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https://steamcommunity.com/sharedfiles/filedetails/?id=2356061067
https://steamcommunity.com/sharedfiles/filedetails/?id=2356061327
https://steamcommunity.com/sharedfiles/filedetails/?id=2356061580
I do have one last question if you don't mind. Is there a way to tweak the amount of quest generated, so it becomes 1 quest per month, instead of the currently 1-3 days? From other mods such as [FSF] More Quests by FrozenSnowFox, I would guess that there is a value somewhere in the storyteller files that might be the answer. You wouldn't happen to know the name of the value that determines how often quests appear?
Each storyteller in the game has their own version of that, so you will have to edit it for the storyteller you want to play. There are probably a few ways to adjust it, I would guess the easiest way is to adjust the two <onDays> values, setting them both to 37 (instead of 10 and 12) will probably do what you want and cause it to average out to 1 quest per 15 days.
To explain it briefly, the <onDays> is a cycle, every 10/12 days by default is one cycle. Per cycle there are a number of quests triggered defined by <numIncidentsRange>, so for vanilla quests there is 1 quest per 10 days, and for DLC quests there are 2 per 12 days. It's random at which point during the cycle those quests trigger, the <minSpacingDays> value makes sure there is at least a gap of 3 days between respective quest types. So if you followed that, you can adjust those values to make sure you get the spread of quests you want. You may want a larger <minSpacingDays> to ensure you don't get two DLC quests close together, bumping that up to 10 or 12 for example might work for you.
To be clear, I haven't messed with any of those values to confirm they do what I described, it's just my understanding of programming and the game mechanics that gives me an idea of what they "should" do. They might not actually function that way, perhaps one of the values is obsolete and ignored by the game, or something like that, I can't say for sure. The chances are pretty high though that it all does what is expected.
Adjusting the raw files should work fine, until there is a game update or you do a file verification, at which point that file will be deleted and replaced with a clean version. If you want to make a proper mod out of it so you don't have to keep editing it there is probably a guide out there somewhere on how to make a RimWorld mod in the proper format. It's not something I have done in years and don't remember the steps.