Credit Runners - Upgrade Loot and Quest Rewards
🟠 Updated over a year ago⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 0.2% endorsement rate
- 🏆 #302 of 531 Gameplay mods in this game by downloads
📋 About This Mod
Create a Credit Runners Terminal in either your ship or outpost for a modest fee of 1000 credits. Here are the current offerings:
(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
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[]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:
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[]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)
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
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[]Add Terrormorphs or other enemies to caves and geological features and have them drop upgrades you've purchased
Credit Runners is a gameplay mod that adds a guild system where players invest credits to permanently increase the credits and contraband found in loot and quest rewards. It offers a progression-based economy tweak for players seeking more rewarding exploration and smuggling opportunities. With 45 endorsements and recent updates, it's a niche but functional addition.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Directly addresses a common complaint: rewards feel flat, this mod scales them with investment
- Adds a new gameplay layer with the Credit Runners Guild, giving you a reason to hoard credits
- Recent update (Dec 2024) means it's likely still compatible with current game version
⚠️ Cons
- Only 45 endorsements, so it's a small niche mod—might not be heavily tested
- No detailed patch notes or compatibility info, so it could conflict with other economy mods
- The investment mechanic might trivialize late-game rewards if you sink enough credits
For players who feel quest rewards and chest loot are too stingy and want a long-term money sink that pays off. Also for smuggling enthusiasts who want contraband to be more lucrative. Skip if you prefer a vanilla economy or don't want to manage another guild system.
💡 Beginner Tips
- Start investing early—the earlier you invest, the more you'll benefit from increased loot throughout your playthrough
- If you're using other economy mods, test this one in a separate save first to see if they stack or conflict
- Keep an eye on your credit balance—investing too much early might leave you short for essential purchases
📊 Mod Details
- Game
- Starfield Mods
- Author
- ubem
- Version
- 0.2.1A
- Downloads
- 20,214
- Endorsements
- 45
- Category
- Gameplay
- Created
- 11/26/2024
- Updated
- 12/4/2024
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