
Bring Cripps from RDO into single player, with a new immersive, and upgradable Hunting Camp. Delivery Missions, Legendary Animal Missions, Legendary Fishing missions, Animal Processing, Custom Stews, and much much more!!!!!
To the whole community, and everyone who enjoys my mods! You are what keeps me going! Make sure to check out my other MODS if you like mods with depth and detail.
A HUGE SHOUTOUT TO JuniorCx15, this mod was mostly a dream and inspiration that they had. Not only did they provide me with the initial idea, but also was a huge help in testing this massive mod. This mod took months of time to develop, and thanks to them this mod is virtually bug free! Please say Thank You to JuniorCx15 in the comments and show them some love, without them this wouldn’t be possible.
[Overview]
Ultimate Hunting Camp Overhaul is a complete port and expansion of the hunting camp system from RDO, adding a new camp location that starts small, but with each upgrade you purchase you can acquire a new vendor. You can unlock an: Butcher, Cook, Hunter, Fisherman, Pet, Guards, Medicine Box, Ammo Box, Weapon Locker, .
The Hunting Camp has a fully fleshed out Goods Delivery system that works in the same fashion as the RDO Cripps Trading Co.
Legendary Animal missions will be available when you upgrade Cripps to tier level 3, these missions allow you to hunt EVERY legendary animal again, as well as increase the difficulty of the clue tracking to find that animal.
Legendary Fishing Missions will be available when you upgrade the fisherman to tier level 3, these missions give you a real test of your angler skills with a custom built fishing system to rehook any of the legendary fishes.
The butcher will help you process animals for more loot, the cook can make you stews with unique effects, and the hunter can be sent out to hunt any animal for you.
Overall this mod is a huge additional DLC style type of mod that will add to your hunting experience. Everything designed in this mod is made to be immersive, with fully functional menus and custom UI.
[HOW TO INSTALL]
*Ensure you have ScriptHook V2 installed properly (This has not be tested with Alexander Blades Scripthook it might not work)*
Download the current version of UHCO.
Open the ZIP file and drag UHCO.ASI , UHCO.INI, and Ultimate Sounds into your main RDR2 directory where you installed ScriptHook.
When you first load the game you should get a .dat generated called UHO.dat
If you do not see the .dat, you must ensure that you set BOTH RDR2.EXE, and playRDR2.exe to be run as a administrator, this allows my mod to create and write its .dat file, which stores all data relevant to this mod.
[Table of Contents]
• Camp Map • Camp Upgrades • Cripps
• Delivery • Legendary Animal Missions • Hunter
• Butcher • Cook • Fisherman
• Legendary Fishing Missions • Camp Pet • Camp Guard
• Animal Hanging Racks • Ammo Box • Medicine Box
• Weapon Locker • Controls • Bugs
• Q & A • My Mods • Thank You
[How To Activate]
This mod will automatically activate when the player first loads into the game with it installed.
You will always begin with ONE Hunting Camp location.
The INI option:
MainHuntingCamp = 1
determines which location will be used as your starting Hunting Camp. By default, the camp is located in Scarlett Meadows.
• 1 = Scarlett Meadows
• 2 = The Heartlands
• 3 = Grizzlies East
• 4 = Grizzlies West
• 5 = Big Valley
• 6 = Great Plains
• 7 = Tall Trees
• 8 = Cholla Springs
• 9 = Gaptooth Ridge
Simply locate the Hunting Camp blip on the map and travel toward it.
When the player comes within approximately 200 meters of the Hunting Camp location, the camp and its associated objects, vendors, animals, and features will be created. When the player leaves the area, the camp is cleaned up again.
Additional Hunting Camp locations can later be purchased through the Camp Map.
[Camp Map]
Inside the camp’s main tent you will find a map sitting on the table. Walking up to the map will provide a prompt allowing you to access the Camp Map menu.
The Camp Map is used to manage the locations available to your Hunting Camp. Your starting location is determined by the INI, while additional camp locations can be purchased.
Once additional locations have been unlocked, the map allows you to activate those locations and have a Hunting Camp between each region.
There are 9 locations in total that you can unlock: Scarlett Meadows, The Heartlands, Grizzlies East, Grizzlies West, Big Valley, Great Plains, Tall Trees, Cholla Springs, and Gaptooth Ridge.
There is a option in the ini you can enable called SingleHuntingCamp, this option will lock the player into being able to only have one Hunting Camp. So when this option is true you can purchase additional locations, but you have to deselect the current location to move it somewhere else.
