Description

The AnomalyDynamicArtifactsGenerator.exe is a self contained .net core application. it generated 4500 artifacts by default with random properties that you can then add to your anomaly installation. you can generate them again and replace the mod files without breaking savegames (artifacts will have different values though)

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Anomaly Dynamic Artifacts Generator
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sticknou
sticknou - - 74 comments

From now find Artifacts for Sidorovich will take a life time lol

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fredlllll Author
fredlllll - - 19 comments

you can only find these artifacts in anomalies, all other places where you find them, stalkers spawning with them, stashes... are your options for these quests now :D (or just dial down the number of generated artifacts)

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reter
reter - - 615 comments

LOL it's farm time!

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

Ah, yes... The mythical "Artifact 42069" hehe

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reter
reter - - 615 comments

to think about, i'd love to see some procedurality in names based on the average calculation of stats of the artifact, for example: "very weak jellyfish" "weak jellyfish" "jellyfish" "strong jellyfish" "very strong jellyfish" "supreme jellyfish" something like that would be better than just the number of the artifact generated

also awesome if really npc would ask you to actually FIND that "weak artifact" or "strong artifact" so you have to really farm for that, it should help for the longevity

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fredlllll Author
fredlllll - - 19 comments

i think another mod does just that, it creates variants of the original artifacts

Moddb.com

i dont know if it touches the quests though

i was thinking about generating proper names for the artifacts based on syllables, but it felt unneccessary. there are only few generated artifacts that have the same attributes as a jellyfish for example. i went with numbers as i try to aim for the idea that every artifact found is unique in its properties

i didnt add my artifacts to fetch quests because i thought it would be nearly impossible to fulfill. and the price paid for it would be in no relation to the time spent farming artifacts. do you think it would be fun to have a fetch quest for artifact 123 that you only have a ~0.01% (if my math is correct) chance of finding? i think the default artifacts have a low chance to spawn in caches and on stalkers?

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NinthAngryMan
NinthAngryMan - - 4 comments

I'm sorry if I missed it but how to change generated artifact number? I want roughly 100-1000.

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fredlllll Author
fredlllll - - 19 comments

execute the .exe with a number behind it. you need to open the cmd or powershell in the folder (hold shift, rightclick into a white part of the folder, then click open powershell here). then you enter "AnomalyDynamicArtifactsGenerator.exe 500" without the quotes, press enter. and it will generate only 500 artifacts

sorry that this is so hard to use. i will probably add some text interface on the next release. i sometimes forget that people dont know how to use the commandline

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Guest
Guest - - 690,764 comments

No no no, it's easy as it is. I just thought default number is in the txt files, so I kept looking for it in files. Thank you for the reply.

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Guest
Guest - - 690,764 comments

is this compatible with artifacts variationizer?

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fredlllll Author
fredlllll - - 19 comments

no idea, i didnt test that. i might try in the coming days

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KorpseKing
KorpseKing - - 65 comments

This would be perfect if you could somehow make artefact quests compatible,
That sounds difficult but maybe you could replace them with a more generic quest like "Find me an artefact with thermal resistance." or just have the artefact's icon correspond to its vanilla equivalent. Not sure if possible, just ideas. I look forward to using this on my next playthrough.

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fredlllll Author
fredlllll - - 19 comments

it would be realistic to change the quests to include these artifacts, but as you said, also very hard to complete if the spawn chance is so low.

rewriting them to check for specific properties sounds like a ton of effort though. im probably not do that. dont have that much energy in me

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DubTrap
DubTrap - - 48 comments

I'm blown away by this, good ****** job

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PossuM
PossuM - - 322 comments

This is really cool, great idea.

Do you know if it´s possible to add the random ones on stalkers and in stashes, too? It´s pretty easy to simply remove the arti quests from the game, they don´t add anything anyways, just gotta set precondition from true to false for those quests (as seen in "Remove Most Fetch Quests"). So wouldn´t matter to me that they can´t be completed then.

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PossuM
PossuM - - 322 comments

So I tried this, but adding them to death_items seems insufficient.

