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JackKiddArt

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JackKiddArt

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About this mod

Less is more! Scavenger loot approach, with game-wide overhaul for higher difficulty. + Navy Revolver Compatible.

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Translations
  • Russian
Changelogs
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Version 1.98 
3rd March 2025 
+ Navy Revolver Now Available!
See Changelog above for details.

WELCOME!

This mod is for the survivalist players who've wanted a tighter economic crunch and a scavenger loot approach - all while preserving the vanilla experience. It aims to polish what that rockstar created and push it a whole step further, with extensive game-wide changes to drop rates, loot tables, valuables, food, hunting, medicine and beyond. 

  • It removes the sensation of becoming wealthy and overburdened by looting enemies, while still dropping just enough to sustain yourself and keep looting fun. 
  • It shifts the economic ratio and puts mild financial pressure on the player by decreasing income, while increasing many exotic purchase costs.
  • It contains extensive quality-of-life changes that have always bothered me, such as having far too much ammunition, or the massive accumulation gums and tonics that have no use.
  • To balance out the scarcity approach there are now economic benefits to hunting and crafting, creating new incentives for vanilla features and vendors that simply needed a polish. 

  • Translations Available in Download: Russian, German, French, Chinese, Spanish, Brazilian Portuguese.


FOR OFFLINE VANILLA ONLY
Currently NOT compatible with RDOffline, WhyEm's, Munitions or any other mod that uses the catalog_sp.ymt file.








LOOT & REWARD CHANGES

* Original values are in Blue
- Reductions are in Red
+ Additions are in 
Orange
+ Major Updates are in Gold

Money is looted less often. Gang Members may only drop 1c to $1.50 and then scales up for richer NPC's.
Some specific story and event NPC's cannot be modified and may drop slightly higher amounts.

Ammo Pickup is no longer automatic and must be looted manually, you will find reduced amounts. This means ammo is spent slightly faster than it is accumulated, and a trip back to town may eventually be required in the long-term to top up. 
In vanilla you could sustain yourself without ever having to purchase any. 

Loot has been reduced and extensively finetuned for honor level and enemy type. Money is now included inside loot tables rather than separate, allowing for less item drops. Here is an example comparison chart:

Vanilla                                        Modded
$2.35         75c
Miracle Tonic                           2 x Ammo
9 x Ammo                         v
v                        Opened Gin
$1.80          v
14 x Cigarettes                 4 x Ammo 
Silver Clamp Buckle                Chewing Tobacco
v                                               v
$1.25                                        $1.35
8 x Ammo                                 2 x Ammo
Potent Miracle Tonic                 v
9 x Cigarettes                           Gold Plate Buckle
v                                                v
Gaurma Rum                             27c
6 x Ammo                                  v
Gold Wedding Ring                   Cigarette
v                                                 3 x Ammo
$2.00                                        v
7 x Ammo           Silver Emblem Ring
Platinum Pocket Watch       
Cigar



Large Valuables have been lowered reasonably.
Gold Bar $500 -> $250
Gold Ingot $300 -> $150 
Large Jewelry Bag $50 -> $25 
Gold Nugget $25 -> $15
Assorted Money Clips $12  -> $6
+ more.

Jewelry is less common, but feels more satisfying to discover.
Gang members will only drop Silver on a Low Honor playthrough, however Pinkertons, Law & Bounty Hunters become a higher source for Gold and Platinum.
Silver Clamp Buckle $1 -> $1.50
Gold Plate Buckle $3 -> $4
Gold Wedding Ring $5 - > $6
Platinum Engraved Buckle $5 -> $7

Pocket Watches are now visible in the Valuables tab with the rest of the Jewelry.

Gold Tonics are no longer looted from enemies and can only be stolen, crafted or purchased for a very high price. They now feel like a valuable item, worth selling or holding onto for an important fight. 
This also returns relevance to Strauss' Medicine Wagon at camp.

Opened Tonics are looted at much lower rates to prevent mass accumulation. They now provide only partial restoration, but are valuable in their own right and always seem to appear when you need them. Includes Horse Tonics.

Moonshine, Cocaine Gum & Chewing Tobacco are now white items with only partial restoration. Gums and Tobacco no longer come in packs of 4, preventing massive accumulation. 


Alcohol can still be discovered and purchased new, but enemies will only drop opened bottles. 

Cigarettes are looted 1 at a time rather than the usual pack of 20, preventing massive accumulation. They can be purchased in packs of 10.

Premium Cigarettes are no longer looted from enemies but can still be discovered or purchased in packs of 5.
They are now slightly more effective than regular cigarettes.

