A massive vanilla+ artifact and attachment overhaul that rebalances everything, adds new features like custom artifacts, consumable artifacts, artifact that changes properties depending on container, custom stash loot. Trader Overhaul support built in.
DLTX should be useful for mods like Trader Overhaul, weapon/repair/item mods etc. Installing any other artifact mod will break this mod due to .xml files not working with DLTX and .ltx overwrites, unless you are a god of manual merging, willing to spend hours/days combining mods.
No it's not compatible with your favorite modpack, nothing is usually. Learn how to mod manually and maybe you'll make it work or make a better modpack yourself.
Low mod score because people don't want you calling yourself the best!
Features:
- Rebalance of all artifacts, attachments, containers.
- Not so new tier 0 and completely new tier 4, now Svarog is required for the strongest artifacts.
- Junk artifacts are now proper artifacts that you can put into containers.
- New icons and descriptions.
- 169 artifacts total, 69 modified game artifacts, 100 custom made artifacts
- Increased artifact respawn chance in blowouts and psy storms.
- Any artifact can spawn in any anomaly zone on any map now.
- Psy blur vision starts at 40%, becomes worse at 20% psy health.
- Most traders sell small amounts of artifacts (3% for all artifacts, up to 2 rolls on 0-2 tier, 1 roll on 3-4 tier). 6% for Sidorovich(Cordon), Sakharov(Yantar), Hermann(Jupiter), Cashier(Pripyat Outskirts), Beard(Zaton)(TO), Forester(Red Forest)(TO), all Mercenary, Monolith and Sin traders. TO means Trader Overhaul needed. Compatible by default.
- New consumable artifacts (called Unstable in game)
- Some old SoC artifacts ported with rebalanced stats
- Optional Custom Stashes Patch that changes the loot in stashes
Custom Stashes Patch (optional but recommended):
- New game required if you want to use this
- Optional Custom Stashes Patch with compatibility built in for BaS, KRISS, MG42+MG3, Simple Weapons pack.
- Custom Stashes Patch will not crash the game even if you don't have these weapon mods.
- The custom stashes patch buffs the loot, introduces all of the new artifacts, and also almost all other items in the game like weapons, outfits, attachments, melee, various meds, food, mutant parts, misc items etc., to stash spawns.
- Without the Custom Stashes Patch, new custom artifacts will not spawn in stashes, only the old base+junk ones with modded stats.
- Common stashes can range from nothing to decent loot. Rare stashes are guaranteed to be way better than common ones.
- If you want to use just the Custom Stashes Patch without the artifact mod, it's entirely possible but I haven't tested it.
Issues:
- Uninstalling the mod will result in crashing due to new items still being in the game, you will have to somehow remove all of the new artifacts from your savefile to unbrick it but I have no idea how to do that or if it's even possible
- Explosive and bullet properties are always tied because one of them randomly doesn't show up. If an artifact has either explosive or bullet protection/vulnerability then it always has the other one. Rupture and impact can be split and they both work properly but on most artifacts they're together as well since it makes sense to me design wise and this way it's similar to explosive/bullet
- -Psy artifacts will try to kill you during blowouts and when going to sleep, take them off during those times
- No new models because I don't know how to model lol
- No new interesting effects because I don't know how to code lol
You might be able to combine this mod with the perk artifacts mod if you're good at merging but I don't think the new artifacts will have any effects, just vanilla
