Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Removed street cred experience adjustment from the mod
Slightly lowered prices for higher quality loot again
Lowered clothes prices, more variability in prices
Further lore-based weapon prices adjustments, more variability in prices
Lowered alcohol prices
Quickhack prices overhaul, prices are closer to vanilla
Removed long lasting consumables sell price fix from the mod (now fixed by CDPR)
Minor fixes
Version 1.2.0
Made some aspects of the mod configurable via Native Settings UI
Increased money rewards for quests, gigs and bounties x3, configurable
Increased the chance of items being broken from 60% to 75%, configurable
Significantly reduced autofixer discount given for completing autofixer quests, configurable
Slower street cred is now configurable and is off by default
Weapon sell multiplier increases with quality, from 10% to 15%
Item quality price multiplier changed from 100% to 80%
Iconic price multiplier changed from 30% to 50%
Cyberware sell price multiplier reduced from 25% to 20%
Made EZestate apartment rent block less intrusive
Made formal and luxury attire more expensive
Removed food and drinks price mods, alcohol is still more expensive than vanilla
Legendary money shard reward reduced from 12000 to 10000 (vanilla was 9000)
Version 1.1.0
Increased apartments prices even more
Increased sports and luxury car prices
Reduced price bonus for + and ++ items from 30% and 60% to 15% and 30%
Increased XP required to level up street cred to level 50 by 35%
Version 1.0.0
Initial release
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.
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.
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.