Randomizer of artefact stats and raritites of artefacts, for Anomaly 1.5.2
Introducing Artefacts Variationizer - the mod which randomizes artefact stats and adds raritites of artefacts. Artefacts that are spawned in the zone (not quest rewards or other means) will receive buffs or nerfs depending on a choosen tier, all random.
This is 1.5.2 version of the mod that technically is a lot different compared to previous one:
- Full compatibility with all artefact mods, no DLTX shenanigans
- Unlimited variations of stats vs predefined 30 variants in previous mods
- Tasks and crafting should work just as before
- Compatibility with Dynamic Anomalies Overhaul from the box
In short, every artefacts are splitted into 5 tiers
- Common, stats varies +-15% from base stats, can get something decent or a complete trash
- Uncommon, stats generally increased by 10-20%
- Rare, stats generally increased by 25-40%, radiation is decreased by 10-50%, if you are lucky you can find one which will suit lower tier container normally not possible
- Epic, 35 -55% increase, radiation is decresed by 30-90%, 15% chance that a debuff will be turned to buff with 25-50% efficiency (maximum one buff)
- Legendary, 60-100% increase, guaranteed 80% radiation decrease, ~35% chance to have no radiation, ~30% chance that debuff will be nullified, 15% chance that debuff will be turned to buff with 25-100% efficiency (maximum 3 buffs). If you manage to find legendary death lamp, it can be turned into all positive variation if you are lucky
CONFLICTS
In case of mod conflicts, put this mod below every other mod that conflicts with it so my mod will have more priority, in the end it should be fine this way.
CHANGELOG
UPDATE 3
UPDATE 2
- Small cosmetic changes to the code
- Slightly increased chances for non-common variations to spawn (uncommon and higher)
UPDATE 1.1
- Fix of zz_item_artefact.script:110: attempt to index local 'se_obj' (a nil value)
UPDATE 1:
- CLEAN REINSTALL REQUIRED
- Small changes to stat generation
- Added displaying of different artefacts of same kind in the bottom part of inventory ui, similar to other mods like ARX
What if I, let's say, want to use this with Perk Based Artifacts? Will it work?
Yes
I have this crash after starting a new game
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...ustom\gamedata\scripts\artefact_variationizer_152.script:380: attempt to index global 'obj' (a nil value)
stack trace:
Try the update now
Everything is working now, thanks. Great addon btw. Previous version of randomizer was one of my must have addons.
Would this work with Artifact Renovation(https://www.moddb.com/mods/stalker-anomaly/addons/artefact-renovation)?
Because that mod already changes a LOT about artifacts and their strenghts.
Во-первых с артефактами из Moddb.com не работает все равно, во-вторых ты забыл вставить скрипт artefact_variationizer_mcm и МСМ меню не работало.
Ниче не надо делать из старой версии, и МСМ меню тут нет
При начале новой игры артефакты сами сгенерируются или нужно нажать соответствующую опцию в MCM меню?
Can you make mod that makes sex with artefact possible?
this
Аддон легендарный, спасибо вам за обновление! Есть нюанс, после обновления исчезли надписи редкий, эпический и так далее, так задумано ?
Скорее всего, у тебя конфликт с каким-то аддоном?
hello, I have been using the original version of artifact variationizer, when I decided to use this new version I noticed that it does not affect any artifacts (they have the tags for their rarity) but their statistics are not changed, I also noticed that the debug menu does not show any variant of the artifacts with or without being in a container as in the original
I tried using the MCM options with the original, deleting the addon before updating to this new version.
Try the fix now. Old version is not compatible, delete old variations via mcm and then delete the mod
Hello, I tried with the new update and the addon still doesn't work, also I notice that the MCM options don't appear with the new version
i cant help further, works for me. new version doesnt have MCM options. What i meant by "delete old variations" is to delete them in the old version of the mod, save the game and delete the old mod itself, then use the new one, it works entirely different now
ohh oka, thanks for answering
Артефакты перестали спавниться после установки мода
After installing the newest version, weight-influencing artifacts do not seem to be changed.
Additionally, there seems to be only one variation generated per artifact. All Jellyfish artifacts I've found were the exact same rarity and had the same properties.
Here's a screenshot:
Imgur.com
Weight is not possible to change without the exe modification, next modded exes will add that
Fair enough, I didn't know that was a technical limitation.
On the other hand, I installed the UPDATE 1 version but I still seem to get only one variation per artifact. Every time I pick up a duplicate of an artifact, no matter the rarity, more artifacts of the same type will be an exact copy of the first one I found.
Another screenshot: I.imgur.com
Edit:
The artifacts generated actually are different, but they stack together making it seem like it's just one variation, but no window pops up for me to select/scroll through the variations like it says in the description of the update.
this what you should see in the latest version
Puu.sh
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I figured it out - you have to have the condition bar enabled on artifacts, otherwise it doesn't show.
Im playing on EFP 4.0, it seems like theres a bug where certain artefacts like phantom star that i have doesnt remove its radiation when its on any artefact storage. Removing the mod completely fixes it.
edit: update 1 fixes it
Мистер Переосмыслитель ;) Нужна НИ ?
Не нужна
This mod overwrites files from the ARX artefact mod. Which one i should prioritize?
read the description
Не работает, подтверждаю! Нет настроек в MCM, полностью удалил старую версию, поставил новую и ничего не произошло и настроек нет! Модифицированные exe стоят новые!Через отладку все артефакты старые, как это сейчас работает объясните точнее пожалуйста?
Васян, ищи их в зоне, а не в дебаге
хорошо бро поищу ;)
Попробовал поискать новые артефакты, и вылет при переходе со свалки на кардон.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: e:/games/anomaly\gamedata\scripts\zz_item_artefact.script:110: attempt to index local 'se_obj' (a nil value)
stack trace:
попробуй последний апдейт
Вылетов больше не было, спасибо.
Но, у меня возникла пара вопросов:
-Какой шанс найти артефакт отличный от "обычного"? из 11 штук - все "обычные".
-У меня точно мод нормально встал? все три "Золотые рыбки", которые я нашел после установки мода - идентичные.
найти что-то, отличное от обычного - ~55%,
посмотреть все артефакты можно тут, если не получается, надо в mcm в "состояние артефактов" включить полосу состояния.
Puu.sh
Is a new game required?
nope
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So with this mod and Perk based Artefacts, does this mod change the perk/junk artefacts in anyway like making them more powerful or more likely to activate, or does this mod just append a rarity to their name being an artefact.
Running around testing things out so far I've only found perk artefacts that are common or uncommon, but I don't see any difference in their quality/abilities.
they dont have stats, and this mod only changes stats, the only thing that will change for PBA is the cost
For some weird reason, the "Food_Degradation_v2.0e" addon silently conflicts with this one, regarding the issue of not showing the individual stack items, even with the condition bar enabled.
A question if I may TheMrDemonized: how can I quickly reproduce the "variationizing" effect in debug mode? Spawning artifacts from the F7 menu seems to spawn only common ones (please confirm if that's the case).
Open the script and uncomment RegisterScriptCallback on key press line, then in game equip any artefact in the first slot and press O
Amazing, thank you sir!
А как можно увеличить шанс появления тех или иных модификаций артефактов?
в artefact_variationizer_152.script на линии 27 значения шансов для каждой группы. Чем больше число - тем больше шанс
Is this mod compatible if I'm using mods that adds new / custom artefacts to the game such as "Best Artifacts Mod"?
yes, new artefacts must spawn in the zone naturally and not be quest rewards or something else
Good to know, but how can I notice a difference if I'm using mods that changes artefacts stats while using Artefacts Variationizer?
look at the stats