Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of the X-Ray engine. Starting with version 1.5.0 Anomaly uses a custom engine build called the XRay-Monolith engine. After almost one year of development of the Anomaly 1.5.0 update, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.

Add addon Report Total Artifact and Attachment Overhaul v10
Filename
Total_Artifact_and_Attachment_Overhaul_v10.rar
Category
Singleplayer Map
Licence
Proprietary
Uploader
Nekousagi
Added
Updated
Size
25.34mb (26,567,118 bytes)
Downloads
4,164 (10 today)
MD5 Hash
c2de71ad31235e0f80e50b20add4283c
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Description

This mod makes artifacts actually useful, makes junk artifacts into real artifacts and also rebalances attachments

Preview
Total Artifact and Attachment Overhaul v10
Comments
tediore
tediore

they have too many disadvantages to use them with some utility :(

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Nekousagi Author
Nekousagi

That's why you have 5 slots, to mix them and get something good out of it

Reply Good karma+6 votes
[TK]
[TK]

You tweaked the bread!
Ty, but I think the satiety value is pretty op on this one.

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Nekousagi Author
Nekousagi

You ******* will call anything OP or too weak without even trying it, you'll still get hungry, and it counters some of the other artifacts with -hunger.

Reply Good karma+11 votes
[TK]
[TK]

k bro pls leave the belt dont hit me :(

Now for real, I tweaked mine long time ago, and it didnt even get 0.015 ingame satiety, when it made me eat just 1 time a day. I feel like 0.2 is actually pretty much. But hey, im just a noone comenting about some virtual **** in the internet. You dont have to be mad.

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Nekousagi Author
Nekousagi

I'll let you live this time

Reply Good karma+14 votes
ChlebZeSmalcem
ChlebZeSmalcem

X ****** D its gold

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SkootRoot
SkootRoot

"0vr pered p;ase ficx this thia nnut foun psld fics p;ease"

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[TK]
[TK]

Very yes.

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Incompetent
Incompetent

The most fascinating part of this mod is the corpse lying inbetween your stashes. Was that this mod's beta tester?

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Nekousagi Author
Nekousagi

Actually he's a beta tester of the Deadly Mutants mod, I tested a few mutants in this room.

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Incompetent
Incompetent

Ouch, in that case it's safe to say he'll stay dead. Rest in pieces I guess.

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dave_5430
dave_5430

Cool meme, bro.

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BandyRFC
BandyRFC

Thank you for your efforts. I have your mod installed, but so far in early game have discovered apparently "junk artifacts" that list only 100% efficiency as a benefit. Is that a benefit or should I just sell to Sid? LOL...

In your mod description you say, "v3: Junk artifacts aren't useless trash anymore, now they have new properties..." Please explain Cell and Heart which appear not to be useful from game text other than 100% efficiency WTM. Thank you

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Nekousagi Author
Nekousagi

The mod updated today around the time you posted, maybe you still downloaded v2 before v3 was up. Just redownload, everything should work fine.

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dualsoul1423
dualsoul1423

Is it intentional or an oversight that Junk artifacts still can't be placed in containers? Because some of them produce a heckova lot of rads, which makes it difficult to properly collect and transport them, let alone equip them.

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dualsoul1423
dualsoul1423

I seem to have found a Fatal Error with your mod. Not sure which artifact it is, but something is causing a CTD when I try to detect it.

FATAL ERROR

[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 548
[error]Description : joint2

I uh... Do hope you figure out what this is. I'm assuming it's part of the whole "Junk Artifacts require a detector" change. That, or adding 3 new artifact spawns. Maybe both. Worst case scenario you have to revert that. I hope you look into this soon.

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dualsoul1423
dualsoul1423

So after some testing and attempts to recreate the bug, it would appear that at the very least, there is a problem with the Dragon's Eye artifact where it causes the CTD upon being detected and spawning in. I double checked by trying to replicate the bug via searching a half dozen fire anomaly zones until my game crashed again. Then I removed the Junk Artefact file, loaded back in again, and grabbed the troublesome artifact to confirm that it was indeed Dragon's Eye causing the crashes. I would get the same error log too, which is further proof that something goofed with Dragon's Eye. I have yet to see this happen with other artifacts, but I'm gonna test further in Debug Mode to make sure. I'll post any further findings here.

Edit: Nevermind. Went into debug mode and Atom caused a crash too, with the same crashlog to boot. I checked the ltx file and everything seems to be in place and nothing seems to be missing, so I officially don't know what is causing the problem. I hope my limited testing helps in your own troubleshooting.

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Nekousagi Author
Nekousagi

This is some godly bugtesting and it really helps a lot. I'll look around and see if I can somehow fix this without removing the need for a detector, otherwise the problematic artifacts will need to go back to not needing a detector.

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Nekousagi Author
Nekousagi

I can't fix it, it's ****** beyond repair. Half the artifacts crash the game so I'll have to make them not need a detector again. I'll lower their prices but won't change the stats.

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dave_5430
dave_5430

Here's a tip, test **** before you upload it.

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Nekousagi Author
Nekousagi

Nah go **** yourself, mod's fixed :)

Reply Good karma+5 votes
Zerk.
Zerk.

lol

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FatalFunnel
FatalFunnel

Have you taken a look at and considered my artifact mod for CoC?

