This mod is so essential its going to need catalog_sp patches for other big mods that change it like Firearmss Overhaul and other big weapons mods :( I could even do it myself if I knew exactly which lines I can edit to nerf their values and change their drop rate on enemies.
Good to see you fixed Valerian root and Pirate rum with this update, but I think you might have uploaded the same catalog file to both extra hardcore and realism files.
Havent encountered any other issues so far and this mod is making the game much more enjoyable for me
Yeah, I checked which ones were changed to one, and I really like the idea of it, but I dont know which value changes the upgraded satchels. What I'm unsure of is if upgrading the satchel that affect these edited items would let me hold more than 1. More for consistency and in game logic, I guess. For example, I wont upgrade the tonics satchel if it wont increase the amount I can carry. Appreciate you taking the time to respond here
Hi, why can't I pick up valerian root? I don't have valerian root in my backpack just a healing potion and a miracle tonic, and the version I use is Normal Hardcore.
I've looked through & compared the code to everything that is similar & found no issues, it seems to be a side effect of the mod that I have no way to narrow down.
It's a small issue that I will add to the BUGS list.
You will have to stick with consuming or selling the Alcohol & Tonics sadly.
Thanks, but as an aside, why is it that when I start the second chapter of the new game, the new items in the backpack appear to unlock all the recipe manuals? Is this caused by the catalog_sp.ymt file? This is very confusing to me
hi, friend, you're doing great, but I can't live with the mistakes of vital herbs, rum and valerian root that can't be picked up, and I can live with the bottles that can't be thrown away.
Well that's great, because that's precisely what I've fixed.
1. Rum and Valerian Root are fixed.
2. You will have to stick with consuming or selling the Alcohol & Tonics sadly. I've looked through & compared the code to everything that is similar & found no issues, it seems to be a side effect of the mod that I have no way to narrow down. It's a small issue that I will add to the BUGS list.
3. You've not mentioned "vital herbs" until now, can you be more specific as to which herbs as I don't see any problems.
Sorry, maybe there's a translation problem before, I'm referring to the medicine that increases maximum health when taken, along with Pirate Rum (increases maximum health) and Valerian root (increases maximum Eye of Death). You have solved the picking problem of the latter two before, and now I find that the former cannot be picked up.
Hey man, what other mods do you like to use with your hardcore setup in terms of weapons and damge? Like Mavericks weapons maybe, or PED Damage overhaul or something.
Oh boy... I have a folder of 2.0gb worth of them. :)
I'll give you a list of the main ones that make the game to my taste
(Each Mod is linked, just click on the name & it should redirect you to each them)
With the way I've tweaked all the settings it makes you a human again, you fear big ambushes & shootouts.
I've made it so if Arthur/John takes anymore that 4 direct shots it's over thanks to Critical Hits.
You are no longer Wolverine or Deadpool with a healing factor thanks to Kiddos Health Stamina & Deadeye.
I balance this with slightly decreasing the accuracy of the NPC's with both of the accuracy mods, making for a cinematic but still very dangerous experience.
Combat is slower & more methodical thanks to the reload mod & with the removal of scopes the snipers are (imo) more useful in combat situations.
Enemies go down in realistic fashion thanks to Ped Damage Overhaul & Torso Damage Increased
Your horse is actually a living thing thanks to both Thirsty Horse & Horse Exhaustion.
Hunting is now viable & crucial way to earn money & survive thanks to the hunting mods.
You have purpose in the Epilogue with the Banking & Pay the Rent mods.
Everything else is pretty self explanatory.
Please take your time & read everything carefully with each mod when downloading them & adjust the settings accordingly.
I'm certain you will have a blast!! Survival Mods / Economy Mods
Is there an important reasoning for choosing Crime and law rebalance over Llama's Police Overhaul or just a preference/never tried the other type of thing? Its become a highly recommended police rework over others and was following Syyyke's Curated Modlist but im open minded
Lots of conflicts... between Crime and Law rebalance, Kiddo's Health and Stamina, Realistic accuracy. I dont know exactly how to resolve these without breaking things :/ I think I can safely overwrite the damagecleanlinessdata.meta from Kiddo's minimalist economy with the perfect pelts.
I've familiarized myself with merging tool and extracting files from original RDR2 files to auto merge but none of these mods are auto resolvable so I really dont know.
Hello! Would you please spare some time to create separate mod versions where the prices are increased by three times and five times respectively? I really love your mods. I just hope it can be made even more hardcore, so that I'll have more motivation to go out, earn money, and go hunting!
51 comments
Havent encountered any other issues so far and this mod is making the game much more enjoyable for me
I have fixed the accidental upload, thank you for bringing this to my attention. :)
Outside of this most of the satchel upgrades will be in this order
5 + 2 + 3 = 10
Though some were lowered to
3 + 2 = 5
This is also not accurate to every item just most.
I can't remember what every minor change was, but that's what most of it will be.
The idea was to lower the amount so you'd interact with all items including crafting, making items matter more.
It makes the upgrade with the satchel although small, more impactful imo.
Hope that helped. :)
What I'm unsure of is if upgrading the satchel that affect these edited items would let me hold more than 1. More for consistency and in game logic, I guess. For example, I wont upgrade the tonics satchel if it wont increase the amount I can carry.
Appreciate you taking the time to respond here
Well in that version (Realism) no it would not increase for those items, however it would increase many others.
Sorry for misunderstanding.
