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infsolv

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infsolv

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About this mod

Lore and common sense friendly rebalance of whole Cyberpunk 2077 economy. Prices that make sense and motivate you to earn those eddies.

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Russian
  • Portuguese
  • Mandarin
Changelogs
While 2.0 made an effort to streamline the economy in Cyberpunk 2077, it's still chaotic and unbalanced. Pocket knives for a price of a car? Handguns for a price of an apartment? If you want more immersive experience and need more motivation to earn money in Night City, this mod is just for you.

Tested for 2.0 and later versions only.

If you like this mod, please consider supporting me:


It seems having "Auto Convert REDmods" enabled in Vortex breaks the mod, try disabling it or try installing the mod manually if your game crashes.

Dependencies

General approach
  • Street cred discount also applied to sell prices. Reaching a street cred level 50 grants you a 15% discount on buy prices (vanilla mechanic). With this mod the sell price, which is typically set at 15% of the buy price, is boosted by 15% too (15% * 1.15 = 17.25%) at street cred level 50.
  • In a city flooded with guns and crime, weapons are cheap. What's expensive in a place like this? Luxury.
  • Cyberware is an essential part of the Cyberpunk 2077 experience in 2.0, but the vanilla game often fails to account for the expense and supposed rarity of some of these enhancements. Cyberware is more expensive and it will be one of the main money sinks in the game.
  • Recipes are cheaper so there are more reasons to buy them. Crafting in general is not affected directly (yet).

Weapons
  • Guns are 40% to 70% cheaper than vanilla.
  • Melee weapons are even cheaper, 70% to 85% cheaper than vanilla.
  • Sell prices start at 15% of the buy price, going up to 17.25% at max street cred. Vanilla sell prices started at 10% for tier 1 and went down to 5% for tier 5 weapons.
  • Sell prices are lower than vanilla for common guns, but higher than vanilla for legendary. Guns remain one of the main sources of your income.
  • Melee weapons price was drastically decreased because it doesn't make sense that you can make a fortune selling pocket knives and steel pipes in Night City. Sell prices for melee weapons are generally lower than vanilla. Don't worry, katanas still worth something!
  • Handguns are much cheaper than a sniper rifles, SMGs are cheaper than LMGs and so on.
  • Tech weapons are more expensive than power weapons and smart weapons are even more expensive than that.
  • Prices are affected by manufacturer (lore friendly) and adjusted even further individually for some weapons.
  • Combination of these price modifiers provides diverse range of prices for the whole arsenal of weapons in the game.

Weapon mods and attachments
  • For now prices are mostly unaffected, maybe higher tiers are cheaper compared to vanilla.

Cyberware
  • Cyberware is about 25-30% more expensive overall.
  • Sell prices start at 20% of the buy price, going up to 23% at street cred level 50. Vanilla was fixed 20% of the buy price.
  • The most advanced cyberware is even more expensive. Cyber arms are 50% more expensive, cyber decks are 50% more expensive, berserks/sandevistans are 80% more expensive than vanilla.

Quickhacks
  • Quickhacks are about 30-50% cheaper than vanilla. Still quite expensive at higher rarities, so you might want to buy recipes instead.
  • Quickhack sell price was fixed by CDPR in latest patches and is ~3% of buy price. It's not a money making loophole anymore. I left it as is.

Recipes
  • Recipes, in general, cost 40% of the price of the item they produce. Vanilla was 70%.
  • Recipe cost, in most cases, will be affected by the same modifiers as the item itself. So weapon recipe will be affected by weapon type, quickhack by quickhack type, grenade recipe by grenade type.
  • Quickhack recipe is about 20-25% of the quickhack cost, opposed to ~5% in vanilla.

Clothes
  • Clothes are cheaper overall, cheap clothes are much cheaper.
  • Sell prices are in line with the most items and start at 15% of the buy price, going up to 17.25% at max street cred. Vanilla was fixed 5%.
  • Prices vary greatly among cloth types. Sun glasses are much cheaper than coats and boots and so on.
  • Utility clothes are more expensive than clothes without bonuses. Armored vest, for example, is 200% more expensive than cosmetic vest.
  • It still might make more sense to dismantle clothes for crafting materials, especially ones with high quality. Price is not affected by quality (same as vanilla).

Vehicles
  • Prices of most cars are adjusted based on multiple factors: car performance, being sports or luxury, being weaponized and so on. Few cars are cheaper, many are more expensive now.

Apartments
  • All apartments are much more expensive. Don't be surprised! Game was supposed to have a rent mechanic, but it was never implemented into release. Maybe one day there will be a mod... For now you pay once to own it, and it will cost you a lot!
  • Warning: you can't rent apartments through EZestate web site anymore. It was problematic to mod. Rent your apartments in person! You can see available apartments on the map. You'll see a warning message about this when you try to rent through web site (English only).

Other
  • As mentioned before, all items have sell price affected by street cred level. 
  • In vanilla every quality level increased the price of an item by ~95%, so legendary item was ~14 times more expensive than common. With this mod price increase per quality level is 75%, so legendary item is "only" ~9 times more expensive than common.
  • Long lasting consumables are 60% cheaper.
  • Some alcohol is very expensive. One day I've got an airdrop full of alcohol in Dogtown and it made me rich!
  • Different ammo prices for different ammo types.

Suggested mods
  • Drive Carefully Expanded - drive carefully or pay the price. Configurable mod that let's you simulate "car insurance" where you have to pay for collisions with other vehicles.
  • Unlock Me The Mods - I honestly tried to understand why mods were made unequipable. I couldn't. Just use this mod to unequip them. Impacts game economy since you can experiment with the same gun instead of throwing it away.
  • Simple XP Multiplier - configure everything related to leveling in game. Suggested values are 0.4-0.8 for XP and 0.2-0.4 for Street Cred for slower play-through. I definitely suggest to set Street Cred multiplier to 0.5 or less.
  • Weapon Conditioning - give it a try, on top of great weapon condition system it has something my mod misses as of now - loot drop overhaul.

TODO
  • More individual adjustments to weapons. Mostly done
  • More individual adjustments to cyberware.
  • More vehicle price adjustments based on personal experience with the cars.
  • Check if quickhacks are still OP money maker with netrunner build. Quickhacks economy fixed by CDPR in latest patches
  • Crafting economy overhaul.
  • Fix damn EZSTATES web site. Or better yet, implement rent system.
  • Make street cred leveling slower, but discount bigger. Done
  • Loot drops overhaul. Might just leave it up to Weapon Conditioning mod.
  • Make some aspects of the mod configurable. Done

Installation:  Extract into game directory or use Vortex. If you have problems like crashes, try installing manually.

Compatibility: most changes are not intrusive TweakDB changes and might work with other economy mods. Archive part of the mod contains following files:

  • dlc6_apart_cct_dtn.questphase
  • dlc6_apart_hey_gle.questphase
  • dlc6_apart_wat_nid.questphase
  • dlc6_apart_wbr_jpn.questphase
  • price_curves.curveset

redscript wrapped method:

@wrapMethod(BrowserController)
private final func LoadWebPage(const address: script_ref<String>)


Might be not compatible with other mods that change prices or money rewards.