
YOUR POSSE. YOUR CAMP. YOUR REPUTATION.
Recruit your own companions, build your reputation and give your gang a life beyond the next gunfight. Ride together, share camp activities and take on dangerous work.
For Red Dead Redemption 2 — Story Mode
FAME SYSTEM
Your gang develops a reputation of its own. Fame tracks your progress separately from vanilla Honor, connecting supported activities, rescues and camp improvements to new opportunities.
A respected gang attracts volunteers more quickly, while a darker reputation opens a different path through the available Gang Styles. Earned style unlocks remain yours even when your reputation later changes.
Recruitment draws from Posse Availability, a reserve that replenishes over game days. Fame affects how quickly new volunteers arrive, giving your actions a lasting role in maintaining your group. An optional experimental Honor bridge can also connect observed positive and negative Honor events to Fame.
FOLLOWERS & POSSE MANAGEMENT
Build a travelling posse of up to seven companions through the Camp Recruiter. Choose your Gang Style, recruit the members you need and decide who rides with you, who waits and who returns to camp.
Companions retain their individual appearance, voice, equipment, health and orders through the persistent roster. Changing your selected style affects future recruits, allowing your existing members to keep their familiar look.
Living companions dismissed from the group return availability to your volunteer reserve. Members assigned to autonomous work remain part of your roster while they are away.
The active companion limit and volunteer reserve are separate: Fame improves recruitment availability rather than progressively increasing the seven-member limit.
COMPANION AI, COMMANDS & IMMERSION
Your companions take part in both the action and the quieter moments between it.
Travel together. Followers accompany you on foot, call and ride horses, and use available seats in wagons and coaches. Travel recovery helps members rejoin when they fall behind or become stuck.
Fight together. Companions respond to threats against the group, support gunfights and fistfights, and regroup around you during combat.
Give individual or group orders. Follow, Wait, Relax, Stay Close and Back to Camp let you manage one companion or the whole posse through contextual prompts.
Share the aftermath. Eligible companions can search bodies after combat and collect supported loot, accompanied by native reward notifications.
Enjoy everyday company. Greetings, contextual replies and conversations between companions use the game’s existing voices.
Let them unwind. Relax mode finds suitable nearby activities, including seating, campfires, smoking, drinking and other ambient scenarios.
Move with the group. Supported followers respond to your crouched movement and raised or lowered bandana.
Activities depend on the character, surroundings and available scenario points. Female recruits use appropriate voice and activity profiles.
CAMP MENU
The Camp Recruiter brings your gang’s management into the world. Focus on him to open the Camp Menu, presented with RDR2-inspired graphics, contextual descriptions and keyboard or controller navigation.
Choose and preview Gang Styles, recruit companions, arrange camp activities, manage upgrades, review assignments and select your active base.
Mission planning is also available from the Moonshine Shack. Reserve your next job indoors, then leave through the normal exit to begin the outdoor activity or dispatch your selected members.
CAMP UPGRADES & ACTIVITIES
Give your companions reasons to return to camp beyond waiting for another order.
Poker Night. Gather companions around supported camp tables for games using RDR2’s original poker system. Story progression, suitable hours and activity cooldowns shape when a night can be arranged.
Invite Ladies. Organise a social visit with guests, conversations and a Fame reward when the gathering reaches completion.
Guard Posts. Assign two volunteers to defend camp. Guards remain separate from travelling companion slots, and fallen guards can be replaced when volunteers become available.
Medical Tent. Give injured members time and supplies to recover. Treatment restores health gradually, making preparation and recovery part of caring for your posse.
Camp Kitchen. Prepare different stew recipes using ingredients from your inventory. Stronger meals provide temporary maximum-health bonuses and can contribute to Fame.
Medical treatment and stew preparation currently operate through management systems; a physical medical tent and new cooking or eating sequences are not included. These Story camp upgrades retain their own availability rules when the Moonshine Shack is selected.
GANG STYLES & UNLOCKS
Give your posse a recognisable identity, from practical frontier clothing to coordinated outlaw outfits. Styles combine individual variations with a shared visual theme.
Valentine Townsman, Rancher & Frontier Cowboy. Familiar frontier looks available from the beginning.
Morgan Fashion. Arthur-inspired clothing unlocked through a strong positive Fame reputation.
Infamous Outlaws. Masked outlaw looks unlocked through negative Fame.
Buffalo Brothers. Heavy frontier outfits and red bandanas, unlocked through Gambler Rank 1.