The issue has been resolved in each of them. :)
The issue has been resolved in each of them. :)
I am pretty sure you cannot discard alcohol normally, you can consume it or sell it.
I will test this in a bit & update this response.
Update - I was wrong :(
Give me some time & I'll look into whats causing it, thank you again for giving me this information.
that I have no way to narrow down.
It's a small issue that I will add to the BUGS list.
You will have to stick with consuming or selling the Alcohol & Tonics sadly.
Thanks again for your help. :)
I'm not sure why this is happening. :(
1. Rum and Valerian Root are fixed.
2. You will have to stick with consuming or selling the Alcohol & Tonics sadly.
I've looked through & compared the code to everything that is similar & found no issues, it seems to be a side effect of the mod
that I have no way to narrow down. It's a small issue that I will add to the BUGS list.
3. You've not mentioned "vital herbs" until now, can you be more specific as to which herbs as I don't see any problems.
Oh boy... I have a folder of 2.0gb worth of them. :)
I'll give you a list of the main ones that make the game to my taste
(Each Mod is linked, just click on the name & it should redirect you to each them)
With the way I've tweaked all the settings it makes you a human again, you fear big ambushes & shootouts.
I've made it so if Arthur/John takes anymore that 4 direct shots it's over thanks to Critical Hits.
You are no longer Wolverine or Deadpool with a healing factor thanks to Kiddos Health Stamina & Deadeye.
I balance this with slightly decreasing the accuracy of the NPC's with both of the accuracy mods, making for a cinematic but still very dangerous experience.
Combat is slower & more methodical thanks to the reload mod & with the removal of scopes the snipers are (imo) more useful in combat situations.
Enemies go down in realistic fashion thanks to Ped Damage Overhaul & Torso Damage Increased
Your horse is actually a living thing thanks to both Thirsty Horse & Horse Exhaustion.
Hunting is now viable & crucial way to earn money & survive thanks to the hunting mods.
You have purpose in the Epilogue with the Banking & Pay the Rent mods.
Everything else is pretty self explanatory.
Please take your time & read everything carefully with each mod when downloading them & adjust the settings accordingly.
I'm certain you will have a blast!!
Survival Mods / Economy Mods
1.Critical Hits
2.Kiddos Realism Loot Economy
3.Kiddo's Health Stamina and Deadeye
4.Red Dead Exhaustion
5.Thirsty Horse No Cores
6.Horse Exhaustion Overhaul
7.Banking The Old American Art
8.Pay The Rent (Epilogue)
Hunting Mods
1.Perfect Pelts - Perfect Damage (All weapons can be used to hunt, but you can still ruin pelts & have to find 3* animals)
2.Improved Wildlife
3.Predators Rework
4.Fisherman
First Person / Camera FOV Mods
1.Another Field of View Mod FOV
2.Walk in First Person
Combat Mods
1.Crime and Law Rebalance and Enhancement
2.Realistic Accuracy
3.Ped Accuracy Overhaul
4.Realistic reload
5.Grapple Reversals
6.Ped Damage Overhaul
7.Torso Damage Increased
QoL
1.Corpse Spawn Distance
2.Smoking Complete
3.Short Barrels No Longer Reduce Accuracy
4.No Forced Scope
5.More Persistent Weather
6.Longer Days
7.Non-Sticky Hats
Enjoy
An example would be -
Crime and Law Rebalance and Enhancement has the file
pedhealth.meta
Kiddo's Health Stamina and Deadeye also has the same file
pedhealth.meta
Now I want only the effects of Kiddo's Health Stamina and Deadeye.
Simply delete the - pedhealth.meta - file from Crime & Law & leave only the file in Kiddo's Health Stamina & Deadeye
You will have to do this for each mod to make sure that the files you are using are the ones you've made changes/edits to.
Should be the answer to all the conflicts as all of these are in use & work for me.
Good Luck with the Modding. :)
An example would be -
Crime and Law Rebalance and Enhancement has the file
pedhealth.meta
Kiddo's Health Stamina and Deadeye also has the same file
pedhealth.meta
Now I want only the effects of Kiddo's Health Stamina and Deadeye.
Simply delete the - pedhealth.meta - file from Crime & Law & leave only the file in Kiddo's Health Stamina & Deadeye
You will have to do this for each mod to make sure that the files you are using are the ones you've made changes/edits to.
Should be the answer to all the conflicts as all of these are in use & work for me.
Good Luck with the Modding. :)
But how do you get No scope and Realistic Reload to work together? I dont think you can just delete all the files from the No Scope mod?
I thought maybe you used the main file only but that would leave weapons.ymt. Is that why? Can I just delete weapons.ymt?
1. use the remove scope mod first
2. use it (purchase the rifle you'd like to use without a scope) & save the game
3. find the - No Scope Catalog folder & remove it
4. keep the - No Forced Scope folder in lml
DO NOT edit the rifles scope or it will revert the changes
4. Add the Realistic reload mod
Note - they both use - weapons.ymt
I looked in my folders & although they are sharing this same file it seems to work fine for me at least with no issues.
I assume you used the newest version of Kiddos mod wich he updated on March 3rd?
Now it almost feels like a Life Sim ( paired with some other mods)
Thank you very much for this great work
edit: and does a Bandolier still give you 10 more ammo capacity like in Kiddos mod?
First of all thank you for the kind words.
1. Yes, all versions are using the latest kiddos mod. :)
2. No, sadly. :(
Enjoy
Enjoy