ARMR (Arti and RavenAscendants Mags Redux) is Anomaly Magazines rewritten from scratch with more features and quality of life. Now on Raven's ModDB in the hope that maybe he will update more than Arti did. (well that failed, sorry)
The latest release can always be found here: Github.com
Github is also the best place to report bugs and request features.
Always do a clean install when upgrading this addon, left over files from old versions may cause crashes.
Adds magazines to the game like wuut_magazines, but optimized for compatibility and redone from the ground up.
If you have used the original Anomaly Magazines, this should feel pretty much the same. There are no changes in functionality.
There is an ingame guide in the PDA Encyclopedia.
Use of MCM strongly recommended to enable tweaking of a lot of features.
Proper RUS translation pending.
Optional features:
- Ammo check with MCM support.
Want to contribute? Submit a pull request here! Github.com
Collaborators:
Artifax (Weapon logic, magazine looting, magazine buying/selling, new game and arena logic)
RavenAscendant (ltx system, magazine logic, UI work, inventory work)
Ishmaeel (Bugfixes, playtesting)
Crepis for icons
Maid (BAS patch)
Tester guinea pigs
- Sneaky
- EFP Discord
Changelog
- Check GitHub commit history
DISCLAIMER (this is abit dated as it refers to a mod that has been archived for 2 years now)
This addon is not compatible with Anomaly Magazines.
Do not use with Anomaly Magazines.
Do not use with anything that previously affected Anomaly Magazines.
Do not use existing saves that had Anomaly Magazines.
If you do want to use a save from Anomaly Magazines, use RavenAscendant's converter here:
Drive.google.com
Some new features compared to Anomaly Magazines:
- All the logic has been redone from scratch using time events. Now it's easier to track and do stuff.
- Item boxes are way more informative - you can see if a weapon has a mag loaded, what kind of mag, stuff like that.
- Ready mags are tracked separately and aren't their own item now. This also solves an exploit allowing for infinite magazines.
- Unjamming is simplified. Now it just plays the unjam animation.
- Modular loadouts, combat backpack adds some magazine slots. Support for attachments to add mag slots if needed.
- Brand new icons from Crepis
- Traders sell a fixed amount of mags, replenishing with stock, using new methods of item injection.
- NPC mag drops overhauled. NPCs drop a variable amount of mags that are filled to a random amount.
- Ammo wheel is cooler now.
- Mags show in your HUD!
- Crtl click to add/remove magazines from loadout
And the biggest feature:
- Compatibility with weapon packs! The way this addon is set up, you can integrate other mods super easily! BaS, CW, you name it! There's an integration guide written in the addon. Integrate whatever you want!
Obviously this is not compatible with wuut_mags or other magazine mods. However we have incorporated a lot of quality of life tweaks:
- Magazines automatically eject when upgrading or replacing parts
- Mags are highlighted and ready mags are at the top of your inventory
- Traders and NPCs have more realistic magazine loadouts
- Quick release retains vested mags
- New game gives you free magazines.
- Weapons show if they have a magazine loaded or not.
- Arena gives you loaded mags.
Always do a clean install when upgrading this addon, left over files from old versions may cause crashes.
Reason for update:
-Bas update bug fix
-misc bug fixes.
Hmmm i can't seem to edit the above post any more. Odd.
Updated to match the latest on GitHub. Minor bug fixes. See the GitHub for details.
I will try and catch up with the comments since the beginning of the year over the next few weeks.
Rules of this comment section.
Because ModDB won't tell me about new comments but it will tell me about replies to my own comments all comments should be replies to one of my posts.
Those posts are:
Bugs
Questions
Suggestions
Other
One of these may have scrolled onto the next page, keep looking.
Comments that are not reply's to the correct category will be deleted.
Bug reports will be pruned once a bug is addressed.
Questions will be pruned for relevancy.
As both of those categories may need me to make follow-up questions please be logged in, guests will be subject to more aggressive pruning.
Правила этого раздела комментариев.
Поскольку ModDB не сообщает мне о новых комментариях, но сообщает мне об ответах на мои собственные комментарии, все комментарии должны быть ответами на одно из моих сообщений.
Эти сообщения:
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Does this mod support BaS guns because when trying to use BaS with this mod none of the BaS guns were compatible with magazines
there is a BAS patch in the archive. Install using MO2 and there is an installer with a check box.
