Improved artefact spawn patterns for more interesting gameplay. 1.5.1 and 1.5.2 compatible.
This addon changes the way artefacts spawn inside anomaly fields.
In vanilla Anomaly artefact spawns are decided purely by the type of anomalous fields. Absolutely nothing else is being taken into consideration, which makes for pretty poor balance.
The addon makes things more interesting by requiring the player to go to the more dangerous and secluded parts of the Zone in order to find the best treasures. Anomaly fields in places that are heavily populated/close to common paths/not very dangerous to the average stalker will mostly spawn low tier stuff. Raid labs, go North to fight mutants and Monolith or travel to remote areas if you want a real payday.
No more farming for best artefacts in Swamps!
Spawn pools were changed to also follow closely what kinda anomalies can be found at each field. Pools themselves were inspired by the original trilogy lore, with adjustments needed to work better with Anomaly.
The addon was balanced around Perk Based Artefacts however pure vanilla will work fine as well.
Should also work alright with ARX. Same with Gamma modpack. EFP uses its own variation of this addon so it's unnecessary, use the artefact rework bundled there.
Will not work with addons that add new artefacts.
The addon is technically simple, but required a bit of work. Uploaded to ModDB upon requests.
Feedback is welcome.
Good hunting, Stalker!
Changelog:
1.01 - Added basic support for the new levels from xcvb and Longreed (1.51 version)
My other addons:
Smoother Progression
Fixed Artefact Collision and Visuals
Exoseva Outfits
Sound interesting, its really too easily to get rich in the initial locations, I'll try this addon
most stalkers are used Artefact addons now any chance to make it work with Artefact Renovation addon ? i personally hate to play with vanilla Artefact cuz they kinda useless to me
Artefact Renovation is abandoned, outdated and very poorly balanced.
The only artefact addons that are worth considering these days are ARX and PBA, both of which this addons supports.
Technically my addon should work with AR but there is probably zero point in that, since the artefact "balance" is completely different from what I based the addon on.
Hello, is there the possibility of making a patch or making your artifact generation mod compatible, so that it works with this mod that adds new artifacts? Moddb.com
I find this artifacts mod great as it incorporates artifacts from the old stalker games and adds some new ones, but the generation of these artifacts in the anomalies has some problems, it would be great to be able to use them together
I wish I had the time to check out 105 artefacts and balance them against my addon, but that is simply not the case for the time being. The author of that addon should be way more familiar with their work, so maybe they can do something about it.
This addon is about 3 months old, but only now got uploaded to moddb. I don't plan on doing much more with it, other than fixing some glaring issues should anyone report any.
Hi :)
What kind of generation problems have you encountered? If it's a weird spawn like electro anomalies may spawn thermal artefacts then it's because ARX Spawn System focuses on artefacts' tier (south - middle - north) and not on artefacts' type. I may rework this aspect if I'll have time.
Hi dude, you are the modder that that based his addon on mine without notifing me, right ?
I got no problem with that but I feel you made you a lot of unnecessary troubles ...
Firstly ARX will get 1.5.2. update this month that will remove necessity for binaries, will change artefact formula (I updated all artefact values + their weights + container weights) and bunch of other stuff. So it might seriously unbalance your addon. Of course you can update it, which I recommend. I can provide you testing version of 1.5.2 and guidance how to work with new arte formula (it is easier than before, cos value 0,1 = 10% immunity and 0,05 = 5% immunity)
Regarding spawn system:
For your addon you specifically chosen RNG Spawn system but default system should be "focused" spawn system. So it was your decision, not decision of me, ARX or anybody. Random spawning is random, while focused spawning is doing one compromise - lumping some (only some) fire and electro artefacts into one group (elemental arte). Compromise was done to enhance gameplay and make arte hunt more predictable but not to a point you know exactly where you need to farm what with 100% probability. Now probability is 90% or so, you need to try a bit harder.
