[ImprovedLoot](https://www.nexusmods.com/reddeadredemption2/mods/1596) by [sajuuk6](https://www.nexusmods.com/reddeadredemption2/users/117678753)
*A modification for RDR2 which improves NPC gang, animal, and herb loot, as well as rebalancing hunting with changes to kill cleanliness.*
This document is in Markdown format, and as such requires a Markdown parser to read properly. I recommend [VS Code](https://code.visualstudio.com/) (press `Ctrl+Shift+V` to preview Markdown), but [Notepad++](https://notepad-plus-plus.org/) also has a Markdown plugin which can be [installed manually](https://github.com/nea/MarkdownViewerPlusPlus) or via the Notepad++ [Plugins Admin](https://npp-user-manual.org/docs/plugins/).
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**v2022.10.08**
- Increased loot yield for all plants. Took inspiration from [Herbalist mod](https://www.nexusmods.com/reddeadredemption2/mods/1457).
- Orchid loot, including **Vanilla Flower**, was left untouched.
- **Ram Horn Trinket** now doubles the yield of all plants. Numbers listed below are without trinket.
- **Alaskan Ginseng**, **American Ginseng**, **Burdock Root**, **Common Bulrush**, **Milkweed**, and **Wild Carrot** now yield `2`.
- All other herbs now yield `3`.
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**v2022.10.03**
- Animals which yield `PROVISION_ANIMAL_SCENT_GLAND` and/or `PROVISION_ANIMAL_FAT` now yield at least one more of each/either when carcass quality and kill qualities are both perfect. This was done to make crafting your own **Cover Scent Lotion**, **Fire Bottles**, and **Flame Arrows** a lot less time consuming. And what kind of true hunter *buys* their scentblock?
- `A_C_BADGER_01` and `A_C_RACOON_01` now yield `PROVISION_ANIMAL_SCENT_GLAND`; same bonuses for each with perfect kills on pristine carcasses.
- Animals which yield special loot (**Buck Antler**, **Cougar Fang**, **Ram Horn**, **Moose Antler**, **Bear Claw**, etc) now yield 2x if the carcass is perfect (regardless of kill quality).
- `A_C_BADGER_01`, `A_C_BEAR_01`, `A_C_BEAVER_01`, `A_C_BEARBLACK_01`, `A_C_BOAR_01`, `A_C_BUFFALO_01`, `A_C_BULL_01`, `A_C_COW_01`, `A_C_DUCK_01`, `A_C_GOOSECANADA_01`, `A_C_JAVELINA_01`, `A_C_OX_01`, `A_C_PHEASANT_01`, `A_C_PIG_01`, and `A_C_RACCOON_01` all now yield `PROVISION_ANIMAL_FAT`.
- Less cluttered list of (above) animals now yielding **Animal Fat**: Badgers, Grizzly Bears, Beavers, Black Bears, Wild Boar, Bison, Bulls, Cows, Ducks, Canada Geese, Collared Peccary, Ox, Pheasants, Pigs, Raccoons.
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**v2022.10.02**
- Changed project name from `ImprovedGangLoot` to `ImprovedLoot`.
- I did my best to add comments describing what was changed within the files, along with stuff I've learned along the way modding this game.
- Made changes to `damagecleanlinessdata.meta`, changing kill quality with certain weapons and animal groups. Inspired by [Realistic Hunting Rebalance](https://www.nexusmods.com/reddeadredemption2/mods/1559). Some changes carried over.
- Removed `PROVISION_GAMEY_BIRD_MEAT` from `A_C_CALIFORNIACONDOR_01` and `A_C_VULTURE_01`.
- Removed `PROVISION_HERPTILE_MEAT` from `A_C_TOAD_01`.
- Removed `PROVISION_STRINGY_MEAT` and `PROVISION_BIG_GAME_MEAT` from `A_C_WOLF_01`, `A_C_WOLF_MEDIUM`, and `A_C_WOLF_SMALL`. This makes wolves unfarmable for Big Game Meat. All other big game, including Alligators, still retain their pool and are thus still the best option.
- All classes except for `PS_SMALL` can now be clean killed by **Poison Arrows** and **Poison Throwing Knives**. This opens up the Bow's use against foxes and beavers, as opposed to the old way where you could only get perfect carcasses by using the **Varmint Rifle**. This is meant to put emphasis on using poison weapons.
- `PS_MEDIUMLARGE` (pigs, sheep, goats, foxes, etc) can now be killed cleanly with **Shotgun Slugs**, all **Repeater** ammo, and all **Rifle** ammo (now including **Rifle Express**) as long as it's not a limb/body shot.
