The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
This weapon model has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest weapon model.
Discontinued, I advise you to finish your saved games and for new games migrate to artifax' Anomaly Magazines Redux (link in description)! Q: Is this standalone? A: No, it requires wuut's Anomaly Magazines (read instructions below) Q: Does it crash often? A: No, thanks to artifax' code issues are wrapped and this addon provides a stable experience. Q: Does it break saves? A: Savegames from 1.5.1-2 or earlier or from plain Anomaly Magazines _can_ break savegames. Q: Why can migration from AM break saves? A: Because Mad Mags adds new magazines, changes some, corrects some ammo types for weapons. Q: Is this the great Anomaly Magazines Extended by Ohotnik? A: Yes. Ohotnik left me the files, artifax did some great extra code, and I did some graphics.
Requires Anomaly Magazines by wuut (link in description)
Mad Mags is a cheap rebrand (=a selected flavour repack) of Ohotnik's Anomaly Magazines Extended plus a few great enhancements to gameplay by artifax, some by me including new icons for magazines in the player's loadout.
I've tried to make it easier to enjoy these addons in one pack and to make them a bit more immersive.
Ohotnik handed over his files to me. Some of his work is not included in here and may follow later (BaS adaptation). Let's settle Anomaly versions first.
See the credits below, this would never be possible without the great people delivering the addons this is based on.
- Mad Mags provides a stable experience of Anomaly Magazines
- adds 3D models for dropped mags from former Ohotnik's Anomaly Magazines Extended (discontinued)
- adds lots of extra magazines from AME
- reorganises some weapon magazine groups as in AME
- adds quality of life from artifax, like outfit quickinfo (how many mags max, equipped)
- adds some extra code by artifax so you don't lose your magazine in the workshop when modifying your weapon
- adds nice mag pouch icons instead of the "stock" green dot from AM to indicate your mag's equipped
- basic Trader Overhaul compatibility patch
- compatibility patch for artifax' Weapon Parts Overhaul
- bonus weapon StG 44 (may be incompatible with lots of other mods as it changes lots of files)
- Ammo Check compatibility patches
- some extra patches for flavour addons that are not directly related to Mad Mags
- Überconfigurable thanks to Pepsifan04 and lots of extra QoL code
U n i n s t a l l & D e l e t e all previous versions of these patches. Start from scratch. Tabula rasa!
IF any mod provides a compatibility patch for the original Anomaly Magazines, or a patch that makes it compatible with another addon, USE it! The following do not replace other compatibility arrangements.
Install/enable the following addons in order:
(Legend: Prerequisite, Must, Option, Bonus/Extra for other mods, Compatibility with other mods)
P---- Download & install Anomaly Magazines Moddb.com
--O-- Download & install Mod Configuration Menu Moddb.com
-M--- "MM 0 Mad Mags Base by Ohotnik sganon Pepsifan04 artifax HellblaueHoelle" - contains all the really good stuff (all fixes there were already and tons of new things, see changelog)
--O-- "MM 0a Option NO Mag Pouch Icons - green ready icons instead" (if you want back to the old magazine icons)
--OB- "MM 0b Bonus StG 44 from TAZ" (adds the StG 44 from the The Armed Zone - WARNING: lots of files changed, compatibility with other mods questionable!)
--O-- "MM 1a Trader Overhaul compat (Normal version)" (IF you have Trader Overhaul installed! Moddb.com)
---BC "MM 1a0b Trader Overhaul compat for Bonus StG 44" (IF you have CMR 0b and Trader Overhaul installed!)
----C "MM 1b artifax Weapon Parts Overhaul compatibility patch" AFTER and IF you have artifax' Weapons Overhaul installed! Moddb.com
----C "MM 1c Arszis Radiation Overhaul compatibility patch" AFTER and IF you have Arszi's Radiation Overhaul 2.1 installed! Moddb.com
----C "MM 1d0 artifax Outfit Parts Overhaul compat patch" AFTER and IF you have artifax' Outfit Parts Overhaul 1.0.4 installed Moddb.com
---BC "MM 1d1 artifax Outfit Parts Overhaul plus StG 44 compat patch" AFTER and IF you have artifax' Outfit Parts Overhaul 1.0.4 plus the Armor Crafter option installed!
----C "MM 1d2 artifax Outfit Parts and Weapon Parts Overhauls compat patch" AFTER and IF you have BOTH artifax' Weapon Parts AND Outfit Parts Overhauls installed!
