# Unique artifact, issues with having them kept in my inventory

**URL:** <https://discourse.cataclysmdda.org/t/unique-artifact-issues-with-having-them-kept-in-my-inventory/24472>\
**Category:** The Garage\
**Created:** [August 17, 2020, 10:54am UTC](https://discourse.cataclysmdda.org/t/unique-artifact-issues-with-having-them-kept-in-my-inventory/24472 "2020-08-17T10:54:30Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![Valase](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/valase/32/6972_2.png) [@Valase](https://discourse.cataclysmdda.org/u/Valase)\
**Post date:** [August 18, 2020, 3:21pm UTC](https://discourse.cataclysmdda.org/t/unique-artifact-issues-with-having-them-kept-in-my-inventory/24472/11 "2020-08-18T15:21:17Z")

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> [@Rot](#):
>
> No, it was a game-spawned artifact that I got from an amigara fault.

Ah, so you’ve edited the `artifacts.gsav` of that save, not a .json file, got it.

> [@Rot](#):
>
> What do you mean by update? Update the game itself?

Yes, looks like the solution is updating the game.

> [@Rot](#):
>
> It would be sad if clairvoyance is not available […]

Since you’ve already changed around some things, why don’t change some more…?

- First, backup your save, then create a new mod (assuming you want to update the game in the future and don’t want to make the same core file edit over and over).

- In this mod, add in a new mutation:

- As for `"flags"`, choose whatever your effect was: `CLAIRVOYANCE`, `CLAIRVOYANCE_PLUS` or `SUPER_CLAIRVOYANCE`. I assume it was the “normal” `CLAIRVOYANCE`.

- Add your mods id to the `mods.json` file of your save.

- Open your game and load your world. This way you can also check if the newly made mod throws any errors.

- Note the name of your artifact.

- Exit the game.

- Open the `artifact_item_types.json` file in `data/json/artifact` and search for the name of your artifact.

- Note the id of the artifact with that name.

- Open your characters .sav file.

- Search for the id of the artifact.

- That entry should have a `"passive_effects"` entry, which in turn should have at least either one of `"has": "WIELD"` or `"has": "HELD"` entries.

- In the “mutations” entry of that tag, add in the id of your mutation, including the double quotes (if you followed my suggestion, that would be `"ARTIFACT_CLAIRVOYANCE_EFFECT"`).

- Save the file, load up the game and your world… Done. Aaand you should have your clairvoyance back.

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