Adds a ridiculous amount of new artifacts and artifact cooking. Please note that this addon is in BETA and so it may be unstable / certain features may not work properly yet.
Not enough artifacts in the game for you? Well this addon gives you thousands of new ones to collect. And not only is there more to find out in anomalies, you can now craft your own artifacts with transmutation!
Please note that this addon is in BETA. Expect bugs, I will try to post updates and translate if needed whenever they update it on Ap-pro.ru
Features
- Adds thousands of Artifacts
- Artifact Transmutation (An artifact container must first be bought from the scientist bunker in Yantar)
- Artifact recipes can be found on corpses
- Artifacts belong to different categories and have quality levels
- New Artifact Icons
- Compatible with AO3, STCOP, OWR, and Outfit Addon
All translations should be complete except for all the artifact descriptions since that will take the longest to do. I used google translate so you know what to expect.
I take no credit for anything on this addon except for the English translation.
More detailed information can be found here: Ap-pro.ru
Version 1.22
- Artifact descriptions now translated. (Many still don't have descriptions, that's because no one has written them yet)
- Fixed crash caused by wrong artifact bone_id.
- Removed Detector_Felix since it didn't have a model yet so it caused crashes when it was found in stashes.
- Artifacts should now spawn in the "Molten Lada" anomaly in garbage.
- Fixed an undetectable artifact.
- Fixed a bug that caused some artifact names and descriptions to not show up.
Version 1.21
- Added Compatibility for OWR
- Fixed Darkscape Crash
- Minor text fixes
Version 1.2
- New update from ap-pro (v0.6)
- Added 3 container versions. Containers can be bought from Sakharov only one copy. (8k, 16k, 30k)
Boxes have different weight, a different number of containers for cooking, and can not identify recipes if they do not meet the count of available containers.
- Added the ability to carry out transmutations from Sakharov.
- Reworked the process of obtaining a recipe: a recipe from a flash drive may be full or partial. After cooking or study a complete recipe is provided.
- Added the ability to study Symbiotes.
- Fixed a bug due to which made it impossible to cook most of the artifacts.
- Minor fixes (Edit settings, artifacts spawn, spawn menu, corpses, caches, changed the texture of the detector, traders)
- Many small fixes that have already been forgotten.
- Sakharov dialogs.
- New containers descriptions.
- Updated many artifact names to be more accurate.
Version 1.1
-Added compatibility for STCOP (credit to wmate)
-Fixed a crash in lab x16 (wmate)
Version 1
- All artifact names, types, and qualities translated
- Artifact transmutation menu translated
Looks very interesting indeed! Will have to give it a try. Thank you for the translation.
i maked it compactible for stcop
want it?
here: Mediafire.com
Just place my name into the credits.
Hope i helped!
+nimble fix(include basic fix)
Mediafire.com
Thanks, I was thinking of doing this but I've never edited ui_icon_equipment.dds before.
I'll test it out when I get home and see about adding it in the next update.
i found an issue with x16 lab. here is the fix: Mediafire.com
This might bring me back to CoC. I love artifact hunting.
Plus its compatible with my most used addons.
Looks like something from stalkersoup :)
interesante, lo probare :)
It would be cool to add these artifacts Moddb.com :D
While it would be possible to combine it with this one I don't really see the point since this one already has 2830 artifacts. (I get this number from the number of artifacts listed in the trader files)
And I would guess the artifacts from that addon probably already have an equivalent in this one unless they have really unique properties.
Holy ****, this is finally playable? I remember following news of this several months ago. Hell yeah, thanks for putting this on moddb!
Just when I decided to start a brand new playthrough of CoC this comes out!! THANK YOU :D
does this require a new game
I'm not sure. Just backup your gamedata folder and try it out.
Version 1.1
-Added compatibility for STCOP (credit to wmate)
-Fixed a crash in lab x16 (wmate)
I didn't spend too much time play testing but STCOP seems to be working like it should. Make sure to report any bugs you encounter.
Next up are all the artifact description translations. I don't know how long that'll take but I'll work on it bit by bit. I'll also see about fixing some name translations I'm not happy with.
