Red Dead Redemption 2

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About this mod

More NPC weapons variety. More historical accuracy. Faction weapons.

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Tired of just Carbine repeaters on everybody? Then this mod is for you. 

Excursion into history
   Did you know that in 1890s Springfield rifle was still popular? But in the game it almost not represented. The mod fixes this historical inconsistency. Now springfield is used by hunters and rural lawmen, not only Lemoyne raiders.

   Did you know what was the most popular police sidearm in the late 19th century? The Merwin&Hulbert revolver! It has similar looking as ingame Schofield with short barrel. It was used by police of Louisiana (ingame Lemoyne). So now it represented in this mod. Later, in early 20th century, police sidearms began to standartize by the gun which ingame named Double-action revolver. And now it represented in Blackwater police.
   US army of that period used bolt-action rifle Krag and double-action revolver Colt.  Now it represented in army soldiers.
   Spain army used bolt-action rifle and Orbea revolver (copy of S&W). Now it represented in Guarma soldiers.

Lawmen and criminals use shotguns more often.
City police use longarms less often (Saint Denis, Blackwater). 
Wagon guards use shotguns more often (which is historical accurate).
Common lawmen can carry story-unlocked repeaters, revolvers, springfield, double-barreled shotgun. 
Law professionals (such as marshals and pinkertons) carry pump and lever shotguns, unlocked revolvers, unlocked repeaters, unlocked sniper rifles.
Saint Denis police. Shortarms: short schofield. Longarms: carbine\lancaster, double-barreled shotgun.
Blackwater police. Shortarms: double-action, M1899. Longarms: lancaster with brown frame, pump shotgun.
US army soldiers carry bolt-action rifle and double-action revolver.
Guarma soldiers carry brown cattleman or short black schofield as sidearms.
Guards (cornwall, train, bank) carry black cattleman as sidearm.
Annesburg guards carry custom lancaster or repeating shotgun in bad condition, small chance of litchfield; black cattleman or short black schofield. 
Some law leaders carry some unusual weapons. Tumbleweed sheriff carries Bass Reeves styled cattlemans.

Lemoyne raiders use rifles and repeaters. They dont use double-actions (not their style), but prefer custom cattlemans and schofields.
Odriscolls and some other criminals carry repeaters or double-barreled shotgun; black cattleman or sometimes sawedoff shotgun as sidearm.
Brontes use cattlemans, doubleactions, short shofields - all with blued steel and ebony grip; lancasters with blued frame. 
Murfrеes can also use springfields and litchfields(rare) in very worn condition.
Del Lobos use all repeaters, bolt-action rifle; cattleman\doubleaction\mauser. 
Laramies use lancasters with iron components, bolt rifles and shotguns; pistols and revolvers.
Skinners prefer rifles (according to their outfits), sometimes use repeaters; revolvers or sawedoff shotgun.
Grays and Braithwates carry lancasters and double-barrel shotguns; revolvers.

Ammo for longarms is not infinite now. NPCs carry 50-75 rounds for repeaters, 20-40 for shotguns, 30-50 for rifles. 
Chance to find repeating shotgun and Litchfield in worn condition before 6th chapter (can be found on some uncommon npcs).
Hunters prefer springfield. 
Travelling farmers carry only double-barreled shotgun (instead of revolver).

Changes of accuracy and chance of last man flee for many npc types. 
Few examples [% before] --> [% after] :
                                        accuracy                                                                            flee chance 
LAW_WILDERNESS     accuracy 70% --> 60%                                                  ChanceOfLastManFleeFromCombat 10%-->35%
Guard : -                                                                                                                ChanceOfLastManFleeFromCombat 30%--> 50%
Guard_Unskilled :        accuracy 25% --> 30%;                                                  ChanceOfLastManFleeFromCombat 30--> 50%
GANG_ODRISCOLLS: accuracy 60% --> 50%;                                                    ChanceOfLastManFleeFromCombat 30-->50%

If you dont want to have this behavior changes, - simply delete the file combatbehavior.meta from mod folder.

  FAQ;  Possible questions
"Can you add X weapon to X npc?" - Navy and Lemat are impossible to add. Volcanic is not added because npcs reload it with wrong animation and too fast. Guarma soldiers not able to use semiauto pistols.
"Can you add dualwield?" -No. Npcs are already reload most of their weapons abnormally fast. Dualwielding will make game combat even more unbalanced.
Almost always NPCs carry just one longarm on themselves (game choose them from list by certain chance).
Weapons on NPCs are still in permanently worn condition. But on some types of npc they are less worn (police, lemoynes, brontes). 

Copy mod folder from the mod archive into LML folder.

For compatibility with Crime&Law rebalance or similar mods set priority to this mod in mod manager.
For compatibility with Ambient gang you should delete ambientpedmodelsets.meta and metapeds.ymt files from this mod. Or set priority to that mod in mod manager.
1907 Project New Austin -  you must do 2 things: 1) delete dispatch.meta file from Project NA; 2) delete ambientpedmodelsets.meta from this mod.

Other NPC\Law mods. Partially compatible. Set priority in mod manager to mod which you prefer (mine or another), or delete conflicting files such as "dispatch.meta", "combatbehaviour.meta" etc from one of mods (mine or another).  Main file of this mod is "loadouts.meta" - dont delete it.

My other mods:
Realistic Economy Rebalance
Realistic Clean Kills for Hunting
Realistic Weapon Rebalance
Bounties Rebalance

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