Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Blood Diamonds
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N.Aaroe Creator
N.Aaroe Oct 11 2012, 5:02pm says:

This is actually a redesign of the well known 'artifact slots' for each upgradeable armor and suit in the game.

These are no longer look upon as solely artifact related but as general 'Attachment Modules'' that can be installed to your suit. You can then apply whatever armor attachment you want to that 'attachment module'.

See other armour attachments here: 

To my knowledge no other Stalker mod has done something like this.

What's depicted here is our actual ingame meshes/models and textures

+21 votes   reply to comment
rickpnick Oct 11 2012, 6:59pm replied:

So, will you have to have these in one of your artifact slots to activate them, like in Stalkersoup mod for SoC?

+3 votes     reply to comment
trojanuch Author
trojanuch Oct 11 2012, 7:23pm replied:

No, we decided not to implement artifact activation as way too 'magical' feature for the direction of this mod.

What you can expect thou beside above gear is completely rebuilt artifact influence system.

+5 votes   reply to comment
rickpnick Oct 11 2012, 11:58pm replied:

cool. Looking forward to it.

Off topic Trojanuch...do you know how to modify how long dead bodies stay in game?

+2 votes     reply to comment
predcon Oct 12 2012, 7:46am replied:

So what does this mean for mutants, like Snorks and Bloodsuckers?

+1 vote     reply to comment
Rolfisalinas Oct 11 2012, 9:31pm replied:

Can you make it so i need to use one of these in my backpack so i don't get radiation? Is kind of weird to have something so radioactive in my back without getting some

+4 votes     reply to comment
trojanuch Author
trojanuch Oct 12 2012, 3:27am replied:

We approach that differently:

Its obvious that artifacts are radioactive all the time and should be damaging even when in inventory. However we simply and rationally assume that whenever Stalker is having an artifact in backpack he carries in arround specially desinged, simple lead conatiners - however such containers are only used for carrying artifacts around as they cut-off entire artifact influence both positive and negative.

Artifact modules work differently: they are complicated pieces of equipment that are able to filter negative artifact radiation while still allowing the positive one to pass thru.

This is what makes them so fancy and different from simple heavy-metal boxes.

+8 votes   reply to comment
0rpheus Oct 12 2012, 4:42am replied:

If you want to take it a step further you should make it so that you need to have these simple lead containers physically present in the backpack as an item and you have to "combine" the artifact and the container. If you just have the artifact without the lead container it gives you both the negative effects (full radiation) and also the positive effects. So you have to be prepared to find one these artifacts because obviously the lead container weighs quite a bit and takes up inventory space. And if you find an artifact but you don't have a lead container you have to make a decision: do you pick it up and hope the radiation doesn't kill you before you find a trader or you remember the spot, buy a lead container and then come back for it.

But I'm afraid this might get a bit annoying; just throwing out some ideas

+3 votes     reply to comment
grazegrabber Oct 11 2012, 5:03pm says:

Excellent. Well done.

+2 votes     reply to comment
Daemonion Oct 11 2012, 5:05pm says:

This is really cool!

+3 votes     reply to comment
Thirsty_Gringo Oct 11 2012, 5:09pm says:

Wow... Just, wow. I'm waiting for MISERY 2.0 more eagerly than i am for any full-price title at the moment. Seeing updates like that - tedious, small remarks about how awesome 2.0 is going to be - makes me wish i could just go into hibernation until the first patch is out :D

+11 votes     reply to comment
Zombiestubble Oct 11 2012, 10:07pm replied:

Well, ARMA 3 is a long ways away, and Metro: Last Light probably even longer than that.

Yup, this mod is probably the best thing happening to me right now, besides the off-day wank of course.

+3 votes     reply to comment
Trooper425 Oct 12 2012, 12:08am replied:

I dunno, the Ostheer release of Eastern Front is getting closer...

That and this are my two big things I'm waiting for.

+1 vote     reply to comment
TheUnbeholden Oct 31 2012, 10:59am replied:

dunnno Natural Selection 2 is looking incredible, Assassin's Creed 3 and Hitman Absolution is coming out next month.