Man, I asked to don't upload any content while the test is running. (before final version)
I'm sorry, I didn't realize that no one was allowed to reupload this anywhere.
I just thought this was something really cool that you were working on and that the English community would be really interested in it.
But i'll take down this down from moddb if that is what you want.
Edit: I looked at the forum at Ap-pro.ru and saw that someone thought I was uploading your new version today. It wasn't my intention to make people think that this was the most up to date version of your addon. If you allow me to keep this on moddb I'll make sure to be clearer in the future about updates.
I wrote you a message. I will wait for an answer, please.
So I spoke with the creator of this addon and I will now be working on this in a more official manner.
There is also a new update but it will be sometime before I get a working English version as I need to copy all of my translations into the database they are using and then make any necessary changes.
Amazing !
And I didnt knew this even existed ... I just thought few weeks ago how cool it would be to have many variations of artefacts , including transmutation . Hopefully , this mod could even be implemented as essential in CoC at one point .
So, I don't know how much you're still working on this since the Owner contacted you Vladiman, but I encountered a bug, idk if this helps, but I was using a "Bear" detector, in the truck cemetery and a artifact was being difficult to catch, an when it finally showed itself, this error was thrown at me. Hope this helps!
FATAL ERROR
[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 525
[error]Description : link
stack trace:
0023:007837E1 xrCore.dll, xrDebug::fail()
0023:0578EED0 xrGame.dll, CDialogHolder::IgnorePause()
0023:056AC81D xrGame.dll, CDialogHolder::IgnorePause()
0023:057D1CCB xrGame.dll, CDialogHolder::IgnorePause()
0023:00427558 xrEngine.exe, IGame_Level::OnFrame()
0023:058AB84A xrGame.dll, CDialogHolder::IgnorePause()
0023:00453BCB xrEngine.exe, CInput::OnFrame()
0023:0040F17A xrEngine.exe, CRenderDevice::message_loop()
0023:0040F23D xrEngine.exe, CRenderDevice::Run()
0023:0045EBDD xrEngine.exe, InitSound2()
0023:0045F363 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:768433CA kernel32.dll, BaseThreadInitThunk()
0023:773F9ED2 ntdll.dll, RtlInitializeExceptionChain()
0023:773F9EA5 ntdll.dll, RtlInitializeExceptionChain()
Thanks for the bug report but there's a new update on ap-pro so the bug may have been fixed.
I'll try to reproduce it tomorrow in the new version and I'll let the creator know if its still present.
So are you going to be updating it with the owners latest updates on here in English? Or no? It sounded like he wasn't too happy. I'd love this English version here on Moddb to stay as I prefer to download from Moddb. And of course I only read English.
It's a CoC bug with a model, not in my powers, for now.
U can also can see some bugs with _g script.
Alright, thanks for the info.
Great addon by the way. I can't read any of the Russian yet, but I can't wait for Vlad or someone to translate. I love all the artifacts, it really gives the player a new and fun direction for in-game goals to accomplish.
Don't worry I'm still working on the English translations and I should have the new version ready soon.
Yeah, no worries here. I can have patience, after all I am still waiting for MISERY, and THAT takes some patience. Besides that though, I'd rather have an accurate translation than a inaccurate one though, so take your time. We all appreciate your work Vlad :)
[heavy breathing]
It adds some new weapons and changes all the weapons to be more high quality or something. So yeah, if you can, make a patch for it.
Does this with work with AO3, Dynamic Faction Relations and Living Zone?
With AO3 - yes, with DFR - yes, with LZ - can be troubles.
There some script, that can conflict with alife simulation. So i will cut him in next patch.
So it doesn't work with LZ or just cases some weird AI glitches?
I have one question - maybe it could be an interesting proposal ...
Would it be possible to give some specific factions some special artefacts ? Example : Ecologists should have the biggest knowledge about transmutation of artefacts , they should be capable of creating some powerful stuff . So , that would be some "faction flavour" also .
Maybe, but we have a very very small team, and work moves slowly.
Now we should do more important things with bugs and balance.
Version 1.2
A new game is required.
