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S.T.A.L.K.E.R. - Oblivion Lost [by Kanyhalos]

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  23:57:04  7 August 2015
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Emmet Otter
Senior Resident
 

 
On forum: 03/11/2008
Messages: 243

---QUOTATION---
OL is the mod that got me interested in Stalker modding. I still occasionally play a heavily modified version of OL 2.2.

I will probably make artifact actvation mod for OL 3 too.
---END QUOTATION---



Artifact activation is an amazing feature. Hope it gets put in.
  10:29:18  8 August 2015
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
08/08/2015 10:29:30
Messages: 6527
Hey guys, thank you

OL3.0 has got a page on ModDB now, I set the release date to August 15th:

http://www.moddb.com/mods/stalker-oblivion-lost-30


Btw, the artifact activation would be conflicting with the dynamic anomalies feature, which allows the anomalies to change position during day. The anomalies each has a unique game_story_id, that's how they are getting spawned or released, while artifact activation places them in a different way, so expect a lot of coding to get them compatible.
  10:46:27  8 August 2015
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YellowElephat
Senior Resident
 

 
On forum: 03/16/2009
Messages: 187

---QUOTATION---
Hey guys, thank you

OL3.0 has got a page on ModDB now, I set the release date to August 15th:

http://www.moddb.com/mods/stalker-oblivion-lost-30


Btw, the artifact activation would be conflicting with the dynamic anomalies feature, which allows the anomalies to change position during day. The anomalies each has a unique game_story_id, that's how they are getting spawned or released, while artifact activation places them in a different way, so expect a lot of coding to get them compatible.
---END QUOTATION---



YES!!!
  14:22:15  8 August 2015
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AEI
(Senior)
 
On forum: 09/03/2008
Messages: 143

---QUOTATION---

Btw, the artifact activation would be conflicting with the dynamic anomalies feature, which allows the anomalies to change position during day. The anomalies each has a unique game_story_id, that's how they are getting spawned or released, while artifact activation places them in a different way, so expect a lot of coding to get them compatible.
---END QUOTATION---



To get around this problem i added new anomalies that are visually the same as the old ones, but with different name and class, and are not processed by the dynamic anomalies system, but are used for the artifact activation only.
  17:10:42  8 August 2015
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Emmet Otter
Senior Resident
 

 
On forum: 03/11/2008
Messages: 243

---QUOTATION---

Btw, the artifact activation would be conflicting with the dynamic anomalies feature, which allows the anomalies to change position during day. The anomalies each has a unique game_story_id, that's how they are getting spawned or released, while artifact activation places them in a different way, so expect a lot of coding to get them compatible.

To get around this problem i added new anomalies that are visually the same as the old ones, but with different name and class, and are not processed by the dynamic anomalies system, but are used for the artifact activation only.
---END QUOTATION---



I hope that you put this out. More artys the better!
  19:15:18  8 August 2015
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---

Btw, the artifact activation would be conflicting with the dynamic anomalies feature, which allows the anomalies to change position during day. The anomalies each has a unique game_story_id, that's how they are getting spawned or released, while artifact activation places them in a different way, so expect a lot of coding to get them compatible.

To get around this problem i added new anomalies that are visually the same as the old ones, but with different name and class, and are not processed by the dynamic anomalies system, but are used for the artifact activation only.
---END QUOTATION---



Great
 
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