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Open X:.../../Steamapps/workshop/content/489630/2176043004/Data/World/Upgrades.Then edit every file.For example, to edit the EndTechAstraMilitarum.xml ,you need to change
<!-- Change to 11 --> and
<upgrade position="11" icon="Units/Neutral/Artefacts/Damage"> to
<!-- Change to 1 -->
<upgrade position="1" icon="Units/Neutral/Artefacts/Damage">.And it will work.
Though you may find no tip in your unit that you gain1 damage and 1 health artifact every time you finish the quest,the data actually increase.
This mod will work when you chose these factions:AstraMilitarum,ChaosSpaceMarine,Necrons,Orks,SpaceMarine,Tau,Tyranids.If you want to make more factions enjoy this mod,you should follow the advice given by 'Pharazon' below.
https://pastebin.com/gWEn1rNz
I'm not sure what happens if you disable quests but look to the quest research counter to the right side where the quests show up.
I can't think of any way another mod could be interfering with this one since the quest chain, research, and traits are all custom made.
UNLESS! You have a mod that overrides the faction.xml files.
In that case, load this mod last because if load order is:
(This mod) faction.xml.ext
(another mod) faction.xml
The second one will override the first which is where all the magic is happening.
Researching all technologies and then researching the last tech.
Researching the last tech first and then researching all the technologies.
In both cases, the quest works as intended and gives the endgame trait when research hits 1000.
Your own research resource stock pool won't change anymore but the quest will tick up like:
(0/1000)
(300/1000)
(999/1000)
Next turn: Quest complete, trait given to all units.
The thing up top that says something like 556/+39 that shows how much research you've accumulated will be frozen if you've all techs unlocked.