RDR2 Companion App – Companion Progression and Mission Table Mod V1.0

RDR2 Companion App - Companion Progression and Mission Table Mod

RDR2 Companion App is a single-player ScriptHookRDR2 ASI mod that adds a full companion management system to Red Dead Redemption 2.
The mod lets you unlock, spawn, level, customize, and command members of the Van der Linde gang as persistent companions. It also adds a separate Mission Table system with timed jobs, companion progression, rewards, achievements, unlocks, portraits, and long-term save progression.
It is designed as a Western-style companion management layer for RDR2. Recruit gang members, send them on jobs, bring them with you into the world, level them up, change their outfits and weapons, and unlock more characters through exploration, combat, missions, and hidden achievements.
Current release: 0.6.31 — encrypted settings build

Main Features

Full Companion System
The mod adds a dedicated in-game companion menu opened with F7.
From this menu you can manage unlocked companions, view their progression, spawn them into the world, dismiss them, change their outfit, select weapons, toggle behavior modes, and view mission stats.
Companions are persistent NPCs with their own progression and save data.
Each companion has:

  • Unlock state
  • Level
  • XP
  • XP to next level
  • Total XP
  • Mission success and failure history
  • Selected weapon
  • Outfit preset
  • Invincibility setting
  • Current status
  • Death cooldown
  • Mission assignment state

A fresh save starts with Uncle unlocked by default. The rest of the roster must be unlocked through achievements, location visits, Mission Table rewards, combat progress, or hidden requirements.

Companion Roster

The mod includes 20 companions:

  • Arthur Morgan
  • Dutch van der Linde
  • John Marston
  • Hosea Matthews
  • Micah Bell
  • Sadie Adler
  • Charles Smith
  • Abigail Roberts
  • Jack Marston
  • Javier Escuella
  • Bill Williamson
  • Lenny Summers
  • Sean MacGuire
  • Kieran Duffy
  • Susan Grimshaw
  • Molly O’Shea
  • Pearson
  • Uncle
  • Mary-Beth Gaskill
  • Tilly Jackson

Each companion uses their appropriate RDR2 character model and supports outfit preset selection. Outfit availability depends on the character model.
Known outfit preset counts include:

  • Arthur: 74
  • Dutch: 31
  • John: 31
  • Hosea: 13
  • Micah: 32
  • Sadie: 22
  • Charles: 34
  • Abigail: 15
  • Jack: 10
  • Javier: 32
  • Bill: 28
  • Lenny: 17
  • Sean: 17
  • Kieran: 11
  • Susan: 12
  • Molly: 8
  • Pearson: 9
  • Uncle: 12
  • Mary-Beth: 8
  • Tilly: 12

Companion Menu

Open the companion menu with F7.
The menu includes:

  • Companion list
  • Character level display
  • Detailed companion profile
  • Portrait display
  • Current status display
  • XP and level information
  • Spawn / despawn button
  • Outfit preset selection
  • Weapon selection
  • Behavior settings
  • Wait / follow toggle
  • Invincibility toggle
  • Clear all companions option
  • Mission stats for each companion

Controls:

  • F7 — open / close Companion Menu
  • Arrow Up / Down — navigate
  • Arrow Left / Right — change values such as outfit, weapon, or behavior
  • Enter — select
  • Backspace — go back / close
  • Delete — cleanup / reload hotkey

Companion Spawning

Unlocked companions can be spawned directly from the F7 menu.
Spawned companions appear near the player using safe spawn checks, ground correction, navmesh checks, and fallback positions to avoid broken or invalid spawns.
The mod supports multiple active companions at once.
By default, the player starts with 2 follower slots. Additional companion slots can be unlocked through Mission Table rewards, up to a maximum of 4 active followers.
Companions can be:

  • Spawned
  • Dismissed
  • Sent away on missions
  • Recalled after missions
  • Set to wait in place
  • Set to follow again
  • Cleared all at once

If a companion is already active, the spawn option becomes a despawn option.
If a companion is locked, on a mission, on cooldown, or if follower slots are full, the menu shows the correct blocked state.

Follow, Wait, and Positioning Behavior

Companions follow the player using formation offsets instead of stacking directly on the player.
The system includes anti-hugging behavior so companions do not constantly stand too close.
Default follow tuning:

  • Minimum follow distance: 2.0
  • Stop range: 0.75
  • Mounted stop range: 2.0
  • Teleport / return distance: 80.0

If a companion gets too far away, the mod can dismiss and respawn them near the player, then display a notification that the companion returned.
The Wait command freezes a companion at their current position and heading.
Wait state is saved, so waiting companions can be restored later.

