Description

Compatible version of the old Artefact Expansion Mod from Call of Chernobyl add-on to Call of the Zone.

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Artefact Expansion v1.33 (CotZ 1.2) v1.6
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SpcDan
SpcDan - - 228 comments

Funny how synchronicity is a thing, I just barely began to porting it but you got it done first, neat!

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SpcDan
SpcDan - - 228 comments

BTW a new version of IAO just got released riiiight just some minutes ago
Moddb.com

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Rhons Author
Rhons - - 195 comments

I’ll have to update the Compatibility Patch to accommodate the extra three items.

EDIT: Updated the UI for the Items. Basically just copied your compatibility for AO3 since it looks like yours were higher resolution.

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RustyTank
RustyTank - - 30 comments

Hey um,i dont know if its vanilla,but breaking boxes gave me 50:50 chance there's artifact inside it.And also there's seems to be undetectable artifact,i see one in agroprom in a small swamp the road to yantar,i can see artifact drifting in the water but veles didnt pick it,do i need svarog maybe?

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Rhons Author
Rhons - - 195 comments

I'll have to take a look at what that potential artifact could be. I know with gravitational anomalies, the artifact can hover several feet above the character, but it should still be detectable. Additionally, as I only ported the Mod, I do not know specifics if the Svarog has its only exclusive artifacts or not. Again, I'll check what spawns in the Agroprom Swamps and see what's missing from the Veles (and maybe Svarog).

As for the 50/50 chance for an Artifact in crates, this Mod was created independently from DoctorX's crate Mod. I'm not good with coding as I basically screamed at the files to make them compatible with CotZ. Maybe I'll scream at it some more.

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Guest
Guest - - 693,073 comments

About the artefacts in boxes, check the files that have ph_box in their name in configs\misc. They control which items spawn in boxes, their amount and spawn chance.

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Rhons Author
Rhons - - 195 comments

Thanks! I'll check it out once I'm allotted more free time.

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SpcDan
SpcDan - - 228 comments

Just a heads up:
Apparently the artefacts in the artefact_expansion.ltx are under the class ARTEFACT (all vanilla arts are under the SCRPTART class). Using Agent Ransack I performed a quick search in the vanilla scripts and configs from CotZ and found almost no results, only from the script managing the spawner (detects the ARTEFACT class and adds it to the list).
I thought that there shouldn't be any issues however I found this.
Imgur.com (Original text was in russian)
I don't know how much might change from CotZ to Anomaly but some scripts are almost the same.

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Rhons Author
Rhons - - 195 comments

... I have no idea what to make of this information, my fellow CotZ compatriot. From what I (barely) understand, the Mod's artifacts are indeed separately-classified from the vanilla artifacts, yet they should still work in unison with each other. Both should appear even in the same anomaly field simultaneously-spawned.

Perhaps you can elaborate on your concern?

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dazshaggen
dazshaggen - - 95 comments

FYI the link you have posted for Item Overhaul leads to an empty page. Is this mod the one you are referring to: Moddb.com If not I was wondering if you could either patch in that compatibly or if you knew of an alternate link.

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Rhons Author
Rhons - - 195 comments

Whoops, my link is bad. Yeah, that is the Mod. I never made a compatibility one for Item Overhaul by itself because I was simply lazy. I’ll get to it now that it has been requested.

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dazshaggen
dazshaggen - - 95 comments

OH that is ok, I actually wanted to try and modify this mod to try and remove the need for Item Overhaul, I just wanted to be sure I had the correct mod. I use Mahzra's package which has AO3 in it but not Item Overhaul and patching them together is going to be hard enough without ensuring I had the correct mods involved lol

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Rhons Author
Rhons - - 195 comments

I’ve been thinking of a cheap method to expand on this mod without making too many tweaks, so if you’re reading this, please leave a comment on this idea:

Using the same models, we can add variants of each individual artifact. There will be a Chipped version, a Standard version, and a Flawless version. Chipped artifacts would have 50% stats and 150% radiation while Flawless artifacts would have 150% stats and 50% radiation.

For example, we can have three variants of the Bubble: Bubble (Chipped), Bubble (Standard), and Bubble (Flawless). Chipped is -3 Radiation [rounded up], Standard is -6 Radiation, and Flawless would have -9 Radiation. Another example: Goldfish (Chipped) = +8kg and +8 Radiation and Goldfish (Flawless) = +23kg and +3 Radiation.

I would do this for ALL artifacts, default and Artifact Expansion. This will also include the revised Compass too.

If these Flawless artifacts look too game-breaking, I could make Chipped 50% radiation and Flawless 150% radiation to balance them out. We can also go for five Tiers (Chipped, Cracked, Standard, Superior, and Flawless).

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Mahzra
Mahzra - - 586 comments

I've been throwing ideas around in my head on how to improve the base artifact system, too. I was also thinking in terms of tiers.

