About this mod
v5.1.1: Awards cBill, Salvage Share, and Reputation XP bonus payouts for deploying a lance under the recommended tonnage amount set by the mission. Allows the purchase of Salvage Vouchers during Contract Negotiation. Allows for the Purchase of Salvaged Mechs, Weapons and Equipment post mission, adds multiplier option for damage coverage & more.
- Requirements
- Permissions and credits
- Changelogs
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READ the conflicts/issues section below if you are experiencing a problem using this mod.
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Penalties for over-tonnage remain unchanged from the base game. DLC5 adds a setting to apply a multiplier to adjust cBill/Salvage Penalty. This new setting does NOT apply to Bonus payouts.
VOUCHERS: Version 2.0 of this mod adds the ability to buy Salvage "Vouchers" on the contract negotiation screen. This is independent of Salvage Bonus which is related to deploying a lance under the mission recommended tonnage limit. Salvage Vouchers do NOT use negotiation points. The intent behind vouchers is to give the player the option to "buy" Salvage Shares with cBills making "Mech" salvage more appealing (and possible) with low reputation Houses and therefore stingy Negotiation points. Also, buying Vouchers over buying post mission is more economically efficient but carries risk if you don't have enough salvaged items to claim post mission.
There are two Voucher Mod level game settings that can be changed by the player. One sets the maximum number of Vouchers that can be bought for a mission, the default setting is 25, range is 1-50. The other is cost per voucher which is a cBill multiplier. The default is 10 (x 10,000), range is 1-20. So, adding a maximum of 25 Salvage points to a mission will cost 2,500,000 cBills. The default is intentionally set high to make voucher buying an expensive undertaking. But you can adjust the cost to your play style. Mod Options is required to change the default settings.
Note, Bonus & Voucher Salvage Shares will rollover to the next mission in multi-part missions. Voucher cBill Fees are deducted post mission, INCLUDING abandoned missions. Maximum vouchers available to buy on the Contract screen will be automatically adjusted lower if not enough BANKED cBills are available to purchase the Max Shares value set in the Mod settings.
PURCHASE SALVAGE: Version 3 of this mod adds the ability to Purchase Salvage items post mission. I made my own version of Purchase Salvage because Versions 1&2 of my mod conflicted heavily with Bobbert's Purchase Salvage.
The amount of Salvage available to be purchased is limited by the amount of BANKED cBills available. There is one Mod level setting that can be changed by the player - cBills multiplier for Purchased Salvage Fees. This multiplies the Base Cost for each Salvage item purchased by this setting. Default is 2, range is 1-3. As with Vouchers, the default cost multiplier is intentionally set high. The "Claimed" Salvage Total Value at the bottom of the screen reflects the BASE salvage value listed in column 3, NOT the multiplier adjusted value. Check/Clear All Check Box: Available Salvage Shares are automatically allocated to the most expensive, selected, items first. If a Salvage Item share cost is more than the shares available, then the shares and cBill cost are pro-rated accordingly.
REPUTATION: Version 4 adds an option to award Bonus or Penalty (B/P) Reputation XP based on the Lance DEPLOYED tonnage versus the mission's stated tonnage limit. The same % used to calculate the cBill B/P (displayed on the Deployment screen) is used for determining the Reputation XP B/P for the mission. The earned base and B/P Reputation XP is displayed on the Reputation Panel post-mission. The cBill Penalty option setting in the base game will also effect the Reputation Penalty. There is a Mod Options setting to enable or disable the Reputation B/P.
DAMAGE COVERAGE: Version 4.1 adds a Mod Options setting to apply a multiplier to the base cBill amount for Damage Coverage (Insurance). The multiplier is automatically applied on the Contract Negotiation screen before mission deployment and the Reward Summary post-mission. The range for this setting is 1-3, where 1 is the base game default. For example, a setting of 1.5 would equate to 600,000 cBills Damage Coverage if the base amount is 400,000 cBills - this setting applies to "each" negotiation Point spent on Insurance. A change to the option setting requires a new mission start for the new setting to go into effect. Note, the multiplier is only applied when at least 1 Negotiation Point has been assigned to Damage Coverage on the Negotiations screen.
LANCE DEPLOYMENT READINESS B/P: Version 5 adds a Bonus or Penalty (B/P) based on the number of days before your Lance can be deployed for a mission. The intent is to provide a financial incentive to manage your Pilots and Mechs availability efficiently. The Mission Deployment screen will display the number of days before the mission can start due to Pilot health/training and/or Mech repairs underway. If the time is <=5 days a cBill bonus will be awarded. If the Time is > [# of days set in options, range is 10-20] a penalty will be applied. Days in between 5 & (10 to 20) will not award a B/P. The amount of the B/P is based on a cBill Multilplier setting (x100,000). The setting's range is 0-5. The default is 2.5 or +/- 250,000 cBills. A setting of 0 will disable this feature. The B/P will be applied and displayed post mission on the Mission Payout Summary screen.
