Description

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.

Preview
Artifact signature locator
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Emmet.Otter
Emmet.Otter - - 1,717 comments

Now that is awesome. SGM has something similar to this as well. Will try it out later. Thanks!

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muatra
muatra - - 6 comments

Ecologists over here making bread with all their preem tech upgrades

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MarqØ
MarqØ - - 150 comments

Sigerous Mod flashbacks

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ZSmith1992
ZSmith1992 - - 25 comments

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!

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drFaus
drFaus - - 124 comments

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.

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masterboli
masterboli - - 65 comments

Тогда дождусь патча , чтоб загрузить сразу нормальный аддон , раз в нем такие ошибки.

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HyperionSTG Author
HyperionSTG - - 11 comments

thanks for info, i uploaded fixed version 1.0.2

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masterboli
masterboli - - 65 comments

Спасибо

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ZSmith1992
ZSmith1992 - - 25 comments

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.

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sollessbadguyggacc
sollessbadguyggacc - - 85 comments

i checked it but, it aint there chief
anyway how?

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Mosul
Mosul - - 1 comments

it is located in the debug menu in misc to the left of the ball peen hammer

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,180 comments

looks nice, will try it out

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morgannoor1991
morgannoor1991 - - 484 comments

Interesting, but I feel like a little cheating maybe?

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HyperionSTG Author
HyperionSTG - - 11 comments

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.

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HyperionSTG Author
HyperionSTG - - 11 comments

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.

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_EverybodyLies_
_EverybodyLies_ - - 9 comments

You have a typo in mod name

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WujekSamoZło
WujekSamoZło - - 273 comments

works with artefact renovation, artefact variationizer, anomalny dynamic artefacts generator ?

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HyperionSTG Author
HyperionSTG - - 11 comments

It should be compatible, this addon does not changes how artefacts work or spawn.

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Crasdie
Crasdie - - 3 comments

Drive.google.com

just changes icon to some detector from op2.2
pic: Cdn.discordapp.com
u can use this in ur addon

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Guest
Guest - - 692,368 comments

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......

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Guest
Guest - - 692,368 comments

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.

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HyperionSTG Author
HyperionSTG - - 11 comments

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.

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NekousagiKorouYTttv
NekousagiKorouYTttv - - 226 comments

Stop hovering over it?????

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HarukaSai
HarukaSai - - 189 comments

Hate to say it, but this is not how you use trader_autoinject :wheeze:

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HyperionSTG Author
HyperionSTG - - 11 comments

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.

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KronQ
KronQ - - 279 comments

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.

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HyperionSTG Author
HyperionSTG - - 11 comments

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?

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KronQ
KronQ - - 279 comments

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

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hekawa
hekawa - - 54 comments

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?

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HyperionSTG Author
HyperionSTG - - 11 comments

It should work on all locations, but it detects artifacts only on your current location.

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StronGV
StronGV - - 595 comments

Can you make it so that the artifacts have a game name, and not numbered?

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Rexi22
Rexi22 - - 3 comments

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.

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gobravo
gobravo - - 144 comments

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."

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Garrum
Garrum - - 89 comments

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.

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Guest
Guest - - 692,368 comments

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.)

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HyperionSTG Author
HyperionSTG - - 11 comments

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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Guest
Guest - - 692,368 comments

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CrazyDok2
CrazyDok2 - - 10 comments

often shows irrelevant data. It seems there is a label, but there are no artifacts

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Riddle78
Riddle78 - - 7 comments

The artifact spawned underground in that case. Bust out a Savorg Detector and see for yourself.

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Riddle78
Riddle78 - - 7 comments

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?

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CrazyDok2
CrazyDok2 - - 10 comments

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?

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Guest
Guest - - 692,368 comments

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.

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the__DUDEr
the__DUDEr - - 10 comments

Same here. I tried both those methods. Version 1.5.1 / steam

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Guest
Guest - - 692,368 comments

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Guest
Guest - - 692,368 comments

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.

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the__DUDEr
the__DUDEr - - 10 comments

Not showing up for me either. Does it require a new game or something?

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the__DUDEr
the__DUDEr - - 10 comments

I just discovered the debug menu. I can spawn it into my inventory. So its just something wrong with the Dudemann inventory.

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radic110
radic110 - - 54 comments

Rather than a device, I'd prefer to be able to buy the current artifact locations off scientists - for money or quest completion.

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silent-gamma-m
silent-gamma-m - - 14 comments

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?

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AwakenDark
AwakenDark - - 13 comments

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?

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