Mounted Companion Support

When the player rides a horse, companions can mount and follow on their own horses.
The mod supports gang-specific horse models for several characters, including:

  • Sadie
  • Dutch
  • John
  • Hosea
  • Micah
  • Charles
  • Javier
  • Bill
  • Lenny
  • Sean
  • Kieran
  • Uncle

Other companions use a fallback horse model.
The horse system includes:

  • Automatic companion horse spawning
  • Mounting when the player is mounted
  • Dismounting when the player dismounts
  • Mounted follow offsets
  • Horse cleanup when no longer needed
  • Saddle and tack repair logic
  • Horse visual refresh passes to fix invisible bodies or missing saddle components

Combat Behavior

Companions support two main behavior modes: Help and Do Not Help.
Help
Companions assist the player in combat. They can engage valid hostile targets, respond to player aggression, react when the player is damaged, and attack threats within the combat radius.
Do Not Help
Companions avoid offensive combat and behave defensively. They may seek cover if a threat is nearby, but they do not actively attack unless the behavior is changed.
Default behavior is Do Not Help.
Combat features include:

  • Threat detection
  • Player target detection
  • Free-aim target support
  • Player damage reaction
  • Shooting reaction
  • Combat hold timers
  • Reasserted combat tasks
  • Optional cover seeking
  • Defensive movement
  • Friendly target filtering

Default combat radius: 60.0

Friendly Fire Protection

The mod includes strong friendly-fire and companion safety systems.
Companions are protected from:

  • Player friendly fire
  • Other companion friendly fire
  • Companion horse damage
  • Lasso / hogtie behavior
  • Grapple / choke / takedown interactions
  • Knockdown and tackle interaction flags

If a companion is damaged by a protected friendly source, the mod restores their safe health and clears the damage state.
Companions can still take enemy damage unless their personal Invincible setting is enabled.

Companion Death and Cooldown

If a companion dies, they enter cooldown instead of being immediately available again.
Default death cooldown:

  • 1800 seconds
  • 30 minutes

During cooldown, the companion cannot be spawned or assigned to missions.

Companion Progression

Companions level from 1 to 100.
They gain XP mainly through Mission Table results. XP is tracked per companion and saved persistently.
The XP curve increases over time:

  • Levels 1–30: base requirement increases by 50 per level
  • Levels 30–60: requirement increases by 30 per level
  • Levels 60–80: requirement increases by 120 per level
  • Levels 80–100: requirement increases by 200 per level

Companion health scales with level:

  • Level 1 health scale: 0.50
  • Level 90 health scale: 4.00
  • Level 100 health scale: 7.00

When a companion levels up, the mod applies updated health scaling and plays a level-up notification or sound if enabled.

Weapon Progression and Selection

Companions start with a basic weapon setup and unlock selectable weapons at higher levels.
Weapon selection becomes available at Level 60.
Level 60 weapons:

  • Schofield Revolver
  • Double-Action Revolver
  • Carbine Repeater
  • Winchester Repeater
  • Springfield Rifle

Level 75 weapons:

  • Volcanic Pistol
  • Bolt Action Rifle
  • Double-Barrel Shotgun

Level 90 weapons:

  • Semi-Auto Pistol
  • Mauser Pistol
  • Pump-Action Shotgun
  • Rolling Block Rifle

Level 100 weapons:

  • Evans Repeater
  • Repeating Shotgun
  • Semi-Auto Shotgun
  • Carcano Rifle

Companions automatically holster their weapons when the player is holstered and draw when the player draws, helping them feel more natural during exploration and combat.

Outfit System

Each companion supports outfit preset cycling directly from the F7 menu.
Outfit features:

  • Auto outfit mode
  • Manual preset cycling
  • Live outfit application when spawned
  • Saved outfit choice per companion
  • Invalid or removed outfit preset filtering
  • Per-character outfit count detection
  • Fallback to known model outfit counts

Outfit and weapon choices persist across sessions.

Mission Table

The Mission Table is opened with F9 and adds a separate timed mission management system.
It lets you assign companions to off-screen jobs, wait for them to return, then claim results and rewards.
Mission Table features:

  • Dedicated F9 interface
  • Mouse support with locked cursor
  • Keyboard navigation
  • Companion assignment cards
  • Companion portraits
  • Locked companion portrait glyphs
  • Mission list
  • Mission details panel
  • Difficulty display
  • Required level display
  • Mission timer display
  • Mission cost display
  • XP reward display
  • Cash reward range display
  • Item chance display
  • Gold reward hint
  • Rare companion unlock chance display
  • Active mission slots
  • Claimable mission result windows
  • Achievement Book integration

Mission Table controls:

  • F9 — open / close Mission Table
  • Mouse — click companions, missions, buttons, active slots, and Achievement Book controls
  • Left / Right — change focus
  • Arrow Up / Down — navigate focused list
  • Enter — select / start / claim
  • Backspace or Escape — back / close panels

Mission Slots and Companion Assignment

The Mission Table supports up to 4 active missions.
Default active mission slots:

  • 3 mission slots unlocked by default
  • 4th slot can be unlocked through rare Mission Table rewards

Each mission can use either 1 companion or 2 companions.
Using 2 companions gives a success chance bonus.
A companion cannot be assigned if they are:

  • Locked
  • On cooldown
  • Already on another mission
  • Too low level for the mission difficulty

If a spawned companion is assigned to a mission, the mod dismisses their live NPC and moves them into the OnMission state until the mission is complete.

