Big gameplay changer mod, a unique twist on overhauling old junk artefacts beyond the boundaries of simple stat changers. 30+ brand new shiny perks to try
Introducing Perk-Based Artefacts, A unique twist on overhauling old junk artefacts beyond the boundaries of simple stat changers.
UPDATE 25:
- Scar chance to trigger effect was decreased by 50%
- Scar psy drain decreased by 50%
UPDATE 24:
- Balance update
- Nerfed Cell artefact from 20% to 15% reduction
- Nerfed Chain artefact by 50%
- Buffed Fountain artefact from 2% to 4%
- Slightly buffed Miser Skull
- Buffed Signet by 30%
- Buffed Spike from 3% to 5% on usual hits and from 6% to 10% on critical hits
- Fixed typo in Seraphim description (cheers to KronQ)
UPDATE 23:
- Balance and functionality update
- Tapeworm can now stun mutants by itself, without requirement for being hit by them. The nearest mutant in 2 meters radius will be stunned. Doesn't work on stalkers
- The cooldown for Tapeworm is increased to 6 seconds
- The Cocoon passive defence bonus was increased to 15%
- Slightly nerfed Atom radiation cure
- Lowered maximum health value for Scar for which the actor will be healed
UPDATE 22:
- Bugfix update, thanks to Mr.Flashmode and Grok for the feedback
- Fixed possibility when equipping Beacon during emissions could lead to teleporting actor outside of cover when crows are killed
- Added more invalid artefacts to ignore list for Bat transmutations
- Fanatic quest stash shouldnt delete Ball artefact anymore
- A bit better randomizing of Bat and Sandstone effects so its less possibility to get same effect multiple times in a row
- Fixed possibility of applying wrong condition to artefacts, especially when they are added or removed from containers
UPDATE 21:
- New functionality update
- Sandstone can now infuse weapon directly with random element infusion. Drag and drop the artefact on the weapon and it will be infused for 10 minutes. The artefact will be destroyed after infusion
- Drag and drop functionality for Bat artefact. Drop it onto another artefact, or vice versa, to transmutate it
- The random effects of Sandstone and Bat are defined by current game hour, so you cant cheese them by reloading the save each time in hope to get another effect. Wait till next hour if you are that desperate
UPDATE 20:
- Decreased Phantom Star duration when its active
- Lowered pitch of sound of Cell perk
- Further increased degradation rate of Lucifer
- On each level change Lucifer will lose 2-2.5% condition
UPDATE 19:
- Slightly increased degradation rate for Lucifer (about 15%)
- On each level change Lucifer will lose 1-1.5% condition
- Slightly lowered speed boost for Lucifer
All 30+ Junk artefacts are no longer junk and received unique special abilities or Perks. The degree of perks vary from simple boosters to marvellous staff like recharging batteries by stepping in Electra, receiving Money on Headshots or Even Evading Death itself when all hope is lost.
Multiple artefacts might or might not stack the effects and penalties of Perks in various ways, and effects are triggered on very various conditions.
The mod comes with FULL and LITE versions. FULL version balances out some usual artefacts stats, primarily bullet/rupture-proof and carry weight artefacts to make new artefacts shine more. This is the intended way to use the mod. LITE version doesn't touch vanilla configs and maximum compatible with other mods like Artefact Renovation, ARX, Outfit Attachment Overhault and any other that touch artefacts
Let the pics below speak for itself what you will see with this mod, and its only just a very little glimpse on what lies within:
If you like my work and wanna support further creations, i will be very glad and appreciate your donation ;)
Streamlabs
CREDITS
The mod wouldn't be done without the immense help and ideas from these 90lvl chads:
- KronQ - text description and formatting, ideas
- Blackgrowl - ModDB preview pic, ideas
- artifax - technical support, ideas
- Jurkonov - Support, ideas
- HarukaSai - techincal support, idea
- and many others who contributed to the development of the mod
Itโs really nice to see artifacts do stuff besides giving simple stat bonuses, very cool.
This is a great mod idea and could go far with keeping compatibility stable. I would suggest artifact interaction with different attachments as well, similar to the battery. Well done, I will give it a test.
Interesting stuff indeed, trying asap
The most fun mod available for Anomaly at the moment, as far as I'm concerned. The examples posted in the preview are some of the more tame ones, there's much more wild stuff in there to spice up the gameplay.
Also, cool descriptions. ๐
is it compatible with Artefact Renovation?
Lite version is compatible
It is and yet it's not...
Basically Artefact Renovation turns junk artefacts into useful ones, and most of them get a radiation output requiring you to place them inside a container to carry or use them.
they conflict on st_items_artefacts2 but that can be easily patched..
