Simply adds 33 new artifacts to Call of Chernobyl 1.4.22.
REMOVED THE QUICK TRAVEL MOD THAT WAS SOMEHOW INCLUDED!
Here is the original Russian version: Stalker-gaming.ru
From the source:
"The addon is fully compatible with DRXCoCQuestlines 1.21 - adaptation is not required. The addon is NOT compatible with the mod "SGM + COC" - he has to get turned on, so to put it is not necessary!"
This mod only affects artifacts and anomalies.There is a compatibility patch in the file that works with AO, Outfits Addon, ItemSoip, MLR3, OWR, and STCOP. The mod works, I've found the new artifacts in stashes, but haven't tested to see if they show up in anomalies yet.
This is just a translation of a mod found on a Russian Stalker forum. It adds 33 new artifacts, I just translated their descriptions and names. Has compatibility patches for all the big CoC mods. Anomalies should spawn these artifacts randomly, but I haven't really tested it much. No idea if they are fair and balanced or not, but they all look nice.
-Axebeard
неплохо - неужели моя картинка
Description of alleged additions?
I really hope this delivers. I was hoping for a mod like this in ages.
Requires a new game??
Edit. Alsow whats MLR?? And is this compatible with AO+OA+doctor-X questlines??
Descriptions please?
Requires new game or no?
Yay more artefacts mods just great.
havent seen a single artifact :/ maybe this would help idk not much off a description ..
Aren't those the artifacts from the SGM mod ? Anyway nice work man, I've been waiting for a mod like this for a long time.
No idea, never played SGM.
Yes, I believe they are.
We need more information about this mod, its turning away a lot of people because we all use other mods that may conflict or need compatibility patching!
i encountered that this with the STcoP and outfit addon compatibility will take out a few fast travel locations across the map
Ok so heres the deal. This mod in my end is working with AO, OA and doctorX questlines.
Just installing the mod and using the Ao+OA compatibility patch is enough.
And it does add new artifacts, one of wich I was able to detect at the Swamps.
However it took me a full anomalie run in Rostok, Wild territory, Garbage, Cordon and finally the Swamps to find a single newly added artifact. All other anomalies were either empty or had vanilla artifacts.
I alsow have those fast travel icons with the AO+OA compatibility patch, but have no idea how it works, nor why its in the mod, since new artifacts was the point of it.
Are you sure to not adding a link for the source? Some "say thank you for the author"? Or maybe something? Are you translated the first comment? If you translate AND upload a mod, don't you think to add a link like "this is the mod what i translated for english" or something?
If you watch my page, i uploaded a mod circa 1 week ago from the Nexus mods. Go on, watch that page, you need to learn something. Something like respect maybe.
I'll dig it up again and post the link to the original.
Deadly anomalies , one step your die if get hit , EXO armor fail
Well , i looking default anomalies damage now , any help ?
This mod affects anomalies, so just to merge it you should compare the files from Deadly Anomalies and this one, and see what each mod changes. Go into gamedata/configs/whateve level/anomaly. This mod simply adds the new artifacts into the spawn list. If Deadly Anomalies changes the damage from vanilla, you'll have to combine those changes in the .ltx file for each specific anomaly. Sounds like a pain in the *** to me, I'm very surprised anomalies don't just have one file that controls their damage.
You stepping into anomalies with an Exoskeleton?
You're insane!
An Exo suit shouldn't be a free pass to run with blatant disregard of your surroundings lol.
ты нахуя фаст тревел добавил придурок
I think I've encountered one artifact....a fountain. I do not recall ever seeing this one...though it could've been added through the most recent CoC update, not sure. Pretty sick mods, +5 armor, impact, wounding, explosions, and possibly one more thing all for a measly -1 energy and -2 radiation. Which can easily be offset with anti radiation artifacts.
and now combine this with the crafting mod and let us cook new artifacts!
Just a quick mention some of these new artifacts are undetectable even with the high tier detectors, run in to one of those in the gravitational anomaly field west of the of the burners you find in the trash pit south of the Garbage.
You know, the one where you meet Bes in ShoC.
Serious question: if it was undetectable, how did you know it was there? The original Russian description said a few of the artifacts would be super hard to find, but I didn't notice in the actual files what they meant by that.
Sorry for the late response, i could only know there was a artifact there cuz you can visually see it boucing between anomalies, making that little effect whenever a object hits gravitational anomalies and also the little sound.
I had a Veles at the time, and even deliberately spawned a Svarog to see if that was the trick (which shouldn't since the Veles model is already programed to detect all known artifacts) and still nothing, i can't help much beyond that, but it's my experience, and so far the only one i've encounted.
(That bug/glitch kinda boiled my mood to play the addon.)