Legend of the East Satchel maximum carrying capacity has been reduced from 99 down to more reasonable amounts - typically double an items default capacity. 

Horse Saddle Bags have slightly modified and reduced contents.

Fenced Wagons reduced. $40 -> $20 

Hotel Lodging increased to $5.00
Hotel Bath increased to $1.50
Luxury Bath increased to $2.50

Purchased Horses
have increased in price, with a very high cost for exotic breeds. 
The original vanilla cost will remain as the return selling price.
Morgan $60 -> $100
Thoroughbred $130 -> $185
Dutch Warmblood $250 -> $350
Turkoman Silver  $950 -> $1300





GUNS & AMMO CHANGES 

Ammo Capacity for each bullet type has been reduced. Upgraded Bandolier & Belts no longer double the maximum ammo capacity, and instead provide an extra 10 or 20 bullets. This puts pressure on the player to use their ammo wisely, switch weapons and utilise High Velocity and Express for combined capacity. 
Revolver/Repeater 200 --> 40 + 20 
Rifle 100 --> 30 + 10 
Shotgun 60 --> 30 + 10 
Arrows/Improved 40 --> 30 
Throwing Weapons 8 --> 5 each
Tomahawk 3 --> 2


Weapons have received a large price increase as they are considered a marvel of craftsmanship and engineering of their time. 
Cattleman Revolver $50 -> $100
Pump Shotgun $148 -> $270

Weapon Components have received a price increase.
Building a weapon using Gold or Silver is now very expensive.
Long Rifle Scope $25 -> $50
Silver Frame $13 -> $75
Gold Frame $15 -> $150

Ammo Boxes have increased in price but now come in smaller, more convenient sizes with new descriptions to match. 
This also includes those found at Arthur's wagon and discovered throughout the world. 
Revolver/Repeater Bullets 60 --> 20 per box
Pistol Bullets 30 --> 12 per box
Rifle Cartridges 30 --> 15 per box
Shotgun Shells 18  --> 10 per box

Opened Ammo Boxes now only contain 5 to 9 bullets. 

+ Navy Revolver is now full compatible and included with this mod!
It uses the Schofield Revolver sound effect, and is available for purchase at Gun Stores everywhere.
 Please follow the instructions in my download. It may not display a damage bar in the weapon wheel, but otherwise functions flawlessly. It requires an online unlocker such as Chuck's Lite Multiplayer Asset Enabler to function.  






FOOD & PROVISION CHANGES

Food has been reduced in potency without breaking the weight system, making for a more realistic daily intake. This does not affect gameplay so much as it just makes provisions more interesting and intentional. Protein based food such as meat and vegetables lean more on the Health core, where sugar based food such as canned fruit and biscuits lean more on the Stamina core. 
A can of salmon is not the same as a chocolate bar, and the distinction can be felt.


Jerky & Cheese have had their deadeye core removed. They are now considered low calorie snack items and are useful for filling those last few points of core recharge, much like opened alcohol. 
Vanilla Jerky was so effective per dollar that the player could live on it the entire game, making the rest of the provisions redundant.


Biscuits, Crackers & Candies no longer come in packs of 4 and are represented as a single item, preventing massive accumulation.

Coffee now provides partial deadeye restoration for added incentive.
Arthur will slowly restore the deadeye circle while sipping his coffee around camp.


Cooked Animal Meat is still the most powerful protein in the game, but has different core combinations and more ingredients. It also has a lowered maximum carrying capacity, capping out at 3 per item regardless of satchel upgrades. 
This prevents the player from limitlessly stacking cooked meat in an age without refrigeration, creating a sense of perishability.

Berries are now an ingredient in the most potent cooking recipes, with new titles to match. 
This returns relevance to Raspberry, Blackberry and Evergreen Huckleberry which went mostly unused in the vanilla game.

Big Game Meat retains all three cores and its Gold Core recipe, but it now requires 2 Herbs and 2 Berries

Prime Beef retains all three cores, but requires Thyme and Blackberry to really push into deadeye.

Fish & Crustacean Meat now provide Health and Deadeye. Flakey Fish contains the highest concentrations of deadeye in the game once seasoned, creating incentive to fish. Includes Canned Salmon.

Item Descriptions on food and consumables have been altered, simplified or removed for quality of life. Cores do the talking.





HUNTING & GATHERING CHANGES 
With the significant drop in loot and money, outdoor survivalist activities have added incentives are now considered a paid community labor that rewards player effort.