Mission Board Generation

The Mission Table has a rotating mission offer board.
The board contains up to 11 mission offers:

  • 2 Very Easy missions
  • 2 Easy missions
  • 2 Medium missions
  • 2 Hard missions
  • 2 Very Hard missions
  • Rare 11th Impossible mission offer

Impossible missions are not guaranteed.
They have a rare offer chance of approximately 12% when the board is seeded or refilled.
New mission offers are scheduled every 1–2 real hours.
When a mission is started, it is removed from the board.
When a mission is claimed, the board can force-refill missing offers.

Mission Difficulties and Balance

Very Easy:

  • Required Level: 1
  • Time: 30 min
  • Cost: $5
  • Base XP: 4,000
  • Cash Reward: $18–$30
  • Item Chance: 20%

Easy:

  • Required Level: 10
  • Time: 1 hour
  • Cost: $12
  • Base XP: 7,500
  • Cash Reward: $40–$70
  • Item Chance: 35%

Medium:

  • Required Level: 25
  • Time: 1h 30m
  • Cost: $25
  • Base XP: 12,500
  • Cash Reward: $85–$140
  • Item Chance: 50%

Hard:

  • Required Level: 45
  • Time: 2 hours
  • Cost: $50
  • Base XP: 19,000
  • Cash Reward: $160–$260
  • Item Chance: 65%

Very Hard:

  • Required Level: 65
  • Time: 2h 30m
  • Cost: $90
  • Base XP: 30,000
  • Cash Reward: $280–$450
  • Item Chance: 80%

Impossible:

  • Required Level: 85
  • Time: 3 hours
  • Cost: $150
  • Base XP: 45,000
  • Cash Reward: $450–$750
  • Item Chance: 95%

The release settings file can modify mission time, XP, and money reward multipliers.
Supported multiplier values:

  • 0.5
  • 1.0
  • 1.5

German comma values also work:

  • 0,5
  • 1,0
  • 1,5

Mission Success System

Mission success is based on:

  • Mission difficulty
  • Assigned companion level
  • Average level if two companions are assigned
  • Two-companion bonus
  • Random roll

Using two companions gives a 20% success chance bonus, but final success chance is capped at 95%.
Mission outcomes include:

  • Failed
  • Partial Success
  • Success
  • Perfect Success

Result multipliers:

  • Failed: 0.15x XP, no cash or item reward
  • Partial Success: 0.60x
  • Success: 1.00x
  • Perfect Success: 1.25x

A mission result window shows:

  • Mission title
  • Result type
  • Assigned companions
  • Rewards
  • XP per companion
  • Final success chance
  • Roll result

Mission Rewards

Successful missions can reward:

  • Cash
  • XP
  • Consumable items
  • Gold items
  • Rare companion unlocks
  • Extra follower slots
  • Extra mission slots

Possible item rewards include:

  • Coffee
  • Canned Beans
  • Snake Oil
  • Potent Snake Oil
  • Horse Reviver
  • Special Medicine
  • Special Snake Oil
  • Gold Nugget

If an inventory item cannot be added, the mod can automatically convert it into cash and notify the player.
Gold reward chances:

  • Very Hard: 5% Gold Nugget
  • Impossible: 10% Gold Nugget
  • Impossible: 3% Gold Ingot
  • Impossible: 1% Gold Bar

Rare companion unlock chance by mission difficulty:

  • Very Easy: 5%
  • Easy: 10%
  • Medium: 15%
  • Hard: 20%
  • Very Hard: 25%
  • Impossible: 40%

Special slot rewards:

  • Very Hard: 12% chance to unlock an extra companion / follower slot
  • Impossible: 18% chance to unlock an extra companion / follower slot
  • Impossible: 8% chance to unlock an extra mission slot

Mission List

The mod includes 48 Mission Table jobs, with 8 missions per difficulty.
Very Easy:

  • Valentine Supplies
  • Lost Satchel
  • Camp Watch
  • Rhodes Errand
  • Count the Ammunition
  • Small Favor
  • Roadside Tracks
  • Night Watch by the Fire

Easy:

  • Stolen Medicine
  • Collect the Debt
  • Horse Thieves’ Trail
  • Missing Trader
  • Night Courier Ride
  • Crates by the River
  • Restless Farm
  • Scouts in the Grassland