+1 vote     reply to comment
harry80 Oct 11 2012, 5:17pm says:

You have a beautiful mind. :)

I hope you get a chance to work on S.T.A.L.K.E.R.2

+9 votes     reply to comment
ExoMonolith6 Oct 11 2012, 9:21pm replied:

its dead STALKER 2 has been for some time :'(

+1 vote     reply to comment
harry80 Oct 12 2012, 6:38am replied:

hope dies last... :)

+4 votes     reply to comment
Sniegininkas Creator
Sniegininkas Oct 11 2012, 5:33pm says:

So far, awesome job you guys have done.

+2 votes   reply to comment
truth1675 Oct 11 2012, 5:53pm says:

I love the title for the cheapest one "Budget Piece of Trash" it will probably be the only ill be able to afford. Once the development of misery 2.0 is complete could you post a video showing how tweaks such as these anomaly containers and armor attachments function.

+3 votes     reply to comment
Lenny-vok Oct 11 2012, 5:54pm says:


-2 votes     reply to comment
exostalker Oct 11 2012, 5:57pm buried:


It seems to me that you spend way too much time on these concept arts, which will never make it into games, instead of modding... They look good, but they must take hours or days to make...

-7 votes     reply to comment
timmybus Oct 11 2012, 6:00pm replied:

That's a good point, but who are we to question the geniuses making this mod?

+7 votes     reply to comment
N.Aaroe Creator
N.Aaroe Oct 11 2012, 6:26pm replied:

Visual displays of mod features happens to be an interest in this dev team. If you run through the image category here you will notice that we post very few ingame shots. The reason is that the true beauty of the Zone cannot be replicated in mere 2D screenshots. And most mod productions constantly upload ingame screens without showing or telling much besides grabbing an atmospheric scene.

We have a somewhat different approach as most uploads here can be referred to whenever newcomers question a feature or mod aspect. Look at it as a kind of MISERY wiki where the mod content is debated and explained. This is the reason why we try to keep things both organized and easy on the eyes. As if it all was a visual manual presenting the modded aspects and how to manage them. Quality over quantity.

And to reply to your statement directly:
Uploading artwork of this caliber is a matter of presenting the quality modding behind it in a respectful manor. I understand why you ask but this is a team effort and the production is not slowed down just because alot of effort has been put into the element of presentation also.

+17 votes   reply to comment
rickpnick Oct 11 2012, 7:04pm replied:

This one and all the other concept art pics are great.
Could put them all (and future ones before 2.0 is released) together into a .pdf, so stalkers could download one simple file and print their own user manual if needed.

+5 votes     reply to comment
dave_5430 Oct 12 2012, 2:43am replied:

True, no matter how much I bag on this mod, because I am just an arse, the concept art keeps piqueing my interest and is why I keep comming back to look for more.

Unfortunately, I also expect it to 'all' be in there at the end of this run, and will more than solemly dissapointed if even one of these objects do not make it in there. If they won't, because they are mechanicly or visually impossible, then don't even waste our, or worst, your time with it that could have been spent on anything usefull.

Also, 'Art quality' is a codename for dumping screenshots with an already existing filter over it with text and a sketch of a model with different collour schemes.

... not so much special now, is it?

+1 vote     reply to comment
trojanuch Author
trojanuch Oct 12 2012, 4:20am replied:

Yeah we so much love to post features which we will not add to the game lol

Please realize, that all this stuff has been long working, tested and polished - we are finalizing various aspects for release and thats the reason why we feel ready to publish them now.

Still I am perfectly aware that from your stand-point its just talking for now - the more fun thou it'll be to put it all before you :)

As for 'art quality' - can I see your devian art gallery already?

+6 votes   reply to comment
truth1675 Oct 11 2012, 6:25pm replied:

this feature is going to be in misery 2.0 this concept art I think is a great way of allowing us to preview misery features

+8 votes     reply to comment
AK.Stalker.XX Oct 11 2012, 6:06pm says:

This Is Amazing Keep Up The Good Work

+3 votes     reply to comment
GabeTheKid Oct 11 2012, 6:58pm says:

i never knew but this is what ive allways dreamed of xD

+2 votes     reply to comment
Cyborg_Putin Oct 11 2012, 9:14pm says:

No seriously, this mod is going beyond the limits of awesomenes

+6 votes     reply to comment
Roh Oct 11 2012, 9:56pm says:

Just.. Damn.

