How do compatibility patches work? Is the redux mod designed to be more streamlined with compatibility?
How do compatibility patches work? Is the redux mod designed to be more streamlined with compatibility?
What about compatibility patches? Mad Mags had an entire list of patches to use.
Is this compatible with Mad Mags, or does this render Mad Mags redundant?
So if I update I have to remove all mods and stick it back, right? Will it still work with saved games?
I'd like to report an oversight -
In the arena fight against 6 bandits you are given a Groza, but instead of receiving 9x39 magazines you receive 7.62x39 magazines.
This effectively means that you have to manually unload the groza, refill the magazine and reload it every time you run out of ammo, making a difficult challenge even harder.
If I use the updated version, will it break my current set up with mad mags? I'm using JGSE.
I noticed that one of the new weapon repair kits has an odd name (something with a lot of underscores) and the CZ 52 uses a 9mm recoil assembly.
Can this work for 1920*1080? I tried using this addon and everything looked weird, like the resolution was all stretched out.
I tried using the disguise fix and I still can't use a disguise when I have companions
Edit : Nevermind, I was just using it wrong. You have to make your companions aren't watching you.
Why is the Nosorog 75kg now? 0_o
I thought this mod was supposed to reduce weight?
Minor oddity I noticed - there was an inconsistency between the ammo capacity stat of a saiga 12 (10 rounds) and ammo capacity of a saiga 12 mag (8 rounds).
This isn't too much of a problem, but it does mean that you can spam reload animation as the game thinks the saiga 12 isn't at its maximum ammo cap.
The fix is quite easy, just go to wuut_magazines.ltx and change max_mag_size under the saiga entry to 10 to match the gun.
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.
That's what I figured.
Thank you for trying to help.
I'm afraid that doesn't work either.
When I use the original wuut_magazines.ltx it's another ctd.
I'm not entirely sure what you mean by deactivation. I've just been copying gamedata around.
I did try it with only Anomaly Magazines and Mad Mags and I'm still getting a CTD with this error
! Fallback to default bump map: wpn\wpn_mags\wpn_ak74_bump#
! Fallback to default bump map: wpn\wpn_mags\wpn_ak74_bump
! Fallback to default bump map: wpn\wpn_mags\wpn_scar_bump#
! Fallback to default bump map: wpn\wpn_mags\wpn_scar_bump
! Fallback to default bump map: wpn\wpn_mags\wpn_svd_mag_bump#
! Fallback to default bump map: wpn\wpn_mags\wpn_svd_mag_bump
stack trace:
at address 0x000000014009C9E6
Out of curiosity I started a new game and spawned an SVD with debug and it worked fine. It would indeed seem that my save really doesn't like those changes to the above weapons.
Thank you for your reply.
I'm assuming by order you mean in order of copy and pasting the files.
Before I had -
Anomaly Mags
Blue Body dots
Hollywood FX - Realistic
Better magazine names
Anomaly magazines quick info
Food and Drink Animations
What I tried was
Hollywood - FX
Blue Body dots
Food and Drink animations
Anomaly Mags
Mad Mags
Mad Mags pouches
Mods are listed in the order that I remember installing them. I do not use MCM or Muh Immersion.
The only overwrites came at the end, where I'm assuming Mag Mags overwrote Anomaly Mag's files.
So bad news, tried using it with my current save and it crashed on load.
Then I made a new game to see if it was the save or my installation, and it new game started without crashing.
Last few lines were this -
! Fallback to default bump map: wpn\wpn_mags\wpn_ak74_bump#
! Fallback to default bump map: wpn\wpn_mags\wpn_ak74_bump
! Fallback to default bump map: wpn\wpn_mags\wpn_scar_bump#
! Fallback to default bump map: wpn\wpn_mags\wpn_scar_bump
! Fallback to default bump map: wpn\wpn_mags\wpn_svd_mag_bump#
! Fallback to default bump map: wpn\wpn_mags\wpn_svd_mag_bump
stack trace:
at address 0x000000014009C9E6
Only other addons I have are the food and drink animations, blue body dots and hollywood fx
Oh I don't think I have a M82 or MP7, does that mean its safe for me to use?
I don't use TAZ and I haven't seen the StG44, does that mean it will work? I just use Anomaly Mags, Anomaly Mags renamed, newgame loadout mags and the outfit quick info addon.
So just to clarify, if I apply this to an existing game save with Wuut's mod added, it will break the save?
Also, does it fix the broken magazine names (such as Fort and RPK mags)? I have an add-on that fixes that and simplifies the names as well.
I've been having an issue where there's a CTD when I loot a body.
Its the first time this has happened with the mod. I think it has something do with the SVT in his inventory, as this is the only time it has happened.
STACK TRACEBACK:
... _g.script (line: 1417) in function 'r_float_ex'
... wuut_mags.script (line: 1297) in function 'MagazineCalculateWeight'
... wuut_mags.script (line: 2156) in function 'UpdateMagazineUI'
... wuut_mags.script (line: 2055) in function 'func_or_userdata'
... axr_main.script (line: 252) in function 'make_callback'
... _g.script (line: 119) in function 'SendScriptCallback'
... ui_inventory.script (line: 3188) in function <... ui_inventory.script:3154>
... utils_ui.script (line: 2212) in function 'Callback'
... utils_ui.script (line: 2033) in function 'On_Hover'
... utils_ui.script (line: 2150) in function 'Update'
... ui_inventory.script (line: 3546) in function <... ui_inventory.script:3499>
~ ------------------------------------------------------------------------
stack trace:
at address 0x000000014009BB9
Am I correct in assuming that there's an error with the magazine weight calculation? The body also had a bizor magazine, and I noticed sometimes that magazines empty themselves when looting bodies.
I really enjoyed the mod, but there's a couple of things that bother me -
The first problem is that you can't sell empty magazines as they count as broken, which means you'll end up with a bunch of spare mags that you can't really get rid of.
The other problem is that the higher tier stalker suits count as scientific outfits rather than medium, which means that they have a woefully low loadout limit.
I know how to change the ltx file to make these suits more useful, but its still a rather tedious process of opening debug, finding the suit id and fixing it.
Is there really a separate category for scientific armor types? I did not see that classification in the debug menu.
Also, the Fort 17 magazine name is showing the id rather than the name, if that makes sense, and I could not find a way to give it a proper name in the ltx file.
There's also an exploit where the loadout isn't cleared when you change armour; if you wear a medium suit and attach 4 small magazines and 6 medium mags and then take off the suit, you will still be able to use 4 smalls and 6 mediums even though you should be restricted to 2 smalls.
So is this mod going to be worked on? I really want to like it, but I found it highly unstable.
So is this mod still in development? Its been 3 years.
Also, would it be possible to receive loner rewards from the trader in agroprom? Its kind of annoying that I have to go all the way to Cordon to get paid, especially when the base is constantly getting wiped out by mutants.
How did you get it to work? It crashes when I try to load a game
Is there a way to reduce mutant spawn rate at the Cordon? They keep attacking and taking the Neutral base and garbage entrances, and its getting really annoying to have to run back and help them because they can't kill a few dogs.
In fact, loners in generally seem pretty weak and can't defend anything.
I have an issue where after reporting to sidorovich to complete the Nimble mission, a bunch of heavily armed soldiers spawn. I can't even leave the bunker without dying.
Is that normal?
Will this mod have the campaign as well?
Thank you very much. This looks incredible ^^
CthuluIsSpy
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