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Возникает проблема с NPC. Они то и дело поднимают стволы с земли и потом не могут стрелять, постоянно пытаясь перезарядить оружие. Но не имея обойм они просто убирают и достают его.
Магазинная система ничего не меняет в оружейных операциях NPC. Аномалия позволяет NPC перезаряжать оружие без патронов, и по этой причине они могут перезаряжать оружие без магазинов.
У живых NPC вообще нет журналов. Добавляем их в трупы.
Ваша проблема, скорее всего, не от MagsRedux
The magazine system does not change anything with NPC gun operations. Anomaly lets NPC reload guns without ammo and they can reload guns without magazines for that reason.
Living NPC's don't have magazines at all. We add them to corpses.
Your issue is likely not from MagsRedux
This is just my personal opinion but, wouldn't it be a little bit convenient if you made the ammo unloading process instant? Just like in A.R.E.A?
The entire concept of this addon is the opposite of convenience....
There is a slider in the MCM settings you can change the speed.
Where/how do i find the MCM settings?
install MCM and the menu will be right below settings. Find this mods section of MCM.
Moddb.com
Pistol mags don't save in ammunition vest. It's bug?
UPD: Download mod from GITHUB and all work.
Is there a way to hide the magazine HUD on the bottom right that shows up after placing mags into your loadout? Also is it possible to modify the amount of magazines you can add to the loadout?
Hello, question/suggestion
as this mod is standalone and dosnt (?) work with all the original mags redux submods, would it be possible to integrate/create new/more magazines ? im especialy thinking about drum magazines for automatic pistols, SMGs, rifles, automatic shotguns. There are addons created by peaople like that for the original mags mod but i guess they dont work with this version. Im GAMMA user so i dont want to dig in files too much to not break anything myself:)
also to make it litle bit more balanced the bigger the magazine the bigger the panalties could be
(relaod speed, weight, swya/accuarcy)
This addon is compatable with anything that says it is made to be used with Mags Redux. This addon is the only mags redux.
The comment you are referring to is me explaining that Mags Redux is not compatible with Anomaly Magazines by wuut or any addons ment to work with it.
We are redux because we are a replacement for wuuts anomaly magazines. When this addon was released that addon, and addons mage to work with it, were still in use by many ppl. That warning is probably unneeded at this point.
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Reply here with bugs.
Honestly tho it is better to make an issue on github so that the entire dev team can see it: Github.com
Ответьте здесь с ошибками.
Честно говоря, лучше сделать проблему на github, чтобы ее увидела вся команда разработчиков: Github.com
Do not report bugs if you use the addon linked below (Mags Redux Models) unless you can reproduce them without it in a clean save. That addon includes all of the magazine item sections and as such may overwrite bug fixes or cause other problems if those sections are not up to date. Moddb.com
hey there, having a fun issue on a new save; Basically magazines dont seem to exist and attempting to unload any gun crashes the game. Any idea what might be causing this?
! ItemProcessor | section [mag_colt1911_default] doesn't exist!
! [SCRIPT ERROR]: ...r anomaly 1.5.1/bin/..\gamedata\scripts\magazines.script:375: attempt to index global 'se_mag' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...r anomaly 1.5.1/bin/..\gamedata\scripts\magazines.script:375: attempt to index global 'se_mag' (a nil value)
have u found what caused this? having the same problem rn
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In mag_9x18.ltx there is "[mag_bizon_9x18_defalt]:tch_mag_base" "defalt" instead of "default", no idea if this is problematic in any way
it is just slightly embarrassing. The pattern to the names is merely organizational, no information used by the addon is stored in the names, could make a magazine called [princess_peach] and as long as it was filled out properly and referenced properly elsewhere it would work just fine.
It would actually cause a bunch of issues to fix this typo.
thank you for the report however. it is appreciated.
The magazine hud covers the bullets remaining icon in default anomaly, how can i fix this?
Edit the maghud xml file. Change the y value in the first node in the file to something less.
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Reply here with questions.
Ответьте здесь с вопросами.
nice.
MAGS REDUX MODELS works now? or need to be updated ?
If you ever see a date on one of the folders on these two pages that is newer than that model mod then the model mod is out of date:
Github.com
Github.com
Just seen this. I'm only updating the models mod according to the releases here on Moddb. I thought on Github those would be kinda pre-releases, or am I wrong?