[Camp Upgrades]
Inside the camp’s main tent, next to the map, you will find the Camp Donation Box. Interacting with the Donation Box opens the Camp Upgrades menu.
Upgrades require both money and specific materials, depending on the upgrade, these materials may include perfect pelts, animal carcasses, feathers, ammunition, herbs, and other supplies. You can disable this in the ini if you like and only use money.
You can upgrade every vendor up to 3 times unlocking additional functionality, better services, new missions, and other camp features.
The Donation Box essentially acts as the progression center for the entire Hunting Camp.
[Cripps]
Cripps operates the camp’s hunting and delivery business, the player can bring hunting materials back to Cripps to start his production. This would include ANY animal pelt, feather, or a unlooted animal carcass. Cripps checks what the player is carrying, their inventory, as well as anything stored on the horse.
• Tier 1 unlocks Hunter (Can be disabled), Weapon Locker, and increased production
• Tier 2 unlocks Sell feature (Buy Feature can be enabled), unlocks workflow menu, and increased production
• Tier 3 unlocks Legendary Animal Missions, and increased production
In the top right hand corner you will see 3 progress bars, the first one tracks the amount of materials you have given Cripps. This will slowly tick down over time and each tick you will produce 1 good for Cripps to add into his delivery wagon.
Once you unlock Cripps workflow in tier 2 you will be able to increase his workflow, or the price of the goods he produces. The middle progress bar will show the remaining time left for Cripps increased workflow.
The final bar at the bottom shows the amount of goods Cripps has produced ready for delivery. You must have a minimum of at least 5% of the total goods you can deliver to start a delivery mission.
Upgrading Cripps improves the overall trading operation and increases the amount of money that you can make. You will also unlock the ability to sell any animal pelt or feather to him. As well as get legendary animal missions.
[Delivery]
Once Cripps has produced at least 5% of the total goods you can deliver, the player can begin a delivery mission.
You can choose between 3 destinations at a time to go to, these will refresh every single day. If you fail a mission or complete it then it takes 3 days to refresh.
Deliveries require the player to transport the camp’s finished goods to their destination using the provided wagon. During the trip, the wagon and its cargo must be protected. Enemy encounters and bandit attacks may occur along the route.
When you finish a delivery you will need to turn the wagon into a NPC to receive your reward, they will then take that wagon away from you.
[Legendary Animal Missions]
These Missions provide a new dedicated system that recreates the Legendary Animal hunts from the base game.
Like the delivery mission system you will have 3 legendary animals you can choose from that rotate every day, and have a 3 day cooldown when you complete or fail that mission.
When you select a mission you will be given coords to go to, upon reaching those coords you will have to search the radius with EAGLE EYE, to find the legendary animal clues. Once you find all the clues you then need to search the radius to find the animal itself.
You can fully customize the radius, amount of clues, and the final search radius for the animal. As well as the animals Health, and size. Making this as difficult as you want!
[Hunter]
THIS OPTION CAN BE FULLY DISABLED IN THE INI.
The Hunter feature is directly tied into Cripps upgrade’s as you upgrade Cripps you will also be upgrading the Hunter.
Instead of personally hunting every animal, the player can send the Hunter out at the cost of money to retrieve any animal in the game.
The Hunter’s available selections are divided by rarity:
• Tier 1 unlocks Common animals
• Tier 2 unlocks Uncommon animals
• Tier 3 unlocks Rare animals
Once sent out, the Hunter leaves the camp and requires a set amount time to complete the hunt.
When the Hunter returns, the requested animal can be collected under the Hunter’s tent.
[Butcher]
The Butcher primary feature is to help the player process their animal carcasses. Give a carcasses to the butcher to being processing, once they are done you can collect more meat then normal.
Giving the Butcher a animal that is not fully looted will result in you gaining its meat, additional animal loot, and its pelt.
• Tier 1 unlocks Processing for 1 land animal
• Tier 2 unlocks Sell feature (Buy Feature can be enabled), and Processing for 3 land animals
• Tier 3 unlocks Processing for 5 of any animal
The Butcher will also buy any of your extra meat provisions, as well as animal carcasses. This also includes legendary animal carcasses, from the legendary animal missions!
[Cook]
The Cook provides a list of different stews that you can choose from. These stews will range from simple effects of restoring your cores, to giving the player speed and damage buffs.