v26 2023-08-17:
- Lowered prices of all consumable artifacts to make them more accessible and in line with the cost/effectiveness ratio of normal food/meds
- Leviathan cost 60000 to 40000
- Behemoth cost 40000 to 30000
- Oasis cost 40000 to 30000
- Dung Pie cost 40000 to 30000
- Scarab cost 40000 to 30000
- Lancelot cost 40000 to 20000
- Sunflower cost 60000 to 40000
- Blood Clover cost 40000 to 25000
- Pseudogiant Blood cost 60000 to 40000
- Chimera Blood cost 40000 to 30000
- Bloodsucker Blood cost 40000 to 20000
- Sandman cost 40000 to 30000
- Mummy cost 60000 to 30000
- Anubis cost 40000 to 20000
- Hermes cost 40000 to 20000
- Acid Mushroom cost 40000 to 20000
- Psyshroom cost 40000 to 20000
- Slimeshroom cost 40000 to 20000
- Midnight Amanita cost 100000 to 40000
- Giant Jellyshroom cost 80000 to 30000
- Lion's Agaricus cost 60000 to 20000
- Monsoon cost 60000 to 30000
- Cube cost 55000 to 25000
- Cooling Rods cost 50000 to 20000
- Hourglass cost 45000 to 15000
- Dawn cost 40000 to 20000
- Rusty Feather cost 40000 to 10000
- Phoenix cost 80000 to 30000
- Gluttony cost 60000 to 50000
- Snake Oil cost 80000 to 60000
- Devil's Heavendeath cost 60000 to 40000
v25 2023-08-11:
- Fixed TO traders again, their files got accidentally deleted again, I am retarded again
- Fixed Frog having wrong rupture/impact inside of artifact boxes
- Schrodinger's Cat icon update, changed model to flower
- Schrodinger's Cat (no box) -12 hp to -16
- Schrodinger's Cat (level 3 box) +12 hp to +8, added -100 rupture/impact
- Ruby Rose -300 bleeding to -240
- Magma Shard -12 hp to -8
- Anomalous Marijuana +12 hp to +8
- Elden Ring +12 hp to +8
- Firefly +20 hp to +16, -300 bullet/rupture to -250
- Doom +600 rupture to +500, +400 impact to +250, 400 rad to 500
v24 2023-07-28:
- Compass 500 rad to 400, 500 psy to 1000, -250 bullet/explosive removed
- Cocoon -1000 rad to -1200
- Fool's Gold -8000 shock removed
- Kolobok -300 bleeding to -180
- Elden Ring -300 stamina to -240
- Schrodinger's Cat (no box) -200 rupture impact removed, -12hp added
- Schrodinger's Cat (level 3 box) -500 rad to -750
v23 2023-07-25:
- Fixed TO traders, their files got accidentally deleted last update
- Descriptions updated on rocks below where needed
- Garnet -100 rupture/impact removed
- Tourmarine -300 stamina removed
- Cocoon -300 rupture/impact removed
- Frog -500 rupture/impact to -250
- Ametrine -150 bullet/explosive removed
- Project D -600 bleeding to -300
- Schrodinger's Cat (no box) -8 hp removed
- Ruby Rose -600 bleeding to -300, -300 bullet/rupture to -200
- Anomalous Marijuana -400 bullet/rupture to -250
v22 2023-07-08 (recommend deleting old files due to some filename changes):
- Fixed legacy Stone Flower, Night Star having rupture/impact protection, they weren't supposed to have it since they're just pure bulletproof artifacts like in SoC
- Removed or lowered some downsides on a lot of artifacts to make them more viable. With the introduction of various artifacts with no downsides, I (and other players too probably) find myself gravitating towards them since I don't have to play the artifact combo puzzle game with them, even if their effects are weaker. To make pairing artifacts easier and the puzzle game less tedious, some downsides were either removed or lowered, especially on less viable rocks. It should now feel less restrictive than before and open up new combos especially to players that haven't found many artifacts yet.
- Descriptions of newly added artifacts had disadvantages and advantages in switched order, it's now fixed. Fixed Frog having a green dot in disadvantages. Updated descriptions of various artifacts below to show new effects correctly.