Edit: Well, the latest one is not a pre-release. Allrigh then, I'll update if I see something has changed there.
I have an open issue to separate visuals out into separate files that should make it so i can update without breaking your addon. pester me if you don't see that in the next few weeks.
Do I need JSGME or just copy and paste?
I recommend Anomalymodding.blogspot.com
JSGME as a distance second and manual copy paste only if you like sorting needles from haystacks.
Greetings.
Would you know what is the default button for the ammo check?
Thanks!
KeyBind is now set using the keybind feature of MCM 1.6
If you do not use MCM 1.6+ the key is T, this can be changed at the top of the script in the conventional manner now.
I strongly recommend using the latest MCM version. Mags Redux will always take advantage of the full features of the latest MCM.
Does this work for TAZ
Work as in won't break any thing? yes as long as no vanilla guns have their ammo changed.
have magazines for guns added by TAZ? No. they will work just like they would without this addon.
Hi ! Can this mod be installed mid-game, or is it better to wait until my next playthrough to install it ?
Thanks for this wonderful mod.
It can be installed at any time. However you will not be given any any extra magazines. You will only have the one that you can remove from each of your guns. Traders will not sell magazines until their inventory resets based on your economy settings.
Plan for these things and you will be fine.
Edit: By plan i mean either collect extras of you gun to strip mags out of or have cash, food and drink in order to sleep and force a trader restock.
Thanks a lot for the quick answer !
Hi, nice addon. But I have a small problem.
I have an addon that lets you keep medical items on you when you use quick release. Your addon does not confict with it directly, since it changes item_bacpack.script. But after installing your addon, it stopped working.
Can you make a patch? This is the mod "https://www.moddb.com/mods/stalker-anomaly/addons/better-quick-release-v2-151"
Or if it too much of an hassle, can you at least tell me which file I should merge it with? I couldnt find which script change quick release in your addon.
it is a soft patch.
line 322: Github.com
thanks dude
I am playing the EFP modpack and ran into an issue with recurring crashing and checking the logs got this:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...pe from pripyat/efp\gamedata\scripts\mags_patches.script:282: attempt to index local 'new_wep' (a nil value)
The mod worked perfectly for a long while but suddenly this started happening and tried a re-install which didn't help so I deleted the clone Alife new_wep entry at the top of scopes and the crashing stopped.
My question is what issues if any this might have me run into later?
clone weapon is mostly used for adding and removing scopes. also part of our jam clearing hack. this crash happens when you attach/remove a scope and/or clear a weapon jam?
exactly what line of what file did you change? This could have any number of effects depending on the exact change.
DId you add a new addon when this problem started? or maybe began using a new gun?
It happened randomly while I was just standing around Rostok every time I loaded the game within 3 minutes.
Nothing had changed aside fom activating Cinematic VFX but that had been working perfectly for a full day. Same with my loadout. I really have no idea what made it happen.
I removed this entire entry in mags_patches.script:
Cl
function _G.alife_clone_weapon(se_obj, section, parent_id)
local old_id = se_obj.id
local old_data = get_data(old_id)
local new_wep = CloneWep(se_obj, section, parent_id)
print_dbg("transferring data from %s to %s", old_id, new_wep.id)
dump_data(old_data)
set_data(new_wep.id, old_data)
set_data(old_id, nil)
return new_wep
end
Line 277 to line 287. So far I have not encountered any problems but I expect it is just a matter of time.
If you have a magazine diferent than the weapons default, or a magazine loaded with multiple ammo types that data will be lost when clone weapon is called. It gets called by anomaly when attaching and detaching scopes. We also use it as a hack to clear jams.
So the next time your gun jams or you change a scope your magazine will revert to the guns default and will be filled with what ever ammo is in your gun at the time.
Hmm, any idea what could cause the pack to suddenly crash due to the line and any idea how to fix it without removing the entry?
I'm no programmer but it seems to me from the error message in the log that it considers new_wep as an incorrect value?
Something is calling _G.alife_clone_weapon when it shouldn't be.
instead of deleting that code add:
callstack(true)
as the first line in that function (so between the line starting with function and the first line starting with local).
that will say what is calling the function in the log.
If that doesn't point to something enlightening delete the true:
callstack()
which will print a much more verbose message.
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