Fix for artefact collision issues (falling under map) and broken visuals. Any game version.
This addon fixes 2 big issues with many artefacts in Anomaly.
First of all, many of them had bad skeleton pivot points. That would often lead to them falling under the map geometry, rendering many anomaly fields useless until you cheated your way below the map and picked up the artefact. This was fixed by Longreed.
Second issue is about shader data. Most artefacts that were not present in the original trilogy, for some odd reason, had the most basic shaders applied to them, rendering them completely flat and downright terrible to look at. The textures of those artefacts clearly pointed to that being incorrect. Therefore an effort was made to apply a new set of shaders for most of the artefacts in the game, in order to make them look way nicer and more interesting.
It's hard to tell which exact shaders were meant to be in place, therefore each artefact was changed to use a shader that would create most interesting visuals and add variety. Some of the old classics known from the original trilogy also got enhanced for better visuals.
It should also make artefact hunting a lot better - no more completely transparent or too-dark-to-be-seen artefacts. These magical stones granting you superpowers, wealth and many types of cancer are now a proper eye candy, as they should be.
These are only some of the affected artefacts.
41 artefacts have had their collision fixed.
47 artefacts have had their visuals improved.
Overall 56 artefacts have been altered.
THIS DOES NOT FIX THE BUG OF ARTEFACTS SPAWNING UNDER LEVEL GEOMETRY COMPLETELY. Some anomaly fields have spawn points below the map geometry, which will cause the bug to happen regardless of fixes done to the artefact meshes. Unfortunately this issue would require much more extensive and invasive measures in order to fix it. This addon however is still a very considerable improvement.
There was no work done to the textures, the addon only changes the artefact meshes themselves.
Because it is solely a mesh replacer there shouldn't be any compatibility issues with most things. The addon has been tested in vanilla and a bunch of other setups.
The addon is safe to use with PBA, ARX, Storylines, Variationizer (update 2) and EFP Artefact System.
If you are using anything else related to artefacts use the fix provided in the archive and pray for the best. The fix is there to help with the SetVisible type crashes but isn't guaranteed to work with everything. THE FIX REQUIRES DLTX TO WORK.
No, I'm not making 100 patches and testing them for every artefact addon out there.
An older version of this addon has been a part of EFP for quite a while, it's now being released standalone on moddb. If you are playing EFP it is still recommended to install this version of the addon as it's been overhauled since then, together with fixing some minor bugs.
Changelog:
1.0 - moddb release
1.0.1 - added potential fix for SetVisible crashes
Credits:
Longreed - fixing mesh skeletons
My other addons:
Smoother Progression
Artefact Spawn Rebalance
Exoseva Outfits
Average
9.981 votes submitted.
Bro... it's gorgeus
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.
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.
no way awaayaaaaaaaaaa
Mod only for EFP or for vanilla game also suitable?
For everything.
It will work for any version of Anomaly.
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отличная работа!
works/needed for GAMMA?
It will work for any version of Anomaly.
Wow< Thank you for this incredible work =D
thanks pro i need that
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
Any details? When did the crash occur?
This log doesn't really say much.
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
The new fix should help with this crash.
thanks :-) I'll try it out
no more crashes. I think everything is running fine :-) Thank you very much
Thank you for this gem mate!!
Gorgeous!
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Can you make a compatibility for "Best Artifacts Mod"?
EDIT:
They actually do conflict. Switch to other artefact addons or disable this one.
no conflicts, but artefacts from this mod remains stucked or not spawned properly because they have a names as well.
Addons should work together now with the fix, but I'm not fixing other people's stuff.
!ERROR bind_anomaly_zone | incorrect section name: af_medalion [2]
ARX mod causes this error too.
I wonder what causes this.
This has nothing to do with this addon.
Do you possibly know what could be causing it? Since you work with artfacts etc :)
Looks like someone made a typo. The actual artefact is called af_medallion.
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.
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.
Okay, thank you so much for the answer.
your mod rewrite the expansion storylines, what would be the correct order?
This addon has to overwrite the storylines one.
will it have conflict/incompatibility with artefact overhaul? (free to downvote im a dumass)
Should be fine.
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.
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.
I'm not using artefact renovation and I'm getting the same crash. I am using artefact variationizer, arx, and perk artefacts
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.
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
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.
So then why is the game crashing? I'm not using anything else that changes artefacts.
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.
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.
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.
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.
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.
Try using the new fix.
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.
this didn't fix my problem. don't worry about it if my edge case feels like more trouble than it's worth