One idea was to have to collect raw artifacts that have high radiation values, making them unfit for constant use, that you would take to the ecologists to have them refined into usable artifacts. Like 3 or 5 raws for one standard artifact?

Mainly because at least in my runs, obtaining an anti-rad artifact is job one on the to do list, and getting it makes radiation pretty much a non-issue. But the solution I outlined above makes artifact hunting very grindy, and I'm not sure if I'd like that.

Another idea I had was to introduce wearable containers, kind of like how Misery has always handled it, with one key difference: you can put more than one artifact into it, and their effects are added up.

Basically artifact loadouts in boxes, that maybe you could switch between using hotkeys. Press a button to activate your carry weight box that contains some bubbles and goldfish, another button to switch to your combat box that contains some slimes and fireballs, and so on.

This would be over-powered in the base game, but your tier solution opens up a ton of combinations and adds a means of progression.

But this is way more ambitious and would require scripting I can't do. I really like the idea, though.

Maybe we should just post the idea in the forum and hope we can bait a scripter into doing it for us.

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Rhons Author
Rhons - - 195 comments

I like that idea and it’s similar to playing “alchemy” like you’d see in fantasy RPGs. It would be nice to create recipes to form stronger artifacts, but as you said and with my limitations, it is infeasible due my lack of coding and scripting knowledge. However, the best I can do is to create another Quest type where a Stalker can trade artifacts with you and it’ll be the best thing to do to implement artifact transformations. Only problem with that idea is that I do not know if I can make it explicit enough — You could have a Stalker ask for one strong artifact for one weak one.

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Mahzra
Mahzra - - 586 comments

Not a bad idea, actually.

You would ask for a list of artifacts he can produce, he would ask to narrow down the options (possibly by element, I guess) you pick electric, he shows the list of all electric artifacts, you pick the one you want and he gives you a quest to obtain the materials.

Plus one gravity artifact, of course. How else is he supposed to smush them together. He's an artifician, not a sorcerer.

(dammit Jim)

EDIT:

OOH he could check your equipped detector to check which materials you are even able to obtain, narrowing down his available mission options.

EDIT AGAIN:

sometimes I feel like someone on their first date: "Dear X-Ray engine, I have all these feelings and I don't know how to express them. :')"

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Rhons Author
Rhons - - 195 comments

We’ll see how it goes. I don’t want to limit it to Ecologists, but I believe most Factions can have a reason to exchange artifacts, even Monolith (no idea for Military though). There’s no guarantee for consistency and with the large amount of artifacts, you’d have to get lucky to meet a Stalker with a trade you could do. I’m hoping with how the late DoctorX created helper Quests (Quests only available if you have a fetch item Quest from another Stalker), one would generate that artifact you needed as a reward.

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Mahzra
Mahzra - - 586 comments

I haven't looked into modifying or adding quests at all, yet. I find it intimidating.

Happy trails, Stalker.

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Mahzra
Mahzra - - 586 comments

Also, as far as lore goes, don't forget that a lot of time has passed in the Zone since the last game, technically being Call of Pripyat. The PDA says it's 2020, so many developments may have happened, such as Duty and the military deciding to fight fire with fire and enthusiastically start using artifacts.

I plan to eventually add a Tourist faction. No lie. There's got to be black market safari tours and other stuff like that.

So hang on to those lore-unfriendly assets you may have. I might need an umbrella and raybans at some point. I'd like the "escort the tourists" missions to actually feature stereotype tourists.

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Rhons Author
Rhons - - 195 comments

I’ll see if I can make the Military work with artifacts. I’m a stickler for lore so I’ll see if CoP can give any inspiration.

In the meantime, I just don’t like HD models at all. You’ll have to work with that other model add-on in the list for CotZ.

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Mahzra
Mahzra - - 586 comments

How about "partly formed" artifacts that, like, spawned prematurely? Double the weight and half the value of their regular, fully formed artifact state, that do +5 rad damage on top of their regular effects? Make them spawn twice as often as normal artifacts do in the same anomalies, and there's the progression slow-down I was looking for.

I'm considering also adding "refined" artifacts that are half the weight and double the value (no other stat changes) that would only be given as quest rewards, at least until I can figure out a way to easily implement artifact refinement and / or fusing.

For now, players will just have to enjoy the mystery of where these things are coming from.

So essentially we'd get two additional sets of artifacts for free (minus the stat changes and icon work - I'd just desaturate the vanilla icons and call it a day) that would leave the vanilla artifacts alone and give us more room to experiment.

--

The reason I'm posting this is because I'm done integrating all of AO3's content into the mission requests & rewards, and I need more variety and a wider range of base values in the other quest items, particularly artifacts, to counter-balance AO3s content.

I'd appreciate your thoughts on this approach. Thanks!

