[No longer updated due to the presence of Anomaly Magazines Redux] The names of the magazines in Wuut's Anomaly Magazines are terrible and full of bugs (typos in the code make the Fort-12 and RPK mags not have names). This fixes that as well as making these changes:
1. Made the RPK and Fort-12 mags have names.
2. Instead of "Standard", regular magazines are without an adjective, but modified ones are still labeled "Modified".
3. Instead of things like "AK-74 mag, AK-74M mag, and AK-105 mag" (all functionally identical) they are labeled more like "AK mag in 5.45x39" and the description tells that it was made specifically for that gun, but that it can also be used in any 5.45 AK.
4. Changed the "Remove" option for mags in the inventory to "Remove from loadout" to match the "Add to loadout" option and be more clear.
5. A few technical inaccuracies such as calling the RPD circular belt-box a "drum mag" (It is not) have been fixed.
6. Instead of the word "calibre", there is a simple dash between the name of the mag and its calibre/caliber
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If you find any bugs or unnamed magazines, tell me and I'll try to fix them! Enjoy and have a nice day!
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Note: there is now no reason to install the Mad Mags version of this mod, it is already included. I'll leave it here anyway in case there are any changes.
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Changelog:
1.1.1: Fixed a couple of minor typos in the shotgun mags (on the normal version) and the 9A-91 mag (on the CMR/Mad Mags version)
1.1: Added version for CMR/Mad Mags, included in the file (Choose between normal Anomaly Magazines and CMR)
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Now featured in sganon's "Mad Mags" addon! Moddb.com
Great mod! Are there any other mods you would recommend to use alongside this? I see there's still some incomplete text
Glad you like what I have! Yeah, I don't know how to replace that stuff and I don't know any other patches that do.
I guess you're not into scripting? - I'm very keen to have mags automatically removed from the loadout when they're changed out of the weapon - ie. Being in the loadout means you've loaded them and they're in your belt - ie. those loadout mags are the ones selected when you press "reload" for the weapon - but when you replace one it should just go back into your backpack and be removed from the loadout until you manually add it again (normally you'd be doing that when you refill with bullets) An IDEAL option would be for them to also be dropped on the ground when you change them! - so you've gotta go find em and pick em up to get them back into your inventory - then re fill them and add them to loadout to get them back on your belt and usable etc... The basic desire for changed out mags to be automatically removed from loadout is simply because I keep getting empty or partially loaded mags I've already replaced appearing back in my weapon even when there are other full mags still in my loadout - and the idea for them being dropped is just an immersion / realism thing. In the meantime I just dont use "R" for reload - instead I hit inventory then click on the loadout mag icon then double click the one I want to actually load into the weapon...
That's a very cool idea and I'd love to see it, but you did guess right, I have no idea of how to write a script, even when I try to use other mods as a skeleton, it's always CTD :I
No worries - I'm putting up the suggestion in the original mags addon comments and have asked another poster who does seem familiar with scripting about it. My son also has some familiarity with lua so I might see if he could take a look at the vuurt mags script and work it out as well.
Okay, sounds cool. Keep me posted, I want that script too!
Hello, Cheap Magazine Rebrand 1.5.1-8 (based on Ohotnik's AM Extended) does this already.
But as for dropping mags on the ground: I tried that ages ago, and other stalkers would always steal them immediately and you'd have nothing left. Was a very frustrating experience. So I stuck with empty mags being removed from the loadout.
Oh wow, it's like my mod but better. How did you get them to drop on the ground or be removed from the loadout? I'd really like the files for both of those.
How about a trade? I would love to have your magazine texts for AM Extended aka Cheap Magazines Rebrand - care to look at it?
EDIT: I've just checked that old code and there's something I have to improve. The offer still stands, but give me some time to fix a very important thing when dropping mags on unload (that should never happen when you're in your inventory, and that'll be fixed before I share)
So you want me to adapt my renamed mags for CMR and give it to you, and then you'll give me the "mags on the floor/mags out of the loadout" mod? Absolutely!
I would very much want that, since AME/CMR adds more magazines and has a lot more descriptions.
I'll PM you (no discord) here as soon as I have all sorted out to give you ready to merge with whatever wuut_mags.script you are using for your game (will work with stock AM).
EDIT: Cool and it's great to have your help. I will add proper credit to CMR of course.
Okay. I just installed CMR and I like it, so that's what I'm using now. Thanks a lot!
Glad you like it. It's a continuation of Ohotnik's Anomaly Magazines Extended, adding lots of nice things from artifax and Pepsifan04, plus a small bonus from MP5lng (though I should slowly move on towards a true TAZ 3 compatibility version)
Okay, cool! I'll message you as well when I'm done renaming all the CMR mags. I'm making a few changes due to different mag compatibility, I've added the "OMON" class 9x39 mag, separate from the "Spetsnaz" class 9x39 mag because the compatibility with different guns change when you install CMR.
