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segudei

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  1. segudei
    segudei
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    Attention!

    • Updated for 1.2.1 game version.

    • Please follow the preconditions to avoid possible bugs with effects.
  2. kamikadza13
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    Please fix "unencumbered weight"!
  3. Ferlucio
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    Like someone else mentioned, +Weight artifacts only seem to increase Max(red) weight, while the green weight remains the same, so if i'm just barely in the yellow zone, and I add a goldfish that gives me +12Kg I still remain in the yellow zone, whereas in the vanila the yellow zone also moves by 12 kg. Interestingly the Weird water works properly (since the mod did touch which makes me think that this mod only gives artifacts +max weight and there's probably another stat called something like "unencumbered weight" or something like that. For those of you who remember the original trilogy modding you'll remember how artifacts and armours had 2 different +weight stats, probably something similar here.
  4. Ferlucio
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    Are the "strong" tier of artifacts from the tiered version the same as the base from the non tiered one or are the strong better than the regular from the non tier version?

    Edit: Also, anyone knows if this works with "Physical Protection Artifacts Work" mod (it only alters  EffectsPrototypes.cfg so it seems it would be compatible)  or if that mod is even necessary since maybe this one also alters it?

    Edit2: What does -Fatigue (like from thunderberry) do? Is it for sleepy effect? I never got that one aside from the cat enemy and then it goes away anyway. Or is it something else?
  5. Marzoopilami
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    Hi segudei,

    I'm playing the Desolation mod with your mod (tiered version with numbers). I encountered an unusual issue - equipped artefacts stopped working after each load, so I had to reattach them every time.

    Do you have any ideas what could cause this behaviour?

    Thanks,
    Marko
    1. Marzoopilami
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      Ignore this; this happens with ANY artifact mod after the 1.2 update. I used the same mods, updated the game, and the issue appeared. I tried everything, including the new game, etc., and I have not had any results so far. Only unmodded vanilla artifact work, which are useless and boring, TBH.

      If you have any ideas, please advise...
    2. Marzoopilami
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      I noticed another detail common for all artifact mods I have tried (always by starting a new game). It might be helpful.

      The artifact's protective effects don't work after load, but radiation still works and accumulates, and radiation absorption artifacts, like Sponge, also work. Only protective attributes are disabled until I unequip and equip the artefact from the inventory after loading the game.

      I'm not 100% sure, but since this started after the 1.2 update, I suppose the devs changed the artifact effects mechanics. I wrote to support the exact complaint and their answer was:

      Thank you for contacting us. From the info you shared I see this is caused by the mod and only way to fix it would be to reach out to the mod developer.
       
      Generally after each update/patch mods also need to be updated by the mod dev so most likely they have not updated their mod as of now.

      Best regards,
      Ken
      S.T.A.L.K.E.R. Technical Support Team
    3. segudei
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      I haven't download the new version yet and I'm at work right now, so it'll be a couple of days before I figure it out, and when I do that, I will immediately release an update
    4. Marzoopilami
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      Thanks segudei,

      I can confirm that even vanilla artifacts do not work after the game load until reattached manually again.
      I removed all artifact mods and checked conflicts with other mods, and nothing is related to artefacts/effects or containers/suits.

      Is anybody experiencing the same issue after the 1.2 (1.2.1) game update?
    5. segudei
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      I don't even know what to say, I looked at the vanilla files of patch 1.2.1, and all I found was that GSC removed 4 artifact effects on health restoration (ArtifactHealthRegen1-4), I installed my mod on artifacts and it works, both with and without tiers, the only thing is that the artifact effects on health restoration do not work correctly, but I have already fixed this

      The only explanation I can give for why artifacts do not work after loading is that the game does not save the effects on the player correctly, as a result, when loading, all effects are reset, and you have to put the artifact in a container for them to work again
      As for the fact that radiation works after loading and removing the artifact, this is 100% a bug with the effects, this was also on the first versions of the vanilla game

      I have a screenshot from another stalker forum, here a guy completely removed the armor, but the game thinks that it is still on

      Fix bugs with effects getting stuck, it's much more difficult than moving artifact effects in a cfg file, and unfortunately I'm not capable of that, and I've already run out of desire to mod it
    6. Marzoopilami
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      Thank you very much for your effort and explanations, segudei!
      I'll try your update now and tag along until GSC fixes the game further...

      Thanks again!
      I completely understand your frustration and appreciate good manners like yours and your will to help.
    7. segudei
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      You're welcome!
      Keep in mind that you're lucky, because I've already left stalker a month ago, and only found out that the mod needed an update because I decided to download a couple of mods for KCD2 lol
    8. Marzoopilami
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    9. Marzoopilami
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      (although I am a bit sad you decided to leave Stalker 2, I respect your motives)
  6. linuspacehead
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    Hi, thank for the great mod, segudei!
    I wonder, can i make a lower prices for artifacts? I'm running with MHM and prices are too much like 100 000+ for lower artifact, sell price for a fireball is 9k for example (i wonder how expensive a rare ones)
    1. segudei
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      I think it would be easier to contact AniHVX and ask him how to lower the artifact price multiplier, because I set the artifact prices manually based on the vanilla economy

      As far as I remember, in MHM, in one of the files, the artifact price multiplier is configured, and it would be much easier to change it than manually unscrew the prices for all artifacts (~70 lines)
    2. linuspacehead
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      Thanks for your reply and good luck
  7. CactusBurger
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    Does the tier affects the artifacts numbers or is it just a easy way to tell which artifacts is stronger
    1. segudei
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      I didn't quite understand what is meant by artifact numbers. If you are talking about the chance of an artifact spawning in an anomaly, then it doesn't affect it. But if you are talking about effects, then the effects will only differ in strength.
  8. Marzoopilami
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    Hi, segudei,

    It's quite an interesting mod, especially with tiers. I've just installed it (tiers ver). No problems; new stats are there, but are there any console commands to spawn artefacts with different/specific tiers since I sold all my current arts, slept over, etc? Just to be sure...

