About this mod
Want progressively better quest rewards? Want to find more loot in chests? Want to smuggle contraband for profit? The Credit Runners Guild lets you invest money to increase the amount of credits and contraband you find in the world as well as increase credits earned from quests.
- Permissions and credits
(Prices increase exponentially over time and can be upgraded indefinitely)
Quest Rewards: ~1000 credits for 12,000 credits per upgrade
Credits in loot: ~360 credits for 20,000 credits per upgrade
Contraband Find: ~1 for 50,000 credits per upgrade
These prices can also be adjusted with a multiplier in the Gameplay Options menu, ranging from 0.25X to 10X
Contraband and Credits locations notes:
This mod adds the chance for extra contraband to spawn in the default contraband locations, boss chests, creature piles, rock piles, and non-city vendors. The credits bonuses will also be added to those leveled lists. You'll find more credits with the Scavenging Perk and wherever credits are generally found.
For the aspiring smugglers out there, the contraband upgrade will also give you a reason to visit all the colonists and work provisioners scattered throughout the galaxy, though I would recommend playing with the Variable Contraband Prices mod to ensure making a profit when buying from vendors.
Quests notes:
Unfortunately, this probably isn't the most compatible with mods that touch the mission board like Missions Galore or Leveled Mission Rewards as far as I can tell, but feel free to try and report back the results. But this mod does increase the mission cap, so you should start seeing around 3X more missions on mission boards. You may also need to leave an area and wait a while, or go to a different planet for quests to refresh and update their prices if you've upgraded your quest rewards
Updates:
0.2A
- Added LIST Trader to the vendor list
- Fixed bug where contraband wouldn't show up in rock and creature piles
- Changed price formula from a polynomial to a flat increase
Roadmap:
- Add Terrormorphs or other enemies to caves and geological features and have them drop upgrades you've purchased
- Upload to Creations/Xbox Users (needs more playtesting)
- Make non-city vendor contraband sell prices cheaper to be able to sell them for a profit without other mods
- Add a passive income/stock market feature
Fix bug contraband not showing up in some rock piles(Fixed in 0.2A)
Dev notes:
I made this mod because I kept running out of money when upgrading my character with my other mod and doing the same radiant quests without any sense of progression was becoming tedious. I also wanted more incentives and rewards to explore non-combat POIs since it felt like they were never worth visiting. Contraband also felt like an underutilized feature and was too rare overall.
Feel free to add any feedback or suggestions on things to add or change. I only got to play test this for half an hour, so it's probably not finely tuned yet.