- Chain -30 stamina removed
- Gravi -100 psy removed
- Goldfish -2 hp removed
- Golden Chrysanthemum -240 bleeding removed
- Atom -150 bullet/rupture to -75
- Wrenched -60 stamina removed
- Bubble -400 burn removed
- Black Hole -4000 shock removed, -300 rupture/impact to -200
- Mama's Beads -30 stamina removed
- Eye -150 rupture/impact to -75
- Flame -150 bullet/explosive removed
- Dahlia -200 psy removed, -300 rupture/impact to -200
- Flash -700 burn removed
- Itcher -400 chem removed
- Fireball -350 psy to -200
- Magma Shard -300 bleeding to -180
- Ash -12 hp removed
- Emerald -500 rupture/impact to -250
- Stone Skull -4000 shock removed
- Battery -400 chem to -200
- Shell -100 rupture/impact to -50
- Snowflake -400 burn to -200
- Zeus -300 stamina to -120
- Taser -1000 chem/burn to -700
- Sponge -1000 chem to -700
- Lobster Eyes -1400 burn to -1000
- Kolobok -700 burn/chem to -200
- Shard of the Monolith -1000 psy to -500, -3200 shock to -1600
- Topaz -180 bleeding to -60 bleeding
- Amber -1000 chem to -700
- Cell -700 chem to -400
- Beacon -700 burn to -400
- Sandstone -120 stamina removed
- Signet -700 chem to -400
- Garnet -300 bleeding to -180, -300 rupture/impact to -100
- Bat -4 hp removed, -200 bullet/rupture to -100
- Soviet Medal -5 kg removed
- Firefly -400 bullet/rupture to -300, -1000 burn/chem to -700, -3200 shock to -2400
- Black Angel -1400 burn to -1000, -200 bullet/explosive to -150
- Seraphim -1400 chem to -1000, -200 rupture/impact to -150
- Sourpuss -2000 chem to -1000, -200 bullet/rupture to -100
- Tourmarine -200 bullet/rupture removed
- Compass -420 bleeding to -300
- Cocoon -4 hp removed
- Blood Compass -600 bleeding to -420, -1400 burn/chem to -1000, +250 impact removed
- Ametrine -2000 burn/chem to -1000, -300 bullet/explosive to -150
- Hourglass, Cooling Rods, Cube, Monsoon health cost rescaled to -5/10/15/20%
- Dawn health cost from -40% to -20%
- Gluttony -500 satiety to -400, 50% thirstiness to 40%
v21 2023-07-02:
- Added support for Trader Overhaul traders. Allows Barkeep, Beard, Forester, Hawaiian, Cashier, Bandit traders in Jupiter and Truck Cemetery to sell artifacts. Compatible by default, won't crash without TO, but TO is needed for these traders to sell anything interesting.
- Owl and Meeker artifact spawn chance lowered from 6% to 3% since Beard and Cashier will now have 6%.
v20 2023-07-02 (recommend deleting old files due to some filename changes):
- Dropped official support for 1.5.1 (might still work but I'm too lazy to check, I think the only difference was arszi psy script)
- Added 12 new custom artifacts (total of 100 custom artifacts, 169 artifacts overall)
10 Unique artifacts - Primogem, Stellar Jade, Doll, Angel's Tear, Bullet, Sapphire, Elephant's Foot, Sky, Frog, Schrödinger's Cat
2 Synthetic artifacts - Black Hole Device, Diamondback v4
- Schrödinger's Cat artifact changes properties depending on whether or not it's in a container, and which container it's in (5 artifacts in 1)
- Fixed Compass, Blood Compass radiation values in containers
- Fixed Tourmarine containers icon
- Removed -2000 burn from Cocoon, updated description
- Death Rose -240 bleeding increased to -300, updated description
- Renamed Pseudogiant/Chimera/Bloodsucker Oil to Blood. Updated descriptions.
v19 2023-06-28 cool timestamps in patch notes from now on!:
- Custom Stashes patch is now DLTX for compatibility (i forgor 💀)
- treasure_manager.ltx now has blacklisted all the buggy stashes that the player cannot access
I will probably make some new rocks soon (v20 coming up big number needs big patch!!!) since I'll be getting back into playing Anomaly (again) i need my fix man i need some STALKAN
v18 2022-08-20:
- Updated mod to work on 1.5.2
v17:
- (New game required if you want to use this) Optional Custom Stashes Patch with compatibility built in for BaS, KRISS, MG42+MG3, Simple Weapons pack. Custom Stashes Patch will not crash the game even if you don't have these weapon mods. The Custom Stashes Patch buffs the loot, introduces all of the new artifacts, and also almost all other items in the game like weapons, outfits, attachments, melee, various meds, food, mutant parts, misc items etc., to stash spawns. Without the custom stashes patch, new custom artifacts will not spawn in stashes, only the old base+junk ones with modded stats. Common stashes can range from nothing to decent loot. Rare stashes are guaranteed to be way better than common ones. If you want to use just the Custom Stashes Patch without the artifact mod, it's entirely possible but I haven't tested it.
