Still experimenting with old anomalies, I end up in a very disappointed mood by not be able to have them as polished as vanilla ones are.
Two things are annoying me, the 1st one for month. So, I ask if someone have an idea.
- I can't get the mosquito_bald to show on the scientific detector.
I added it in the devices.ltx as other mods with non vanilla anomalies do (let's say an old Radium build) but it remain unseen by the scientific detector.
I looked in zones config too, to compare with spotted anomalies but haven't seen anything relevant.
- I'm a bit disappointed about old anomalies, as the hvatalka (the vegetal trap on the ground) don't react to bolts.
The same kind of feeling is getting me on this, as I checked the config files to compare the hvatalka to vanilla anomalies without finding anything.
The anomaly have the exact same settings as vanilla
Code: Select all
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
The actor and mutants are activating the anomaly but it isn't reacting to a bolt.
Also, even set as an "obstacle" in the LE, this anomaly can be crossed like there's nothing (you can escape from it even when it's closed), producing a weird, unsatisfying feeling.
I still can put some liana, hvatalka, studen, puddle anomalies, even if they aren't as good as vanilla anomalies are, as I don't want to put many of those on all maps (I think vegetal ones could be found only in woods or swamps (like red forest, Darscape or Marsh, Zaton) for instance. But I would like to have these anomalies (mosquito_bald included) working as nicely as standard anomalies are.
Can it be something in the config files, about the object in the SDK, in the engine ?
Any idea(s) about how to fix these two things or even where to look would be much appreciated.