Description

Fix for artefact collision issues (falling under map) and broken visuals. Any game version.

Preview
Fixed Artefact Collision and Visuals [1.5.2]
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Honda_FL
Honda_FL - - 51 comments

Bro... it's gorgeus

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jcyrel09
jcyrel09 - - 37 comments

Amazing work!
The older version on EFP still has the issue of it falling under the map, Im glad its finally being updated. Also hoping a possible fix for artefacts stuck in the air and you wouldnt be able to reach it on some anomaly fields.

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KronQ Author
KronQ - - 277 comments

Stuck in the air thing happens because of physics interaction with gravitational anomalies. Usually interacting with the anomaly that caused it (by brushing it with the player character until it triggers) will cause the artefact to drop down. Alternatively getting out of render range usually helps.

As specified in the description, some places will still cause artefacts to get stuck underground because of bugged spawn points.

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MiroslavTheCRCRDude
MiroslavTheCRCRDude - - 34 comments

no way awaayaaaaaaaaaa

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StronGV
StronGV - - 587 comments

Mod only for EFP or for vanilla game also suitable?

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Stalker_Boss
Stalker_Boss - - 1,717 comments

For everything.

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KronQ Author
KronQ - - 277 comments

It will work for any version of Anomaly.

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Guest
Guest - - 689,895 comments

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BlackPiligrim
BlackPiligrim - - 614 comments

отличная работа!

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Guest
Guest - - 689,895 comments

works/needed for GAMMA?

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KronQ Author
KronQ - - 277 comments

It will work for any version of Anomaly.

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M4ttlock2077
M4ttlock2077 - - 96 comments

Wow< Thank you for this incredible work =D

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morgannoor1991
morgannoor1991 - - 473 comments

thanks pro i need that

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SWITZERLAND
SWITZERLAND - - 83 comments

FATAL ERROR

[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 564
[error]Description : bone01

Hey people
I don't know if it's a problem with this addon... thought I'd post it

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KronQ Author
KronQ - - 277 comments

Any details? When did the crash occur?

This log doesn't really say much.

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SWITZERLAND
SWITZERLAND - - 83 comments

sorry the error log is gone again

i approached the fire anomaly in the abandoned village with the svarog detector in hand. (army warehouses)

I hope this helps you further

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KronQ Author
KronQ - - 277 comments

The new fix should help with this crash.

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SWITZERLAND
SWITZERLAND - - 83 comments

thanks :-) I'll try it out

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SWITZERLAND
SWITZERLAND - - 83 comments

no more crashes. I think everything is running fine :-) Thank you very much

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FIREBREATH1001
FIREBREATH1001 - - 357 comments

Thank you for this gem mate!!

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Isthar
Isthar - - 286 comments

Gorgeous!

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Guest
Guest - - 689,895 comments

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RazielTWF
RazielTWF - - 51 comments

Can you make a compatibility for "Best Artifacts Mod"?

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KronQ Author
KronQ - - 277 comments

EDIT:

They actually do conflict. Switch to other artefact addons or disable this one.

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RazielTWF
RazielTWF - - 51 comments

no conflicts, but artefacts from this mod remains stucked or not spawned properly because they have a names as well.

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KronQ Author
KronQ - - 277 comments

Addons should work together now with the fix, but I'm not fixing other people's stuff.

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Theisgood
Theisgood - - 564 comments

!ERROR bind_anomaly_zone | incorrect section name: af_medalion [2]

ARX mod causes this error too.

I wonder what causes this.

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KronQ Author
KronQ - - 277 comments

This has nothing to do with this addon.

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Theisgood
Theisgood - - 564 comments

Do you possibly know what could be causing it? Since you work with artfacts etc :)

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KronQ Author
KronQ - - 277 comments

Looks like someone made a typo. The actual artefact is called af_medallion.

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Frost2
Frost2 - - 177 comments

Hi there, a quick question about the install, after putting in this addon, do I need to delete the shader cache before starting the game? ( since from the description, this is supposed to fix the artefact's shaders )

It looks and sounds really awesome, thank you for this by the way!

Thanks for your reply in advance.

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KronQ Author
KronQ - - 277 comments

No, shader cache recompiling only needs to happen when there are changes made to the actual shaders (gamedata/shaders). This addon only tells the game which shaders to use when rendering the artefacts, it doesn't change the shaders themselves.