• Tier 1 unlocks the base stews (Only affects your cores)
• Tier 2 unlocks Sell feature (Buy Feature can be enabled) for Herbs, and Provisions.
• Tier 3 unlocks Cripps Special Stew, and the Cooks special stews (Unique special buffs)
Through the Cook’s menu, the player can prepare available recipes using the required ingredients. Each stew recipe can be cooked at the same time. This will stack all of their effects, as well as the amount of time it takes to cook.
When you select a stew it will toggle green, if you toggle a recipe off or add another one mid way through a stew progress. ALL PROGRESS WILL BE RESET TO THE NEW STEW VALUE.
With stew tier 3 you will gain access to very unique effects, these effects will only last for a set duration of time. You can enable or disable a core icon that will display the remaining time you have left for these stew buffs.
• Base Stew Recipe List
Core Heal Low
Core Heal Med
Core Heal High
Overpower Core Rings
• Tier 3 Stew Recipe List
Cripps Special Stew
Damage Buff
Damage Reduction
Speed Buff
Super Jump
Silent Movement
Natural Dead Eye
Headshot Protection
Fire Proof
[Fisherman]
The Fisherman’s services revolve around fish, bait, fishing supplies, and the Legendary Fishing Missions.
• Tier 1 unlocks Premium Bait, and Free Item Stock on certain items
• Tier 2 unlocks Sell feature (Buy Feature can be enabled) for fish, and Regular Lures
• Tier 3 unlocks Special Lures, and Legendary Fish Missions
The Fisherman provides a renewable source of fishing supplies with bait at tier 1, and lures at tier 2 becoming available again after 3 days.
The Fisherman will will sell all of the Special Lures you can acquire in game at tier 3. These items can only ever be purchased once, and can not be purchased if you already own them.
[Legendary Fishing Missions]
Legendary Fishing Missions like the Legendary Animal Missions will offer you random missions you can choose between. These missions will reset after one day, and then 3 days if the mission is failed or completed.
To get these legendary fish to work properly I had to reconstruct the entire fishing minigame, these missions provide a separate structured mini game from the base game.
Luring, and hooking require a the player to provide the proper BAIT AND LURE PROFILE. The type of bait the player uses will increase the attraction rate of the fish to the hook.
Special Lures will offer the highest attraction level for the fish, but each fish prefers a specific type of special lure.
Once a fish has been attracted towards the hook then the player must properly perform the correct LURE PROFILE for that fish. Every Legendary Fish gets a random new LURE PROFILE, the fish will not bite the hook, and then flee if you do not perform the correct one. This leaves you with a trail and error process to figure out what the correct LURE PROFILE is for that fish.
LURE PROFILES
Still = The player must leave the lure still in the water, do not reel in, or flick your rod.
Constant Reel In = The player must constantly reel in the rod to simulate prey moving. (The Reel progress needs to be depleted and empty)
Periodic Reel In= The player must stagger how they reel in the rod, leaving short gaps of still between each time they reel. (You must LET GO of the reel and stop BEFORE the Reel progress is empty, then you must WAIT FOR IT TO FILL BACK UP, perform this same action 3 time in a row and you trigger the periodic reel in)
Constant Flick = The player must flick their rod (Left Mouse Button / Right Trigger) constantly.(For a constant flick you must press the flick button (Left Mouse Button / Right Trigger) 3 times in quick succession before you allow the progress bar to fill back up)
Periodic Flick = The player must stagger how they flick their rod, leaving short gaps of still between each time they flick. (To do the periodic flick you must perform the flick and then WAIT for the bar to fill back up this time, then flick again once its full, wait till it fills and flick again, same with the others 3 times it will trigger)
*There is a associated hud that helps you identify these, the progress bar with the rotating arrows is the Reel progress bar. The progress bar with the UP arrow is the Flick progress bar.*
[Camp Pet]
The Hunting Camp can have pet that will wander around the camp. The player can set this to be either a cat or dog.
You can fully customize the pets name, and breed if it is a dog. As well as interact and pet them.
Your pet will occasionally catch sight of nearby prey and initiate a hunt, if they are successful in the chase the pet will bring back the prey to you. Cats and dogs as well as each camp location, has its own prey loot table.
[Camp Guard]
Camp Guards can be added to help protect the Hunting Camp, and the Player when they are at the camp.
The guards wander around the camp during normal activity but will respond when hostile enemies threaten the player or the camp.
The guards also support normal interaction behavior, allowing the player to Greet or Antagonize them like other appropriate NPCs.
