Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.

Description

This addon recreates the weapon magazines for Dead Air, which will be used to reload almost all weapons. The current version of the addon has gained stability, but errors are still possible (read the description in full).

Preview
Ekidona magazines [Dead Air 0.98b]
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twinstar360
twinstar360 - - 215 comments

Soo we don't have to put the ammo in the artifact slots?

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EkidonaArubino Author
EkidonaArubino - - 42 comments

"Almost" means almost. There are some weapons that are loaded without magazines, and in addition to shotguns, there are also a couple of rifles here: Mosin and Mauser 98k. As in the original - they are reloaded through a pack of cartridges, which must be hung on the belt.

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twinstar360
twinstar360 - - 215 comments

Does it compatible with Taz?

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EkidonaArubino Author
EkidonaArubino - - 42 comments

May be I do not know. If weapon configs are edited there OR new ones are added, then you need to edit them yourself, assigning new magazines, etc.
I won't do it, you'll figure it out yourself. In any case - this addon will easily adapt to any weapon, if you apply the appropriate measures to "connect" them.
Update 30.12.22: There are customizations in the additional "archive" mentioned, and I made some adaptations of 3rd party addons there. There are conflicts with scripts, as well as changes from official bug fixes - for which not everything adapts - so it's just not possible to connect everything just like that. If you have a desire to make an adaptation, then I will upload it to the "archive".

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fallingist
fallingist - - 3 comments

We need to start a new game

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Can this mod be played with old saves? I think so, but this will most likely disrupt the gameplay: you will need to look for magazines for your weapons, and not only. It's better to start the game over - if you choose an additional set of weapons, then along with a shortened AK74 you will get a couple more magazines for it.

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HunterWolfFox
HunterWolfFox - - 13 comments

в чем прикол ?
заспавнил всс прибой и мп5 .45 вылет все хотя без мода на магазин он не вылетал

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Sorry for the weird question, but don't you mix addons? It's also not clear - did you install the latest official patches before installing the addon? I just have a number of complaints about such "trackers":
1: "log" is not specified - how should I understand the reason for the crash when I do not have such an error? (it’s worth sending it in its entirety - it’s better in private messages to ModDB, or, in extreme cases, I am registered in VK and Reddit, and in a more extreme case, right here, but then this requires deleting the comment)
2: It is worth describing the circumstances of the error in more detail - what you installed earlier, what you did, and the like.

And yes - thank you at least for the fact that because of you I found another mistake! Now at least it's fixed.

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HunterWolfFox
HunterWolfFox - - 13 comments

адоны
hd modeles
открытые прицелы
fix бб
востоновление вырезаной брони

и на последок ваш адон магазиное питание
(кстати еще один баг если разрядить 5 ак12 то можно встретить магазин для рпк)


лог
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: d:\games\dead air\gamedata\scripts\bind_weapon.script:35: attempt to index field 'WaMArray' (a nil value)

stack trace:

0023:00D53DCC xrCore.dll, xrDebug::fatal()
0023:062FB9B4 xrGame.dll, CDialogHolder::UseIndicators()
0023:5FEBEB2E MSVCR120.dll, _RTDynamicCast()

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EkidonaArubino Author
EkidonaArubino - - 42 comments

The weapon sections - which use mags - have a "mags_use" string that tells you which mags are available and which are used. If you noticed this and corrected it - well done, but there is a small detail: "fake ammo". All weapons that use magazines have sections of these same ammo in "ammo_class" - their names differ from the originals by the presence of "f" at the end (I think it's not worth saying that weapons WITHOUT magazines use the originals). The "fake ammo" themselves are listed in "weapons.ltx" - they come after the sections of the original ammo, completely repeat their properties, but have the line "script_binding=bind_weapon.fammo_bind". Also, do not forget that not only one weapon can be registered in the weapon config file, but even two or more (as in the situation with MP5). Now, knowing this, you can easily adapt it all yourself.
And yes - AK family magazines are compatible with the RPK, and this works in the opposite direction. Wuut had a similar one, and I decided to leave this option too, and given that most of the mags appear by chance, there is a high probability (1/2) to find a RPK mag in AK.

