[PAID/VORP] Legendary Animal Hunting System for RedM

Zoo Legendaries

Advanced Legendary Animal Hunting System for RedM — VORP & RSG Core

A complete and fully immersive legendary animal hunting system that brings the original RDR2 single-player experience to your RedM server — now with dual framework support (VORP + RSG Core), auto-detected with a single config line. Built around 28 unique legendary animals spread across the entire map, with full clue tracking, native Eagle Eye integration, ambush AI, animated quest-giver NPCs, and a custom trader shop.

Core Features

Dual Framework — VORP & RSG Core (NEW in v1.0.3)

One purchase, both frameworks. The script auto-detects vorp_core or rsg-core (Config.Framework = 'auto') and translates everything internally — money, inventory, items, notifications. The framework bridge ships as open code, so advanced buyers can adapt it to custom frameworks.

Fully automatic install: on first start the script creates its database table and installs all 45 items — on VORP into your items table, on RSG it registers the items, writes them into rsg-core/shared/items.lua AND copies the item images into rsg-inventory. No manual SQL, no items.lua editing, no image copying.

28 Legendary Animals

Every legendary from RDR2 is included — Wolf, Onyx Wolf, Cougar, Sapa Cougar, Bear, Owiza Bear, Buck, Shadow Buck, Ram, Chalk Ram, Fox, Cross Fox, Boar, Cogi Boar, Elk, Katata Elk, Panther, Ghost Panther, Beaver, Grey Beaver, Coyote, Milk Coyote, Bison, Tatanka Bison, Moose, Snowflake Moose, Alligator, and Banded Alligator. Each animal has its own zone, behavior, model, outfit variant, health pool, clue trail, and reward set.

Clue-Based Mission System

Each legendary animal hides 3 unique clues across a defined search area. The script supports model-specific clues (scat, fur tufts, blood pools, kill remains, etc.) per animal. As the player gathers each clue, the search radius shrinks by 25 metres (configurable via Config.ShrinkPerClue), guiding the player toward the bait drop zone.

Native Eagle Eye Integration

Full integration with RDR2’s Eagle Eye system. When the player gets within 25 metres of an undiscovered clue (Config.ClueSoundRange), the original collectible halo sound (collectible_lure) starts playing. The script can take over Eagle Eye handling completely (Config.ActiveEagleEye = true) or hand it off to your framework’s built-in system (VORP core / rsg-essentials).

Bait System

After collecting all 3 clues, players must place bait in a smaller bait zone (Config.BaitShrinkRadius = 30m). Two bait types are supported — legendary_bait for predators and consumable_potent_herbivore_bait for herbivores. The animal spawns 12 seconds after the bait is placed (Config.BaitWaitTime).

Ambush Predators

When Config.AmbushPredators = true, predators (cougars, panthers, wolves, bears) will ambush the player during bait placement instead of casually walking up. They burst out of cover, making predator hunts genuinely dangerous and unpredictable.

Companion Animals

Some legendary animals don’t come alone — the Legendary Wolf brings 3 regular wolves into the fight. Each animal can be configured with its own pack, defined per-animal in secondaryAnimals.

Animated Quest-Giver NPC

Harriet Davenport spawns at her cabin in Strawberry as a fully voiced, animated NPC. She uses original RDR2 cutscene animations (_CREATE_ANIM_SCENE), with portrait, voice lines, and dialogue choices. Players choose their hunt through her, not through a flat menu.

Custom Trader Shop (Gus MacMillan)

Gus MacMillan spawns at two locations — Tall Trees and Big Valley — with full animations, voice lines, and dialogue. Players sell their pelts, hearts, claws, fangs and other rare items through his shop. Per-item base prices are defined in config.lua and fully editable.

Trapper Buy Shop

Same NPC (Gus) also sells the Legendary Animal Map (one-time purchase) and both bait types — fully configurable in Config.TrapperBuyShop.

Cooldown System

Each animal has its own configurable cooldown (cooldown field per animal — typically 2-3 hours). Cooldowns are stored per character in the database. The cooldown applies on success AND failure (kill, escape, timeout, or player death) — no instant retry spam. Kill statistics only count successful hunts.

Escape & Despawn Logic

If the player wanders more than 150 metres from the legendary (Config.EscapeDistance), a 10-second countdown starts (Config.EscapeCountdown). If they don’t return in time, the animal escapes and the mission fails. The full mission also has a 30-minute hard timeout (Config.MissionTimer).

Full Database Persistence

All hunt records, cooldowns, and player progress are persisted in the database (per character) — one table, works on both frameworks (VORP char id or RSG citizenid). The table is auto-created on first start; ready-to-import SQL files for both frameworks are also included.

Original RDR2 Animation Scenes

Uses _CREATE_ANIM_SCENE for true cinematic NPC interactions — not basic looped animations. Looks and feels native to RDR2.

Dependencies

VORP servers RSG servers
vorp_core rsg-core
vorp_inventory rsg-inventory
oxmysql oxmysql
zoo_menu zoo_menu
zoo_notifications (optional*) zoo_notifications (optional*) + ox_lib

IMPORTANT: zoo_menu is distributed separately and is required. zoo_notifications is optional* — it gives the immersive RDR2-style notifications; without it the script automatically falls back to ox_lib toasts.

Showcase

[https://www.youtube.com/watch?v=MasSz6IQmJY&t=7s]









Download / Purchase

[ GET IT HERE: Tebex: 50$]

Checklist

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Required Information

Field Value
Code is accessible No (escrowed) — config.lua, locales.lua, framework/ (bridge) and SQL/ are open
Subscription-based No
Lines (approximately) ~7,500
Requirements VORP: vorp_core, vorp_inventory / RSG: rsg-core, rsg-inventory, ox_lib / Both: oxmysql, zoo_menu
Support Yes (Discord)