+2 votes     reply to comment
DarkMajor21 Oct 11 2012, 10:06pm says:

Sweet can't wait!

+3 votes     reply to comment
Suicidal26 Oct 11 2012, 10:15pm says:

Have to say that Misery mod is about the best i have played
the spine chilling tension is amazing and it goes on the whole game.
Well done to the team. I think that if Misery 2 is as half as good as it looks so far it will be a real axxx kicker thanks again

+4 votes     reply to comment
kalidrone Oct 11 2012, 10:28pm says:

Ah, so these new containers might actually cut off the negative side effect of artifacts which are just rads? It was the case in CoP of course or am I mistaken? I know it'll depend on the quality of container as seen in the pic but i'm just saying on each container themselves that they will reduce or even negate all rads completely depending on the quality of container I mean. ^^;

+2 votes     reply to comment
superprion Oct 12 2012, 12:22am says:

How will these containers affect artifacts which are already anti-rad only, like the jellyfish and bubble? Will these containers still be nesecery for such artifacts? And will NPCs use these containers too? All in all, this is a great feature that will stop people like me running around at the beggining of the game picking up all the fixed spawn artifacts within the first 20 mins, and in late-game cramming my artifact slots full of snowflakes so i can run forever:).

+3 votes     reply to comment
trojanuch Author
trojanuch Oct 12 2012, 3:38am replied:

Well obviously to make above containers plausible we had to completely redesing the way in which artifacts buff the player.

I don't want to spoil too much (but its also quite original imho) but I can say that of course there are no more any artifacts that reduce radiation (all of them emit it) - thus artifact modules are your ONLY way of making the artifacts usable safely (however think about our PC classes roster from previous screen - its not a coincidence that Recon has A in artifact radiation resistance - its all very much connected with this new system).

Anyway on top of all that we have Armour Attachements which are put into the same armor slots that Artifact Modules and Artifacts are.

So question arises: how do you make Artifacts and Armor Attachements something properly different from each other so that player finds both ways of enhancement interesting and immersive (and balanced)?

I can tell you that we cannot wait to show you all how we have approached this challange and solved it :)

+8 votes   reply to comment
dave_5430 Oct 12 2012, 2:40am says:

... For once, I don't feel like picking up the big old book of chemistry & physics and tell you how completely impossible this is.

Because I think it's got to be the most immersive and realistic way of artifact containment handling there is yet in any of these mods.

+7 votes     reply to comment
5thHorseman Oct 12 2012, 4:57am replied:

And then of course there is the inevitable fact that you are in the ZONE and things do not always exactly fallow laws of normality there.

+8 votes     reply to comment
vol4ok Oct 12 2012, 6:32am says:

Question : are theres gonna new quest's added ?

+2 votes     reply to comment
JACKTE Oct 12 2012, 7:14am replied:

no , not in 2.0 .

+2 votes     reply to comment
MemoHK Oct 12 2012, 8:24am says:

You people are crazy! The way you show how much you love STALKER Universe is unbelievable! I already finished MISERY 1.2, but can't wait to play MISERY 2.0! :D And trojanuch, from how you answer to the questions, it is clear that you know what you're doing! Well done everyone!

+5 votes     reply to comment
Spetsnaz_Reaper Oct 12 2012, 3:55pm replied:

The Zone just makes us go a little crazy sometimes. We all go a little craziness to survive in the Zone Stalker!! We all go a little crazy sometimes. Haven't you?

+2 votes     reply to comment
Dangerdane111 Oct 12 2012, 9:33am says:

WOW this mod just keeps getting better and better each day it goes on

+2 votes     reply to comment
Spetsnaz_Reaper Oct 12 2012, 3:54pm says:

Will there be new artifacts since some/all of the artifact attributes are gonna change? If not in Misery 2.0 then in 3.0 later on. Meh... :)

+1 vote     reply to comment
trojanuch Author
trojanuch Oct 12 2012, 5:48pm replied:

No new artifacts but attributes of all vanilla ones are completely changed for v2.

