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sajuuk6

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sajuuk6

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42 comments

  1. neetyeets
    neetyeets
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    can u make it give you like 50$ from robbing and 100$ from a rich person and send it to me my email is neetyeets310@gmail.com
    1. Ata1337
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      email? for a Nexus mod? should I cc management and clear it with your secretary, too? 
  2. Endlessunset
    Endlessunset
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    Can you make a compatibility patch for Pardon Letters Restored? I guess there's a conflict with loot_table_ped.meta
  3. phol13
    phol13
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    How do I change the amount of ginseng I can collect? It's very difficult, I don't know programming, but I can easily modify .ini files from other mods, when they bring the .ini file, in this case it's only with these .meta loot files, I can modify the quantity of item to my liking looted?
    1. sajuuk6
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      I explained how to do that in a reply to an older post by logansmod1243. If you can edit an initialization file, you know programming. There's just a bunch more fluff in XML to make it look prettier, you're still essentially only changing numbers. The largest changes you could make would involve copy pasting, which in your case it doesn't.

      I laid out how to change everything in the README.MD included. How to fine tune quantities, what loot needs what qualifiers, etc, etc, etc. Just in your case you'll be changing the ginsengs (yes, there are two of them) instead of thyme.
    2. phol13
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      oh yes, I'll check it out, thank you very much, I forgot about the README file
  4. loganthepirate2
    loganthepirate2
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    compatible with herbilist ?
    1. sajuuk6
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      IIRC the Herbalist mod only modifies plant loot, so yes and no depending on how you want your loot system to work. They can be interchanged, but my herb loot is closer to vanilla than the one included with Herbalist.
  5. kendblack
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    Is the folder empty just for me?
    1. sajuuk6
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      I just redownloaded the current version and everything is there as expected. Perhaps Nexus servers had a hiccup?
  6. Demetrius277
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    Thanks for the mod! How about plant gathering and loot in a certain range? That way you wouldn't need to collect plants one by one or loot them one by one. I work and study, I can't waste time with these time-consuming and repetitive animations.
    1. sajuuk6
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      Something that active in-game likely requires a script, and being as out of touch with the programming scene as I am I don't see myself diving that deep back into the modding scene anytime soon. Easiest way to get the same result is change the loot per plant to the total of the groups it spawns in. Think 4 for Common Bulrush, 3 for Wild Feverfew, etc.
  7. logansmod1243
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    doesn't work. all values are set to 1.0 on the herbs and god knows what else on the other files. Release a previous version that's available to download because on the previous ones it worked just fine, loved the mod until all values got reset on the default herb files creeping thyme is supposed to give you three executed it into the mod loader and it gives you one. same with all the other herbs. and im guessing that the other ones are wrong too considering this one is reset to default. is there anyway to fix this? if so let me know. 
    1. sajuuk6
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      https://www.nexusmods.com/reddeadredemption2/mods/1596/?tab=files&category=archived
      
      Idk how you ended up with default values. I only upload after testing, and I was on a legit copy in January. (Right now I'm using DODI's repack of v1436.28.)
    2. dAWdAWdAdAW
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      sorry for the extremly late reply i wasnt expecting a answer back, i just downloaded the file again and the values are still set as default. what is DODI's repack of v1436.28? i have no clue what this means. that link just takes me to the file archive and it doesnt let me download anything just the updates. i would really like to play with this mod because its one of my favorties. can you provide an older file to it because it used to work and i used it all the time. ALSO I think that the other things are fixed, just the herbs are the ones thats messed up or not messed up, just reset to the default values UPDATE IT WORKS NOW I DOWNLOADED IT THE FILE SAID IT HAD DEFAULT VALUES BUT I TRIED IT OUT IN GAME AND IT WORKS I ONLY PICKED ONE PLANT THOUGH SO IM NOT COMPLETELY SURE ILL UPDATE YOU LATER BUT THANK YOU FOR MAKING ONE OF THE BEST MODS IN RDR 2 *it works fully*
    3. sajuuk6
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      I went ahead and moved all of the old versions into the Old Files category, but they're still not available now because they've been archived for so long. Having read the end of that last response, I'm assuming it's working properly on your end.

      Ain't really sure even now how you came up with default values in the first place. If there were some typo in the mod files, I must've missed it while testing the latest legit version. Nothing crashed the game (like it would if there were some typo) or yielded out-of-the-ordinary results. Neither on a legit copy nor the latest DODI repack. (Also, DODI's repack is of that RDR2 version. It just runs without all the Rockstar Launcher nonsense.)

