Description

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)

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ARMR Arti and RavenAscendants Mags Redux 1.5.2
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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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ravenascendant Author
ravenascendant - - 1,098 comments

Upate march 2024:

Updated to match the latest on GitHub. Minor bug fixes. See the GitHub for details.

added shift click to unload mags from guns and ammo from mags.

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Thepersonwiththename
Thepersonwiththename - - 32 comments

if this is possible, could you please make the viewmodel of the gun have the equipped mag in it? it bugs me a bit that if i have an rpk or polymer mag equipped in the ak it just looks like a regular ak. same with reload anims. I get that this may be too hard and too long to make.

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ravenascendant Author
ravenascendant - - 1,098 comments

it is basically impossible in the current engine. In theory i could create a new gun model for each magazine and sneaky swap the gun out. but there is a system like this for scopes already. that means if a gun uses 3 scopes and has 4 models for those and has 5 magazines that means creating and juggling 20 models for that one gun.

then every time someone adds a new magazine they would need to add 1-4 modesl for every gun that uses that magazine.

your game folder would be very boated with just gun models.

also i'd go insane trying to manage the code for this.

anomaly 1.6 is supposed to have a proper attachment system that will make this much simpler.

Assuming Arti and I rewrite mags redux for anomaly 1.6 and don't just run away screaming we will likely make use of that system if it is available, and someone does the actual modeling and animaiton work for us. we are nto artists.

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Stalker_Boss
Stalker_Boss - - 1,716 comments

Desolation?

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ravenascendant Author
ravenascendant - - 1,098 comments

not enough log for me to even know if it is this addon causing that problem. Post full log to pastebin and give link.

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ravenascendant Author
ravenascendant - - 1,098 comments

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
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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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Поскольку обе эти категории могут потребовать от меня дополнительных вопросов, пожалуйста, войдите в систему, гости будут подвергнуты более агрессивной обрезке.

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Guest
Guest - - 690,265 comments

Does this mod support BaS guns because when trying to use BaS with this mod none of the BaS guns were compatible with magazines

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ravenascendant Author
ravenascendant - - 1,098 comments

there is a BAS patch in the archive. Install using MO2 and there is an installer with a check box.

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Verium
Verium - - 4 comments

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.

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ravenascendant Author
ravenascendant - - 1,098 comments

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

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loRDheLLfiRE46
loRDheLLfiRE46 - - 20 comments

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?

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ravenascendant Author
ravenascendant - - 1,098 comments

The entire concept of this addon is the opposite of convenience....

There is a slider in the MCM settings you can change the speed.

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loRDheLLfiRE46
loRDheLLfiRE46 - - 20 comments

Where/how do i find the MCM settings?

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ravenascendant Author
ravenascendant - - 1,098 comments

install MCM and the menu will be right below settings. Find this mods section of MCM.

Moddb.com

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SSA00
SSA00 - - 3 comments

Pistol mags don't save in ammunition vest. It's bug?

UPD: Download mod from GITHUB and all work.

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BluFor-18
BluFor-18 - - 1 comments

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?

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karving47
karving47 - - 16 comments

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)

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ravenascendant Author
ravenascendant - - 1,098 comments

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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Guest
Guest - - 690,265 comments

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Guest
Guest - - 690,265 comments

Is There an option to change the ammo check button from the F key to another, i tried looking through the Ammo_check_mcm.script but i have next to no coding skills and got overwhelmed.

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Guest
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ravenascendant Author
ravenascendant - - 1,098 comments

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

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ravenascendant Author
ravenascendant - - 1,098 comments

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

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Guest
Guest - - 690,265 comments

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)

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InfectorIno
InfectorIno - - 1 comments

have u found what caused this? having the same problem rn

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Guest
Guest - - 690,265 comments

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PossuM
PossuM - - 322 comments

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

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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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ashley151
ashley151 - - 39 comments

The magazine hud covers the bullets remaining icon in default anomaly, how can i fix this?

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ravenascendant Author
ravenascendant - - 1,098 comments

Edit the maghud xml file. Change the y value in the first node in the file to something less.

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Guest
Guest - - 690,265 comments

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Saiga12308
Saiga12308 - - 3 comments

Hi, it appears that modifying or putting a scope on some guns with a non-default mag in the gun (definitely happens with vss with an sr-3m mag, some others seem random) will reset it to the default mag.

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ravenascendant Author
ravenascendant - - 1,098 comments

Reply here with questions.

Ответьте здесь с вопросами.

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KAPKYH
KAPKYH - - 69 comments

nice.
MAGS REDUX MODELS works now? or need to be updated ?

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ravenascendant Author
ravenascendant - - 1,098 comments

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

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manzmnl
manzmnl - - 485 comments

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.

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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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TySG
TySG - - 110 comments

Do I need JSGME or just copy and paste?

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ravenascendant Author
ravenascendant - - 1,098 comments

I recommend Anomalymodding.blogspot.com

JSGME as a distance second and manual copy paste only if you like sorting needles from haystacks.

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GabeCPB0
GabeCPB0 - - 354 comments

Greetings.

Would you know what is the default button for the ammo check?

Thanks!

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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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shwifty
shwifty - - 5 comments

Does this work for TAZ

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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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salizar-ombrelune
salizar-ombrelune - - 83 comments

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.

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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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salizar-ombrelune
salizar-ombrelune - - 83 comments

Thanks a lot for the quick answer !

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platoon1993
platoon1993 - - 230 comments

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.

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ravenascendant Author
ravenascendant - - 1,098 comments

it is a soft patch.

line 322: Github.com

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platoon1993
platoon1993 - - 230 comments

thanks dude

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mr_psykoziz
mr_psykoziz - - 5 comments

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?

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ravenascendant Author
ravenascendant - - 1,098 comments

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?

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mr_psykoziz
mr_psykoziz - - 5 comments

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.

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ravenascendant Author
ravenascendant - - 1,098 comments

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.

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mr_psykoziz
mr_psykoziz - - 5 comments

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?

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ravenascendant Author
ravenascendant - - 1,098 comments

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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Guest
Guest - - 690,265 comments

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