I tested giving the regular artis 0.1 spawn chance on corpses and the same format with the random artis.

af_blood_lead_box = 0.1
af_mincer_meat_lead_box = 0.1
af_electra_sparkler_lead_box = 0.1
af_electra_flash_lead_box = 0.1
af_itcher_lead_box = 0.1
af_100000_lead_box = 0.1
af_100001_lead_box = 0.1
af_100002_lead_box = 0.1
af_100003_lead_box = 0.1
af_100004_lead_box = 0.1

etc but only the regular artis actually spawn on corpses unfortunately. Any ideas welcome.

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DubTrap
DubTrap - - 48 comments

Could you give a example how to remove artifact quests? I tried finding barman and sidorovich giving them in the files at configs/misc/task but I found literally every other quest and not this one

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PossuM
PossuM - - 322 comments

I think it´s the tasks that have icon = ui_iconsTotal_artefact, in escape it would be [esc_2_12_stalker_fanat_task_2] and I do remember Fanatic always pestering you about a Battery. Are u sure Sido gives them? If so maybe the dynamic file also extends to traders...?

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DubTrap
DubTrap - - 48 comments

Thanks a lot, I searched for the keyword artifact instead of artefact. Aaaand yeah I'm not so sure about Sidorovich now that you mentioned it, but after changing the files Barman doesn't seem to offer then anymore. Ty!

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Guest
Guest - - 690,764 comments

Hello there, so while i absolutely adore the concept of this mod, im for the first time experiencing my first sets of crashes ever after my first emission and psi storms on this save. i played for 8 hours straight yesterday with no problems, but now after this first emission its begun.

it happens randomly, after about ten minutes or so, it doesnt matter what im doing, or where i seem to be, ill just be doing my thing and then CTD

i have no other mods that affect artefacts, or anomalies, or anything of that sort, but this is the crash report that further leads me here as my only starting point to fixing this.

FATAL ERROR

[error]Expression : bone_id!=BI_NONE

[error]Function : SArtefactDetectorsSupport::Blink

[error]File : Artefact.cpp

[error]Line : 569

[error]Description : link

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Sailen_Blackwind
Sailen_Blackwind - - 6 comments

o/ So im the guest that posted the above comment. made a profile. anyways

ok so ive spent the last day trouble shooting this issue from every angle, and i have concluded that it is certainly this mod, unfortunately. so this is what ive gathered. the issua only begins after at least 1 emmision occures on my save. i played for 8 hours the first night with no issues, but the moment i had my new saves first emmision, the trouble began and was 100% consistent every time i loaded the save.

I tested this accross multiple saves, inculding completely new games, and would force an emission through the degug, and then again without forcing an emission.

after the occurence of an emission, within between 10 to 15 minutes roughly, each time, the game would suddenly crash. i timed this to make sure the pattern was accurate.

all of these tests took place within the great swamp, but were done across multiple characters and saves. the location or activity within the great swamps didnt seem to matter.

now it would be due to note, that this crash seemed to most reliably occur, when an emission did in fact produce a artefact within the map. it seemed even more prone and definite to happen if ny "artefact spawn chance" was set to 1.0, and more specifically if a phantom star was the artefact produced.

now a crash, NEVER occured pre emission, thats vital info. in every scenario, if an emmision didnt trigger, a crash never occured.

i would also like to importantly add that i am not nor have ever used any other mod pertaining to artefacts, or emissions, or whether, or anything environmental or game changing. all the addons that i use are only tied to their own stand alone items, and do not interact with out systems within the game. ive had zero need to overwrite anything within my mod setup, and i very carefully set it up to be completely conflict and overlap free, ironically to avoid... this exact kinda frustration.

