mode only. Never use Script Hook in Red Dead Online.
- This is an early access release (v0.9.5.3). Bug reports are very welcome
Reporting bugs
Log files and specific details are the most helpful thing you can send. Please zip and attach these files, and tell me roughly what time it happened, the log is timestamped, and what you were doing.
From DocumentsRockstar GamesRed Dead Redemption 2enRAGE
grudges.log: alwaysstartup.log: alwayslastcrash.txt: if the game crashed, enRAGE keeps it after a crashlastframe.txt: if the game crashed or frozenemeses.json,world.jsonandpeople.json: if a nemesis, outfit or war looks wrong, lets me load your world and see it
From your Red Dead Redemption 2 game folder, the one with RDR2.exe
ScriptHookRDRDotNet.log: alwaysScriptHookRDR2.logandasiloader.log: if the mod did not load at allscriptsNemesisMod.ini: if you changed any settings
Tips
- If your Documents folder is on OneDrive, the enRAGE folder is in
OneDriveDocumentsRockstar GamesRed Dead Redemption 2enRAGEinstead - Report as soon after the bug as you can.
grudges.logkeeps growing, and the moment is easier to find while it is fresh grudges.loggets large, so please zip it instead of pasting it- The logs may show your Windows folder path, which includes your user name. Nothing else personal is in them