- Shortened dltx-ed file names, to update manually you'll have to remove the old files if you're not using MO2
- Rechecked and fixed some artifact, attachment tiers in the files so they work better with stashes
- No more progression difficulty restrictions for stash items, what's available on tourist will also be available on survivalist in stashes
- Removed trade_presets.ltx since it was not necessary
- Manual install version has been discontinued, it will still be there in Original Mod Files but I highly recommend you use DLTX from now on. The original files are there for me to use, and anyone that wants to edit the mod, learn about modding, use manual merging, dltx the original files etc.
- Archdragon's Eye -psy 500 to 1000
- Ruby Rose removed -300 psy, -bleeding 300 to 600
- Pin -hp 2 to 4
- Fireball -hp 4 to 8, -psy 500 to 350, slight description rewrite
- Magma Shard -hp 8 to 12
- Ash -hp 8 to 12
- Thistle +psy 50 to 100
- Sponge +psy 100 to 200
- Lobster Eyes +psy 200 to 350
- Black Spray +psy 350 to 500
- Transistor +psy 1000 to 1500
- Anomalous Marijuana +psy 500 to 1000, big description rewrite
- Titan -psy 350 to 500
- Elden Ring removed -300 bleeding, slight description rewrite
- Fountain +psy 100 to 200
- Cell +psy 200 to 350
- Beacon +psy 200 to 350
- Garnet added +350 psy, increased price from 60000 to 65000, -bleeding 180 to 300, description rewrite
- Firefly removed -200 psy, -burn 700 to 1000, -chem 700 to 1000, -shock 2400 to 3200, tiny description addition
- Death Rose -psy 500 to 1000
- Tourmarine +psy 350 to 500
- Compass removed +180 stamina, added -250 bullet/explosive vulnerability, +rad 300 to 500, increased price from 100000 to 120000, +psy 250 to 500
- Cocoon removed -500 psy, weight from 2 to 1kg
- Blood Compass increased price from 100000 to 120000, +stamina 240 to 300, +rad 300 to 500, -burn 3000 to 1400, -chem 1000 to 1400, -shock 3200 to 4000, -bleeding 480 to 600
- Black Stone removed +2000 burn, +4800 shock and -2000 chem
- Doom +rupture 800 to 600, -psy 1500 to 2000
- Ametrine +psy 500 to 1000
I decided to play Stalker again which has led me to update this mod with a bigger patch, guess I'm not done with this mod after all.
v16b:
- Fixed Stone Skull description
v16:
- Added 5 new custom artifacts (total of 88 custom artifacts, 157 artifacts overall):
5 Unstable Artifacts - Cube, Cooling Rods, Hourglass, Dawn, Rusty Feather
- Forgot to put in Gluttony and Stone Blood Core into trader files, whoops, they're in there now. Double checked and all 157 artifacts are available at all vanilla traders.
- Gave Pseudogiant Oil +20kg for 10 seconds and extra toxicity, updated description
- Gave Chimera Oil +180% stamina for 10 seconds and extra toxicity, updated description
v15:
- Added 7 new custom artifacts (total of 83 custom artifacts, 152 artifacts overall):
7 Unstable Artifacts - Acid Mushroom, Psyshroom, Slimeshroom, Midnight Amanita, Giant Jellyshroom, Lion's Agaricus, Devil's Heavendeath
- Changed status name Alcohol Intoxication to Intoxification
v14:
- Added 5 new custom artifacts (total of 76 custom artifacts, 145 artifacts overall):
5 Unstable Artifacts - Mummy, Anubis, Hermes, Monsoon, Gluttony
- Updated Leviathan icon and description
v13:
- Added 13 new custom artifacts (total of 71 custom artifacts, 140 artifacts overall):
13 Legacy Artifacts - Thorn, Crystal Thorn, Urchin, Wrenched, Gravi, Goldfish, Kolobok, Shell, Pellicle, Battery, Spring, Mercury Ball, Mama's Beads
- Updated descriptions for several artifacts to reflect them now having a Legacy counterpart
v12:
- 1 new artifact category, Legacy Artifacts. Basically a bunch of old SoC artifacts with old stats rebalanced for this mod. They can spawn in anomalies and are sold by traders. If the old and new version of the artifact were similar enough in stats and looks I decided to not port the old one.