So! thats the info ive gathered so far. the crash report is always the same. ive thus removed this mod, and started a new save. ran that save through the same trouble shooting, including forced emission storms, and havent had any problems with the mod removed and nothing else changed.

so unfortunately ill just have to continue without your mod for a while bud, but ill be keeping a close eye on this one, as im very excited to plug it back in once the bugs are ironed out :)

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fredlllll Author
fredlllll - - 19 comments

ill try to reproduce it when i have time. could it be that you run out of memory? i didnt really check what that many artifacts would do to the memory footprint

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fredlllll Author
fredlllll - - 19 comments

i tried reproducing this, but no crashes happened. i dont know why it happens for you. the mod only adds new items, no code is touched,

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Sailen_Blackwind
Sailen_Blackwind - - 6 comments

aye bud, reporting back in after a night of playing a fresh new game with your mod uninstalled. i wanted to wait till i had a full night to come back with new facts.

so i played the entire night, and had no issues. went through 3 naturally occuring emissions, all in the great swamp, same circumstances, no issues. so id say its safe to confirm that i only suffer these issues with your mod installed. that said, i dont believe your mod is by design the issue. i think you actually nailed it.

when i was testing this and trouble shooting the other day, i went through all your code, as i come from a lot of year of programming and modding for the elder scrolls, im familiar. that said, what was driving me so crazy is that your code all looked perfectly fine. i was actually very impressed, very clean for a randomly generated code.
i could also tell that you didnt modify any game code, and only added items, so it should for all perpose be very clean. it was mind wrecking lol.

all that said, i had one theory. i am on a below average computer. a ryzen 3 processor running 4 gigs of ram. trash really lol. the rest of the time, the game runs at a perfectly consistent 30fps with my settings turned down right.
however, i did consider, that after the emission storm, with your mod enabled, i would experience momentary game locks, which i assumed had to do with the game accessing the huge database of now 4500 items and is considering which to pick and spawn. this would cause a very sudden, massive ram spike compaired to average gameplay.

considering my low end hardware, the only other thing i could think outside of code work, but still related to this mod was, exactly as you said, RAM capping, and blowing the engine so to speak.

so all that said, i thought it, you thought it and said it, i think ima say its safe to assume at this point that is the issue.

i would just suggest that maybe you put a note in the description of your mod that if you dont have x ammount of ram, you may experience crashes afer emissions, just so no one else has to go through all this hassle if it occures lol.

anyways, very nice mod my friend, excellently done, i just need a better computer before i can enjoy it again lol. have a good one :)

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stellkilo
stellkilo - - 9 comments

I too am having an issue like this, even though I'm running on "good" specs by comparison with 32gb of ram. I haven't started having issues with this mod in my run until now and I've been through multiple emissions/psy-storms. I'll try more testing but I'm unsure what I can do to help fix other than report about it, as going through all 4,500 artifacts will take forever to figure out which one crashed when it spawned with my detector.

FATAL ERROR

[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 548
[error]Description : link

stack trace:

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fredlllll Author
fredlllll - - 19 comments

i uploaded a fixed version. please try again. it should fix your crashes. it was cause of a misconfigured bone name

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stellkilo
stellkilo - - 9 comments

I'm back from some small testing. I noticed the name of the artifact would be visible for a split second before the game crashed and was able to record it to get the number. For me atifact 1404615 is crashing when being revealed. I've put a link to a .zip of my Dynamic Artifact gamedata folder, hopefully it could shed some light? I have made small patches within some of the files for my other mods but as far as I know none of them seem to touch this issue.

My Dynamic Artifact Generation : Mediafire.com

Here is the crash log of this specific crash;

FATAL ERROR

[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 548
[error]Description : link

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fredlllll Author
fredlllll - - 19 comments

thank you for the error reports. i found it with the help from someone from the anomaly discord. apparently some artifact visuals have a different bone for particles or something. anyway, i just uploaded the fixed version. this should fix your crashes

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Sailen_Blackwind
Sailen_Blackwind - - 6 comments

aye! thats great news bud! that actually makes a lot of sense, so im gonna plug this into my active save and run with it tonight. i know that there is an emission happening soon on my save, so we'll see how she runs and ill let ya know if anything comes up. Thanks for the work bud, i love endless variety and reward possibilities in my games, so im very excited for this ^_^

also, just to clarify, this IS safe to plug into an existing save, right?

