QuasiToolkit – Cheats & QoLs Collection
This mod is primarily a cheat tool, with QoL improvements as a secondary focus.
If you are a Steam Deck user, you will find the QoL features especially useful.
All settings are available in-game via Mod Configuration Menu
In the mod config, you will find sections for active perks, passive perks, and talents (content is generated dynamically from game files, so it should survive future updates).
If you enable a perk/talent, the next time you load a save, that perk/talent will be applied to all Mercenary clone instances within the save game.
Details:
- The mod doesn’t modify class data — it injects the perk/talent directly into Mercenary clone data.
- Perks are injected at basic tier and can be leveled up normally.
- The mod respects the mercenary’s existing perk progression. For example, toggling the "CQC-Specialist" perk in the mod settings will do nothing if the clone’s current class is an unmodified "Scouts of Hades".
- Injected perks cannot be removed by toggling off the item in the mod config afterward.
- If a clone dies, all injected perks/talents will be lost. The next time you select that clone, it will be re-injected with the currently enabled perks/talents.
This will essentially turn off item degradation.
Originally created so I could amputate every corpse I come across.
Disables the spoiling check from game ticks. Safe to toggle freely.
Applies to anything that has an expiration date.
The mod remembers faction relationships before a mission starts and reverts any reputation loss upon completing the mission.
Please note that reputation loss from giving items to factions or allying with questionable factions is not covered by this feature.
Implants provide only their positive effects. (Default: off)
Any negative effects from implants will be removed — i.e., tooltip entries shown in red.
Adds extra rows (6 slots per row) to every mercenary’s backpack. (Default: 0)
Please note that carrying too much loot will result in negative consequences.
Multiplies the maximum stack size of all stackable items (1–100×). (Default: 1)
Important notes:
- This feature respects mission reward loot. Some mods that increase stack size break mission rewards — this one does not. For example, this mod won’t make the game reward you a stack of 5,000 "12ga Slugs" just because you have ×100 stack multiplier; it will still give the correct amount of 50 slugs.
- This feature also handles the vanilla bug where item stacks break when loading from a save.
- This feature only works for stackable items. There is an edge case where certain items aren’t stackable in the default game preset, but become stackable if another mod changes the stack multiplier as a game preset.
This will make the game very easy — use with caution.
- Option to increase the max level of weapon modification.
- Option to increase the number of max modification slots.
- Option to remove the "Chip" item from research costs.
One of the best features of this mod. Greatly reduces the time you spend looting items.
How it works:
Tag items via the right-click context menu. Each item can only have one tag (tags are mutually exclusive). When a loot window is open, press the hotkey (configurable, default: L) to quickly process the items.
- Loot (green dot) — Items with this tag will be looted indiscriminately, as long as you have inventory space.
- Discard (red dot) — Items with this tag will be deleted immediately. Useful for junk like "Big Bone".
- Scrap (yellow/blue dot) — A special tag, only available for items that can be disassembled.
- Has a sub-config for the number of items to keep. For example, you might want to keep at least 1 gun and disassemble the rest.
- By default, tagging an item as "Scrap" will keep 1 of that item.
- You can increase/decrease the keep quantity via context menu options.
- A "Scrap" tagged item shows a yellow dot when its quantity is zero, or a blue dot otherwise.
- For guns, the mod unloads the ammo before disassembling, so you won’t lose any loaded ammo.
- If the outputs of disassembly are also tagged, they will be processed according to their tags as well. This repeats until there are no more items to disassemble or loot.
Untagged items will be dropped to the floor during quick loot.
Quick loot also amputated the corpse for parts, the output parts will go through the tag system processing as well.
Once the quick loot process finishes, it checks if there is a next tab in the loot window. If there is, it automatically switches to the next tab and repeats the process until there are no more tabs, then closes the loot window.
Pressing the hotkey will loot items in containers and on the floor around the player. (Default: off)
This feature does not process corpses — corpse looting is a good part of the game, and removing it would make it feel like a chore.
Inventory and corpse windows sort themselves when opened. (Default: off)
The mod remember the sort hash, so it won’t re-run the sort if nothing change since the last open.
Always enables object highlighting. (Default: on)
For Steam Deck users who cannot hold Alt.
Adds options to hide empty containers and corpses from the minimap — great for hoarders.
Side effect: you’ll know which crates have loot before destroying them. 😀
Removes the "Disassemble x1" option from the right-click context menu.
Added because this option is rarely used and clutters the menu.
This game have a hard cap of maximum 7 items in the context menu, so if you cannot found a context menu option, it might be a good idea to enable this option.
Behavior when the hotkey is pressed:
- If there is a clear path to the elevator (not in fog of war), the merc will move to it as if you clicked the tile in front of it.
- If there are two elevators, the mod will prioritize the down elevator.
- If there is no elevator, nothing will happen.
- This won’t work on defend missions, as there is no elevator in that mission type.
The hotkey is configurable.