- Added 10 new custom artifacts (total of 58 custom artifacts, 127 artifacts overall):
1 Synthetic Artifact - Stone Blood Core
9 Legacy Artifacts - Slime, Slug, Mica, Stone Blood, Meat Chunk, Soul, Droplets, Stone Flower, Night Star
- Changed use sound to inhaling for Sandman and Phoenix to reflect their descriptions
- Lowered Doom wound healing from 150 to 120, increased rads from 300 to 400
v11:
- Added 4 new custom artifacts (total of 48 custom artifacts, 117 artifacts overall):
2 Synthetic Artifacts - Prototype 60, Sparkler Core
2 Unstable Artifacts - Sandman, Phoenix
- Lowered Snake Oil price from 100000 to 80000, increased alcohol toxicity from 10% to 20%
- Removed tiers and the need for detectors for Synthetic Artifacts. Scientists have figured out a way to make these artifacts not require a detector if you drop them.
v10:
- Added 8 new custom artifacts (total of 44 custom artifacts, 113 artifacts overall):
1 tier 3 Synthetic Artifact - Project D
7 Unstable Artifacts - Lancelot, Sunflower, Blood Clover, Pseudogiant Oil, Chimera Oil, Bloodsucker Oil, Snake Oil
- Optimized artifact names in the files, consumable artifacts over 31 signs crashed the game (thank you xray)
v9:
- Added 1 new artifact category, Unstable Artifacts.
Added 5 new custom artifacts to that category (total of 36 custom artifacts, 105 artifacts overall):
Leviathan, Behemoth, Oasis, Dung Pie, Scarab
Unstable Artifacts are activable artifacts with limited uses, they break when completely used up. They're very similar to meds and drugs in effects but are more powerful, rarer and more expensive, a decent alternative to things like meds, food, water, even sleep if you're willing to pay extra for some quality of life. Only available for purchase at traders currently, they do not spawn in anomalies. 10% spawn chance at scientist traders, standard 3-6% at other traders. Playing with thirst and sleep options is encouraged due to some of the artifacts being balanced around them.
- Fixed Synthetic Artifact description color
- Changed Black Raven icon
- Lowered Seraphim jump height
v8:
- Fixed Shard of the Monolith not going into containers, it was missing from all 4 container files, whoops
v7:
- Added 5 new custom artifacts (total of 31 custom artifacts, 100 artifacts overall) and 1 new artifact category:
2 tier 4 Combat Artifacts - Emperor, Titan
2 tier 4 Unyielding Artifacts - Elden Ring, Ares
1 tier 4 Synthetic Artifact - Black Raven
Synthetic Artifacts are created by the scientists from mostly synthetic components and parts of wild artifacts. Only available for purchase at traders, they do not spawn in anomalies. 10% spawn chance at scientist traders, standard 3-6% at other traders.
- Increased Doom radiation from 200 to 300, updated description
v6:
- Added 4 new custom artifacts (total of 26 custom artifacts):
2 tier 4 Electric Artifacts - Zeus, Taser
2 tier 4 Psychic Artifacts - Transistor, Anomalous Marijuana
- Fixed the newest tier 4 artifacts not spawning. I forgot to put them into all anomaly groups, they were only spawning in gravity anomalies
v5:
- Added 4 new custom artifacts (total of 22 custom artifacts):
2 tier 4 Thermal Artifacts - Magma Shard, Ash
2 tier 4 Acidic Artifacts - Emerald, Stone Skull
- Fixed Ametrine LLMC weight from 1kg to 1.2kg
v4:
- Most traders now sell artifacts to give players an another way of spending money (try collecting all artifacts or something) and to let people have some choice instead of relying completely on anomaly spawn RNG. The base chance for any 0-2 tier artifact appearing in a trader inventory is 3% up to 2 rolls. 3rd and 4th tier artifacts get only 1 roll. Specific traders get 6% instead, like Sidorovich(Cordon), Sakharov(Yantar), Hermann(Jupiter), Owl(Zaton), Meeker(Pripyat Outskirts), all Mercenary, Monolith and Sin traders.