Medium:

  • Ambushed Stagecoach
  • Smuggled Goods in the Bayou
  • Bandits on the Old Trail
  • False Deputies
  • The Locked Barn
  • Bloody Tracks
  • The Informant Waits
  • Goods from Emerald Ranch

Hard:

  • Bounty Hunter Posse
  • Fire at the Outpost
  • The Corrupt Sheriff
  • Weapons for the Wrong Hands
  • Ambush in the Canyon
  • The Missing Witness
  • Blood Money from Blackwater
  • The Campfire Traitor

Very Hard:

  • The Railroad Robbery
  • Saint Denis Money Run
  • O’Driscoll Camp
  • The Man with Two Faces
  • Shots in the Fog
  • The Missing Marshal
  • Powder Keg in the Borderland
  • The Last Witness

Impossible:

  • The Fort at Night
  • The Great Bank Train
  • Bounty on the Gang
  • Saint Denis Burns
  • The Black Carriage
  • Massacre at the Pass
  • Gold Under Blood
  • The Outlaws’ Pact

Achievement Book and Companion Unlocks

The mod includes an Achievement Book connected to companion unlocks.
Achievements can be:

  • Visible
  • Hidden
  • Mission reward based

Unlocked companions appear with their portrait and name.
Locked companions may show a lock marker or hidden state depending on the achievement.
Unlock examples include:

  • Visit specific story locations
  • Hunt animals
  • Kill lawmen
  • Complete Mission Table reports
  • Maintain a mission success streak
  • Get a Perfect Success on a Medium-or-harder mission
  • Receive rare Mission Table companion rewards
  • Complete hidden late-game requirements

Unlock radius for location-based unlocks: 10.0 meters

Portraits and UI Presentation

The mod includes a custom Western-style HUD and menu presentation using RDR2 UI text rendering and companion portrait boxes.
UI features include:

  • Companion portrait panels
  • Locked portrait glyphs
  • Hidden companion display states
  • Achievement Book cards
  • Mission Table companion cards
  • Mission detail panels
  • Active mission slot panels
  • Result popups
  • Persistent HUD notifications
  • Menu navigation sounds

If portrait texture dictionaries are not loaded, the mod falls back to a safe text / box display instead of breaking the UI.

Audio Feedback

The mod includes optional sound feedback for:

  • Menu navigation
  • Menu selection
  • Menu back actions
  • Companion unlocks
  • Level-ups
  • Mission completion
  • Mission failure
  • Perfect Success
  • Slot unlocks

These are controlled through the mod configuration.

Save System and Encrypted Release Files
This release uses an encrypted settings and progression format.
Files included for installation:

  • CompanionApp.asi
  • CompanionApp.ini
  • CompanionAppSettings.ini

Important save behavior:

  • CompanionApp.ini is encrypted in the release build.
  • CompanionAppProgress.ini is generated at runtime and saved encrypted.
  • Old plaintext progress files are migrated automatically when loaded.
  • Do not copy a release CompanionAppProgress.ini over your own save progress.
  • CompanionAppSettings.ini remains editable for keybinds and release-safe multipliers.

Editable settings include:
[Settings]
MissionTimeMultiplier=1.0
MoneyRewardMultiplier=1.0
EXPMultiplier=1.0
[Keys]
Menu=0x76
MissionTable=0x78
Default keybinds:

  • 0x76 = F7
  • 0x78 = F9

Installation

Copy the files from the release game_root folder into your main RDR2 / ScriptHook folder, where RDR2.exe and ScriptHookRDR2.dll are located.
Install these files:

  • CompanionApp.asi
  • CompanionApp.ini
  • CompanionAppSettings.ini

Do not install or overwrite a CompanionAppProgress.ini from a release package.
Your progress file is created and managed automatically by the mod.
After launch, the mod should display a load notification:
Companion App loaded — F7 companions, F9 mission table
A log file is also created beside the ASI.
If no log file appears, ScriptHook did not load the ASI.

Notes

This mod is intended as a companion management and progression system for single-player RDR2.
It combines persistent followers, timed dispatch missions, unlockable characters, achievements, progression, rewards, and a custom Western-style menu presentation into one integrated gameplay layer.

I recommend to install this mod after ending the Story

Its released as Beta. Dont expect a perfect mod.

I recommend to unlock the Companions in finding the Unlock Conditions due to the Hints on Achievmentside. For people who arent interested in solving secrets by their own i uploaded the Unlock Conditions as an extra file.

Credits:

Kontrovers

Downloads

NameFormatSizeDescription
CompanionProgressMissiontable.zipZIP493.50 KB
Unlock-Conditions.zipZIP738.00 BIf you are not interested in finding the Unlock Conditionds by yourself due to the Hints on the Achievementside

To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.

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