Moddb.com

Much of what it does is get rid of all artifacts with positive qualities, and give each artifact unique qualities which counteract other types. Thus the choice of which ones to use becomes a very careful balance decision.

I have been thinking of adapting this to Anomaly, though I dislike its container feature.

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Δαμοκλῆς
Δαμοκλῆς

You should probably due this but you should embrace the containers, It allows you to worry less about needing to balance the radiation. I wonder if you can make it to were an artifact gives radiation without a container but takes radiation away with one.

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dualsoul1423
dualsoul1423

Glad to see my rudimentary bugtesting helped. ^_^
I'm even more glad to see an update! Thanks for the great work!

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HartmannMk
HartmannMk

Requires New Game?

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AnUnconvenientStalke
AnUnconvenientStalke

overall i like this, the only problem i found is with junk artifacts as they are producing a lot of radiation and can't be placed in a container.

EDIT: forget about it, it's in the mod's description. Just in case anyone missed it like me i will quote it.

" You can't put Junk artifacts into modules because they would explode™. Find -radiation artifacts to counter their +radiation, or smoke a few cigarettes."

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Herptyderpoty
Herptyderpoty

im dumb

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HartmannMk
HartmannMk

Compatible with Update 4?

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dualsoul1423
dualsoul1423

Certainly seems to be. Been running it for about an hour. No problems yet, but I'll be sure to yelp if I see one.

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Bigpotatoes
Bigpotatoes

Has there been any problems so far?

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dualsoul1423
dualsoul1423

None at all. Otherwise I would have yelped. ^_^

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Rogers19
Rogers19

Slight hiccup. I can't place Artifacts in LLMC for some reason but other artifacts I can.

Also it lists some artifacts as 'junk' even though they have stats. Is there any chance the LLMC and the modules can be fixed later on?

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Nekousagi Author
Nekousagi

Reading is very hard

Reply Good karma+4 votes
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Guest

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ArcanePoro
ArcanePoro

Would it be possible for you to post the 0.9 changes on google spreadsheet or have a screenshot? The MEGA link seems to no longer work.

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Nekousagi Author
Nekousagi

Works on my machine

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get-off-my-property
get-off-my-property

Very nice, finally Artefacts are better than technological attachments.
Thank you buddy.

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saturnit3
saturnit3

I didn't install the mod yet but seeing from the screenshots folder, every attachment, artifact and junk has been made so that they have significantly high benefits at the cost of being more radioactive or giving less resistances or some very situational drawbacks.

But some item's stats are really weird, items or even artifacts can reduce radiation now. This kind of alteration really messes with the game's balance. Especially the stamina regeneration ones. Camelbak in the basegame gave stamina regen, whereas the one in this mod gives u stamina regen, at the cost of -100 burn, electric and chemical resistance. By the way it also removes 10 radiation per second, reduces a bit of hunger and regenerates a bit of your health, with no downsides but now you get more hurt by anomalies, which were one shot kills anyway with most of start and midgame gear anyway.

The gameplay impact is tremendous with the smallest of attachments. I know you can edit these to suit what you want but most of the time I want my mod to come balanced from get-go and not to invest my hours into thinking about balance. In this current state, this mod seems to be very unbalanced. There might be people who like it and I understand it but in my opinion this mod would make the game a walk in the park if I installed it, hence the low score. Hope there are more improvements.

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Nekousagi Author
Nekousagi

tldr your gay

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Δαμοκλῆς
Δαμοκλῆς

Could you please make it to were at least most of the "junk" artifacts can be used in containers. It doesn't really make sense why you wouldn't be able to put them in the containers and on top of that now that some artifacts remove radiation it makes the containers useless for those artifacts.

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Nekousagi Author
Nekousagi

no

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Δαμοκλῆς
Δαμοκλῆς

I feel like you don't want to change that due to needing to change the code and text files. The issue it presents with Anomaly is that it breaks some of the main changes to the balance via the containers to being useless items that have no place in the mod after your changes. The containers are part of the reason that people play this mod, because the way it's balanced is different from vanilla in a way that feels less "video gamey". I like the idea of some artifacts removing radiation but when you can use them without the containers it makes the containers completely useless. It's hard to want to use a mod the changes the way the game is balanced with a mechanic change like that. The main problem being that you can stack artifacts that you can use the containers with and ultimately always be way more powerful because you'll always have no radiation issues ever. What's the point in using the worse junk artifacts and using a combination of them if you don't need to do that at all and just use the better artifacts with the containers and never have to worry about it. The whole point of artifacts needing the containers was to balance them in a way that made more sense and ignored the system of needing to balance the radiation between them.

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daftestofpunks
daftestofpunks

The non-radioactive artifacts still cause radiation, despite their descriptions saying otherwise. Or I'm using an old/bugged version. Can you double-check if that's the case on your end?

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pavelmazurenok
pavelmazurenok

Artifact "Dragon Eye" allows the blowout to kill you even while you're hidden in cover (not instant - it takes 4-6% of life every 2 seconds) if this artifact is put into your suit's artifact slot

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Nekousagi Author
Nekousagi

cool

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11 votes submitted.

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