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HunterWolfFox
HunterWolfFox - - 13 comments

ну принципе пусть бет так )

но думаю что ваш мод вскоре будет полезен как в DEAD AIR 1.0

надеюсь что и проблема совместимости с другими модами будет решена

ток в моде где востонавленая броня есть вепрь 12 usas12 sr25

и вопрос
мо;но ли будет для всс и всс прибой магазин на 20-30 патронов установить ?

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EkidonaArubino Author
EkidonaArubino - - 42 comments

I don't think that my addon has compatibility issues - I tried to put all the scripts in an automated mode, which allows you to adapt everything anywhere. The fact that other mods do not run directly is solved within a few minutes - depending on the ability to work with a text editor.
I don’t quite understand the last words - "a magazine for 20-30 rounds?" You mean "can I change the maximum allowed ammo in the magazine?" Well, yes - in "ekidona_magazines.ltx" all the configs of weapon magazines are listed, including the maximum allowable ammo ("max_mag_size").
Update 29.03.23: "RESTORE OUTFIT ADDON V0.7" has already been adapted by me personally, a number of new magazines and more have been added there. Look in the archive on GoogleDrive of the addon itself: Drive.google.com (copy again)

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maxi666
maxi666 - - 135 comments

Автор, всё вроде хорошо, кроме одного и очень важного что раздражает и из-за этого я не ставлю этот аддон, я должен видеть насколько полон у меня магазин в инвентаре, не только наведением на него, а всех и сразу, у Wuut хотя бы шкалу состояния можно было прописать, а тут только наводить надо, устанешь наводить и сразу забудешь сколько где.

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maxi666
maxi666 - - 135 comments

Автор, советую сделать разгрузку, ибо слотов мало, по типу как в Аномали, скомбинировать, разгрузку эмитируют слоты, а карманы экипированные в инвентаре магазины. Видно ты в скриптах силен, ну сделай что-нибудь прикольное с разгрузками.

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HunterWolfFox
HunterWolfFox - - 13 comments

понятно но попробую снова совместить адонны может у меня проблемы и у меня адоны конфликтуют хотя врядли

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maxi666
maxi666 - - 135 comments

Невозможно продать? В этом лишь проблема? Два варианта 1.через контекстное меню, для продажи и магазин превращается в другой вид, патроны извлекаются автоматически.2. через скрипты, при наведении курсора шкала состояния пополняется и продажа становится возможной, это вообще не проблема, но видеть лишь коробочки и не знать сколько там чего это дезоориентация.

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maxi666
maxi666 - - 135 comments

У меня самого основа Dead air и я спокойно адатировал на wuut магазины эмитацию разгрузки из Аномали(но не последний wuut, а предпоследний), при чем тут движок, там движок вообще роли не играет, лишь скрипт один. Ну ваше дело, уверен если бы вы подумали как следует, то разгрузку можно сделать и без движка, в NLC7 например система разгрузки чисто скриптовая, просто надо захотеть.

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Okay, I decided to devote quite a bit of time to this addon and made a "condition bar" for weapon magazines. I agree that they are better, and thanks for the idea! (Seriously, with this text strip in the inventory, I somehow didn’t think about implementing this)

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HunterWolfFox
HunterWolfFox - - 13 comments

ну в da 1.0 показали систему разгрузки и сиситему магазинов

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HunterWolfFox
HunterWolfFox - - 13 comments

и про мод да задумка хорошая ну блин я хрен знает что у меня там конфликутет что при спавне всс прибой и мп5 45 калибра вылеты

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HunterWolfFox
HunterWolfFox - - 13 comments

кстати а какй фикс надо ставить ибо там 2 на нож и время все других нет

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EkidonaArubino Author
EkidonaArubino - - 42 comments

The official patch, which is published in the article on the main page of the mod as a link to "Google Disk".

