Skyrim Special Edition
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Asedael

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Asedael

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About this mod

Scaling bounties, quest rewards overhauled and more packed into one conflict-free mod with actual patches.

Requirements
Permissions and credits
Changelogs
Slightly Better Series - Economy
Fixing vanilla annoyances - one at a time





Features
Favor quests overhauled. Now there is an additional "category" called fetch quests. It's the type of quest where you are generally not doing anything besides playing delivery boy and moving goods from point A to point B. In vanilla they are rewarded very handsomely: delivering Klimmek's package to the top of the mountain rewards 500 septims at level 9. Killing dragon at the same level rewards... 500 septims. Well, no more. There are now 3 tiers of fetch quests, all of them rewarded differently. 

Quest rewards rebalanced.
Some of them were rewarded too handsomely while also being pretty simple and / or straightforward.

Crime, Dark Brotherhood and Thieves Guilds. One of the most glaring issues of Skyrim is not highly rewarded thieves and assassins' quests, but rather lack of punishment for doing them. So instead of nerfing amount of wealth accumulated while doing those quests, I increased punishment for getting caught. So this is how thing are now. Default values first, then modded. 
  • Murder: 1000 -> 4 000
  • Assault: 40 -> 1 000
  • Trespassing: 5 -> 50 
  • Stealing: 25 -> 100 (0.5 -> 1.0 stolen item modificator)
  • Jailbreak: 100 -> 800
  • Shapeshifting: 4 000
Also some holds now has unique (and high) punishments for various crimes. Assault or jailbreak in Solitude now will be taxed harder than in Whiterun. And trust me, better not shapeshift in Falkreath. You'll get staggering 10 000 bounty. 

Then, there is also issue with final reward of Dark Brotherhood questline. You get yet another game breaking sum there: 20 000 septims. But you are... "highly encouraged" to spend 19 000 to restore Dawnstar Sanctuary to it's former glory, leaving you with measly 1 000 in purse. To balance things a bit, you now will get 23 000, which will leave you with much more generous 4 000 septims after all purchases.

Bounties. Are shit. You always get set amount of 100 septims for Bandits, Forsworn and Giants no matter what level you are. Same story with Dragons: 500 septims at any level. Well, now bounties scale with your level and are rewarded accordingly.
Bandits:
  • level 1-9 — 125 septims
  • level 10-19 — 250 septims
  • level 20-29 — 375 septims
  • level 30-39 — 500 septims
  • level 40+ — 625 septims
Forsworn:
  • level 1-9 — 175 septims
  • level 10-19 — 350 septims
  • level 20-29 — 525 septims
  • level 30-39 — 700 septims
  • level 40+ — 875 septims
Giants:
  • 750 septims per bounty. They don't scale with your level, so it didn't make much sense to also scale the rewards.
Dragons:
  • level 1-9 — 500 septims
  • level 10-19 — 875 septims
  • level 20-29 — 1 250 septims
  • level 30-39 — 1 625 septims
  • level 40+ — 2 000 septims

Companions radiant quests.
Are also shit. Not only their reward scaling is broken in vanilla, they also "reward horkers balls", as Arthmoor once remarked. And indeed they do: it's 300 septims at level 40. So I raised base rewards to 100 - 500 and then added multipler on top. Novice level quests will always be rewarded with 100 - 500 septims, while rescue missions and Silver Hand assaults will leave you with 150 - 750 (1.5 multiplier). Finally, dragon hunts will be most profitable: you can get up to 1 500 septims (3.0 multiplier).

"The Break of Dawn" exploit fixed. Going through Meridia's quest you could spot desecrated corpses. Catch is, they are filled with gold: up to 100 septims per corpse at max level. And they are everywhere. To compensate this chance to get nothing was increased to 85 from 0. You still can get a lot of gold from those guys, just not so often

Prowler's Profit nerfed. Per wiki: "Prowler's Profit greatly increases the chance of finding multiple precious gems in chests, burial urns, corpses etc." In practice, however, you are guaranteed to get one gem and has a chance to get 3 more with 75%, 50% and 25% chance per container. And it's seriously dilutes the economy. So now you has a chance to get only two gems with same chances of 50%. You either get one, maybe two or you get nothing. 


Compatibility
Will conflict with anything that touches those quest records. I don't use many quest mods, so hit me up in comments if needed, I'll do a patch or two.
Currently available patches:
Mods to be aware of:
  • Favor Quests Separated — version 1.0 - 1.1 should be compatible if you merge few conflicting records in xEdit. Version 2.0 modifies bounties, but also adds leveled rewards to them. You can load my mod higher and let FQS overwrite it — nothing bad will happen, you will just let Andrealphus' mod handle the bounties and how they are rewarded. It may result in minor insistencies with rewards but everything else should work fine.



Credits
Unofficial Skyrim Special Edition Patch team — for their fixes, which saved me a lot of headaches during development. 
skepmanmods — who was first to point out how cheesy vanilla economics can be. I also learned from his companions script why mine wasn't working initially (we ended up using same method, but I am much more stupid with scripts).