It may not really be a spoiler but some will think so, If you don't want a small but major grief preventing pointer stop reading NOW... There are tonnes of new quests added to SGM for this mod and it will save you a lot of hassle in the long run if you DO NOT sell any artifacts or mutant bodyparts. Just save up all you find of both as there will be times in the game where you could spend ages waiting around if you haven't saved what you've previously found.
So what are the artefact spawn rates like, because I hate travelling to an anomaly site just to get 1 sodding crystal or stone flower.
You'll be too busy to do those sorts of trips, your better off just checking them as your passing by on other matters. There's plenty about but you'll get work where you'll need quantities of certain types, so if you save them up you won't find yourself stuck needing a couple of this or that. In total I'd say through quests and tasks you'll end up needing maybe 40 various artifacts in a playthrough. So if you just wait until your asked and then plan on hunting for them your screwed, and you will waste time doing trips you don't need too.
I'm a hoarder when it comes to random crap but it sounds like the only source of income will have to be guns and grenades and maybe those random items of food off dead guys.
There's money bags and progression coins and plenty of other sources to build cash with. Costs for repairs and upgrades are high though.
But it's all down to those 60ru a pop tin of mixed nuts they always have.
So, is SGM vanilla locations only?
Oh it was for the scientist quest right?
There's quite a few quests and tasks that require them. But as long as you save what you get you won't get stuck for too long, Plus there's some in stashes and on corpses etc. It's a good idea to just avoid selling them. Also there's a reason certain features are switched off, Turning them back on in mod_parameters will cause problems late in the game. I thought I'd mention it to you as you know SGM well enough to be inclined to turn things back on (Just like I did at first).
Hey david what features can i turn on? also are the same stashes in backpacks like 2.1 or are like normal stashes in vainilla, i only found normal stashes /:
A couple of the things like SGM anomalies were removed to increase stability by reducing data corruptions that would appear over time. I added them back but started getting corrupt saves in freeplay so I removed them again. You can do whatever you want with the SGM menu settings. What I wouldn't advise is changing the settings in the Mod_parameter file, reactivating features like the repair boxes had the same effect. It actually plays well like this. Repairs and upgrades do not become dirt cheap so you need to earn money by using things like the recycling bins. I actually like how it is balanced now. I didn't expect too like not having the repair box feature. But in this version it works well without it.
Oh i see, well thanks David it's a great mod so far.