+2 votes   reply to comment
Wizzrobe Oct 12 2012, 6:29pm says:

Makes me wonder what the Kolobok will end up doing. I hope it doesn't end up like the dredge wheel or wiggly-spring that gave +6 radiation

+4 votes     reply to comment
alexeistukov87 Oct 13 2012, 6:54am says:

Containers are cool! Placing the player in need of equipment is a smart move!
Will artifacts have other side effects aside from radiation just like in SoC? It just sucks when you're fearless doomsday machine later in the game just because you have +12 to regeneration (+6 is overkill already). It makes you feel that you're playing Call of Duty - you get a few shots, then sit 5 secs behind the wall and, what a surprise, your health is full again! Regeneration must be the most expensive effect!

For example: +2 to regen, -2 to satiety (since you cannot create new cells in body without new nutrions), -1 to stamina (regen takes energy in real life ;), +2 to radiation.

+1 vote     reply to comment
trojanuch Author
trojanuch Oct 13 2012, 7:09am replied:

There's no place for free health (or any other 'bar') restoration in this mod altogheter. What would be a point in creating a fancy stimpack / medkits (or more generally economy) system, if player could just equip an artifact, go make himself a coffee and get back to his fully healed character? :)

As I've stated in another comment: "There ain't no such thing as a free lunch" in our book ;)

+3 votes   reply to comment
alexeistukov87 Oct 13 2012, 7:35am replied:

That's even much better :) Question about regen is closed.
But will artifacts have more than "radiation counters the effect" scheme? Every aftifact is now radioactive, I know. Maybe, stamina will require some nutrions? Maybe, wound(!) healing will make you more vulnerable to fire? Maybe, additional maximal weight will make you an electricity conductor?
Through the history of MISERY you always give a specific choice, will be the same with artifacts?

+1 vote     reply to comment
trojanuch Author
trojanuch Oct 13 2012, 7:42am replied:

I cannot be more specific atm (we cannot simply reveal everything - where would the fun part go then? ;) ). However I can confirm that artifacts have multiple properties now.

As for disadvantages and choice, how about this one: in linear weight system every kg counts to how convenient your actions are and artifact containers (and arts themselves) are not neccesairly the lightest things around :)

+2 votes   reply to comment
alexeistukov87 Oct 13 2012, 7:52am replied:

I can consider that I saw the magic word - DIVERSITY! :)
The only thing I really want to see! That's right - I asked not for details, but for confirmation of team's intentions in general. Everything else I will see myself.
Thanks for the info!

+1 vote     reply to comment
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Found in any colour, any shape and with any kind of physical impact artifacts are the hidden gems of the Zone.

With powerful particles and strange emittation they have an extremely high trading value outside the Zone.

Several companies are interested in these artifacts for either scientific or industrial purposes and some hire Stalkers to risk their lives trying to obtain either a specific type or just any type of artifact.

Stalkers are well aware that these artifacts must be treated with the outmost respect as they are powerful tools that affect body and mind when being handled without the right gear and outfit.

With a bit of knowledge they can be used as helpful assets with their particle effects. But this comes at a price unless handled properly.

No Stalker with a healthy mind wears any artifact in his pocket knowing that illness and harmfull mutation will soon commence. He wears it in a specially designed artifact container that filters possive and negative energy in a constellation og multiple particle filters.

The more positive energy artifacts emit the more radiating they are also. There are 3 levels of 'artifact energy'.

Artifact containers are used to control or filter such radiation emitted from artifacts. They also come in different forms and qualities but they are all attached to either belt or suit as tradeable armour attachments. 

It is important that you equip the container to your suit before applying the artifact for its beneficial purpose.

Go get your artifact container before even thinking about experimenting with these radiating gems.

- - -

Image shows the actual ingame models and textures

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Oct 11th, 2012
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