New update from ap-pro (v0.6)
- Added 3 container versions. Containers can be bought from Sakharov only one copy. (8k, 16k, 30k)
Boxes have different weight, a different number of containers for cooking, and can not identify recipes if they do not meet the count of available containers.
- Added the ability to carry out transmutations from Sakharov.
- Reworked the process of obtaining a recipe: a recipe from a flash drive may be full or partial. After cooking or study a complete recipe is provided.
- Added the ability to study Symbiotes.
- Fixed a bug due to which made it impossible to cook most of the artifacts.
- Minor fixes (Edit settings, artifacts spawn, spawn menu, corpses, caches, changed the texture of the detector, traders)
- Many small fixes that have already been forgotten.
New Translations
- Sakharov dialogs.
- New containers descriptions.
- Updated many artifact names to be more accurate.
Report any bugs you find here or at Ap-pro.ru
"- Fixed a bug due to which made it impossible to cook most of the artifacts."
Was about to report that. ;)
Very glad to know your working on a full translation of this. I really want to read all about these new gems. Been having a **** ton of fun playing with this. Just set my emmision count to tun every 6-12 hours to maximize my artifact hunt. xD
Question. Is it planed to create new 3D models of every artifact, since right now they are using the vanilla ones. Just asking if its in the works or will it be ignored.
For now version of addon is v.0.61.
After v.1.0 (Release) i think we can can find some models to most artefacts, or for 40-50% of them.
I have a lot of models from different mods, but don't have time((
is the most recent version compatible with Living Zone? You commented earlier that you would fix it in the next patch, if i am not mistaken. I don't know if you referred to this v0.61 or a future v0.62.
Well, if Living Zone use _g.script in scripts folder, then you just can open this file and add in the end:
function GetString(id)
if not(id) then return "" end
return game.translate_string(id)
end
Thank you for your reply, just need a little help tweaking the file. So, I should add those lines to the LZ's _g.script file, correct? What about the 31 extra lines at the end of SAH's _g.script (starting at "-- Всё для энциклопедии etc etc...")? Aren't they necessary for the add-on to function?
Thanks for your help. Great add-on by the way!! Congrats
These are old functions, SAH doesn't need them anymore.
Hey, not sure if this is related to this addon or not, but Im almost sure I was able to go to Darkscape before with no problems.
Whenever trying to get into Darkscape.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ....l.k.e.r. - call of chernobyl\gamedata\scripts\_g.script:561: bad argument #1 to 'gmatch' (string expected, got nil)
stack trace:
0023:00BA399C xrCore.dll, xrDebug::fatal()
0023:09DC28BD xrGame.dll, CDialogHolder::IgnorePause()
Any thoughts??
Yeah that wrong anomaly artefact ways.
Try to download this:
Drive.google.com
Thanks for the quick fix. Will try it out asap. :)
Привет
Pupochek-dinozavr, конечная версия этого шедевра есть - будет?
Whenever I use this mod, my inventory gets ****** up. There's like AK parts in my knife and mutant meat on my medkit, etc. Did I screwed things up?
I'm using STCoP and Outfit addon
I think the problem is in the icon display. Make sure to isntall, SAH basics, STCop and outfitt compatibility, optional artifacts icon "STCop...." in this order.
I dont use STCoP so I never tried the compatability patch, but it should work in theory.
Alsow some other addons may screw up the icons if they add new items to the game like item soup and stuff like that.
You need to also install the stcop compatibility patch that is included with outfit addon.
So it should be
1. STCOP
2. Outfit
3. STCOP patch from outfit
4. SAH basics
5. STCOP + Outfit patch
6. Artifact icons for stcop+ outfit (optional)
I hope this helped.
Nope, I did that in this exact order but the menus are still glitched
Weird, everything was working correctly when i last tested it. I'll take a look when i get home and I'll release a patch right away if i made a mistake.
Okay now this is weird. If I install no addons but your mod. The icons are still ****** up
Hm, so I tested it with STCoP + Outfit and without them and everything was showing up properly. What exactly is messed up for you? All the icons or just stuff from STCoP and Outfit?
I'm not sure what to tell you except make sure that you delete everything in your gamedata folder before you install this addon and see if that fixes it.