Mod Options is required to change the default settings.
Mod Options
Compatible with game version 1.1.361 (DLC6)
**** KNOWN CONFLICTS/issues and Other Notes ****
- This mod needs to override PilotOverhaul, YAML & VonBiomes in load order; i.e., this mod's load order number needs to be higher than each of those.
CONFLICTS:
- Bobbert's version of Purchase Salvage: Neither mod will work correctly with both installed.
- YAML: This mod will override the Leopard Upgrade for Overtonnage Penalty feature - the rest of the YAML Leopard "upgrades" will work. NOTE: this mod DOES work with the new penalty multiplier added in DLC5.
- Pilot Overhaul: The Deployment Pilot selection list that pops up when selecting a pilot won't display the PO specific attributes (affinity, quirks, etc). The Pilot panels on the main Deployment screen and the Barracks screens are NOT effected by this mod and the PO attributes display on those screens.
- Mods that change the Contracts screen may conflict (for example, Negotiated Gain)
- Coyote Missions: I don't use this mod but there are reports of intermittent issues with Bonus salvage based on certain missions.
- VonBiomes: The Contract Negotiations BANNER/HEADER in VB is oversized, this pushes the Salvage Vouchers row off the screen. As a workaround, there are two "Override" option settings: Overide 1 condenses the layout so the Voucher row will display. Override 2 disables Vouchers all together. Kinda of a janky approach but I don't use VonBiomes so I'm not all that motivated to come up with a more eloquent solution - it's a workaround. ** ALSO BE SURE VB's LOAD ORDER # IS LOWER THAN THIS MOD"S. **
BUGish:
- Post Mission Salvage Bug: If you have a negative c-bills balance BEFORE you start a mission and/or you don't make enough to clear the debt post-mission, the salvage screen won't let you continue - your screen is stuck. WORKAROUND-> disable this mod until you have a positive cBill balance and then reactivate.
ISSUES:
- If the Salvage Vouchers row on the Contract screen isn't displaying be sure you have Mod Options installed and go into the Mod Options settings tab and read the the last two settings' help text. Set/confirm and apply related settings. If the row still doesn't display it may be a mod load order or a screen resolution issue on your end.
- The buy Vouchers row on the Contract screen won't work correctly if the Game Language setting is anything other than English - no clue why.
- If your CURRENT game save is in a multipart mission, finish that mission first before activating this mod. Otherwise, incorrect salvage shares may be listed for the remaining missions. In short, a new mission start is required before using this mod.
- IF you are getting weird voucher numbers in the Contract screen after installing this mod, go into Mod Options, change Max Vouchers, apply, and go back to the contracts screen and recheck. This issue might be related to initializing variables for first time Mod Option users and/or updating to a new mod version.
- In general, any new mods you install that need Mod Options, it is recommended you go to the mod specific settings and initialize them and apply before loading a saved game.
NOTES:
- PURCHASE SALVAGE: On the post mission salvage list, the cBill cost number in the 3rd column is the BASE value, NOT the multiplier adjusted cost. The adjusted cost is reflected in the total PURCHASED COST at the bottom of the screen. If you are getting a weird "Purchased Salvage" total after first installing this mod, then the Mod Options setting needs to be set and applied. cBills for purchased salvage is automatically deducted AFTER the confirmation screen, NOT from the mission rewards.
- DAMAGE COVERAGE: The multiplier applies to the amount of insurance COVERAGE, and NOT to the amount of estimated damage paid out. So, a mission with Estimated Damage incurred of 500k cBills would be fully covered/paid if the base coverage is 400k + 200k (1.5x Multiplier applied) vs a 100k loss (400k - 500k) if the Multiplier was set to 1x.
- LANCE DEPLOYMENT READINESS. If you have a mission with a wait > [options setting] days (a Penalty will be assigned) and CANCEL the Mission Start during the 3-second Countdown, you'll be returned to the Deployment Screen with days to launch reset to 0. The penalty will still be active if you re-launch with the SAME Lance configuration, if you change a pilot/mech the Deployment B/P will be reset accordingly.
Special thanks to JustinP for his Unreal Engine expertise.
And Bobbert for the original Purchase Salvage mod.
UnderTonnageBonus2 & Purchase Salvage2 on Steam
My other mods:
Faster and Cheaper Travel
Enhanced Cooldown Pips2
Heal My Pilot