Came back here to give this a 10 because you've done a great job and put much attention into detail, now that I've read through the file.
Thanks for your help, PM'd you the promised code, which is part of Mad Mags 1.5.1-9 (formerly CMR)
HellblaueHolle and sganon - awesome guys!! (thumbsup).
Thanks, man! I did my part of the deal and you can also have the updated Mad Mags (formerly CMR) as a full download now. Mags will be dropped when empty except when you're in the inventory (then they stay in your backpack).
Awesome - edit: sorry!! - i installed Mad Mags 1.5.1-9 and initially thought it wasn't dropping mags on the ground but went back into the game and it's doing that fine - AWESOME!!!!! Only one more thing: I hate to be a pest but the ideal thing I'm after is for mags removed via reload at any charge state (not just empty) to be removed from the "loadout" - ie. loose into backpack or dropped on the ground etc.
What did you do to get it to work? I'm having issues
Okay - yeah, I thought it was all good but in fact was only getting random mag drops outside the backpack - ie. on the ground to be picked up. Also, only completely empty mags were being removed from the loadout - and my BIG issue all along has been having partially filled mags in the loadout and being reloaded when there were other full ones still in the loadout! SO - firstly, to make mags consistently drop on the ground you need to open vuut_mags.script and find "sganon" (without quotes). That's the section dealing with removing mags from the loadout and dropping them either into the backpack or on the ground. To make mags ALWAYS fall on the ground, below that "sganon begin - remove magazine from loadout when empty" remark, look for the lines that end with "game_vertex_id(),0)" and remove the ",0" - so they read "game_vertex_id())". THEN, to make mags that are still partially full get removed from the loadout AS WELL AS empty ones, change the line (it's above those others) that reads "if( ammoCount == 0 ) then" and change it to "if( ammoCount == 0 or ~= 0) then" . What you're doing there is saying if ammoCount is equal to zero or not equal to zero... The squiggle in front of that second equal sign is the tilde - top LH most key under ESC - left most of all your number keys - hold shift and tap it - then it may operate like quotation marks - ie. tap space to make it actually appear (that weird way they've made quotations and various other things work makes me nuts!). Hope that helps! :-)
I'll try it, thanks! I can't write scripts, but maybe I can edit them, thanks for the *******-proof instructions :))
No worries :-) I write stuff as if I'm explaining it to myself!! Keep in mind that once that dropping on the ground system is working we'll have to see if the problem of npc's swiping them makes it unworkable. I'm hoping the npc looting restriction radius should make it not a problem. If necessary I'm fairly sure that putting the ,0 back into all of those lines will make all mags go into the backpack. I'm gonna be stuck for time to play for a couple of days now but should be able to do lots of playing by the weekend.
Yeah, okay. The new version of CMR/Mad Mags has an MCM menu, so that stuff is easier now
Sweet! - I hadn't realised 1.5.1-10 was there with all the good work by both of you guys! Awesome!!
Hi sganon - thanks again for your work! (along with HellblaueHolle's stuff too of course) - something I want to ask about tho is whether you could wok out how to keep the item inspection window active even for one item - ie. currently that pane closes when you use or move the penultimate item (lower LH of inventory pane - under the quick items slots - where stats bars are shown when not inspecting multiple items). No expectation - just asking :-)
And I've actually gone back to all mags going into inventory - the operator experience of dropping on the ground seemed like a nice idea but in practice, your comments on that proved correct - it ends up less than ideal :-)
Also thanks from me! It's almost a full team now, Pepsifan04 and Diphenhydramine-HCl contribute lots of code, artifax did in earlier versions (Muh Mags/CMR), HellblaueHoelle also contributes the mag pouch redos which look much nicer.
As for your question: I'm way behind what some mod scripts do, and probably the wrong person to ask. Yeah, it quickly snaps shut when only one item is left, leaving the user dragging or clicking into the dark...
And as to your previous questions: I would highly suggest using MCM as it allows you to select if mags are removed from your loadout or even dropped to the ground, and below what percentage it should happen.
That MCM integration and the extended options are all owed to Pepsifan04, only the few lines of code that drop the mags are from me.
Thanks bro! :)
Good work, I've been wanting to do this myself but I couldn't find where to make the changes.
I've noticed that the FN2000 magazine still has a buggy name.
Thanks for the heads-up! I'll see if I'm able to fix that when I can!
Fantastic work. This is a must have. Is there any chance of you working on compatibility/edit for something like Moddb.com
As of now, BaS versions seem incompatible with yours and they're still utilizing the old naming template.