
Game-wide overhaul for higher difficulty and scavenger looting. Less is more!
- 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 contains extensive quality-of-life changes that have always bothered me, such as having reckless amounts of ammunition, endless unused gums and tonics, overpowered food, or pocket watches showing up in the wrong satchel.
- It puts moderate financial pressure on the player while increasing many exotic purchase costs, making hard-earned rewards taste sweeter.
- It adds new financial incentives for survivalist activities such as hunting and crafting, shifting the focus away from easy passive income and instead towards rewarding player effort.
- Translations Available in Download: Russian, German, French, Chinese, Spanish, Brazilian Portuguese.
It contains ALL my changes, with the exception of reduced 99 capacity for Satchel Of The East, and Varmint Rifle ammo remains at 120 from a bug. For anything I missed, please let me know in the comments!
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, including train robberies 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 merged into loot tables rather than separate, allowing for less item drops. Here is an example comparison chart:
Vanilla Modded
$2.35 95c
Miracle Tonic 3 x Ammo
9 x Ammo v
v Opened Gin
$1.80 v
14 x Cigarettes 2 x Ammo
Silver Clamp Buckle Chewing Tobacco
v v
$1.25 $1.45
8 x Ammo 5 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 4 x Ammo
$2.00 v
7 x Ammo Silver Emblem Ring
Platinum Pocket Watch
Cigar
Loot Tables contain a wider variety of possible rare item drops.
Law and Bounty Hunters -> Sugary snack or hair product (5%)
Soldiers -> Biscuits or canned goods. (10%)
Murfrees & Skinners -> Rare Jewelry claimed from past victims (3%) and wider herb variety.
Del Lobos and Criminals -> Silver Jewelry like the rest of the gangs but at a lowered 15% rate, and chance of Silver Tooth.
+ more.
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. Low Honor is extra punishing with gangs dropping mostly Silver, while Law, Pinkertons & Bounty Hunters carry more Gold and Platinum.
Silver Clamp Buckle $1 -> $1.50
Gold Plate Buckle $3 -> $4
Platinum Engraved Buckle $5 -> $6
Pocket Watches are now visible in the Valuables tab with the rest of the Jewelry.
Gold Tonics are now a rare drop from Law, Pinkertons and Bounty Hunters only. The player will now be forced to craft, discover or purchase medicines for a 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. Chewing products 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 around the map.
They can be purchased in packs of 5 and are now slightly more effective than regular cigarettes.
Cigars are looted less often from gang members, and have seen a slight reduction in potency.
Legend of the East Satchel maximum carrying capacity has been reduced from 99 down to more reasonable amounts.
eg. 99 -> 20, 30 or 50.
Horse Saddle Bags have slightly modified and reduced contents.
Still a small chance of Gold Nugget!
Seamus’ Fenced Wagons reduced. $40 -> $20
Hotel Lodging has increased in price.
Overnight Stay $1.00 -> $4.50
Luxury Bath 50c -> $2.00
Bath 25c -> $1.00
Purchased Horses have increased in price, with a very high cost for exotic breeds.
Morgan $60 -> $100
Thoroughbred $130 -> $185
Dutch Warmblood $250 -> $350
Turkoman Silver $950 -> $1620
Arabian Black $1050 -> $1850
**Fenced Horses remain default prices sadly, as I have never had any success finding their associated code.
Horse Stirrups have had their maximum Stamina drain benefits reduced from 50% to 20% to not make stamina completely redundant.
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/Pistol/Repeater 200 -> 40 + 20
Rifle 100 -> 30 + 10
Shotgun 60 -> 30 + 10
Arrows/Improved 40 –> 30
Thrown Weapons 8 -> 5 each
Tomahawk 3 -> 2
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 for $1.00 -> 20 for $2.00
Pistol Bullets 30 -> 12
Rifle Cartridges 30 -> 15
Shotgun Shells 18 -> 10
Opened Ammo Boxes now only contain 5 to 9 bullets, down from 5 to 19.
Ammo Names have seen an overhaul for quality of life.
eg. ‘Poisoned Arrow’ will replace ‘Arrow – Poison’
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
Long Rifle Scope $25 -> $50
Weapon Materials have received a large price increase.
Building a weapon using Gold or Silver is now very expensive.