v3:
- Fixed Moon being called af_moon in some files and crashing the game, it was supposed to be af_peas
v2:
- Added 7 new custom artifacts (total of 18 custom artifacts):
2 tier 4 Energy Artifacts - Electrolytes, Lumine Wheel
5 Unique Anti-rad Artifacts - Topaz, Amber, Garnet, Tourmarine, Ametrine
Hopefully this allows people to find more anti-rad artifacts and deal with the high radiation, high tier artifacts a bit better.
v1:
- Complete remake of the old mod in 1.5.1 dltx
- Rebalance of everything, a bit less random effects on everything, more unique artifacts and attachments with proper roles and simpler advantages/disadvantages on most artifacts, different weights, prices
- Beautiful numbers, finally
- 2 new artifact tiers, tier 0 which doesn't require a detector (not really new I guess), tier 4 which requires Svarog. Veles only detects up to tier 3, Bear up to 2, Echo up to 1.
- 11 new custom artifacts, more to come in future updates
- Junk artifacts are now proper artifacts that you can put into containers
- Artifact containers are now 0.2kg and have had their -radiation utility severely rebalanced. If an artifact has +/-radiation then it stacks with the belt container's -radiation. -20, -40, -60 for belt containers respectively, if the artifact has low +radiation the belt container can still make it into -radiation. Designed to keep the artifacts close to your body, they don't protect well against high tier artifacts (they can have well over than +100rads in this mod) so finding a good -radiation artifact is essential for hauling tons of artifacts and having them on your belt. The lead container is designed for safely transporting artifacts in the inventory. It provides a 100% radiation decrease to all artifacts but it cannot be put on the belt.
- Radiation resistance and satiety were removed from almost all artifacts, their stats don't show properly and are extremely delicate to number changes, overall a pain in the ass to work with and balance. Some artifacts might still have these stats but they will be seriously rare and the description will tell the player how powerful the effect is.
- Lowered jump height of some rocks
- Increased artifact respawn rates and all artifacts can now spawn in any anomaly zone on any map. It honestly made 0 sense that for example you have to dive into a fire anomaly to get fire protection artifacts, if you can even survive that then you usually don't need the artifact by then so this should spice things up a lot and make exploring any map worth it. The only thing limiting your artifact hunting should be your detector tier, not the map or the anomaly type. The old system works in SoC and CS because of linear progression and no detector needed/access to veles at the start of the game but CoP spawns all tiers of artifacts anywhere after a certain point, the same should happen in CoC variants because there is no map progression. Northern Zone being rich in strong artifacts in CoC results in people never visiting southern locations for artifact hunting and general exploration. People playing warfare and currently fighting in the southern Zone also will not be able to acquire strong artifacts despite possibly having Svarog already. You can argue that northern Zone is more dangerous which is why it should have stronger artifacts but that depends on the faction you're playing/starting point and also Zaton+Jupiter are usually very safe and open maps that allow you to farm tons of artifacts with 0 effort. Anyone that really wants to farm artifacts can always just sleep and farm anomaly zones on those maps, there's no balancing this other than the players themselves making the choice to not abuse the system. I think the spawns being 100% random all over the zone is a better system for all factions and warfare players that encourages visiting all maps, even southern ones instead of punishing the player for spending time on maps with low quality artifact spawns and encouraging only hanging out in the northern Zone or straight up farming artifacts with sleeping through emissions. You can edit artefacts.ltx to change all of this
- Heart of the Oasis and Shard of the Monolith(Volat Emerald/Monolith) added into the anomaly spawns, alongside all of the new custom artifacts.
- Increased detector costs by about 5% to make the numbers nicer looking. Highly recommend buying/crafting Svarog as soon as possible to have access to all of the new artifacts in the mod.