[Animal Hanging Racks]
Animal Hanging Racks will spawn a free animal carcass for you to collect every 3 days. Providing you with a stable source of income or materials once you upgrade them.
• Tier 1 unlocks a new animal rack
• Tier 2 unlocks a new animal rack
• Tier 3 unlocks a new animal rack
There are 3 types of racks you can fully acquire Large Animal, Medium/Small Animal, and Fishing Racks.
The Large Animal Rack will randomly spawn a Whitetail Deer, Gray Wolf, or Timber Wolf.
The Medium/Small Animal Rack will spawn a Red Fox, Mallard Duck, or Black-Tailed Jackrabbit.
The Fishing Rack will spawn either a Steelhead Trout, or Sockeye Salmon.
These racks will begin their cooldown once the player actually picks up the animal carcasses, or skins it.
[Ammo Box]
The Ammo Box provides a random spawn of one the regular ammo types. You can get either pistol, revolver, repeater, rifle, .22, or shotgun ammo.
• Tier 1 unlocks 1 random regular ammo box
• Tier 2 unlocks 3 random regular ammo boxes
• Tier 3 unlocks all regular ammo boxes
At tier 3 you will get every single type of regular ammo to spawn so the box will always be full then.
Once the player takes any single box of ammo, the Ammo Box will immediately be put on cooldown, and will no longer spawn ammo when you return back to the camp.
[Medicine Box]
The Medicine Box provides a random spawn of either a: Health Cure, Bitters, Snake Oil, or Miracle Tonic.
• Tier 1 unlocks 1 random slot
• Tier 2 unlocks 1 random slot
• Tier 3 unlocks 1 random slot
Every time the Hunting Camp spawns you will get a new random roll of medicine that can appear in the box, unless the box is on cooldown.
Like the Ammo Box as soon as the player takes anything the box will be put on cooldown for 3 days.
[Weapon Locker]
The Weapon Locker allows the player to manage their weapons directly from the Hunting Camp.
You can find this located by the chest in front of Cripps tent.
[Controls]
Most Hunting Camp interactions use contextual prompts that appear when the player approaches vendor.
Menu controls will automatically adapt if you are using controller or mouse and keyboard. If you are using Mouse and keyboard you can simply Left Click on the menu option to select it, Right mouse click will have you go back a menu or close it. Middle mouse button will allow you to move a selection left or right, if it has multiple options on one selection.
The menu will use these ini config keys for its main default ACCEPT, BACK, and NAVIGATION.
MenuAcceptPromptKey = INPUT_FRONTEND_ACCEPT
Keyboard = Enter
Controller = A Button (X)
MenuBackPromptKey = INPUT_FRONTEND_CANCEL
Keyboard = Backspace
Controller = B Button (Circle)
MenuNavigationUpPromptKey = INPUT_MOVE_UP_ONLY
Keyboard = W
Controller = Up
MenuNavigationDownPromptKey = INPUT_MOVE_DOWN_ONLY
Keyboard = S
Controller = Down
MenuNavigationLeftPromptKey = INPUT_MOVE_LEFT_ONLY
Keyboard = A
Controller = Left
MenuNavigationRightPromptKey = INPUT_MOVE_RIGHT_ONLY
Keyboard = D
Controller = Right
If you change controls in the INI, make sure the entered INPUT value is valid before loading the mod.
[Bugs]
The only small bug that players may encounter is the animals on the Large Hanging Racks, might fall of the rack when they spawn in. You can still release and interact with the animal, it does not break or impede any game function, just looks weird lol.
Because of the hard work done by JuniorCx15, you should not see many if any bugs at all for this mod. Please give them a thank you for all of their work.
[Q & A]
Q: Is this Mod compatible with XYZ?
A: I have tested and used this mod during my own playthrough which is heavily modded, and includes majority of the most popular mods. With that said it should be compatible with MOST MODS, but this is not a guarantee that it will work with ALL MODS. So far I have found zero compatibility issues.
Q: What mods would you recommend with this one?
A: Seats, Kiddos Hardcore Loot Economy Overhaul and Ultimate Wagon – Balloon – Garages – Jobs Overhaul
Q: Do you plan to add any more kind of features?
A: Yes absolutely, if players comment and tell me what they want I will be able to add anything!
Credits:
alejahH
Downloads
| Name | Format | Size |
|---|---|---|
| UHCO1.2.zip | ZIP | 899.79 KB |
To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.




