Development of this mod has been stopped. Last playable version is 1.01. It still might work fine with latest versions of the game, but it's not guaranteed. It was my small dive in the modding without any official releases of the modding tools. If you want to fix something for your own or want to make repack, feel free to check GitHub page in description. It's containing all source files needed to work on the mod or to fix it to current games values.
And I want to say a big thank you to everyone! It was a little time-consuming (main reason to pause development) to make, but I hope it made your gaming experience a little better! Cheers!
Please note! If you are using label version with tiers, some artifacts may show that they are dealing "weak" effect. That's can't be fixed easily, just compare artifacts prices. Labels for tiers version is here just because some people might find it more usable, but it's not a supported main version, since differences between tiers not so huge to be reflected in labels (instead of numbers). The better cost, the better effects!
One - this mod is not in development anymore, as stated above by the author. Two - there are artifacts that reduce radiation. Three - the whole point of the mod was to make it so you had more unique downsides than just radiation.
No, it's not the whole point. The whole point is give back how artifacts should work since it 99% based on how it works in older Stalkers, but without the radiation debuff. Which is a very stupid concept. Artifacts that boost something NEEDS to give you radiation, it's the lore and the ONLY way to balance the game properly.
Your thinking is limited to juggling only one concept (radiation), which works boringly as a slow poison, where as there's so much more potential and cognitive effort to be made in a system with many other drawbacks.
Clear Sky Retconned artifacts and how they worked somewhat. Shadow of Chernobyl they were more varied and unique, it was only after clear sky when downsides predominately became just radiation poisoning (Which is quite lame imo).
Interesting how Mr. rodrigoxm knows what's the point of this here mod better then the author of said mod. Such studied and wise individual. Well adjusted too
Why not give the "Rubik's cube" properties to the "compass" artifact? This would be more consistent with its properties from previous games, by the way...
It's an interesting take, I'm very glad the arts are balanced and not OP. I think this would work great if there's a way to make Lead Lined Containers also prevent non-radiation negative effects. Playing with this using a late game suit feels very limiting considering half or even 2/3 of the artifacts have negative effects not related to radiation and thus make Lead Lined slots pointless and wont allow for more varied builds as you forcibly have to counteract the effects with more artifacts rather than being open to use whichever on the upgraded slots.
Hope someone else will pick up on this or the other artifact mods and create a more expanded artifact list, or work artifact crafting into the game.
Hey, I know you are no longer continue this mod, but just I case you come back some day, I just want you to know how awesome your mod was. The base game's artifact system is so not fun to use, but your mod actually introduce so much intricacy to it. Now in combination with the base game's amours, your mod has made so many more new build options to be viable, thank you very much.
In the merchant's "Seeking Random Artifacts" mission, you already have the required artifact but cannot deliver it. Perhaps only a specific level of designated artifacts can be delivered, right?
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And I want to say a big thank you to everyone! It was a little time-consuming (main reason to pause development) to make, but I hope it made your gaming experience a little better!
Cheers!
Please note!
If you are using label version with tiers, some artifacts may show that they are dealing "weak" effect. That's can't be fixed easily, just compare artifacts prices. Labels for tiers version is here just because some people might find it more usable, but it's not a supported main version, since differences between tiers not so huge to be reflected in labels (instead of numbers).
The better cost, the better effects!
I'm making some small tweaks but I'm running into some trouble. Need some help.
Hope someone else will pick up on this or the other artifact mods and create a more expanded artifact list, or work artifact crafting into the game.
The effects feel useful without being OP. I find myself constantly juggling between a set of artifacts.
Thank you, you're the best, Danibash.