- New icons for a lot of artifacts
- New descriptions for all of the artifacts, filled with flavor, lore, memes, jokes, cringe, references, immersion, tiers, advantages, disadvantages, unique properties, usages, approximate prices etc. Please give them a read if you feel like it.
- Blurred vision from psy damage now only shows up below 40% (extra blurry stage at 20%) psy health to make -psy artifacts more usable
Please report any bugs, typos, weird stats. I double check everything but the scope of the mod is massive and I may have missed something.
Example screenshots:
о очередной говномод. ждёшь ждёшь новых аддонов годных а тут...
Как ты смеешь так разговаривать с аниме девочкой?
С Око Саурона проорал, какой же кринж...
> Any artifact can spawn in any anomaly zone on any map now
*****ть, гений балансировки. Плевать на описание артефактов, плевать на фундаментальный лор игры (мощные артефакты появляются в местах, которые ближе всего к ЧАЭС, не говоря уже о том, что термические артефакты никак не могут появляться в тех же электрических)
Как сказали выше, очередной говномод.
I don't care about lore that makes you randomly attack other people online
Will it change the Cr3pis's Icon?
All of the artifacts, containers and mutant pelts are now in a new texture file, if Cr3pis icons have new artifact icons as well they will also be replaced but the rest of the inventory icons will still work.
I respect your effort but I don't like this mod very much.
At least I didn't get shittalked in Russian this time. I recommend checking back on this mod in a few weeks once I add some new artifacts and features, right now it's kinda barebones.
Dont worry, I'll will, maybe it can change my opinion.
Very interesting addon. Might be good source of inspiration.
I will definitely watch the development. Cheers ! :)
thx ill w8 for next update but please don't make the artifact so powerful or so weak it's killing the game this why make it balance for better play
The mod is balanced
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People who uses artifacts and say they are op are playing on 1x damage multiplier and no hardcore aim.
Change my mind.
The damage multiplier is for player's damage only so you're getting it backwards
Meant Protection level on high or whatever that option is, you know what I mean.
Also False statements.
Now I know what you mean. But I don't know what you want to say, who's saying the artifacts are OP? I have to say bullet/rupture ones are OP, you can become almost invincible on hardest protection settings if you stack +1500 which is very easy to do in other mods and vanilla. It's still doable in this mod, just harder to do, to make it more balanced.
So you take increased damage using certain artifacts, That's... actually pretty smart. it'd make sense since you wouldn't want to have a Radioactive item on your person being damaged as god only knows what might happen if the container itself gets breached and the artifact itself gets damaged.
It's to balance out all the kids that have no self restraint and are going to stack 5 bulletproof artifacts, even with the best defense rocks being nerfed to max +300, you can get like +1500 which is near invincible to all physical damage. Other artifacts need negatives like these to make things more interesting.
Of course the addition of Doom with 800 rupture resistance was only possible thanks to the psy bar, now you can choose to become near invincible at the cost of your mental health, you can only equip it for like 1-2 minutes before you need to recharge mentally. Busted artifacts like this are gonna be mostly tied to psy drain, while artifacts with less weaknesses will only have a max of maybe +300 bulletproof so you can always wear them for their benefit but they're not so OP anymore.
My only problem is how the hell do I find where to put the mod in anomaly's files, and put it in correctly without being a dingus. I'm a bit stupid when it comes to modding new games. Also i just noticed while typing this up: why is everybody bashing the mod. if you don't like it just remove it and move along no need to hate on the dev. Or just make your own mod.
Trying to make something new in this community will get you bashed by everyone (despite this being supposed to be a modder friendly platform), especially by people that haven't even bothered downloading and seeing how the mod plays out. It's best to ignore them, keep developing for your favorite game and making great mods. They lack the brain capacity to make mods even though modding stalker is incredibly easy so they'd rather bash on other people's work.
