Inspired by xGrenadier's and Nekousagi's artifact mods, this is an artifact mod that changes current artifact stats so that they both make sense and are more useful, as well as adding radiation reducing artifacts.
Exactly what it says on the tin, a mod that changes artifacts. I based many changes off similar ones in Artifacts Overhaul and Total Artifact and Attachment Overhaul, as well as the artifact's incarnations in the trilogy. Overall, every artifact has been changed, to both be useful in the early game as well as stay balanced compared to regular attachments.
Also the Compass now spawns in electra anomalies. It was a cool idea from TAAO that I've decided to use. They should be rare.
Any criticism is appreciated. I didn't change attachment stats, but the goal was to encourage artifacts being roughly equal to attachments early game, a bit better mid game, and much better late game. If any issues arise, balancing or otherwise, don't hesitate to comment.
Note: I've removed the grey radiation icon, as it would keep flashing with + and - rad artifacts. However, sometimes when loading into a save, your -rad artifacts may not work as intended. I don't know why this happens (and I'm not sure I can fix it), but I do know that it happens usually when a single +rad artifact is being nullified by multiple -rad artifacts. An easy fix is to just reequip the artifacts on your belt. I recommend equipping + and - rad artifacts in a way that pairs them up, so that one nullifies one and so on.
v1.3.1- Some changes to Bubble and Bracelet. Bracelet should now have a bit less chem protection, but offer some external rad resistance. Bubble's been given some more rad resistance, and some slightly amped up weaknesses.
v1.3- Some changes to radiation. Radiation levels are now +6, +12, and +24, and container levels mirror this. I've done this to both simplify future edits as well as possibly help mitigate the rad bug. However, I've got no guarantee if it'll fix the latter, so for now I recommend being wary of using two artifacts to counter the radiation of one. It's a small bug and not really that much of an issue especially with containers, but I'm trying to brainstorm why it's happening and how to prevent it, so the moment I fix it I'll update this mod immediately.
Furthermore there's been some changes to artifacts. Snowflake has been buffed slightly, and Bracelet's psy protection has been nerfed. Concerning psy protection, there have been some buffs and nerfs across the board, to generally encourage artifact use while not making some artifacts better than others when they shouldn't be. Examples include Pin, Flash, and Soul being buffed, as well as Black Spray being slightly reworked. Healing items have also been treated, with most health items being kicked up a notch (save for Kolobok, which was lowered a bit but had weaknesses lowered). Generally, artifacts such as Beads and Soul are now more useful, while end game healing items like Flame and Kolobok are better but different, to encourage specific artifacts for different playstyles. Finally, Firefly has been buffed a bit health wise. The idea is to make it an artifact that is rather difficult and annoying to use long term/in combat, but an excellent health kit artifact in cover or out of combat that can patch you up comparably to a scientific medkit.
As always, bug reports and balance advice is appreciated. Feel free to rate the mod too. Hope you enjoy.
v1.2.1- Accidentally gave Soul 61 +rads instead of 6-7, due to a missing zero. If any other errors such as this occur, be sure to tell me. I'll fix it ASAP.
v1.2- Made various balance changes. Buffed Flame's healing, added rad protection to Bubble and nerfed heat resistance as well as removed -bleeding and +healing factors, nerfed Ring's electric resistance, nerfed Flash and Eye's psy resistance and added rad resist for Flash, slightly nerfed Sponge, buffed Battery, buffed Snowflake (Trying to make it more of a high risk/reward artifact), nerfed pin's psy waves and reduced his radiation, nerfed Oasis by removing the satiety and -radiation (Oasis is special, because she's meant to be powerful yet is rather easier to acquire. Trying to balance her as best I can, same with Compass since he now spawns rarely in electras), nerfed Kolobok's -rad resistance and upped healing, nerfed both the electricity and explosives from Beads but added some rad resistance, nerfed Bracelet's psy resistance, nerfed Stone Flower's resistance and generally made it more balanced, buffed Lobster Eyes and nerfed its physical resistances, buffed Soul's healing, added Electricity to Crystal and increased her radiation, added both radiation resistance and more burn weakness to Stone Blood, slightly nerfed Jellyfish, nerfed Gravis psy and buffed its electricity (I accidentally forgot a zero so Gravi had -2000 psy), and nerfed Wrench's rupture weakness (same issue as Gravi).
Also added screenshots, to easily compare artifact stats. I'm trying to make the artifacts fit their lore and such while also making them balanced, and progressively get stronger in terms of rarity.
v1.1- Updated Goldfish, Moonlight, Black Spray, Wrenched, Flash, and Full Empty to be a bit more useful, with Goldfish being the primary reason. Previously, he wasn't very good because his negatives outweighed his upside of weight capacity. Now, it should be a generally good choice to pick him as an artifact, which fits his high tier compared to, say, Jellyfish/Medusa. Generally trying to make higher tier artifacts more useful, or oftentimes better than their lower tier brethren. Feel free to let me know about any bugs, balance issues, or general gripes with the mod.
Average
7.79 votes submitted.
do junk artifacts still exist?
Yes they do. Junks still exist, they just don't have stats.
I had an idea to edit junk artifacts into having small stats (like pelts) while buffing artifacts by a bit, to have junks be something to tide a player over until they can get real artifacts. However, I ended up not going through with that idea, mainly because it'd take a lot of work (especially changing their descriptions to actually read like artifacts+making them able to be in containers).
I might revisit the idea (and maybe even make junks into just full blown artifacts) but that'll have to be when I have a lot more time.