- `PS_MEDIUMLARGE` can no longer be cleanly killed by **Revolvers, Pistols**, **Regular Arrows**, or **Regular/Improved Throwing Knives** regardless of shot placement. Emphasizes using **Rifles**, **Repeaters**, **Poison Arrows**, and **Poison Throwing Knives**.
- `PS_SMALL` (small game) and `PS_MEDIUM` (varmints) can now be clean killed with **Varmint Rifle**, **Revolvers**, and **Pistols** regardless of shot placement or ammo type. This eliminates the necessity of **Small Game Arrows** for `PS_SMALL`, but they can still be used for clean kills.
- `PS_MEDIUM` (varmints) can now be killed cleanly with **Poison Arrows** and **Poison Throwing Knives** regardless of shot placement.
- `PS_EXTRA_LARGE` (massive game) can now be clean killed with **Poison Arrows** and **Poison Throwing Knives** regardless of shot placement.
- `PS_EXTRA_LARGE` can no longer be clean killed by **Rifle** or **Slug** body/limb shots.
- `PS_EXTRA_LARGE` can now be clean killed with **Repeaters**, but only on criticals.
- Removed herb loot from gangs. Creating new pools in `loot_table_itemgroups.meta` bugs out the entire loot system. Trying to find a workaround using conditionals present in `loot_reward_conditions.meta`. I could add the herbs to an existing group, but all loot pools that include those groups would also be altered.
- All gangs now drop both `LARGE_ARMS_AMMO` and `SMALL_ARMS_AMMO`. Increased **Shotgun** ammo (both `AMMO_SHOTGUN` and `AMMO_SHOTGUN_SLUG`) count for drops.
- Added chance to loot `AMMO_SHOTGUN_SLUG` in `LARGE_ARMS_AMMO` pool.
- Greatly decreased chance to loot **Fire/Dynamite Arrows** from `ARROW_AMMO` pool.
- Greatly increased chance to loot regular **Throwing Knives** from **Skinners, Lobos, and Raiders**.
- Removed chance to loot regular **Throwing Knives** from **Murfrees and Night Folk**.
- Greatly decreased chance to loot valuables. (Watches, rings, buckles, etc.)
- Decreased chance to loot provisions, but all gangs now have a chance to drop canned foods, alcohol, and snacks.
- Greatly decreased chance to loot new (unopened) alcohols. These fellas were probably drinking it before you raided them anyway.
- Tiny chance (1% each) to loot **Aged Pirate Rum, Ginseng Elixir, or Valerian Root**. Added to `ALCOHOL_ITEMS`, so this applies to all gangs and NPCs that use this pool.
- Changed **Herbivore Bait** and **Predator Bait** to **Potent Herbivore Bait** and **Potent Predator Bait**. Both were replaced in `HUNTING_ITEMS`, so all NPCs which draw from this pool have a chance to yield potent baits.
- Removed **Biscuits** and **Crackers** from snack pool. (Only **Salted Venison** and **Salted Beef** can be looted now. Might add **Offal** to either snack or canned pool.)
- Varmint pelt drop rate greatly decreased. Much rarer, but the pelts will always be perfect when looted.
- All **Varmint** pelts consolidated into one group. This means that sometimes you can loot a **Gila Monster** skin from a **Raider**, but from my point of view we'll call that rare anyway. Maybe they took a trip down to New Austin before and kept the skin as a keepsake or something. Maybe a hand-me-down from a family member.
- All varmints originally in the `ANIMAL_PELTS_SMALL_PERFECT` pool retained their place. **Snake, opossum, skunk, badger, rabbit, etc.**
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**v2022.07.27**
- Initial release.
- Slightly lowered drop rate of valuables.
- Herb drops matching local area. (Raiders drop Milkweed/Bulrush, Del Lobos drop Mace/Feverfew/Poppy, Skinners drop Ginseng/Currant.)
- Pelt drops matching local area. (Raiders drop Skunk/Opossum/Muskrat, Del Lobos drop GilaMonster/Iguana/Armadillo/Snake, Skinners drop all varmints native to Tall Trees.)
- All consumables are set to drop as "opened". Want sealed/new products? Buy or craft them. :D
- Raiders drop Brandy, Del Lobos drop Rum, Skinners drop Gin.
- Throwable drops retained. Knives drop 1-3. Dynamite and molotovs drop 1-2. Drop rate lowered slightly.
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