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fredlllll Author
fredlllll - - 19 comments

yes, safe to add to any save. also safe to regenerate the artifacts and replace the mod files with new variants. the ids stay the same, but names and properties will change.

in theory it might even be possible to remove the mod again by just removing the artefacts.ltx which would prevent them from ever spawning again. i dont know if all stalker inventories are saved in a safegame, but if not, after a while the rest of the mod files could also be removed, once all inventories are clear of those artifacts

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stellkilo
stellkilo - - 9 comments

You're amazing man, thanks a lot! It's a great mod

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stellkilo
stellkilo - - 9 comments

I hate to bring up another problem but now my save is crashing after updating and regenerating the mod with the new version.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\artefacts\af_pin.ogf'.

It's looking for a mesh that's apparently missing, but it's not? The only file of yours that touches af_pin.ogf it is item_dynart.ltx but I believe it's just calling it and not modifying af_pin.ogf at all.

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fredlllll Author
fredlllll - - 19 comments

aw crap. that is supposed to be dynamics\artefacts\artefact_pin.ogf not af_pin.ogf

no wonder it doesnt find it. you would have to search and replace the af_pin.ogf with artefact_pin.ogf

ill upload a fix shortly

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fredlllll Author
fredlllll - - 19 comments

fix is uploaded. thanks for your patience

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stellkilo
stellkilo - - 9 comments

The speed at which you do these patches is insane, thanks a lot!

and take it easy :)

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V69_
V69_ - - 11 comments

It's shame. The fix doesn't work for me.

[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 548
[error]Description : link

To reproduce:
Load a test map.
Drop on the ground an artifact that has this line in items_dynart.ltx :

visual = dynamics\devices\dev_bred\dev_bred.ogf

Add and equip the Svarog detector.

If I were to guess I'd say it happens because you used models that aren't meant to be artifacts.
Maybe if you used a standard model of one of the artifacts that can be found in anomalies it would fix this problem. Is it possible to use the same 3D model but different icons?

It doesn't matter how you choose to fix it, but please keep up the good work — this mod will be amazing in any form when it's ready because of how it improves the artifact hunting aspect of the game! :)

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V69_
V69_ - - 11 comments

Here is what I found on Stalker in Game ru:
It occurs when creating or adding foreign artifacts. In artefacts.ltx, in the af_base section there is a parameter particles_b This is the name of the bone, which is taken as the center when the particle is played. If the bone in the artifact is named differently, for example joint2, and this is not indicated in the section of the new artifact, which inherits from the base one and naturally implies the presence of a link, we get a crash. It is solved by converting the artifact model to .object, viewing it in the sdk and finding out the name of the bone and entering it into the config.

Original text in Russian: Возникает при создании или добавлении чужих артефактов. В artefacts.ltx, в секции af_base есть параметр particles_b Это имя косточки, которая принимается за центр при проигрывании партикла. Если кость в артефакте называется по иному, например joint2, и это не указанно в секции нового арта, которая наследуется от базовой и подразумевает естественно наличие link, получаем вылет. Решается конвертированием модели арта в .object, просмотром в sdk и выяснением имени косточки с занесением в конфиг.

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fredlllll Author
fredlllll - - 19 comments

thank you for finding out what caused the crash. the bread artifact is indeed a thing in anomaly and can be found in the trash compactor (at least that is where i found mine). so i figured i could just use that too, but while its bone name is also link, like it is for all other artifacts, it seems to not be working. i just removed it as an option for the visual for now. that should fix it. please try the new version and see if that fixes it

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V69_
V69_ - - 11 comments

Thank you! I'll try it now.
BTW, it appears that a new game is required. Well at least I reached this conclusion in all my attempts to fix this problem. It looks like the engine is unable to update some models of already placed in the world objects. The only thing that would make the fix work on old saves is setting the rank of each artifact to 0, so that they are visible without use of any detector.

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fredlllll Author
fredlllll - - 19 comments

that is weird. it should only save the section name of the artifacts, and those stay the same...

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V69_
V69_ - - 11 comments

Just an idea for future development. It would be cool if generated artifacts were grouped by tier. In addition to that, rank, tier, and cost of generated artifacts shouldn't be chosen randomly but by how many positive or negative values an artifact has.
I'm suggesting this because I'm using your mod alongside with ARX Spawns, and they implemented this idea that better artifacts can be found in northern areas of the zone and vice versa.