To be honest, I'd rather Junk Artefacts be left alone completely. Let them be nice loot items without being 'hot potatoes' so to speak.
Just nice lumps of money. Not a lot, but good loot.
it is just me or the thumbnail looks like a thumbnail made by Stimpee : an edited picture took from a gay pornography ?
I've got so many questions. For example, how do u know tha? .
I don't know about the stimpee part, but the image is based off a meme where a dude is trying to hold a bunch of limes.
Where'd you even get that second part from lol
(buried)
ur mod sucks lol
darn I guess I'll go die
Can we go together? Life is starting to be a mess kek
We'll all jump headfirst into a whirligig
Can I join you too?
It's for everybody, free, with no one left behind.
hard mode is too hard, lesgo unhard it together lads
Is the mod like in clear sky? with two types of artifacts: with positive effects + radiation and those that absorb radiation?
Or as in Shadow fo chernobyl? different scrambled types?
I modeled it a bit more after SHoC, but I made sure that there isn't an artifact that just removes rads. All artifacts have different properties, as well as either a +rad or -rad amount. There isn't an artifact that just takes away radiation, and there's only one artifact that has no radiation at all, nor takes away it (and it's a spoiler artifact).
Artifacts can have both positive effects and -rads.
any chance you could post a complete list of changes/artifact stats?
Absolutely. I'm updating the mod in about an hour, since I had to make some changes concerning balance. I also wanted to add screenshots to the download for each artifact, so people could see the changes to each artifact for themselves.
Try to compress the images further, chop them in lower resolutions and colour depth. 140MiB as of right now is kinda huge, specially for those downloading it with a slow internet connection.
what's with the added ui_actor_hint_wnd.dds?
is there some sort of icon changes?
if so, shouldn't it be ui_icon_equipment.dds?
It's just the file that removes the grey rad icon. It'd keep flashing when a +rad and -rad artifact were being used, so it's gone.
Should be fine for your game, shouldn't change anything else.
oh alright then
great work btw
Thanks, it's appreciated.
Will give this a try. Thanks!
I hope you enjoy it
I think u broke the junk artifacts on the last update. Real artifacts appear to have the last patch statistics, but junk artifacts became, well... Junk again...
Maybe u included the default .ltx of junk artifacts on the zip?
The mod is meant to just buff regular artifacts, junks haven't been changed. They don't have any properties.
I was thinking about eventually updating the game so that junks have properties + proper descriptions, but that'll be later, since I am very busy IRL and can't find the time recently.
Sorry, might have mistaken it with one of the other artifacts mod.
At this point im just adding every single thing I see on this section to the game hehe. We good then.
No problem! The mod that also changes junk artifacts is called the Artifact and Attachment Overhaul mod, in case you didn't know.
Please, can you get a version of the mod that does not modify the containers?
I'm sorry, but I can't. The way containers work, is that you need to actively modify the ltx for every single artifact in order to reduce radiation. That is, it isn't just an ltx that automatically subtracts a certain amount of rads from every artifact, but rather you need to add the amount of radiation you want each artifact to emanate in each container manually.
If I remove the ltx for containers, it'd mean that artifacts would have messed up values in containers compared to their normal values out of them. Like an artifact with +12 radiation having +24 radiation in an IAM, for instance.
Is it conflicting with a mod you have?
No, it was just to preserve the original weight of all the containers but it sounds complicated better let's leave it that way.
Thanks for your attention
I'd suggest saving the screemshots of the various artefacts as Jpeg to reduce the size of the mod from 140 MB to possibly less than 2 or 3 mb.
That's pretty smart, actually. I'll get on that today or tomorrow, since it'll reduce the size and therefore be less of a hassle to download.
Thanks!
dude, some of the artifacts are not being detected, like black (or dark) stone on fire anomaly and the a-bread.
not cool, man
Unsure what could be causing that. I've been real busy and haven't updated this in a while, but I'll check this out and see if I can get a fix out.
Alright, I've got a good idea on what's the issue, as well as several ideas for improving the mod in general. Currently it is difficult to get work done on the mod, however, so I can't give an ETA on when this'll be ready.
Bro, do i need a new game?
IM having issues with all of the new artifacts (black sparay, full empty, ring, pin and so on....) not being able to insert them in the AAM containers.
Hello, looks like it works with the latest Anomaly version (RC15)!! :)
By the way, which file do I have to change so I can update some values on a specific artifact?
I believe they're all in the same files of the mod, no specific files for specific artifacts. The file in question is items_artefacts.ltx , though you need to edit the containers and descriptions to reflect any changes on the artifact itself i.e. editing Thorn would require editing the containers so that they actually subtract the rads.
Does vanilla anomaly makes artifact so rare. Or is it your addon that made it so ? I have been with veles around a week in game time, and only found 1 battery.
And why is nobody made artifact transmutation ? So those junks which i have a ton of can be cooked into something useful
I've got no clue on artifact transmutes, that would be cool though. As for the artifact rarity, I've got a decent idea of what it could be. Hoping to put an update out very soon to fix it.
update for 1.5.1 ?
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Im not too crazy of this addon. Too many variations of each artifact. Too difficult to decide which to use with what artifact. Too heavy on the pros and cons on each.
Hey Banno I just read the description I love what your doing here keep up the good work about to try this baby out if I find anything I'll let you know
The Toxic Particle Filter is Giving radiation and not taking it away
question... does this work with 1.5.2 update?
I think this mod breaks the hud a bit. A bunch of glitchy red and orange appear where the status effects are when I have this enabled