      I've also added a how-to section in the Description. The files are all XML, so anyone can change how much of anything any one plant drops. I've commented how stuff works in all of the files iirc. If you use a code editor with syntax highlighting like Notepad++, those comments will be way easier to spot. Otherwise, just press CTRL + F and find "<!--". Far as I recall, there aren't any extraneous comments in any of the files.
    4. loganthepirate
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      stopped playing for awhile, came back and they are back to normal default values to everything and its not working once again let me try to update my scripthool and asi loader i dont think that it will make a difference. its at the top of my lml loader as well. last time it literally fixed its self i do not know whats going on. let me try and put the files somewhere else. i have no idea what else to do that didnt work
    5. sajuuk6
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      The herb loot must be individually set per item. I just decided to make the Ram Horn Trinket double the yield of most via:

      <RewardCondition ref="NEEDS_RAM_HORN_TRINKET" />
      This is explained literally on line 3 of loot_table_herb.meta:

      <!-- Apparently, the quantity identifier used in loot_items_matrix.meta isn't applicable for herb loot. -->
      <!-- This means each loot item must be copy-pasted. -->

      I made that change months ago, lol. The change itself is noted on Line 126 in README.MD:

      Decreased yield of all herbs to `1`. **Ram Horn Trinket** still doubles herb loot, so all plants yield `2` if the trinket is crafted and owned. This was done after several days of playing and having to discard a lot of herbs I pick often. Getting `6` of quite a few herbs from just a single plant was getting to be a bit excessive, so I just cut the loot back to the normal `1` and made the **Ram Horn Trinket** double the yield of all plants to `2`. Given all **Special Tonics** require `2` of certain herbs, I reckon `2` with the trinket is good enough for balancing. Basically just halves the workload. In the case for **Special Miracle Tonic**, albeit not a whole lot better than other **Special Tonics**, collecting three of each plant (for a total of `6` with trinket) isn't hard to do if you know where to look.

      The easiest way to make Creeping Thyme yield 3 again is copy-paste the item tree within <Entries>:

      <Item>
          <Name>CONSUMABLE_HERB_CREEPING_THYME</Name>
          <Rate value="1.0"/>
          <Type>Collectible</Type>
      </Item>

      E.g.

      <Item key="HERB_LOOT_CREEPING_THYME" name="Creeping Thyme">
        <Type>AggregateDrop</Type>
        <Entries>
          <Item>
            <Name>CONSUMABLE_HERB_CREEPING_THYME</Name>
            <Rate value="1.0"/>
            <Type>Collectible</Type>
          </Item>
          <Item>
            <Name>CONSUMABLE_HERB_CREEPING_THYME</Name>
            <Rate value="1.0"/>
            <Type>Collectible</Type>
          </Item>
          <Item>
            <Name>CONSUMABLE_HERB_CREEPING_THYME</Name>
            <Rate value="1.0"/>
            <Type>Collectible</Type>
            <!-- Remove the line below if you want 3 thyme without RAM_HORN_TRINKET. -->
            <RewardCondition ref="NEEDS_RAM_HORN_TRINKET" />
          </Item>
        </Entries>
      </Item>
    6. loganthepirate
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       so how can i have the old version of the herb loot that gave you quite alot like 2 per wild carrot because when you pulled it up out of the ground its literally 2 carrots now its only one and i just feel like it was better this way. also you said the herb loot must be individually set PER item however about a month ago i didnt even set a single thing in the file and it was yeliding 2-5 plants per like pick up you know. you said just add a line and make it called entries for it to yeild the default values correct? i just do not understand whats going on you might have to spell it out for me. do you have a copy of the file BEFORE the update i understand now why you put it back to 1 but i just liked it the other way. i dont want only the creeping thyme to get me 3 i want all the plants to yeild the intial value.like on line 13six before the update. do you have a copy for version v2022.10.08.? sorry for the trouble
    7. sajuuk6
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      If I had a copy, I'd have already uploaded it. That being the case, I outlined the process of restoring the old mod values in my previous reply: copy paste the loot items' trees within themselves.
    8. loganthepirate
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      Thanks anyway! Have a good day. Still using this amazing mod everyday!
  8. BrainChutney
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    Hello author. I love this mod. However, I think that the drop rate of XP boosting drinks is far too high. A fort occupied by an enemy gang used to have about 1 XP Boosting drink as a reward sitting around somewhere. With this mod, looting the enemy gang that occupied the fort can give me around 5 Valerian roots, compared to just the 1 I should be getting for clearing the hideout. 
    Everything else I love, but this drop rate feels like it can cheapen the reward of finding an XP booster, and allows you to max out your skills in like an hour. Just a little feedback, still love the mod and appreciate your work and effort.
    1. sajuuk6
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      All three have a 1% chance of dropping, so total a 3% chance to drop any XP tonic. I've gotten at most two per hideout raid, but usually only one. If you'd like to alter them to your own liking they're on lines 2223 to 2237 in loot_table_itemgroups.meta. You can even remove those lines entirely to prevent looting them.
    2. sajuuk6
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      Changing the values of all three to 0.005 (so half one 1 percent) has usually given me one XP tonic at random per hideout, with a pull rate of 60% after running all available Epilogue hideouts. (So a 40% chance not to loot any XP tonics at all.)

      The testing results works out with the math, but even since I understand some players might not be running post Epilogue, setting all three values to 0.005 makes it quite a bit less likely to loot any XP tonics.
    3. loganthepirate
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      must be nice having the mod work for you
  9. loganthepirate
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    can you send me a copy of all of the meta files that HAVE THE VALUES CORRECT PLEASE IM BEGGING THIS MOD IS f*#@ing AMAZING AND I NEED IT!
  10. loganthepirate
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    stopped playing for awhile, came back and they are back to normal default values to everything and its not working once again let me try to update my scripthool and asi loader i dont think that it will make a difference. its at the top of my lml loader as well. last time it literally fixed its self i do not know whats going on. let me try and put the files somewhere else. i have no idea what else to do that didnt work
    1. loganthepirate
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      yoooo bro do you have a fix