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fredlllll Author
fredlllll - - 19 comments

that would be possible, but i dont feel like pulling something out of my *** to rate the tier and value of artifacts right now. the generator is open source and on github ;) link is in the description

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Sailen_Blackwind
Sailen_Blackwind - - 6 comments

well snap, i was just coming on after 3 days of standard play with no crashing to share the good news! but it seems my game just hasnt spawned the culprit artefact yet, so i guess ill have to start a new save with the updated version now. fortunately, i was just inbetween azazel lives, so its not the worst time for me to start over.

i can add these two things though. i can confirm that a new save is required. very quickly learned that from my first go around at trouble shooting this on version 1.

i can also confirm that this seems seamlessly compatible with perk based artefacts. i threw that one in on my last go around just to see and its been 3 days no problems, and i even got a perk artefact to spawn the other night. so thats some neat news for people who also enjoy that mod ^_^

i would also like to ask a question since im about to start another new game for this. so now that we've identified the culprit artefact. is it relevant that most of the logs here seem to point to line 548, while my log always pointed at line 569? are we sure that this bread artefact is our only culprit, or could there be others as well?

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Sailen_Blackwind
Sailen_Blackwind - - 6 comments

quickly reporting back. so i just did as the dude said, spawned a generated artefact using the bread model and whipped out my sav detector, and boom, as he said, i got the crash, and for the first time it was called on line 548 like the others.

id also like to note that when i regenerated this time around, it did allow me to load my last save without the prior crash. so im not sure if i can get away with running this on my current save or if issues will present them selves later.

ok, so my last note. noticing that everyone is getting a call on line 548, and im getting one on line 569, but id also like to note in case it is relevant, that in my original experience with this on version 1, i was not using any detectors. i also had my options ticked that only play sounds for radiation, and anomalies on if i had a Geiger counter or anomaly detector. i go full immersion.

i was noticing it most when the phantom star artefact appeared, but thats not to say that there wasnt a bread arefact somewhere else in the map, as the great swamps is a pretty large map, and i was only checking around gods acre by the time i was specifically testing that theory.

so yeah, i just wanted to point out that while you can immediately force the crash with the detector, it doesnt seem to be a required factor. and im not sure exactly what the calling is on the lines in these logs, still adapting to anomaly code, but it isnt just line 548, line 569 is also having troubles, whatever that means ^_^;

good luck guys and thanks for all the effort we're putting into figuring all this out. im real excited to seeing this fine tuned and polished up nice ^_^

Edit: im gonna hop on with the updated generation, hand spawn one of each type of model, and whip out the sav detector to see if i get a crash for any of the models individually. ill report back soon with my results :)

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Sailen_Blackwind
Sailen_Blackwind - - 6 comments

ok, back for the last time tonight. so i just went in with the new update, force spawned each model of artefact, and whipped out the sva for each one, and no crash, no problems. i then went to see how far i could push it and just started randomly spawning a metric **** ton of different artefacts, and no crash, barely a frame rate drop which was nice.

So overall, by forced means at least, this seems clean so far. ima start a fresh save just to be sure, and just hope i dont come back in two days to find anyone else having more trouble lol

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fredlllll Author
fredlllll - - 19 comments

i hope this was the last of the gamebreaking bugs for now

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WujekSamoZło
WujekSamoZło - - 273 comments

Hey, do you know any simple way to make artefacts work (both negatives and positives) from the backpack instead of belt ? cheers

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fredlllll Author
fredlllll - - 19 comments

no

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phyire7
phyire7 - - 16 comments

Thank you for spicing up the adventure again! Any change you can make a similar mod for foods and drinks? No 2 pieces of bread should have the exact same calorie count haha

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SSA00
SSA00 - - 3 comments

I don't know why, but it doesn't work. Don't spawn any dynamic art. Constantly come across garbage, with the simple names names ( "Star" etc ) I tried both on EFP 3.0 and on clean anomaly.

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