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By default Artemis is a blank slate and to ensure that something is shown on your devices you need to activate a module.
You can access all your modules from the menu, by default Artemis ships with a few pre-installed.
In the menu your modules are categorized by their type and sorted in aphabetical order. Clicking on any of the modules will open up its profile editor.
You can use the editor to create and modify profiles related to the module. For much more info on that check out the profiles guide.
The main purpose of a module is to provide Artemis with extra information in the data model.
The data model is covered in the profiles guide guide but in short: The data model contains all kinds of arbitrary information which you can use to make your profiles react to game events, application statuses, sensor information etc.
A module for Counter Strike: Global Offensive (CS:GO) will expand the data model with info on your current armor and HP levels, how much ammo you have in your clip and on which team you are. Because this information is tied to the game, it is only available to profiles of the CS:GO module.
With that data added to the data model you can set up a layer in such a way that it starts blinking red when your HP goes below 20%.
To add to that, you can set up another layer that turns blue when you're a Counter-Terrorist team and a layer that turns orange when you are on the Terrorist team.
The possibilities are endless!
There are three types of modules, ordered by priority they are
Overlay modules always render on top of all other modules. They serve as a way to display information regardless of what other modules are active.
Application/game modules are modules that are tied to specific application or game. These modules only activate when the application they are associated with is running.
Normal modules are low-priority modules that run in the background. They are usually only visible when no application/games module is active.
Most modules won't always be active. Instead, they will activate when certain conditions are met. A good example of this is a game-related module: It will only activate when the game is running.
You cannot control these activation requirements because the plugin developer has to decide whether their module can run. Per example a game module may give errors if the game it is made for is not running.
If your module has activation requirements, you can view these requirements in the "Activation" tab of the module.