Hi.
Have you tried to edit this particular part (located below) of the .lua script? There is the code which allows the ai to automatically get the items instead of the quest. I haven't tried to implement that one for human players, 'cause I like doing the quests. But I removed it so the ai won't get the items anymore, because I significantly lowered the required level which made the ai characters op at the start.
Code:
function set_up_rank_up_listener(quests, faction_str, subtype)
for i = 1, #quests do
cm:add_listener(
quests[i][3],
"CharacterTurnStart",
function(context) return context:character():character_subtype(subtype) and context:character():rank() >= quests[i][4] end,
function(context)
-- do not start the quest if it has already been started
if not cm:get_saved_value(quests[i][3]) then
-- if the character is player controlled then begin the quest chain
if context:character():faction():is_human() then
-- save the quest name in order to not issue it multiple times
cm:set_saved_value(quests[i][3], true);
-- get the character's faction name, as it might have changed - if they have been confederated!
local faction_name = context:character():faction():name();
if quests[i][1] == "mission" then
if quests[i][5] and cm:is_multiplayer() then
cm:trigger_mission(faction_name, quests[i][5], true);
else
cm:trigger_mission(faction_name, quests[i][3], true);
end;
else
cm:trigger_dilemma(faction_name, quests[i][3], true);
end;
-- if the character is AI controlled then give them the ancillary
else
-- save the quest name in order to not issue it if the player gains control of this character via confederation
cm:set_saved_value(quests[i][3], true);
local char_str = char_lookup_str(context:character());
cm:force_add_ancillary(char_str, quests[i][2]);
end;
end;
end,
false
);
end;
end;
As for the level when one gets the quest, you need to edit the entries in the .lua file and the corresponding db file (character_skill_level_details).