Perfect Animal Pelts of predators and larger impressive game can now yield a higher reward. This now makes big game pelt hunting a rewarding economic feature for the patient hunter.
Perfect Deer Hide -> $2.25
Perfect Deer Hide -> $3.00
Perfect Cougar Fur -> $5.00
Perfect Black Bear Fur -> $8.95
Perfect Elk Fur -> $12.00
Perfect Grizzly -> $18.95
Perfect Moose Fur -> $21.00


Legendary Animal Pelts have been reduced and balanced.
Bharati Grizzly Bear $60 -> $40
Giaguaro Panther $52 -> $36
Hotah Wolf $46 -> $32

Animal Parts have been extensively modified. Claws, Antlers and Feathers are now worth less, while Meat is worth more. 
Feather 30c -> 15c
Claw/Tooth/Talon 50c -> 25c
Mature Venison 60c -> $1.00
Prime Beef 60c -> $1.20
Big Game Meat 75c -> $1.50

Animal Carcasses including Legendary animals have been price balanced, so you will receive the same profit if you choose to sell an animal fully intact or in separate parts.
Perfect Deer Carcass -> $6.00 ($3.00 skinned + $3.00 pelt.)


Gold Tonics are now primarily accessed through crafting and require slightly more ingredients, but you can sell your stock to the Doctor for partial cost price. Basic Tonics are now craftable at the fire, and Special Tonics for personal use now provide a Gold Core.
Vanilla Snake Oil --> $1.75 Sale / 1 Tobacco
Basic Snake Oil --> $2.50 Sale / 2 Currant
Potent Snake Oil --> $4.95 Sale / 2 Currant + 2 Tobacco
Potent Miracle Tonic --> $7.50 Sale / 3 Tobacco + 4 Sage + 2 Ginseng
Special Snake Oil --> Personal Use / 3 Currant + 4 Tobacco + 1 Blackberry

Unique Bird Feathers required for trapper equipment are now only attainable from a pristine 3-star kill. All feathers have been renamed for rarity. eg. Eagle Feather --> Perfect Eagle Feather.

Bird Carcasses 
now accurately match their star rating. This means no more picking up a 1-star Bluejay and receiving a Perfect Bluejay Carcass.

Varmint Rifle now a viable hunting alternative to Small Game Arrows, for tiny birds and rodents. 
Squirrel, Robin, Songbird, etc.

Shotgun Slugs now viable for hunting all medium and large animal pelts. 
Wolf, Grizzly, Elk, etc.

Arrows can now be purchased from the Trapper, and are now sold in bundles of 3. They are now viable for hunting medium rodents that previously required the Varmint Rifle, but were too big for Small Game Arrows. 
Rabbit, Badger, Turkey, Possum, Eagle, etc.

Flight Feathers can only be found 1 at a time, but will drop in more varied amounts on a pristine 3-star kill. 

Animal Fat is still difficult to find, but now drops from some more common animals. Bears and Boar are the best source.

+ Animal Meat is extracted in numbers ranging from 1 to 3, rather than 3 to 5.

Snakes no longer drop Herptile Meat.

Wolves no longer drop Wolf Heart unless it's a pristine 3-star kill.






THIS MOD PAIRS WELL WITH:

Josefig's LESS MONEY 
It puts a customizable scaling tax on earnings, which helps crunch huge bank robbery story rewards that are too high.

My HEALTH & STAMINA
Higher difficulty, medicines essential for survival, strenuous exercise, cinematic deadeye.

Crossed99's CRITICAL HITS 
Custom options for extra damage, headshot death, wounded animations and more.


Bolmin70's SOFTERCORES
Prevents automatic reload during deadeye.


GunterSeverioh's BANDIT HIDEOUTS 



POSSIBLE FILE CONFLICTS & REMOVING FEATURES.


ALL CATALOGUE PRICES, AMMO, FOOD, CORE ATTRIBUTES, MEDICINE, VALUABLES.
>catalog_sp.ymt

NO AUTO AMMO PICKUP
>lootconfigdata.meta 

ANIMAL DROPS: MEAT, FEATHERS & ANIMAL FAT
>loot_items_matrix.meta 


EXTRA HUNTING WEAPON OPTIONS (Varmint, Repeater Express, Shotgun Slugs)
>damagecleanlinessdata.meta

LOOT CHANCE TABLES: NPC's + ITEMS
>loot_table_ped.meta 
>loot_table_itemgroups.meta

MONEY LOOT & SIDE MISSION REWARDS
>loot_table_reward.meta 



CREDITS
MaybelleElizabethColter 
and saravaksa2 
for the mod inspiration.
bolmin70 for ammo pickup changes.
Jacobah for help with catalog descriptions.
Big thankyou to all the modders who have worked long and hard to create the groundwork that I built on.




Check out my Spotify playlist that goes nicely with free-roam Red Dead.