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Artefact Activation for OL 2.2 by AEI /v 1.0/

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  11:28:56  1 April 2009
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AEI
(Senior)
 
On forum: 09/03/2008
Messages: 143
Artefact Activation for OL 2.2 by AEI /v 1.0/

Hello stalkers.
This is my mod - Artefact Activation for OL 2.2 and its dynamic anomalies system .
But i also think that this *may* work with the AMK mod too, although it may require some careful merging.
The dynamic anomalies system in OL comes from the AMK mod, and i think that the way i use to combine it with artefact activation and its anomalies have a good chance to work there too.
Infact, you will have to merge only the artefacts.ltx and the zones.ltx files, and the class_registrator.script in AMK is the same with the one from OL, so i think you can probably overwrite it with the modified class_registrator.script from the mod safely.
Note that if you enable artefact activation in OL 2.0 and later versions in some different from the used in this mod way /without custom made anomalies/, you may experience xrgame.dll related crashes /see 1 below/ because the dynamic anomaly system will try to handle the newly created anomalies too.

So i first started to work on this feature for myself, cause i wanted to have it in the later versions of OL too, but i soon realized that this will go in the bin when i stop playing STALKER, so i decided to post it and see, if there are ppl interested in restoring this feature back in OL.

As Kanyhalos indicated, the artefact activation was removed in OL 2.0 due to problems with the dynamic anomalies, including xrgame.dll related CTDs . As i understood, the dynamic anomalies system is trying to handle the anomalies created by artefacts too, but they do not have enough params and this eventualy caused problems. I'm not the author of the dynamic anomalies feature so i dont know how to stop it from processing the artefact made anomalies, /although i tried/.

But then i got an idea - make new anomalies, only for the artefact activation, which are basically the same as the old ones, but with different name, register them with different class, and use vanilla script /se_zones2.script/ to process them, while leaving the amk made one /se_zones.script/ to work for all other anomalies.Tried it and so far /two playthroughs / it works.

Instalation:
Extract the gamedata folder to your S.T.A.L.K.E.R. - Shadow of Chernobyl game directory.
The mod does not require starting new game.
However, if you create anomalies, save the game and then delete the mod, then you will be unable to load the saved game, because the newly created anomalies are part of the mod.
To create an anomaly, put the artefact into the pistol slot /take it from the backpack, and not from the belt/ and hold your left mouse button.
Now, some file descriptions:

artefacts.ltx - it is from 2.2 ,but merged with the one from OL1.33, this one will overwrite the OL artefacts.ltx.
zones - custom anomalies which will be used by the artefact activation and are largely the same as the original ones.
class_registrator.script - this one will overwrite the OL file
se_zones2.script - vanilla STALKER script for the new anomalies
textures & meshes - these are from the OL1.3 artefact activation

Known issues:
If you decide to partially restore the artifact activation to OL 2.2 /only several artefacts and anomalies will be enabled, with one texture/, which can easily be done by changing this line into the original OL artefacts.ltx
;slot = 10 to slot =1

/in case you dont want to use this mod/, you will soon have xrgame.dll related crashes, when trying to leave a level filled with newly created anomalies.These crashes were one of the main reasons for the feature to be dropped from OL2.0.
By the way, this was the first way i tried to restore the artefact activation. Luckily, i found in what situations the game may crash.

1 - if you create the same type of anomaly twice or more on the same level and try to quit the level.
The first problem is now fixed in the mod, it will occur if the game is using its original anomalies for the artefact activation.

2 - if you create an anomaly with an artefact from the belt, instead from the backpack, and try to quit the level.
In this case, the already activated artefact will remain on the hud at the bottom of the screen indefinitely /this can be visible when using vanilla or other /AMK, Inferno/ hud/.

The second one is vanilla STALKER issue, it will occur if you enable the unmodded artefact activation in the vanilla game, and it can be seen in OL 1.3 artefact activation, the BAC9-FLCL's & associates' Artefact Activation mod v1.3 , and in ABC Inferno. I guess this have connection with the inventory or the hud, since the artefact icon will continue to be shown, and is one of the reasons for the feature to be disabled by GSC in the original SP game.
So, basically - do not create an anomaly with an artefact from the belt.

If your anomaly kill some npc, then his buddies may turn on you.

The anomaly evasion does not apply for the newly created anomalies, so now they are perfect weapon for destruction.

Not recommended:
If you want to have anomaly evasion for the newly created anomalies /personally i think that the evasion will make the anomalies kind of useless as a killing weapon/, then you can edit the artefact.ltx file to use the vanila anomalies.
This way, the game will use its original anomalies for the artefact activation, instead of mine, but this will also bring back the first issue /see 1/ because the dynamic anomaly system will try to handle them too, so if you want to avoid crashes when leaving level filled with new anomalies, do not create the same type of anomaly twice or more on the same level, in this particular case.
Infact if you decide to use the original anomalies instead of the anomalies included in the mod, will be reverting to the situation that Kanyhalos had and caused him to remove this feature, with the difference that now there is a workaround for these crashes, as i mentioned above, so at least they can be avoided.

I would finally add that personally i'm satisfied with this feature, it's working for me and i intend the play STALKER with it.


Credits:
Kanyhalos & OLP team, i'm using the OL 1.3 artefact activation as a base.
AMK team, i worked on some of their files in OL /class_registrator.script, se_zones.script/.
Russao /rspeed/ , the models and textures are from OL 1.3 , but are originally taken there from ABC Mod.
GSC for the game.
Everybody who contributed to OL, i'm using some of their mods for OL even now.
Demidov from the Filefront OL thread, his posts made me to think on how to restore the feature back.


This mod can be used in any appropriate way, given that author's name is mentioned.

Contact: aei_@abv.bg

Download at:

[link]http://www.megaupload.com/?d=WYC0RKL0[/link]

or

[link]http://www.mediafire.com/?2iytncntvbn[/link]

Please post your comments in the discussion thread.
  09:17:33  8 May 2014
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UpsilonCrux
(Novice)
 
On forum: 02/07/2008
Messages: 41
Thank you so much for this.
It's my most loved feature from all stalker mods ever. It's even better to see you've stopped it causing crashes!

Thanks thanks thanks
  12:09:44  8 May 2014
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AEI
(Senior)
 
On forum: 09/03/2008
 

Message edited by:
AEI
05/08/2014 17:18:54
Messages: 143

---QUOTATION---
Thank you so much for this.
It's my most loved feature from all stalker mods ever. It's even better to see you've stopped it causing crashes!

Thanks thanks thanks
---END QUOTATION---



You won't get crashes in Oblivion Lost + Artifact Activation, but only if you follow instructions.
Equip artifacts from backpack --> pistol slot and do not equip them from belt --> pistol slot.
Thank you.
  01:45:27  28 September 2014
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Emmet Otter
Senior Resident
 

 
On forum: 03/11/2008
Messages: 230
damn!! this is amazing that you got it working for OL2.2 I was hoping to see this and to my surprise, I stumble across this. Thanks a ton!!!
 
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