That said, I recommend you to base your addon on this addon (best decision) or on focused spawn system.
I am grateful for your valiant effort, make no mistake. Though, from developmental stand point it is better to contact author of hard prerequisite to spare yourself a troble. My discord handle is somewhere in my addons, I can give you testing version of ARX 1.5.2
Hi man. You're right I should have contacted you before starting my work :) I think I'll wait for the full release of 1.5.2 version of ARX and then I will use this addon to base artefacts' spawns. (if I'll not be busy.)
Thank you for your work!
как называется сервер и канал дословно на котором можно загрузить Arx 1.5.2 зашел на S.T.A.L.K.E.R. Anomaly но там нет канала " ONLY-addons-no-Questions" . помогите загрузить.
Also, as for Dante artes, My opinion is that less is more. Merging some artes, into one. Making description longer and cooler. Maybe considering the amount of new artes going down in numbers to at least half. This comment will get drown in sea of internets, it is just good advice.
Bit of extra info, this should work with the classical modpacks (EFP and gamma) and should be balanced :) . Good work, thanks KronQ.
I'm not very familiar with the exact contents of EFP and Gamma, so thanks for confirming it, since people are inevitably gonna ask. 👍
So that means Artefact hunting will be much better? Finally, and finally I can walk everywhere to find some artefacts.. Sidor, I'm coming for ya with your needed artefacts!
It should be more interesting. Vanilla is pure RNG where it doesn't matter whether you are casually enjoying the sunshine in Cordon or frying inside the Sarcophagus, you'd have exact same chances of pulling a good or bad artefact.
This addon fixes that.
Thank you, I appreciate it.
Nice work. 10/10.
Thank you I've been waiting for this mod for a long time
Is it safe to install mid playthrough? Or should I start a new game?
I haven't tested it in that regard, but it should be. However the effects will only be visible once you pick up the already spawned artefacts and an emission happens.
Guess Ill give it a shot, I doubt anything will go wrong but I only play ironman so Ill likely die before any issues happen haha. Thank you for the addon.
Ахах, еще сильнее усложняет игру? Я за прохождение сюжета аномали нашел 4 артефакта максимум и это я бегал с велесом, кроме мусорных в аномали ничего нет, в тайниках и трупах шанс найти в 100 раз выше, чем в аномалиях.
This has nothing to do with artefact spawn chance (which can be adjusted via the ingame settings fyi) but what kinda artefacts you actually get depending on where you are.
is this compatible with Moddb.com ?
Theoretically yes, if you load my addon after it, but practically it defeats the purpose of this addon, because AR is not balanced in the slightest.
make them patch as well please
A must have if there´s some spawn artifacts inside labs. Freeplay always makes it kind of pointless going underground. Hope you could make patch for artifact renovation if you can.
good work
X-18, X-16, X-10 and Sarcophagus have spawn points for artefacts. With this addon you should be getting much nicer stuff than average by visiting those.
AR patch is not coming ever because it's an outdated addon with very poor balance.
I just need to know, do the artifacts come out the same in the same areas as always plus the ones you possibly added, or can they literally come out anywhere to always have the detector on hand?
The spawning mechanincs are the same, you are still looking for artefacts in the same anomaly fields as always. Only the artefact distribution itself within those fields was changed.
this is how it should be, or at least in soc you find them laying on the ground but the best artifacts are closer to the cnpp
great addon, must say this could be even essential
Will you make Moddb.com support?
Not happening. It's over 100 artefacts I'd have to go through and redistribute into pools, which is almost double the amount of default Anomaly. The artefact addon makers or any third party can make patches themselves and upload them separately. I don't really care if someone edits this addon for their needs. In order to redistribute any new artefacts you only need to edit the pools inside artefacts.ltx.
I added that addon with variataizer in my pack, so now I have 4398 artefacts 🤣
Not sure that it`s possible to balance them in any way.
Great mod, thanks a lot :)