Modifies quest rewards to focus heavily on items that cannot be crafted. This mod adds no new items.
Safe to add or remove at any time. Will affect any quests generated while it is active. Does not retroactively change rewards. Quests generated while this mod is active will keep their rewards. Install it, generate a few quests, and if you don't like it, you can remove it.
Quests should consistently reward exotic items, genepacks, and neurotrainers, though this won't significantly alter the cash value of the rewards. Unique rewards from the Imperial faction will be of higher quality. This shouldn't be game-breakingly powerful. Personally, I was skipping most quests anyway. It's certainly more powerful than not using it. It's uncommon to get "normal" quest rewards with this mod installed, but still possible.
This is a manual retooling of loot tables, so will generally omit items from mods unless they are specifically added, with exceptions for certain Imperial items. This requires little work but must be done for each item, so feedback and requests are always appreciated.
FAQ:
*OMG I just received 20,000 plasteel from a quest, your mod is bugged!*
You're probably running Vanilla Trading Expanded on default settings, and the value of plasteel dropped down to one silver. I really recommend against using that mod with the default settings as it tends to assume that nobody actually cares about the market value of anything. This mod does, and I see no good way to fix that. The best fix is to set reasonable minimum prices on all commodities. One the plus side, that means your colony wealth is still manageable. Enjoy your plasteel! Until the price goes back up, of course...
*I just got twenty vanometric betteries!*
Yeah, that happens. The market value for those is a bit lower than it probably should be but I don't want to mess with the vanilla values. In my experience, this ends up being less powerful than it sounds, anyway. A modded playthrough usually ends up with some pretty substantial power requirements that your vanometric cells won't be able to cover. Having three or four vanometric cells can be particularly useful for certain things; getting two dozen results in diminishing usefulness returns. I honestly believe that if I made the mod give you 1-3 batteries and then something else for the rest of the quest value, it would probably be a buff rather than a nerf. Of course, if you're not running a bunch of mods... well honestly you really should, the mods for this game are amazing. Go download a couple dozen from Vanilla Expanded, you won't regret it.
*Can you add support for [insert mod?]*
Yes! Please! I love receiving requests for new mods and it's very easy for me to add them. Just post something on the workshop page. Though if it's an especially popular mod that I haven't added support for, there might simply not be anything for me to add. VFE Ancients is a good example of this - tons of uncraftable items, but awarding them for quests would change the intended experience.
*Is this mod safe to add/remove/compatible with...*
Yes. This mod has a super small footprint and extremely unlikely to conflict with anything that isn't doing the exact same thing. That's just Rimworld being well-designed, not any extra work on my part. All this mod does is replace the ThingSetMaker_Reward.xml file with a much larger and custom-built version.
*Is this compatible with Odyssey?*
Fully updated!
Mods specifically added:
* Vanilla Expanded Security
* Vanilla Expanded Power
* Vanilla Expanded Art
* Vanilla Apparel Expanded - Accessories
* Vanilla Factions Expanded - Insectoids
* Vanilla Factions Expanded - Vikings
* Vanilla Factions Expanded - Mechanoids
* Vanilla Psycasts Expanded
* Vanilla Weapons Extended - Lasers
* EPOE
* EPOE Forked
* More Archotech Implants
* Jewelry (Eltex necklace)
* Miscellaneous 'CORE'
* Cybernetic Organism and Neural Network (the new one)
* [FSF] Advanced Bionics Expansion
* [FSF] Vanilla Bionics Expansion
* Save Our Ship 2
* Sleep Stopper Unofficial
* Hungerstopper
* Archotech Expanded Prosthetics
* Stabilized Mechanites
* Loot Boxes [CONTINUED]
* Prestige Psychic Harmonizer
* Stargates! (Glyph fragments)
* KEP:Toolbox Bionics (Continued)
* Ultima Exotics
* Misc Firefly Weapons (Continued)
* Superb Prosthetics
* DiceOfDestiny
* EltexHood
* Archotech Expanded Prosthetics
* [SYR] Metallic Batteries
* Replimat
* MedPod
* Fantastic Collectables (Yes, all of them)
* MorrowRim
* Archotech Rifles
* More Utility Packs
* Handy Lantern
* Psychic Implants
* Yet another prosthetic expansion mod - Core
* Yet another prosthetic expansion mod - Animals
* Melee Please (Continued)
* HALO: Rimworld Psychic Pulse Armory (Continued)
* Archotech+ (Continued)
* Norse Weapons
* [LTS]Military
* Prestige Psychic Harmonizer
* Spawners and Drones
* Medieval Persona Weapons
* More Persona Traits
* Royal Arsenal: Specialty Weapons
* Oddities: Core Module
* Cyber Fauna 1.4
* Atomic Coffee Maker mod
* Warcasket Persona Weapons
* Unofficial VE Shields Addon
* Suvi's Charged Arsenal - Eltex Series
* Archotech Weaponry
* Altered Carbon 2: Re-Sleeved
* Possessed Weapons
* Age Reversing Mech Serum
* Gene Library
* Integrated Implants
* Luciferium Expansion
* A Rim Reborn - Classes and Jobs
* Mechanoid Upgrades
* Mechanoid Upgrades - Archotech
This should be compatible with everything, though it will override (and be overridden by) other mods that manually edit "Reward_ItemsStandard" - this should only be mods that change loot drops. The author of Quest Reward Rebalance graciously wrote a patch file so you can use both mods. I really recommend trying their mod without mine first to see if that's enough; my mod is a bit enthusiastic about its job.
= IN DEPTH =
A piece of clarity for what's going on under the hood.
The primary rewards include the stuff in the mod description and include most exotic stuff like vanometrics. There's also a small chance of generating a "vanilla" reward, which gets less likely the more mods you're running.
The genetrainer reward simply grabs a single random gene trainer if the quest reward budget can afford it.
The neurotrainer reward throws in 1-3 random neurotrainers or a psytrainer as a reward if the quest reward budget can afford it. This includes the modded neurotrainers from CONN such as the passion giver.
If there's still enough room left over, you're playing with Vanilla Psycasts Expanded, and the quest is for the Empire, a single piece of eltex is now added.
The value filler is something that exists in vanilla, and usually just rewards an amount of silver equal to the difference between the generated value and the quest's target value. My list adds to that list, including with silver items such as hyperweave, reinforced barrels, chocolate, advanced components, luciferium, ambrosia, and glitterworld meds. Also a rare chance of antigrain warheads because that's fun.
A sufficiently difficult mission in an otherwise unmodded game might reward an archotech eye, a shooting neurotrainer, and three glitterworld meds.
As mentioned above, the total value of the quest reward in silver remains unchanged. This mod does not technically increase the value of quest rewards. It simply weights the existing value heavily toward more items that are more desirable.
= THANKS =
Preview image contains items from the above mods, which all have my wholehearted approval. If you have a suggestion of an item or mod I should add, let me know!