The aim of this mod is to add in the old locations from ShoC and Clear Sky, and to provide an enhanced and extended gameplay experience while (mostly) sticking to the vanilla storyline. At this point, the mod (v0.45 alpha)contains 37 locations total, approx. 200 weapons, lots of new armors, items, artifacts and anomalies.

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Report RSS Artifact Activation
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VigoVonHomburg
VigoVonHomburg - - 326 comments

Holy ****. My anus is unprepared for this.

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Shirby
Shirby - - 162 comments

That made me lol so badly. xD
True though!

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Baryonyx
Baryonyx - - 270 comments

Misuse of artifacts is highly dangerous and not recommended.

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SovietKGB
SovietKGB - - 41 comments

you are launching this game to another level, just awesome!!

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Derranged
Derranged - - 730 comments

Did you create these animations? They don't look anything like the original animations. Also, good job. Does the anomaly stay in that spot forever? Or does it de-spawn?

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smrtphoneusr Author
smrtphoneusr - - 794 comments

these are vanilla CoP/Csky artefact animations made by GSC.

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tykaller_
tykaller_ - - 242 comments

They last forever? By the way can you add the ubber anomalies of SoC?

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smrtphoneusr Author
smrtphoneusr - - 794 comments

As far as I can tell they stay active the whole time. I already restored lots of anomalies from previous games, even those that were never used in any of the games like the monolith anomaly or the no gravity zones.

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tykaller_
tykaller_ - - 242 comments

Nice, I'd like to see that. The 'ubber' anomalies that I mean are the big powerful Vortex anomaly in the Pripyat stadium of SoC and the big electro anomaly in the electric tower at the entrance of the CNPP, where the 2 helicopters get inside then crash.

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ubermensche
ubermensche - - 697 comments

Really, really awesome! But what's the point of it? Will it be the new way to equip artifacts?

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smrtphoneusr Author
smrtphoneusr - - 794 comments

It can be used to set traps for mutants.

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Trooper425
Trooper425 - - 412 comments

So artifacts can crate anomalies now? That's kind of odd...

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smrtphoneusr Author
smrtphoneusr - - 794 comments

Actually it is a disabled feature that was in all Stalker games, so it's not like you can do it 'now', you could do it from day one.

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omisrunner
omisrunner - - 6 comments

is there a way to re-activate it in the normal games

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tykaller_
tykaller_ - - 242 comments

Throw one of them in the entrance of Skadovsk... Bye Bye ******* door blockers ^^

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Erik313
Erik313 - - 459 comments

Nice! Is that a Monolith suit? I always have been a fan of their uniforms and camouflage patterns.

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smrtphoneusr Author
smrtphoneusr - - 794 comments

It is. The monolith heavy outfit to be precise.

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tykaller_
tykaller_ - - 242 comments

There is the Monolith SEVA suit, this one, the Monolith rad suit and the monolith exo. You mean there is a light version? Show us :O you intrigue me :/

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smrtphoneusr Author
smrtphoneusr - - 794 comments

Not sure what you mean by rad suit, but I guess it is what I consider to be the monolith light outfit, the heavy outfit is the one that looks like the exo suit but without the actual exo skeleton (i.e. Beard is wearing the neutral version of it).

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tykaller_
tykaller_ - - 242 comments

The rad suit is what you said: Stalker.wikia.com

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ExoMonolith6
ExoMonolith6 - - 125 comments

can the anomalie u create make more artifacts or is it more of a activate at your own risk move

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smrtphoneusr Author
smrtphoneusr - - 794 comments

no, only anomaly fields can produce artifacts, and once the artifact is used to spawn an anomaly it will be gone and cannot be retrieved.

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CloneWarrior85
CloneWarrior85 - - 3,475 comments

Ohh finally i can set delicious traps around my Monolith >:)

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Chezzlor
Chezzlor - - 860 comments

Now that is a cool feature! Nice work.

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D.M.E
D.M.E - - 4,446 comments

Will these anomalies affect npc's or mutants ?
I have seen mod's were the npc's have not been affected by them and were walking straight through them like they were not there. I tried spawning an anomaly in the doorway to the bandit base in Jupiter where you rescue Mitay from, I wanted to trap the bandits inside but it was like it was not there for the bandits (It hurt me though), I know they were created differently in a different COP mod but I wondered will these anomalies have the same effect or lack of?

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smrtphoneusr Author
smrtphoneusr - - 794 comments

In CoP the only thing affected by anomalies is the player himself and mutants, this seems to be hardcoded.

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R0ADKILL
R0ADKILL - - 1,174 comments

Spank that artifact :D

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SQ5000
SQ5000 - - 443 comments

Yes nice this open new possibilities for tactics.

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SQ5000
SQ5000 - - 443 comments

The zone of opportunity

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Psythrandir
Psythrandir - - 155 comments

Nice work!

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JackRabbitSlim
JackRabbitSlim - - 502 comments

SWEET!

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DrBlizzard
DrBlizzard - - 387 comments

That... is absolutely... wicked. End of discussion!

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Jaygermeister
Jaygermeister - - 3 comments

Anomaly-to-go : your own portable weapon of "wtf-it-was-not-there-yesterday"! Use with moderation and do not mix with alchool. Results may vary from fear to pure awesomeness.

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Description

not sure if it has been done before for CoP, but I felt it was a nice feature to add