You install mods by putting gamedata into the main game folder so it looks like this I.gyazo.com
You use the DLTX version if you have installed DLTX and want less mod conflicts with other mods that edit .ltx files. In either way the install process is the same, dump gamedata into the main game folder. You can use the Mod Organizer to make organizing everything easier if you have multiple mods, but you will need to learn how MO works as well Lazystalker.blogspot.com
Don't know how i can tell the difference if i have or don't have the DLTX version. Also I apologize for asking while it should be common knowledge on this platform to most. there are still new folks trying out Anomaly. i convinced a friend to try it out and he's having a blast in Warfare mode. He learned about the Great feud with Boars real quick, None the less, thank you for taking the time to respond to my messages and i hope you have a splendid day. Even to the some of you being rude to the nice dev.
All anomaly versions you can download are not DLTX, you have to download that separately from here Moddb.com
Chances are you've never seen this or downloaded this so your game is 99% not DLTX version.
Cant even start the game.. how can i stop this?
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'af_moon'. Please attach [*.ini_log] file to your bug report
stack trace:
Rename all af_moon to af_peas in your config files or download v3, it's fixed
thanks.
goofy *** mod
reddit modder
I have given the mod a test run. Fascinated by the idea of new artifacts honestly, the zone really needs more to collected with newer properties so keeping a eye on this.
Hey there, i found some sort of bug. While having 2 Anti-Rad Artifact equipped, whenever i sleep and wake up i hear a gunshot, a dark faded screen and no reaction to Esc-Button etc. Id also tried this on a clean install and i allways get the same result.
Beside that, this is one hell of a thing, good job Mate and thank u for sharing.
-Psy artifacts drain your psy health, you cannot use them for a long time or you will die, even in sleep. To upkeep them you need to find a +psy artifact.
Calling it the BEST artifact mod is subjective is it not?
Downloading this now cause I read the whole description and version notes (Not a dig). My friend, she looks shiny ;) Was always let down with the artifact variations in the base games. High hopes for this one
Look's interesting. Will I be able to safely uninstall this addon in the future or will I have to start a new game?
New game because of new artifacts, if it was just a rebalance of basic artifacts you could uninstall it mid run but that is not the case.
i can not put the moon artifact in the lead box for the life of me
Was fixed in v3, please update if you haven't already. Just checked in my game and it goes in the box without problems.
Hey just letting you know that Shard of the Monolith can't be put into lead container :)
Seems I forgot to put it into the container files, a fix is up.
can you also remove the "Elden Ring" artifact, that **** is cringe af ngl LMAO :DDDDDDD
Or if you don't agree, then the least you could do is add "Fortnite", "Minecraft" and "Mein Kampf" artifacts. The last one makes you perform sudoku in a bunker.
You can remove yourself from my comments instead
<3 :DDD
Good day. I wanted to know why this mod does not use basilisk, helium, gimlet artifacts? They simply do not have indicators, and they are turned into garbage artifacts.
Vanilla anomaly doesn't use them either. I simply left the code in for those 3 since I might use their models for other artifacts.
OK, I thought to prescribe parameters for them and make them active. But if so, then they are cut out at the basic level, and this is a hemorrhoid to prescribe them :) Great mod, a lot of work has been done. I'm going to finish translating into Russian one of these days. Translated and slightly supplemented the descriptions. I did it for myself, but it might be interesting.
Взялся за гуж — не говори, что не дюж. Ну и где твой перевод, милейший? Уже ноябрь.
coming right up, bruh
щас сделаю бро
The svarog detector does not see some artifacts. For example, a compass. In the anomaly, he is definitely there, I even see him swimming, but svarog does not find him.
I.gyazo.com
Are you sure you're using Svarog (tier 4) and not Veles (tier 3)? I checked all of the 100 artifacts with Svarog and they all show up correctly. Maybe update the mod if you haven't already, could be an old bug. Remember some of the artifacts float mid air, you have to look up sometimes too. Or you got some other incompatible artifact mods, who knows. Any other mod that edits items_devices.ltx (unless you use DLTX) and ui_detector_artefact.xml (requires manual merging) will break Svarog.
Apparently it was in this fashion Moddb.com. His patch just changes ui_detector_artefact.xml . And its removal leads to a crash. Okay, I was just planning to start a new game :)Thanks for the clarification