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HunterWolfFox
HunterWolfFox - - 13 comments

ПРОСТИ МЕНЯ СЛЕПОГО НО Я НЕ ГДЕ НЕ НАШОЛ ДИСК

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EkidonaArubino Author
EkidonaArubino - - 42 comments

I kind of clearly said that on the ModDB mod page itself (just select "summary" at the top and you will see the article itself a little bit below, where there will be a link to download DA and bug fixes for it). Just in case, here is the link itself (it does not change): Drive.google.com

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maxi666
maxi666 - - 135 comments

При взятии к примеру абакана, извлекается магазин для рпк, я понимаю что он может использоваться, но зачем он по умолчанию извлекается? На мой взгляд это недоработка.

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maxi666
maxi666 - - 135 comments

! [LUA] .... - call of chernobyl\gamedata\scripts\alun_utils.script:154: bad argument #1 to 'trim' (string expected, got nil)
! [SCRIPT ERROR]: .... - call of chernobyl\gamedata\scripts\alun_utils.script:154: bad argument #1 to 'trim' (string expected, got nil)

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EkidonaArubino Author
EkidonaArubino - - 42 comments

If it's not a secret, can you tell me the history of this error? It’s just that I don’t test my addon for how long - there was nothing like that. Have you mixed addons? Did you load an outdated save?

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maxi666
maxi666 - - 135 comments

У меня не чистый dead air, прошлые версии вашего аддона накатывал и всё было нормально, сейчас при старте новой игры сразу вылет, есть вероятность того, что если фэйк патроны не прописаны всему оружию, то будет такой вылет? Но оружие у нпс, просто я не стал прописывать всем пушкам фейк патроны, а пока лишь тестирую ваш аддон и жду полировки и идеального исполнения и доведения до ума.

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Well, I'm not surprised. The error itself is caused, most likely, due to incorrect memoization, because this function (which is written in the log) is called only there. Most likely - you didn't add something in the configs, and I can't say for sure here, because there are at least 5 options. "alun_utils.str_explode" register this function to check the existence of a particular value in the configs. When the game crashes, all these messages will remain in the log and you will determine from them where the settings are needed (there will be nil). Example: printf("SINI check %s: %s",sec,sini:r_string_ex(sec,"ammo_class"))
As for "fake ammo", well... I don't think it's necessary yet.

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maxi666
maxi666 - - 135 comments

Получилось, исправил вылет, посмотрел фишку с куртками, молодец что сам такое придумал, но лично мне не понравилось, не информативно и слишком много телодвижений, нажми туда, потом сюда, думаю если развить эту тему, то можно сделать что-то годное.

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BloodType:CrownRoyal
BloodType:CrownRoyal - - 4 comments

Hey, I'm trying to use this adonn with Dead Air Revolution, English translation. When I try to launch the game with this mod enabled in JSGME the xray engine icon appears then closes down and this is the error log:
Initializing File System...
using fs-ltx fsgame.ltx
FS: 62908 files cached 42 archives, 9485Kb memory used.
Init FileSystem 0.800060 sec
'xrCore' build 7090, Jul 5 2018

EH: D8524A36AF9B3F32084FDA4649221CFA

-----loading g:\stalker\dead air revolution\gamedata\configs\system.ltx

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_kiparis_sounds'. Please attach [*.ini_log] file to your bug report

stack trace:

