MODDED EXES version 2023.05.27 or later is required!!
An extensive overhaul of PBA mod with lots of changes utilizing the latest engine upgrades.
This is the global update of Perk Based Artefacts mod that overhauls almost all perks.
The old 1.0 version is still available as a separate download, but it wont be updated and supported further.
In case of file conflicts, move this mod below all conflicting mods to have it top priority!
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
Major key points of what was changed:
- A lot of weak or useless perks were significantly buffed, some of them received new behavior (the "common" part is provided by Artefact Variationizer mod
- Complete brand new perk for one certain artefact (the clue is in preview)
- Some artefacts received powerful special abilities at the cost of consuming the artefact, use them wisely
- A lot of work was done on visual and sound direction to pronounce the effects a lot more than before, utilising features from 1.5.2 Anomaly and Modded Exes
- New PBA UI that will display active effects of the artefacts, completely customizable in MCM
Each effect have multiple properties to display:
E - efficiency of the effect, depends on the artefact itself, it might be effect stacks, percentage, etc
T - remaining time of the effect in seconds
C - remaining cooldown of the effect in seconds
Some artefacts will show buffs or debuffs in "+" and "-" signs, depending on severity of them
Full changelog between 1.0 and 2.1: Pastebin.com
CREDITS:
- Barry Bogs - animations for artefacts
- KronQ - text descriptions
- Semitone - Particles from Arrival mod
TROUBLESHOOTING:
- Error: LUA error: ...amedata\scripts\perk_based_artefacts_af_choose_ui.script:192: attempt to call field 'ui2world' (a nil value)
Fix: MODDED EXES version 2023.05.27 or later is required!!
- Error: Medallion is very slow.
Fix: disable first person body mod of you have it installed
- Error: \gamedata\scripts\perk_based_artefacts.script:6186: attempt to index local 't' (a function value)
Fixes:
- Disable or update Base skill pack
- If you use EFP 4.1, disable "[Haruka] Perk Based Artefacts - Powered Exo Combined" mod, its not compatible with PBA 2.1
UPDATES:
2.1 UPDATE 4.1:
- Fixed LUA error: ...maly/bin/..\gamedata\scripts\perk_based_artefacts.script:6201: attempt to index local 't' (a function value)
2.1 UPDATE 4:
- Disabled spam of stack with demonized_weapon_modifiers.script (line: 10)... message
- Fixed LUA error: ...maly/bin/..\gamedata\scripts\perk_based_artefacts.script:1272: attempt to index local 'weapon_params' (a nil value)
- Additional bugfixes and dependencies updates
2.1 UPDATE 3:
- Increased Moss effect time to 90 seconds
- Fixed bug when using multiple Signets near campfire resulted in incorrect total buff time calculation
2.1 UPDATE 2:
- Fix LUA error: ...maly/bin/..\gamedata\scripts\perk_based_artefacts.script:431: table index is nil
2.1 UPDATE 1:
- Temporary fix for issue with 1st person visible body mod
2.1:
- Rewritten for more compatibility with other mods. Additionally, perks now arent tied to artefacts, so modders can hook any artefacts to have perks from PBA
- Increased snork hand buff for Moss perk
- Slightly buffed Skull Miser perk
- Added display of Lucifer overcharge state in PBA UI
- Slightly increased speed for Medallion
- Somewhat better seeking algorithm for Medallion
- Added sounds when Medallion is destroyed after use
- Fix LUA error: ...medata\scripts\zz_treasure_manager_pba_less_artys.script:62: attempt to index upvalue 'settings' (a nil value)
2.0 UPDATE 5:
- fix LUA error: ...maly/bin/..\gamedata\scripts\perk_based_artefacts.script:2210: attempt to perform arithmetic on a nil value
- fix LUA error: gamedata\scripts\zz_item_artefact.script:89: attempt to index local 'se_obj' (a nil value)
2.0 UPDATE 4:
- Dragon's Eye cooldown increased to 3 minutes
- New Medallion description text by KronQ
- Fixed missing translation text for cooldown for Beacon
2.0 UPDATE 3:
- Spanish translation by SniperHellscream
- PBA UI will be always be displayed regardless if whole hud is shown or not. To disable the UI, uncheck it in MCM
2.0 UPDATE 2:
- fix LUA error: zz_treasure_manager_pba_less_artys.script:14: attempt to index local 'op' (a nil value)
- fix LUA error: demonized_weapon_modifiers.script:120: attempt to index local 'c_obj' (a nil value)
2.0 UPDATE 1:
- Attempt to fix Medallion not working on some installs by packaging vanilla model
- fixed LUA error: ...\scripts\perk_based_artefacts_af_medallion_binder.script:54: attempt to index local 'obj' (a nil value)
Охуенно, нечего сказать.
I think it conflicts with this one: Github.com
There is FULL and LITE versions in the archive, same as it was before. The LITE version is compatible with every other mod. The conflicts are for common scripts which are shared between multiple mods
i am a wizard
i cast death lamp
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...\scripts\perk_based_artefacts_af_medallion_binder.script:54: attempt to index local 'obj' (a nil value)
...
При начале новой игры спустя мизерное время, в дебаге всё нормально.
Перекачай ща
Тестирую. А лайт и фулл отличаются, насколько понял, совместимостью?
фулл нерфит обычные арты и некоторые параметры мусорных типа цены, лайт не трогает конфиги вообще
Понял, спасибо
nice
Старую версию нужно удалять, или можно просто поставить новую поверх и перезаписать?
