Gravesense

Gravesense

Makes post-combat loot scarcer by removing configurable amounts of repair kits, potions, and bandages from fallen enemies before they can be looted. Lightweight, MCM-configurable, and designed to curb excess supplies without affecting equipped gear or money.

[url=https://next.nexusmods.com/profile/hoskope][img]https://i.imgur.com/7vE0RtD.png[/img][/url]
[center][img]https://i.imgur.com/xR7MGGZ.png[/img]
[spoiler]
[b][u]Standalone defaults[/u][/b]

Without optional integrations, GraveSense is enabled and uses these built-in
settings:

- 50% independent removal chance for each bandage.
- 50% independent removal chance for each potion.
- 50% independent removal chance for each repair kit.
- Empty potion bottles enabled for removed potions.
- Debug logging disabled.[/spoiler]
[/center]
[img]https://i.imgur.com/k7hwpkd.png[/img]
This mod has been in development too long, lot of investigations and then having a break and returning to it after 9 months, but now i'm happy to say i can finally release it.

[quote][center][size=4][b]Ever feel you are just loaded with [color=#e69138]potions[/color], [color=#e69138]repair kits[/color] and [color=#e69138]bandages[/color]? -Todd Howard[/b][/size][/center]
[/quote]

[img]https://i.imgur.com/Ahf13zD.png[/img]

[b]GraveSense [/b]is a lightweight loot-balancing, or more accurately, economy-balancing, mod for [b]Kingdom Come: Deliverance II[/b]. It reduces the abundance of supplies obtained after combat by processing eligible enemies when they die, before the corpse-looting screen becomes available.

During combat, [b]GraveSense [/b]identifies nearby damaged NPCs and tracks them until death. It can then remove repair kits, potions, and bandages according to separate 0-100% probabilities configured through the Mod Configuration Menu. Probability
is evaluated for each item individually, allowing a stack to be reduced rather than always kept or removed in full. Setting a category to 0% disables its removal, while 100% removes every eligible item in that category.

Each tracked character is processed only once per loaded gameplay session. Equipped items and money are left untouched, and every attempted inventory change is verified by recounting the affected item class.

The result is simple: fewer free healing and maintenance supplies from fallen enemies, and more reason to buy, conserve, and manage your own resources.

If you want to add some synergy - try my [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/2359]Leechcraft[/url], which will make bandaging depend on your actual skill and if there's lack of bandages ..

[img]https://i.imgur.com/MoYBNxr.png[/img]
- Tracks nearby damaged NPCs during combat and processes their inventories
  immediately after death.

- Provides separate 0-100% removal probabilities for repair kits, potions, and
  bandages.

- Can reduce stacked supplies item by item.

- Supports multiple enemies and continues watching tracked NPCs briefly after
  combat ends.

- Processes each character only once per loaded gameplay session.

- Pauses and resets safely during sleeping, waiting, Game Over, and save-loading
  sequences.

[img]https://i.imgur.com/dwec7wD.png[/img]
[center][img]https://i.imgur.com/rKyvmOS.png[/img]
Set a removal chance for each item category. Every eligible item is rolled independently when a tracked NPC dies. [b]LuaDB[/b] saves your settings automatically. [/center]
[center][/center]
[center][/center]
[center][/center]
[center][img]https://i.imgur.com/8fXHRGp.png[/img][/center]
[center]As of V1.1.0 there is configuration setting for replacing removed potions with empty potions. This new custom item with it's own localization.[/center]
[center]
[/center]
[img]https://i.imgur.com/bY4FMYy.png[/img]
I have tested this mod at the Buzhena's hut with two bandits and with one random event save. Take mod for the spin and test it with larger groups of enemies and [b]report back [/b]with findings.

[img]https://i.imgur.com/eIlshTp.png[/img]
- [b]GraveSense [/b]processes NPCs that are observed taking damage near the player
  during active combat. Quiet or stealth kills that never trigger combat are not
  processed.

- Bodies that were already dead before [b]GraveSense [/b]observed them in combat are
  not processed by the current version.

- Eligibility is based on combat, proximity, and damage rather than a confirmed
  faction-hostility API. Nearby allies or animals may therefore be tracked if
  they take damage, although they are left unchanged when they carry no matching
  items.

- Some quest-scripted knockouts may be reported by the engine through the same
  actor state used for death detection. If such a character was tracked and
  carries an eligible item, [b]GraveSense [/b]may process that inventory.

- Items added or renamed by other mods are recognized only when their technical
  names follow the supported repair-kit and potion prefixes or the known bandage
  names.

[img]https://i.imgur.com/qAVpJ3l.png[/img]
[list]
[][s]replace removed potions with empty potions - emulating used potions[/s][/]
[]replace removed weapons with broken counterparts[/]
[]investigate other means such as containers, dead bodies out of combat[/]
[/list][img]https://i.imgur.com/UZ9tNv7.png[/img]
[url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/2008]Veteran Horse Capacity[/url]: limiting carrying capacity works wonders of reducing loot
[url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/1371]Repair Skill Overhaul[/url]: more demanding repairing skill level needs, changes the early game a lot

[img]https://i.imgur.com/h7QjUN9.png[/img]
[url=https://www.nexusmods.com/kingdomcomedeliverance2/users/35530515]Destuur1[/url] for [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/2410]KCDUtils[/url] ([i]miss you bro[/i]), [url=https://www.nexusmods.com/kingdomcomedeliverance2/users/103490858]JerryYOJ[/url] for [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3363]Mod Menu[/url] ([i]and for all the required deps[/i]), [url=https://www.nexusmods.com/kingdomcomedeliverance2/users/35662530]muyuanjin[/url] for [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/1523]LuaDB[/url] and KCD2 Modding Community

[img]https://i.imgur.com/pE08OPT.png[/img]

It might look like a lot, but all my new mods are using this stack, so once you have installed them you don't need to really think about them, except when updating them, keep them updated and go give [url=https://www.nexusmods.com/kingdomcomedeliverance2/users/103490858]JerryYOJ[/url] endorsements and kudos - bro definitely deserves it. Refer to mod pages how to install them.

[list=1]
[]Install [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/1523]LuaDB[/url][/]
[]Install [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/2410]KCD Utils[/url][/]
[]Install [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3332]KCSE[/url][/]
[]Install [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3381]Address Library for KCSE[/url][/]
[]Install [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3363]Mod Configuration Menu[/url][/]
[]Install [b]Gravesense[/b] manually to mod folder[/]
[/list]
[img]https://i.imgur.com/d0iBx4H.png[/img]
1.0.0 Initial release
1.1.0 Add potion replacements
1.2.0 Exclude animals, mod is now standalone - works without dependencies using default config

[url=https://github.com/hoskonen/gravesense]Github[/url]

[img]https://i.imgur.com/Tje1IOO.png[/img]
[spoiler]

[center][img]https://i.imgur.com/jA6tQUu.png[/img][/center]
[/spoiler]
[url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/2008]
[img]https://i.imgur.com/SQAL1hH.jpeg[/img][/url]