    And just one question - what are the lead container tears, and how do they work? Are they belt items or upgrades? For now, I don't see any change, and they behave like in vanilla (remove rads only). You mentioned that they should remove adverse effects, too. Still, they only remove radiation. I tested this with hunger increase arts (snowflake and glare) right after full satiety and got hungry again in a few seconds.

    Thanks!
    1. segudei
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      Hello! If you mean spawning artifacts via console, then using the flash as an example

      XSpawnItemNearPlayerBySID EArtifactFlash – medium
      XSpawnItemNearPlayerBySID EArtifactFlash_Weak – weak
      XSpawnItemNearPlayerBySID EArtifactFlash_Strong – strong

      You can take any artifact and add _Weak or _Strong at the end, and the command will work

      As for the lead container, it is simply a suit upgrade (like in vanilla – a container with a green backlight) which now "turns off" not only radiation, but also all other negative effects
      As for why lead containers may not work:

      1. Despite the fact that I made the EffectPrototypes.cfg file compatible with other mods, if you have another mod that modifies this file (any mod that modifies effects and armor), then in theory it can change the lines of lead containers ("ArtifactSlotBlockEffect..."), it will eventually overwrite my file and will not work

      2. GSC really screwed up with the effects, and they can "get stuck" on the player, even when the player changes artifacts in the slot, or removes armor from himself, when artifacts can be in the slot, and especially if you install mods while playing, also if you installed game updates while playing, and this is practically unknown to players
      The effects can only be checked using the GSC debug console

      I tested the mod with lead containers on my PC, without other mods, and everything naturally worked, so the only advice I can give is to remove all mods except the artifact mod, and see if the lead containers will work, or start a new game, and see if they will work
    2. Marzoopilami
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      Thanks for the detailed info segudei!
  9. 2REDMIR2
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    Если я использую артефакт на вес (например магма на +5 веса), то в промежутке с 80 до 85(максимум) я не получаю никаких дебаффов от перевеса. Причём до 80 я испытываю замедление, а после 85 я уже не могу двигаться. У меня сложилось впечатление (хоть и очень странное, по идее оно в принципе не должно по такой логике работать), что дополнительный вес от артефакта добавляется в конец красной полоски веса, а не в зелёную, из-за чего у меня в процессе набора хабара вес и его дебаффы идут по стандартной полоске веса, после чего уже задействуются последние 5кг, добавляемые артефактом.

    Также мне на это указывает то, что, например, используя геркулес у меня увеличивается только зелёная полоска веса, а когда я надеваю артефакт, зелёная и жёлтые полоски остаются неизменными (пропорционально), а увеличивается только красная.
    1. segudei
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      Прибавка веса происходит также, как и в ваниле, метод обсчета я не менял

    2. 2REDMIR2
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      А можешь тогда проверить или подсказать, с чем это может быть связано? (Я уже не могу быстро удалить мод из-за того что похерится сохранение, чтобы сравнить с ванилой)

      Эта проблема со всеми артефактами на вес, на скриншотах увеличивается только красная полоска, а все остальные пропорционально никак не меняются + всплывает баг с отсутствием замедления на "добавленных" артефактом килограммах, выходящих за лимит (например с 80 до 87)


    3. 2REDMIR2
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      Сначала я удалил все моды кроме вашего и протестил сохранение ошибки - ошибка осталась. После этого я загрузил более раннее сохранение, убрал ваш мод и заспавнил ванильный артефакт на вес - он добавил вес так как нужно без ошибок, так что смею предположить, раз метод просчета вы не меняли, что ошибка скорее всего в тегах, используемых вами для добавления свойства дополнительного веса для артефакта: нужно перепроверить, что они соответствуют ванильным и всё это не вызывает каких-то траблов + мб чекнуть, нет ли такого трабла в других модах на артефакты и как там прописывается доп вес (я не мододел, чисто предположение от чайника)

      Скрины с ванильным артефактом здесь, чтобы не засорять ветку: https://postimg.cc/gallery/TyKBbG2
  10. GoldenDarknezz
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    Do I install both ArtifactsOverhaulNoTierNumbers and ArtifactsOverhaulNoTierLabels or one of them only?
    1. segudei
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      Install one of them, numbers for numeric stats, labels for text stats
  11. DimaMiha1993
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    can you return the old version as a second file option for download? 
    1. Bubovishe
      Bubovishe
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      Yes, pls, can you answer? 
    2. segudei
      segudei
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      The old version is returned
    3. DimaMiha1993
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      Thank you
    4. trueKieran
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      Thank you very much, and I for one would plead with you to keep this version updated/working as an alternative. I originally hadn't even considered your mod, when I saw the big negative numbers.