Можно перезаписать
Да, проверил, LITE версия сразу работает (FULL не работает из-за моих новых артов), спасибо за крутую работу!
Very nice
This addon contains numerous minor changes to armor attachments (items_attachments.ltx). What was the idea behind these changes? For example, it changes wound_immunity and explosion_immunity for af_plates from 0.056 to 0.0509.
The idea is in the original description of old version
In that case, use this Pastebin.com DLTX version instead. Similar minor adjustments spread over multiple semi-related sections - that's a perfect use-case for DLTX.
For Anomaly Armor Attachments Overhaul compatibility, all changes made by this addon to items_attachments.ltx can be omitted. That is to say, Artifex's major armor attachment changes should take precedence over minor weight and immunity adjustments that this addon makes. There's no way to merge them.
The way to merge them is to use the lite version :)
For those of you who are reading this later: TheMrDemonized's statement was a joke. No, you can't merge them.
As for the lite version, it lacks all minor adjustments to everything, not just attachments. PBA only conflicts with AAAO in items_attachments.ltx, so I see no reason to solve it by using the lite version. Deleting your instance of items_attachments.ltx (or just giving AAAO higher priority in ModOrganizer) is easy, and produces better results overall.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...gamedata\scripts\zzz_ui_inventory_arte_to_grenade.script:34: attempt to call field 'saveArtefactState' (a nil value)
stack trace:
Occurred when I used Medallion as chakram(moved in grenade slot)
Move the mod to the bottom of load order, top priority
Thanks
umm where's the LITE version?
In the download
can you make a patch for the arrival mod?
Wym by the patch
Well, mostly script file because they have the same files, and when i check the detail of their file i saw both files are difference. So i just wanna ask if you somehow can make your mod and Arrival work together. It's just my request so you don't have to force yourself. Love your mod!
i wrote in description what to do in this case
u the best
Fantastic, I was just looking around for good artefact overhaul mods. Quick question, this has a conflict with Dynamic Emission Cover and I am concerned that this may break it's functionality. Is this true?
Fatal Error
Expession : <no expression>
Function : CScriptEngine:lua_pcall_failed
File :..\xrServerEntities::\script_engine.cpp
Line :206
Description :fatal error
Arguments :LUA error:
...\gamedata\scripts\perk_based_artefacts_ui_effects.script:9:
attempt to index global 'ui_mcm' (a nil value)
stack trace:
Press OK to abort execution
The error occurs when loading the world, the game is clean except fo the installed PBA 2.0 V3 and MODDED EXES of the latest version.
Install MCM please
helped! thank you very much, I just haven't used MCM before but only JSGME mod manager Thinking that MCM is useless, well thanks a lot the mod works, can you make more artifacts that can be used as throwing weapons? I liked the mod about processing artifacts and using them both in Shadow of Chernobyl network mode.
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А казалось, что лучше уже быть не может). Надеюсь, в будущем еще больше артефактов получат альтернативное применение,ибо еще с анонса второго сталкера у меня была мысля, что было бы круто сделать арты не просто бустерами, а дать им применение как у сфер в DooM, дающие временное, но мощное преимущество, или же возможность использовать их аля "магическое" оружие, взяв в руку, но постепенно расходуя таким образом заряд. Decisions, decisions... как говорится.
А ты седал и то, и другое.
Вы не перестаётё меня удивлять, мистер Демонайзд
Greetings, TheMrDemonized. i played EFP 4.0, it already has [TheMrDemonized] Perk Based Artefacts 23 and [Haruka] PBA - powered EXO combined, and i want to upgrade to this version of PBA. is it safe to just un-check previous version and activate this version, or a certain adjustment has to be made?
hello, disable old one, in the case of conflicts of new one move it to the bottom of the mod list
thank you for the replay. i use the LITE version, since the FULL version conflicting AAAO (items_attachments.ltx and items_plates_addon.ltx) and Animation of ballistic plates addon.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_f63366a1e4d3e064d01cfd5f7697b18a>::()::<lambda_8ff847804b34679ea0a148a1fcb21e5d>::operator ()
[error]File : Xr_ini.cpp
[error]Line : 366
[error]Description : fatal error
[error]Arguments : Duplicate section 'af_kevlar' wasn't marked as an override.
Override section by prefixing it with '!' (![af_kevlar]) or give it a unique name.
Check this file and its DLTX mods:
"c:/efp\gamedata\configs\system.ltx",
file with section "items_attachments.ltx",
file with duplicate "items_plates_addon.ltx"
just curious tho, is it safe to merge the difference between those two addons and the PBA (FULL version)? by merge i mean copy content from the two said addons that not present in PBA into PBA's items_attachments.ltx
No, don't use full version
ok. cheers! thanks for the mod
oh btw, medalion doesnt do anything? i trowed it at enemies, the sound is playing, but thats it..
Do you have the mods that overwrite artefacts world model?
this from base EFP [KronQ] Fixed Artefact Visuals
it has af_medallion.ogf
DLTX storyline also has it
What if you disable it
im sorry my bad, i forgot u need detector to actually see the artifacts..tehee
but it fly so slow, i thought nothing happened at first..is there any way to make it fly faster?
Try disabling fixed visuals mod
still fly slow, but its ok sir. still enjoyable bc make enemies panicked and stop shooting.
ive just tried clean install of efp 4.1, it works fine for me
just my luck i guess haha..my efp is already heavily modded so im not sure whats causing what anymore..