The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
Addon that adresses the stats of all artifacts, rebalancing them, allowing for more variety.
An overhaul to the stats of all artefacts with aim of turning all of them into something useful, instead of 85% of them being just a tat for sale and nothing more.
Having played a lot of Anomaly and other global mods in the past, I've always found myself using the artifacts from gravity anomalies, namely a stack of 3 Wrencheds and the like, the ones that boost the combat related stats of armor, as not only most gravitational anomalies are easy to enter, get the artifact and leave, all of the other artifacts barely afford anything worthwhile, especially the ones from chemical and thermal anomalies, as not only you need to invest into something like ACE suit from mercs, or get an SSP-99 to get into these anomalies, but whatever you'll haul out of them, will pretty much always be a throwaway artifact that you can only sell.
So I've decided to remedy that by reducing the stats of combat oriented artifacts from gravitational anomalies (in some cases I just devided the boosts between artifacts) aswell as boost all other types and add some unique properties to them, to make pretty much every single one if not worthwhile, then something potentially useful, aswell as turn the artifact hunting itself into something potentially more exciting and rewarding.
Screenshots with the changes done to artifacts are in the "Screenshots" folder inside of Artefacts Overhaul folder. If some values appear too high to you, mainly the percentage ones that relate to Burn and Chemical stats, don't worry, the actual value is not as high as the percentage one makes it out to be, I've tested the artifacts inside the anomalies and have been adjusting and correcting the values for quite some time. Some changes are inspired by the iterations of the artifacts in older games, like SoC and CS, most notable examples are Crystal, Mama's Beads and Night Star.
There are also files with the artifact containers. I've just adjusted their weight with certain artifacts in.
Installation: To install simply place the gamedata folder inside of "Artefacts Overhaul (folder)" into the main folder of Anomaly.
New game is not required for this add-on, work perfectly file with your existing saves.
If there are any suggestions you have, I'd like to hear them.
Changelog:
v1.01:
Toned down Battery and Shell's Stamina Recovery a bit.
Removed negative stats from Monolith and rounded up it's positive ones so that they all have a similiar-ish percentage.
Adjusted Heart of Oasis' stats.
Adjusted Compass' stats, even though I don't even know where you can get it, but still.
Added a Radiation-less Artifacts option, as was requested in the comments.
v1.02
Reduced the size of the Screenshots folder by 100Mb, as was suggested in the comments.
v1.03
Changed the stats of Attachments, including prices. Added them to both the Standart and Radiation-less folders.
Made Screenshots folder easier to navigate by naming the files according to the item showcased.
Afterword: Interestingly, the files have Improved Kevlar Plates and Improved Carbon Steel Plates, but over the course of multiple playthroughs, I've never seen any trader sell them, or any stalker drop them, so, perhaps they aren't coded in, or something like that, so if AgoodSetOfPistols comes to check this update, I'd like to ask him to add them proreply in his Trader Overhaul add-on.
v1.04
Adressed the issue of the fact that fire_wound_immunity (ballistic resist in code) shows up in the game as Explosive resist, for some reason. Because of this Full Empty, aswell as few other artifacts and attachments weren't functioning as I envisioned, giving an Explosive resist, that shows in-game as Ballistic one, for some reason, instead of an actual Ballistic resist.
Also made some minor tweaks to a few artifacts and attachments, based on my experience with my addon together with AGoodSetOfPistols' Trader Overhaul.
Afterword: Really no excuse on my par with this blunder, idk how I could have made such mistake, but what counts is that I fixed it.
If you decided to give this addon a try, thank you. Have fun!
Average
9.518 votes submitted.
I feel like +46% stamina recovery for the battery is a bit too much as it's a more common artifact. Other than that it's a very promising addon
how come battery is more common, I always struggle finding it
What's an artifact? Never heard of it
It's good, I like it. I was tempted to make an artifact overhaul myself a week ago but I wanted to change everything, artifacts, junk artifacts and attachments, but I saw it would be way too much work for what I had in mind so I gave up. I mainly gave up because of how the system in Anomaly is handled, the stupid artifact modules where to edit one artifact you need to go through all of the modules and boxes as well. Then there's another problem with junk artifacts not being allowed inside of modules and they also don't have their own icons or items set up, more extra work. I wanted to make junk artifacts into actual artifacts, even if that breaks the balance a lot since you don't need a detector to find them, but maybe even that can be changed somewhere, I don't know. Another possibility I considered is just leaving junk artifacts as is, unable to put them into modules because they're too impure and would destroy the module or something stupid like that, so you would just put them all on the belt like normally.