Iron Component $7 -> $15
Silver Component $13 -> $75
Gold Component $15 -> $150
Rare Weapons such as Hermits Shotgun, Rolling Block Rifle and John’s Revolver now have restored unique icons in the weapon wheel that rockstar left out.
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 candy lean more on the stamina core. A can of salmon is not the same as a chocolate bar, and the distinction can be felt.
Alcohol has been slightly reduced in potency, and Brandy now incurs hunger drain.
Coffee now provides partial deadeye recovery for added incentive, and is useful if the player runs out of snake oil.
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.
Berries are now an ingredient in the most potent cooking recipes and crafted tonics, with new titles to match.
This returns relevance to Raspberry, Blackberry, Huckleberry and Wintergreen Berry, which went mostly unused in the vanilla game.
Cooked Animal Meat is still the most powerful protein in the game, but has varied core combinations and new recipes. 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.
Big Game Meat retains all three cores, but it now requires 2 Herbs and 2 Berries for a gold core bonus.
Prime Beef retains all three cores, but requires Thyme and Blackberry to really push into deadeye.
Flakey Fish retains all three cores and has the highest concentration of Deadeye, but can only be extracted from larger fish species.
eg. Muskie, Northern Pike, Sturgeon etc.
Fish & Crustacean Meat now exclusively provide Health and Deadeye, 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
Every township needs food, medicine and garments. With the significant reduction in passive income and loot, there is now added incentives for outdoor survivalist activities that reward player effort.
Gold Tonics are now primarily accessed through crafting and require extra ingredients, but you can sell your leftover supply to the Doctor for partial cost price. This makes crafting medicine a rewarding economic feature for the avid herbalist. Basic Tonics are now craftable and do not disturb the herbalist challenges, and Special Tonics for personal use now provide a Gold Core!
Potent Snake Oil –> $1.75 Sale / 1 Tobacco
Basic Snake Oil –> $2.30 Sale / 2 Currant
Potent Snake Oil –> $4.00 Sale / 2 Tobacco + 1 Currant
Special Snake Oil –> Personal Use + Gold Core / 2 Tobacco + 2 Currant + 1 Wintergreen Berry
Potent Miracle Tonic –> $7.00 Sale / 2 Tobacco + 2 Sage + 1 Ginseng
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 –>$2.20
Perfect Cougar Fur -> $5.00
Perfect Black Bear Fur -> $9.00
Perfect Cow Hide -> $10.00
Perfect Elk Fur -> $14.50
Perfect Bison Fur -> $16.20
Perfect Grizzly Fur -> $20.00
Perfect Moose Fur -> $25.00
Legendary Animals have been slightly reduced and balanced.
Remember to take the whole carcass to the Trapper for full profit!
Bharati Grizzly Bear $60 -> $45
Giaguaro Panther $52 -> $40
Hotah Wolf $46 -> $36
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 -> 95c
Animal Meat is extracted in numbers ranging from 1 to 4, rather than 3 to 5.
Animal Fat is still difficult to find, but now drops from some more common animals. Pronghorn, Elk, etc.
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 separated parts. The Trapper will always accept a whole carcass and extract the Legendary crafting items automatically.
Perfect Deer -> $8.00 ($4.00 carcass + $2.20 pelt + $1.80 extracted meat)
Unique Bird Feathers required for trapper equipment are now only attainable from a pristine 3-star kill for added difficulty. All feathers have been renamed for rarity. eg. Eagle Feather –> Perfect Eagle Feather.
Flight Feathers can only be found 1 at a time, and will only drop in higher amounts on a pristine 3-star kill.
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 ammo is now available for purchase from the Trapper.
Shotgun Slugs now viable for hunting all perfect medium and large animal pelts.
Wolf, Grizzly, Elk, etc.
Arrows can now be purchased from the Trapper in bundles of 3. They are now finally realistic and viable for hunting those pesky medium rodents and birds that previously required the Varmint Rifle – but were too big for Small Game Arrows.
Rabbit, Badger, Turkey, Possum, Eagle, etc.
Snakes no longer drop Herptile Meat, to match Arthur only taking the skin during the animation sequence.
Wolves no longer drop Wolf Heart unless it’s a pristine 3-star kill.
Beavers no longer drop Scent Glands unless it’s a pristine 3-star kill.
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 (Arrows, 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:
JackKiddArt



