This mod completely changes the characteristics of artifacts, in the style of SoC, also optionally introduces a tier system for artifacts
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Changelogs
Version 1.7
– 1.2.1 ver. adaptation
– Fixed instant healing from artifacts on patch 1.2.1
Version 1.6
– File system changed (refurl's added), now the mod is compatible with other mods that change the EffectPrototypes.cfg file without merdger
– Now tier artifacts can be handed in for secondary quests to find artifacts (Attention, do not complete the quest with 2 or more artifacts required by the quest - the merchant will take them all, I can't fix this bug yet)
Version 1.5
Negative resistance effects equalized to positive ones
Changed effects of several artifacts
Version 1.4
– Fixed a bug where artifacts continued to produce radiation in a lead container
Version 1.3
– Complete rework of the characteristics of most artifacts
– Correction of errors in the display of characteristics
– Changes in the rarity and cost of most artifacts
Version 1.0
Initial Release
☢ Description ☢
Since I didn't like all the other mods on artifacts, I decided to make my own. Completely changes the characteristics of artifacts in the manner of SoC, with a focus on artifact builds to further enhance player's characteristics.
The characteristics of “Old” artifacts are brought to SoC style, now Thorn again takes out radiation, Soul heals, and Moonlight gives stamina.
New artifacts are now lore-friendly, meaning that they have characteristics close to the nature of their parent anomalies (e.g. chemical artifacts will not give weight-bearing, or electrical protection, but will protect against chemical burns, heal, or stop bleeding)
Changed the rarity of some artifacts, for example Bubble (Baloon) or Goldfish are rare artifacts like in the old parts. Look on the price of the artifact, the more expensive it is, the rarer it is.
Now most artifacts are not radioactive, but have other debuffs, which in turn gets rid of the CS/COP system, where there was a bottle neck of radiation draining artifacts, now most artifacts can be placed on your belt from the start.
Optional system of artifact tiers (same artifacts have weak/medium/strong effects), in addition, now such artifacts can be accepted by the merchant in the quest for artifacts! (WARNING! Do not complete the quest with 2 or more artifacts required by the quest - the merchant will take them all, I can't fix this bug yet).
☢ Preconditions ☢
There is a known bug with effects getting “stuck” on a player when he adds a mod or updates the game version and continues to play. This mod can be installed/uninstalled mid-game if the player does the following:
Launch the game and load the recent save.
Move the equipped armor and artifacts to the backpack.
Save and quit the game.
Install the mod.
Launch the game and load the save.
Equip the armor and artifacts.
These simple steps should help avoid effects getting “stuck” on the player.
☢ Installation ☢
Unzip ONE of the .pak files file into the "S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods\" directory. If the "~mods" folder doesn't exist, create it. After installation the path should look something like "S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods\ArtifactsOverhaulNoTierLabels.pak".
☢ Modified Files ☢
ArtifactPrototypes.cfg
EffectPrototypes.cfg
ArtifactSpawnerPrototypes.cfg (only for Tiers version)
☢ Compability ☢
Game version 1.2.1 compatible
Incompatible with any mod that alters:
ArtifactPrototypes.cfg
ArtifactSpawnerPrototypes.cfg (only for Tiers version)
Compatible with any mod that alters:
EffectsPrototypes.cfg
Since it is using Refurls and Refkeys. As long as no other mod alters the same structures, it is compatible.