Will you ever do anything with junk artifacts and attachments?
If you could merge this with the 'No radiation from artifacts' addon, that would be fantastic.
I prefer to follow the original lore of artifacts where the art and concept is that they are held in hands, just like the original games. I am not a fan at all of the modules to hold them.
Mod Link: Moddb.com
I was considering doing something about attachments. Personally, I only consider the Titanium Grids and Kevlar Layers to be more or less viable options, and maybe the improved Camelback, but that's not how it should be, everything should be more or less viable. I was also considering making original ones, that just use the existing icons and models, but I'm not sure.
Ideally, I also want to adress the armor situation, since not only there are some interesting looking suits that are unavailable (Exos with Seva's helmet being the most interesting), but there's also lots of other cool looking or unique armors that are so awfully statted you can't even force yourself to use them (Light Assault Vests being the best example, in my opinion), but for armors I think I'll need some help, or it will just take me some time to figure it out. Ideally I'd just prefer if someone experienced enough with modding (I've been making adjustments to game files since SoC, but I mainly have experience editing the Actor and small stuff, like artifacts and trader's stock, aka just the basics) so they simply could implement my vision.
Sounds like some good stuff! I personally liked how the base games were when it came to artifacts without the containers and what not. I wonder If someone could reverse engineer the artifact system to look more like they do in Call Of Chernobyl base game.
In addition, armors are not to hard to adjust and work on. I've added a few new ones to my Addon Trader Overhaul which use unique appearances and whatnot. Now, the problem being that the game really doesn't support 3rd person but that aside from the point.
As for the assault vest and what not yeah, that one bothers me. I made an alternative version that I called Mutant Hunter Vest or something of the other which gives amazing melee protection but that's about all I have done.
Anyhow, there is so very much I would love to adjust with the items, armors, and artifacts that I think would improve the game in one way or another... However, with people wanting compatibility files for a lot of things it makes it a HUGE choir to do such an addon. Anyhow, great work with this one mate!
What'd be fantastic is if putting the artifacts into better containers would further negate their negative effects. I tried to do something similar but I never found a way to alter the stats of an artifact once it's inside a container. If you manage to figure that out, that'd be an interesting approach on rebalancing the artifacts.
As far as the armor balancing is concerned I'd hold off for just a little bit. There's a guy in the Anomaly discord right now who's working on a massive rebalance of all the armors in the game right now to give them more logical and sensible progression.
Would it be possible to save the screenshots in the folder as jpg's instead of png's because having a filesize of 101 MB, with 98 mb being screenshots, seems a tad too much.
new game?
Works in an ongoing game.
Thanks!
Yes, I believe that they are not normally in the trader profiles. I have them added to a few traders already. Anyhow, I actually haven't got around to using your addon yet but It looks great and I will likely be adding it to my game of Anomaly later tonight!
Oh, neat. Guess I should get Maximum goodwill with someone else besides Olivius and Skinflint. Also I'll look into armors and maybe try out some small tweaks.
I'm going to be adding guides for adjusting trader files, outfits and other stuff with my new addon in the near future so if you need help you can give it a go!
That sounds perfect.
Can you make a version where artifacts don't have radiation absorbing ability? It just makes the game too easy
Yeah, the Wrenched artifact has -24 rads/second. Not sure if that's an oversight or a typo but that's definitely OP
Thanks very much for including the non-radiation variant.
Could you perhaps update the screenshots folder or be more descriptive in the changelog, so we know what changed? Because otherwise I won't know what updated or got rebalanced.
Does anyone know if this has any conflicts with Traders Overhaul?
The only conflict is that the Upgraded Kevlar and Carbon Steel plates won't ever appear.
I would love to see some grenades have the properties of some anomalies.
Say throw a grenade and it explodes becoming a Whirligig capturing an enemy and dealing said damage etc.
Just a thought.
After installing this mod, I take damage when sheltered during blowouts when I have my Goldfish and Gravi attached to my belt. As soon as I remove the artifacts, I stop taking damage. Is this a bug or are the artifacts supposed to damage the player during blowout emmisions?
Update my QOL Icon V2 -> V2.1 with this Artifact Overhaul addon required.
Overview of all artifact labels: I.imgur.com
- the two with pale green borders have positive radiation effect (reduce your radiation)
Thanks, I'll try it out!
will this work on the newest version of anomaly?
does it work with Artefact renovations Moddb.com
Be carefully, this mod using old scripts anomaly. If you want use this mod change that string "bind_artefact.script" to "item_artefact.script" in file "items_artefacts.ltx" by pass ..../configs/items/items
don't see such a string. On what line is it?