Bounty Hunters. A varied collection of seasoned tracker outfits, unlocked after completing “Good, Honest, Snake Oil.”
The Dundies. A new mixed group of male and female recruits united by purple accents, with five custom variations. Unlock this style by completing Weapons Expert Rank 1.
Styles unlocked through Story missions and challenges recognise the relevant completed milestones. Ownership and selection remain separate from unlocking, and existing companions keep their outfits when you choose another style.
PLAYER MISSIONS
Take part personally in jobs that bring your posse onto the roads, into hostile territory and back to people who need help.
Supply Delivery. Collect a physical supply sack and transport it to the marked contact. Carrying, setting down and handing over the cargo are part of the job.
Rescue Gang Companions. Defend an allied campsite against enemy waves, keep survivors alive and speak to them after the fighting to conclude the rescue.
Rescue Captured Companions. Free prisoners from a hostile location and escort survivors to safety. Available horse and wagon passenger seats can help bring them home.
Stagecoach Attack. Ambush a guarded convoy, contend with its armed escort and take the stolen vehicle to Seamus through the original wagon-sale flow.
Escort a Caravan. Meet a caravan leader in town and accept a freight escort across the frontier. Travel with the convoy, protect it from mounted attackers and keep its wagons moving towards the destination.
GANG MISSIONS
Put selected members to work while you continue your own adventures. These are autonomous, simulated assignments, with departures, scheduled returns and reports covering earnings, injuries and losses.
Escort Work. Send a small group on an escort assignment. Group size and health influence the risk, and members can return wounded.
Saloon Bouncers. Assign companions to work at a nearby saloon. They may earn tips or suffer injuries, and you can visit the saloon to greet them while they are on duty.
Rival Gang Hideout Raid. Dispatch a larger party against a rival gang. Better-prepared groups improve their chances, but this dangerous assignment can result in permanent companion losses.
Choose members with their condition and current duties in mind. A reserved assignment can be cancelled before departure; returning survivors keep their identities and may need medical attention.
MOONSHINE SHACK & SPEAKEASY
Establish a second home at the Heartlands Moonshine Shack. Once owned, it can be selected as the active base for your recruited group while the original story gang remains at its own camp.
The shack brings together the recruiter, companions, volunteer patrons and a furnished Speakeasy. Entry and exit transitions connect its interior to the outside world, and supported interactions provide places to rest, drink and spend time together.
Speakeasy. Open the social space, meet volunteer patrons and use its supported self-service interactions.
Moonband. Bring in six musicians, start the original music playlist, change tracks, finish a performance and join in with the available basic dance.
Moonbarman. Add bartender service, drink-order interactions and service scenes.
Marcel. His resident presence accompanies the Speakeasy, while his business functionality remains a separate unfinished system.
The band and bartender are separate upgrades. The interior currently accommodates up to five placed companions, while the travelling posse retains its seven-member limit.
PART OF YOUR STORY MODE JOURNEY
ZC Immersive Gang Project builds its activities around RDR2’s existing atmosphere: familiar voices, contextual interactions, camp routines, original minigames and unlocks tied to Story milestones.
Your recruited companions form an additional group alongside the Van der Linde gang. The original gang’s location and chapter progression remain in place when you choose another base for your own posse.
The aim is to make the time between missions richer: a conversation on the trail, a wounded member recovering at camp, a poker night after a difficult job, or a convoy that needs your protection.
COMPATIBILITY & CURRENT STATUS
Story Mode only.
enRAGE & Ultimate Companion System: the mod has been build with these two mods in mind, it’s meant to be compatible, complementar and to be an expansion to these two mods to increase the immersive player experience.
Still being refined
You can expect some errors from the beta branch: mission completitions, interaction at the shack, clipping in the gang style and follower system is under heavy WIP and tests.
Coming later
The complete Moonshine Distillery production and delivery business and much more..
Build a group worth riding with—and a place worth coming back to.
Requires:
Catalogue Improvements required for 0.9.0+ versions
LITE – Multiplayer Asset Enabler
ScriptHookRDR2 V2
LML
Credits:
ZioCrus
Downloads
| Name | Format | Size | Description |
|---|---|---|---|
| ZC-IMMERSIVE-GANG-PROJECT-V-0.9.0-BETA-UNSTABLE.zip | ZIP | 19.67 MB | This is the unstable and testing version of the game, you can see what\'s new and expect some problems when testing new implementations. It\'s playable. |
| ZC-Immersive-Gang-Project-0.7.0-Stable.zip | ZIP | 511.81 KB | This is the stable version with less content. |
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.




