Eggheads had finally implemented results of anomaly and emission research into something useful for common stalkers. If you are friend with ecologists Hermann can sell you this new device. It don't look extraordinary but it's packed with hi-tech electronics capable of detecting artifacts on mid-range distances and show their position on your pda.
Now that is awesome. SGM has something similar to this as well. Will try it out later. Thanks!
Ecologists over here making bread with all their preem tech upgrades
Sigerous Mod flashbacks
I installed but can't get it show up in his inventory, nor can I find it in the debug menu to even test out first. Is something missing from the files ? I can't wait to try this one out!
It's due to an error in file structure of the mod. The full path to items_z_artifact_signature_locator.ltx should be: gamedata\configs\items\items\items_z_artifact_signature_locator.ltx.
In other words, just create one more "items" (without quotes, of course) folder inside gamedata\configs\items folder and move items_z_artifact_signature_locator.ltx to this newly created folder.
For Russian speaking players: change the encoding of the description file inside configs\text\rus folder to Win 1251.
Тогда дождусь патча , чтоб загрузить сразу нормальный аддон , раз в нем такие ошибки.
thanks for info, i uploaded fixed version 1.0.2
Спасибо
It still won't show up in the debug menus to test it out. Is it supposed to be in the Devices tab?
Thanks.
EDIT- Found it. It's in the Misc Items. And it works perfectly.
i checked it but, it aint there chief
anyway how?
it is located in the debug menu in misc to the left of the ball peen hammer
looks nice, will try it out
Interesting, but I feel like a little cheating maybe?
it cost ~ 120k :D I think of it as next generation detector upgrade. Artifact hunting in anomaly is imho under-utilized due to artifact uselessness and running around whole map after each emmision just to find 1-2 junk artifacts is not worth it.
Hermans inventory needs to be resupplied (like any other trader) to have this item, or you can force-resupply it with debug console. Additionally, you need to have maxed relationship status with ecologist, if they are willing to sel you exoskeleton, Hermann will also sell signature locator.
I made this primary to get more info about "why is this anomalous zone always empty? Had the artifacts rolled out somewhere else?". Turns out, anomaly spawned them but they are inaccessible, sometimes they are just "underground" and can be picked using demo_record 1 but "junk" artifacts are many times misspawned which cause anomalous zone to be "infertile" becouse its spawn limit is full and new artifacts connot be spawned.
You have a typo in mod name
works with artefact renovation, artefact variationizer, anomalny dynamic artefacts generator ?
It should be compatible, this addon does not changes how artefacts work or spawn.
Drive.google.com
just changes icon to some detector from op2.2
pic: Cdn.discordapp.com
u can use this in ur addon
Works with EFP 2.2, the artifacts move on the map and are descriptive......I like this mod a lot, excellent mod, I recommend it.....AND THANK YOU, a very nice mod......
tbh I wish there was like an option in MCM to turn off the ability to see what the name of the artefact is on the map. I feel like that knowing where all the artefacts are in your region is very good. But knowing what the exact artefact names are is too op. Plus, the name of the artefacts when you hover your mouse over them is pretty buggy anyway.
It's not name of artifact but its signature identificator. I like the "bugginess" as it reflect experimental and prototype nature of device.
You can simply edit gamedata/scripts/zz_artifact_signature_locator.script and change line 28
level.map_add_object_spot_ser(se_obj.id, "artefact", se_obj:name() )
with
level.map_add_object_spot_ser(se_obj.id, "artefact", "Artifact" )
To hide info abaout what artifact it is.
Stop hovering over it?????
Hate to say it, but this is not how you use trader_autoinject :wheeze:
I don't know how to use it without conflict with itself from other mods using it. I think, i got the point how it should be used but that is dependant on any other mod using it in mutually compatible way. This is dirtier but imho safer, it is needed only one addon to edit trader_autoinject in not intended way and it will not work for all other addons. But maybe i'm missing something. I tried to do this completely conflict free.
trader_autoinject.script is not supposed to be edited by anyone anyway. There were some minor changes done to it over time, but nothing that would change how the functions work fundamentally. I've been running it ever since its inception and it works. There's a github repository where the utility scripts are kept up to date for anyone to grab.
Thanks for info, i'm new to modding, will do proper way nex time. Just out of curiosity, are there some negative or potentionaly harmful aspects in a way this addon uses functionality of trader_autoinject.script?
I'm not qualified enough to say, but functions firing twice don't sound like a good time tbh. You can ask the author.
Moddb.com
I have a question, does this device work on all locations or only on the northern ones?
What needs to be done in the game in order for this device to work? Open all places with anomalies? Do quests?
It should work on all locations, but it detects artifacts only on your current location.
Can you make it so that the artifacts have a game name, and not numbered?
Question, how do I enable the ability to see the anomaly fields on the PDA? Iirc, you could toggle it but I cannot figure it out.
I think I get a crash on loading from your mod:
"Attemped to override section 'supplies_4', which doesn't exist. Ensure that a base section with the same name is loaded first."
Does this require max Ecologist rep to function? I made a new character and spawned the item in with the debugger, but it's not functioning. I'm using perk based artifacts and artifacts variationizer, if those affect it.
Edit: Seems like sleeping twice in game fixed it. Made no sense, but ok? Doesn't need max Ecologist rep to function.
I'm getting a weird little bug from this mod - or perhaps it should be said that this mod has identified a weird bug with the current game.
Sometimes this locator identifies an artifact, but when I go to the location I can't find it and it isn't showing up on the Savrog detector. Even fast-traveling to the artifact blip (which normally drops me on top of the artifact) dosen't reveal it. I'm thinking that the artifact might've spawned under the terrain or at the wrong y-coordinates.
Has anyone else encountered this bug, and do they know of any fixes? (noclipping, ways to force artifact despawn, etc.)
This was reason why i created this mod, imho it's bug in game. Many anomalous areas was after some time allways empty. Turns out, artefacst was misspawned thus rendering its parent anomaly infertile becouse there is limit how many artefacts can be unpicked until more can be spawned.
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often shows irrelevant data. It seems there is a label, but there are no artifacts
The artifact spawned underground in that case. Bust out a Savorg Detector and see for yourself.
Did you know that Lab X-16 can spawn artifacts? Specifically,in the Miracle Machine's room,right on the bottom on the metal grates in the chemical anomalies? I did,and my Savorg Detector does,too. Is it possible to make the mod detect artifacts in an interio map,like labs and undergrounds?
Please help me, how can I add an item that will be searched for? I installed a mod for parcels and one appeared unknown where. There is a name of the object, how to make it displayed through this mod?
Can't seem to install this mod through MO2. Even installing normally by placing files in game dictionary doesn't seem to help, cause i can't find the item in Debug menu or Trader.
Same here. I tried both those methods. Version 1.5.1 / steam
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Why not make it a little bit more costlier around like 200k - 300k? It needs to be a reasonable price as this is a next generation artifact detector technology in order to balance with its cheating process.
Not showing up for me either. Does it require a new game or something?
I just discovered the debug menu. I can spawn it into my inventory. So its just something wrong with the Dudemann inventory.
Rather than a device, I'd prefer to be able to buy the current artifact locations off scientists - for money or quest completion.
I get this error when I try to load a save with the addon deleted:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'artifact_signature_locator'. Please attach [*.ini_log] file to your bug report
Is there a solution to the problem?
Got a problem.
I'm playing the game in Russian and artifact names are all strings e.g. "af_kislushka" instead of a name in Russian, is there a way to fix it?