0023:00BE3DCC xrCore.dll, xrDebug::fatal()
0023:00BE69A1 xrCore.dll, CInifile::Load()
0023:00BE69A1 xrCore.dll, CInifile::Load()
0023:00BE6318 xrCore.dll, CInifile::CInifile()
0023:004614F5 xrEngine.exe, CApplication::load_draw_internal()
0023:0045ED8A xrEngine.exe, InitSettings()
0023:0045F7B3 xrEngine.exe, InitSound2()
0023:0045FAD6 xrEngine.exe, InitSound2()
0023:0046B673 xrEngine.exe, CApplication::load_draw_internal()
0023:75F1FA29 KERNEL32.DLL, BaseThreadInitThunk()
0023:77C37A9E ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77C37A6E ntdll.dll, RtlGetAppContainerNamedObjectPath()

So I'm assuming that the creators of DA:R changed something that made it incompatible with this mod, so where should I start looking for a resolution? I don't know code but I can copy and paste all day.

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EkidonaArubino Author
EkidonaArubino - - 42 comments

The error is clearly caused by the lack of official bug fixes, but... I absolutely don’t know how you will substitute them (because all such modifications change a number of scripts that go in bug fixes), so it’s easier to substitute the scripts from my addon and magazines configs, and here are the weapon configs to register manually - see the comments that are posted above.

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Mehdi_MK
Mehdi_MK - - 3 comments

Hey awesome addon
Could you please make a patch for this addon Moddb.com

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Honestly, I don’t really want to make adaptations, I made them for my addons and two third-party ones - that was “enough” for me. If you, or someone else, make an adaptation - write to me about it and I will definitely publish your work in the archive for the addon. I do not want to repeat myself, but still: addons are not always mixed, and reconnecting combinations often causes more errors due to data differences - my addon affects a huge number of files, especially weapon configs and a number of main scripts: the edits themselves are small and come across often, and I don't think that the authors of other addons limit themselves to changing the original data. Well, do not forget about the official fixes - many addons have not adapted to them (this one, of course, is an exception, but still). In short, make an adaptation - I will publish it. Sometimes it pays to read the description on the addon page more carefully.

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zoust
zoust - - 355 comments

Gj and ty for all the updates you made

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spine_worm
spine_worm - - 1 comments

Nice work! Would be cool if you made alternative icons of weapons without magazines like in AREA

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triple_agent
triple_agent - - 159 comments

Is 'Dead Air' not all about being pesky to the player and nigh unplayable due to design?

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Meh, as much as I make scripts for DA, so many times I get messages like this... let's be honest, by this kind of message you mean: "why do you make addons for DA, and not for the great and beautiful Anomaly?"
x2 Meh: Anomaly was once my first completed mod, DA was after. Why am I here? Well, this - probably - has a reason. I don't like to argue, especially here - I just hope my scripts work well. If you have any complaints about my work, then talk about them.

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triple_agent
triple_agent - - 159 comments

I do not mean 'Anomaly' nor do I compare your work on 'Dead Air' to anything else other maybe than the base 'S.T.A.L.K.E.R.'. To be fair, I do not play 'Anomaly' nor was 'Anomaly' on my mind writing the initial comment. It must have been your own obsession and a sense of inferiority or perhaps just sheer expectation that has led you to that assumption. In the end, what I mean is 'Dead Air' by appearance stands mostly pesky to the player and nigh unplayable due to design and you seem to go in a completely opposite direction with this particular creation. It is not the question of "why" do you mod. I guess you mod because you can, because you like it, because you fancy - whatever. Good that you mod, if you enjoy, please keep doing that. My only purpose in this conversation is to ask what context in 'Dead Air' do you see, so as to place your "ekidona" solution within such particular set, but maybe what you really want to achieve is to have another game?

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EkidonaArubino Author
EkidonaArubino - - 42 comments

Well, now this is a specific question. Why am I modifying "Dead Air"? Honestly, I just like it more - visual, optimization and "atmosphere". Now this is much more obvious, albeit contradictory - almost five years have passed since the release of OBT, and for me it has only strengthened. If there is an interest why I do this at all, then... I do not have a short and clear answer. Let me just say that I am making a whole mod on the DA ("Sediment") platform, and this version of the base - as I "felt" in practice - suits my concepts very well.

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