I'm guessing the new artifacts aren't set to the proper artifact level, or the detectors were never set up to actually detect them. I've since moved onto Call of Misery, and gave up trying to port this over, so I probably won't be updating it since all I really did was run it through Google translate in the first place.
hi i may have a solution for you,yes somes artefacts are undetectables with this mod,but if you clean the area around a artefacts zone,you send a companion in the zone with loot enabled on,he can find the undetectables artefacts,after its your choice,you buy it from him,you kill him or you send him in a fight to die and loot his corpse
why i say that is because,the companions can find undetectables artefacts,and those undetectables artefacts are the ones with the BEST properties :).good hunting stalker and sorry my english
hi i may have a solution for you,yes somes artefacts are undetectables with this mod,but if you clean the area around a artefacts zone,you send a companion in the zone with loot enabled on,he can find the undetectables artefacts,after its your choice,you buy it from him,you kill him or you send him in a fight to die and loot his corpse
why i say that is because,the companions can find undetectables artefacts,and those undetectables artefacts are the ones with the BEST properties :).good hunting stalker and sorry my english
does this mod need a new game?
There are still quick travel mod left, I find one look like house icon at map, when you hover pointer over it say quick travel, it place at the top of tower near a way to zaton in jupiter
Why is it icons for artefacts sometimes not showing in my inventory? (I spawned all the new artefacts with debug spawner) Also there are some artefact names in Russian text.
can you make new artifact more expensive, even selling pistol and ammo give you more profit than this new artifact
Why cut THE QUICK TRAVEL MOD needed it for one of the artifacts added by the mod. If you have in the inventory would need an artifact that you would be able to navigate between the visited points and now this artifact is garbage. PS: Sorry for my terrible English.
The mod works for me, but all artifacts icons looks like this
I.imgur.com
Here my mod list
I.imgur.com
Can someone help me?
The itemsoup compatibility patch included seems to be out of date, or at least is missing a lot of items?
WHen i use this..... it makes equipting a radiation suit crash the game :(
So I found what I think isn't a normal CoC/CoP artifact called a Gimlet? It mentions being able to use it to travel/teleport, but I have zero idea of how to utilize it.
If this is from your patch, is there a resource/way I can find out how to utilize it?
do the artifact transmutation added by this mod ? how to do that because when I talk to scientist at yantar to transmutate there is no artifact to choose while I have 4 different artifact at my inventory and I have use numerous flash drive contain recipe for artifact already, also I even buy the container and it also can't do anything just no artifact to choose
where do i find them? not in like stashes/anomaly, but in the debug/cheat menu? or can i even see them there? id like to know
desolation patch please <3
hey um fix your icon files next time dont screw with the food and anti rad icons
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no work with Travel mod?!
Was ist denn das für eine Drecksmod?
Kein Fast Travel, keine Detectoren, zum Fast Travel wird ein Artefakt benötigt, welcher Hirnverbrannte Zombie hat diesen Müll erstellt?
Welches Artefakt denn? und wie komme ich ohne Detector ran? wieso lässt sich das nicht abschalten?
Alter tu uns allen ein gefallen, und HÖR AUF ZU MODDEN!
Anyone have a list on what more artifacts are in this mod?
And does it require a restart?
men if you still support this mod, can you see this crash?
when i try to go to red forest..crash,agropom..crash.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'af_cocoon'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:00DB399C xrCore.dll, xrDebug::fatal()
0023:00D975CB xrCore.dll, IReaderBase<CStreamReader>::r_chunk_safe()
0023:00D975A4 xrCore.dll, IReaderBase<CStreamReader>::r_chunk_safe()
0023:07496587 xrGame.dll, CDialogHolder::IgnorePause()
0023:07488A08 xrGame.dll, CDialogHolder::IgnorePause()
0023:07487706 xrGame.dll, CDialogHolder::IgnorePause()
0023:00DB754A xrCore.dll, CInifile::r_string()
0023:00DB79DD xrCore.dll, CInifile::r_clsid()
0023:07319E6B xrGame.dll, CDialogHolder::IgnorePause()
0023:07491AAF xrGame.dll, CDialogHolder::IgnorePause()
0023:0749A188 xrGame.dll, CDialogHolder::IgnorePause()
0023:00DB74BB xrCore.dll, CInifile::r_section()
0023:521603F3 lua51.dll, lua_newstate()
0023:5214AC35 lua51.dll, lua_loadx()
0023:0579C2EE luabind.beta7-devel.rc4.dll, luabind::detail::implicit_cast()
0023:518DDE29 MSVCR120.dll, type_info::operator==()
0023:0579B470 luabind.beta7-devel.rc4.dll, luabind::detail::class_rep::convert_to()
Hey author,could you please port this mod to cotz,love it in coc but i wish i could play it in cotz too,thanks