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Frost2
Frost2 - - 177 comments

Okay, thank you so much for the answer.

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Jinxovarrio
Jinxovarrio - - 16 comments

your mod rewrite the expansion storylines, what would be the correct order?

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KronQ Author
KronQ - - 277 comments

This addon has to overwrite the storylines one.

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Ch1ll_Blitz
Ch1ll_Blitz - - 17 comments

will it have conflict/incompatibility with artefact overhaul? (free to downvote im a dumass)

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KronQ Author
KronQ - - 277 comments

Should be fine.

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Chyvachok
Chyvachok - - 489 comments

Arts looks definitely better now, but I found one crash, either Medusa or Heart model issue, I found these two arts in one place, and they was causing crash once detector finds them:

[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 564
[error]Description : bone01

It got fixed when I disabled this mod. Speaking of other Artefact mods, I got Artefact Renovation DLTX and Artefact Variatinoizer.

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KronQ Author
KronQ - - 277 comments

I've found the issue. This addon will not work with artefact renovation. That addon is abandoned and wasn't very well made to begin with, so don't ask for a patch.

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vari0us
vari0us - - 94 comments

I'm not using artefact renovation and I'm getting the same crash. I am using artefact variationizer, arx, and perk artefacts

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KronQ Author
KronQ - - 277 comments

The issue is caused whenever a mod changes properties of junk artefacts so they require a detector to show up.

Because this addon changes bones of several artefacts, the configs no longer match up and the game crashes.

Any addon that changes junk artefacts (or reuses the models) to require a detector will crash.

Currently investigating which addons do that and where a patch is worth the effort.

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vari0us
vari0us - - 94 comments

perk based artefacts is probably the most widely used mod that changes junk artifacts, I imagine that's what was causing my crash in that case

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KronQ Author
KronQ - - 277 comments

It isn't. Neither is ARX or the variationizer. Storylines addon is also fine. An addon needs to change the af_rank value in the artefact config in order to cause issues.

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vari0us
vari0us - - 94 comments

So then why is the game crashing? I'm not using anything else that changes artefacts.

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KronQ Author
KronQ - - 277 comments

I don't sit inside anyone's hard drive.

If your crash is "identical" as you claim, then the issue is:
>engine wants to know from the config what bone from the mesh to display when the artefact is about to become visible
>bone doesn't exist because the mesh has different bones now
>derp

Do with that info what you want. Me and plenty different people tested this addon with many different setups. But it's impossible to take into account everything.

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vari0us
vari0us - - 94 comments

Sorry, I know what a pain in the *** tech support can be, I've been there. I reread my last question and if I got a question like that I would be so annoyed. I figured out the crash, I added junk artefacts to the list of artefacts to be randomized in the variationizer script. This shouldn't modify the mesh in anyway, so I don't understand why that caused it, but rerunning variationizer with the junks disabled fixed the problem. I have like 300 mods installed and there's probably another conflict in there somewhere, somehow.

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Chyvachok
Chyvachok - - 489 comments

Interesting how it can cause crash, if its just mesh replacer, it should not related at all to configs. And I think there is already few other mods which makes junk arts useful.

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KronQ Author
KronQ - - 277 comments

It's how artefacts are handled since Clear Sky. They exist, but don't show up, their bones are hidden until a detector is pulled out. Same way the gun attachments work. Config tells the game which bone to load (conincidentally, it also tells the game which bone to use for particle effects).

I might try to make a potential fix that should be fairly universal for this kind of crash, but it will require me to go through every artefact once again, which will take time, so don't expect it very soon. Also it's only a theoretical fix, I'll have to check if it's even going to work at all.

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vari0us
vari0us - - 94 comments

if you use variationizer and perk artefacts and generate variations of the perk artefacts then you get the perk and the stats from the artefact variation. My guess is that to get stats to base the variation on it uses the configs from artefact renovation, considering it comes with a patch for it and the patch basically just makes the same script tweak.

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KronQ Author
KronQ - - 277 comments

Try using the new fix.

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Chyvachok
Chyvachok - - 489 comments

It seems fixed now, I dropped few artefacts from inventory which was junk ones, so they become invisible, and don't crash now when I used detector.

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vari0us
vari0us - - 94 comments

this didn't fix my problem. don't worry about it if my edge case feels like more trouble than it's worth

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