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Rhons Author
Rhons - - 195 comments

Be sure to leave any bug reports here in the comments so I can fix them - Tiered Artifacts remain lightly-tested as of now.

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Mahzra
Mahzra - - 586 comments

Out of curiosity: why no tiered Pellicle? Is it a rare quest artifact too? I don't think I ever came across it before I started playing CoTZ and it randomly fell out of crates.

Thanks for adding the vanilla artifacts. I just heard I have a free day tomorrow, so I'll be able to start testing and maybe even make a compatibility patch for the AO3 Content Integrator so the Flawless artifacts can be rewarded for expensive weapon quests and vice versa.

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Rhons Author
Rhons - - 195 comments

The Pellicle is insanely-broken with its +19 Chemical, yet I don’t know what else to do with it other than to nerf it and I’d rather keep its vanilla value. It is not found in most Anomaly Fields but rather as Quest Rewards or in Stashes.

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Guest
Guest - - 693,073 comments

my detectors doesnt detect anythink. I try drop an jelifish (found on an stash), and try detect him whit the bear, and he doesnt show him......

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Rhons Author
Rhons - - 195 comments

Thanks for the report. I’ve noticed it too but needed someone else to confirm. I’m trying to find out why, so it might take a couple of days for me to troubleshoot.

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Guest
Guest - - 693,073 comments

glad to help. maybe nothing, but I identify too, some artefacts are inviseble in the inventory.

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Rhons Author
Rhons - - 195 comments

So progress report after more than a month since my pledge to fix Tiered Artifacts not appearing on Detectors, I was unable to understand how and why it is. I could not have them appear on detectors, so my workaround for everyone is to get a Companion to loot the artifact from anomaly fields should you suspect that there could an artifact there.

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ltsobachiy
ltsobachiy - - 163 comments

Hey Rhons...

I'm getting this error randomly, and I've never seen a Chipped Drops artefact spawn...

I re-installed your Mod for good measure, no change.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'af_chipped_drops'. Please attach [*.ini_log] file to your bug report

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Rhons Author
Rhons - - 195 comments

Darn, I thought I had fixed that error and updated it. It’s from an error caused by a silly typo while making this Mod. I’ll have to upload the revision later today then.

Thanks for bringing this up.

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Guest
Guest - - 693,073 comments

Hi,

The artifact's icons do not show up in the inventory for me, even on a completely vanilla CoTZ install.

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Rhons Author
Rhons - - 195 comments

Gimme until the next hour to check this out, bro.

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BlowoutSoon
BlowoutSoon - - 1 comments

It's me again, with an account. I may have found the issue.

Apparently it's because there's a file called "ui_icon_equipment (old).dds" under /gamedata/textures/ui

If I rename this file to "ui_icon_equipment.dds" the icons seem to work, however I don't know the reason why the file has this name and if it breaks something else if I change it. I will have to see.

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Rhons Author
Rhons - - 195 comments

... how embarrassing, for you are exactly correct. So many people have already downloaded it and yet you're the one to actually point it out. Updating it now.

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Guest
Guest - - 693,073 comments

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marquis_mark
marquis_mark - - 11 comments

you added the new artifacts to drx_ql_items_artefacts.ltx but in drx_ql_items.ltx also added in a drx_ql_items_artefacts_expansion.ltx, which does not exist, crashing the game

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Rhons Author
Rhons - - 195 comments

I’ll get right on that.

Fixed. If you do not want to redownload the whole mod, just delete drx_ql_items.ltx.

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marquis_mark
marquis_mark - - 11 comments

before the update, there was another issue of the mod's death_generic.ltx and death_items_by_communities.ltx somehow screwing up - beyond being balanced differently and carrying remnants of things not in vanilla cotz, dead bodies stopped dropping faction patches and pdas, and probably failed in some other ways not immediately obvious

I manually extracted the vanilla ltx's and edited them to include the mod relevant changes, which fixed it for me; not sure if it's an issue baked into the mod as is or an issue that's somehow unique to my setup

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Rhons Author
Rhons - - 195 comments

I’ve noticed long ago that it had done that, which I note it is due to using old Call of Chernobyl values. I’ve disregarded Faction Patches and the odd PDA as irrelevant losses, but if you would like to share your revisions, I will be more than happy to include it back into the add-on with your credit.

I won’t put it in my modpack as that thing takes forever to upload though.

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marquis_mark
marquis_mark - - 11 comments

I'll think about it for a minute

you shouldn't discount the faction patches as irrelevant though, lol - someone (YOU) could be the one finally putting them to use as a quest resource in a "kill x amount of dudes and bring back the patches as proof" type of quest

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SteamMod
SteamMod - - 156 comments

>>This prop skin has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest prop skin.<<

What does this message I'm seeing, in red at the top, mean exactly?
is there a new update to this mod?
EDIT
NEVERMIND
I found it
Moddb.com

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