However. Unless the perks do work while the artifacts are inside a container, like an AAM, LLC or something, you'll have to choose between dying from radiation poisoning or placing the artifact inside a container to use their non perk properties..
I think it's doable to make them work inside containers, but it will make them extremely powerful due to the nature of the mod. All perks are script based and additive. So if some renovation mod gives them stats, my mod will add perks on top of that.
I've been trying this last night, some of the artefacts like Mincer Skull or Scar that doesn't have a radiation output work great with between both mods.
But we get to the problem you mention, some of them get very powerful.
Another thing that can be done to balance them out is making the ones inside usable containers like an AAM have no perks while preserving their stats, and make the ones inside an LLC have perks while loosing their stats, so you'll have to choose between the stats or the perk unless you build a strong radiation reduction build.
However that's just a ****** suggestion by myself it's better to not mix water with oil.
I don't really want to nitpick the balance, so i added the option to allow artefacts in containers to utilize perks.
Yeah, i guess you're right, better not to fiddle with it.
Wow this is cool. So just to confirm, this only adds these effects to junk artifacts that had no gameplay effects previously correct? So the regular artifacts don't get these bonuses?
Yes, it's only for junkies. It's still a lot of different perks (30+). In the full version some of the regular artefacts got rebalanced to synergize better with the mod, but they don't get special powers.
thank you
Godzilla is approaching the generator, the generator is losing power
Crash while testing the mod, i was inside the debug testing map, so idk
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ....5.1/bin/..\gamedata\scripts\perk_based_artefacts.script:1767: attempt to perform arithmetic on local 't' (a nil value)
stack trace:
Oops, thanks for report, fixed that
ะะธัะฝัะน ะผะพะด. ะกะฟะฐัะธะฑะพ.
wow! I'm very impressed
One note: It's conflicting with the Haruka Skill system on weight.script and speed.script.
Any chance we could somehow merge/patch it?
Weight.script is my script ;)
They are both used by modders to affect stats without conflicts, it's normal that they shown as conflicting
yes, i know :)
but which should I place first in load order? or is there a way to merge them?
they are same files so it doesn't matter.
is a new game needed?
nope
any hope to being converted for DLTX?
What exactly needs to be converted
(buried)
oh, come on, donยดt do this. we all know how this ends. RPG dies quickly because is grind beyong recognition or fun. And Stalker already has hobbo.
really, please, think about it.
not bully or hate, just knowing how it ends
Beg for mercy more, it's like you don't have a choice to not use the mod
(buried)
yeah... i guess i deserve this.
sorry.
Still, is sad this exist
just ignore it, simple lol
Then......don't.....download it?
iam curious about the Knot.... Pact with the Zone?
Play the game and see for yourself ;)
is it compatible with ARTEFACT OVERHAUL
Moddb.com
Lite version is compatible
Any ideas ?
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_ec64b35e8aa0aeb0970bc80bf034f482>::()::<lambda_84ef1a8812c179d2b2d7097563ce696c>::operator ()
[error]File : Xr_ini.cpp
[error]Line : 330
[error]Description : fatal error
[error]Arguments : Duplicate section 'esc_m_trader_task_1' wasn't marked as an override. Override section by prefixing it with '!' (![esc_m_trader_task_1]) or give it a unique name.
stack trace:
no idea, none of files have this, you posted this in wrong mod pal
Caused by Artefact Renovation, my bad.
Greetings, I have problems with the icons of the skins, since I play in DXT8
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly-1.5.1\gamedata\scripts\perk_based_artefacts.script:1226: attempt to call upvalue 'change_psy_health' (a nil value)
stack trace:
How do I uninstall it?
TO answer all questions:
1) What icons of what skins?
2) Reinstall the mod in MO2 and put it last in load order
3) The same way you installed it. its no different from any other mod here
Sorry for the inconvenience, I already solved the problem, the problem of the skins was another complement, but if I have the same problem with the translation into Spanish, the texts of the benefits do not appear, anyway a good complement
Very damn impressive!!!!
I have a problem, the descriptions of the advantages of the junk artifacts do not appear, they do not appear, there is no difference from the base game, I thought it was for some other mod but I removed all the mods and and with the debug mode it appears all the artifacts of trash and none of them showed up the benefits
reinstall the mod, put it last in load order
I already saw what the problem is, it is only a problem of compatibility with the Spanish language patch, when putting the patch and changing to the Spanish language the descriptions disappear, if I change the language to English they appear, I suppose I will leave this addon on hold until Someone give him a patch (I really don't speak English very well, I'm using the google translator)
You can ask the guy who made Spanish translations for some mods like Stealth here on moddb or someone else to do a translation, I'll welcome that
Best. Addon. I. Ever. Saw.