---EC "MM 1e Ammo Check plus Grok's BHS compatibility patch" AFTER AND ONLY IF you have both Zukuu's Ammo Check and Grok's BHS installed (CMR doesn't need this patch, it's a flavour extra)
--OE- "MM 1e2 Ammo Check Option More Vague Info" IF you want Ammo Check to be even more vague on your magazines...
---BC "MM 1g JSRS P1-3 plus StG 44 compat patch" AFTER AND ONLY IF you have the StG 44 (0b) and JSRS Sound Overhaul installed!
---BC "MM 1h 0b StG 44 and Blindsides Reanimation Pack patch" AFTER and only IF you have Blindsides Reanimation Pack installed!
---BC "MM 1h1 0b StG 44 and Blindsides Reanimation Pack and JSRS patch" AFTER and only IF you have Blindsides Reanimation Pack + JSRS + the Blindsides+JSRS patch installed!
---EC "MM 1k Ammo Check plus Quick Melee or Powered Exos or Weapon Parts Overhaul" AFTER AND ONLY IF you have both Zukuu's Ammo Check and one of the following: Powered Exos, Weapon parts Overhaul, Outfit Parts Overhaul, nVy's Quick Melee Attack installed!
----C "MM 1j1 Powered Exos plus Outfit Parts Overhaul compatibility patch" AFTER and only IF you have Powered Exos and OPO installed
---BC "MM 1j2 0b StG 44 plus Powered Exos compatibility patch" AFTER and only IF you have the StG from TAZ AND Powered Exos installed
---BC "MM 1j3 0b StG 44 plus Powered Exos plus OPO compat patch" AFTER and only IF you have the StG from TAZ AND Powered Exos AND OPO installed
20210712 - discontinued in favour of artifax' Anomaly Magazines Redux
20210624, version 1.5.1-18
- updated compatibility patches MM 1d0 and MM 1d2 for Outfit Parts Overhaul 1.6.2
20210624, version 1.5.1-17
- fixed MM 1a & MM 1a0b folders (Trader Overhaul compatibility patches were missing trade_presets.ltx
20210611, version 1.5.1-16
- updated for Weapon Parts Overhaul 1.6.1.1 compatibility Moddb.com
- fixed arena files: (thanks CthuluIsSpy, you get the correct magazines for the Groza now!)
- checked (no changes needed) update for OPO 1.0.6.1
- Diphenhydramine-HCl sent me a redo of iterateInventory including changing its callback handle
- Also from dph - a more elegant solution to the Quit Game->MCM menu CTD that had been provided in version -15
20210524, version 1.5.1-15
- next batch of mag pouch icons included, done by none other than HellblaueHoelle (TT-33, Vityaz, Škorpion, 1911, AN-94, Galil ACE, M82, SVD, SVU, LR-300, VSK-94 reworked)
- added error handling to iterateInventory when not in-game after playing and entering the MCM Mod Configuration Menu (thanks Diphenhydramine-HCl! It happens after a running game: -> "Quit Game" -> "MCM" crash-to-desktop)
20210521, version 1.5.1-14
- even more reworked mag pouch icons by HellblaueHoelle (on fire!)
20210520, version 1.5.1-13
- function WeaponIsMagazineFed cleaned up and corrected (code sanity reasons) by Diphenhydramine-HCl
- added even more magazine pouch icons
- magazine pouch icons for magazines that are in your loadout are now part of base install
- old "green ready dot" magazine icons still optional
20210519, version 1.5.1-12
- cleaned up a little of the debug info (not a feature)
- modified the runtime fix for hover-over-mag CTD crashes to catch yet another case of corrupted magazine
- fixed the code so the hover-over-mag CTD-causing magazines should never spawn again (runtime fix will stay in the code to make older savegames usable!)
- fixed some mag description mistakes due to the merging of HellblaueHoelle's work with MM (age-old error in AME's wuut_magazines.ltx)
- HellblaueHoelle did his first run on redoing my sometimes rather generic mag pouches and I think they add a lot to the character
20210518, version 1.5.1-11
- add AEK Duty (AEK-973 aka wpn_aek_duty) fix to a new internal function provided by Pepsifan04 (he reminded me of it and I forgot to check)
20210517, version 1.5.1-10
- Added MCM support for options (most by Pepsifan04, I added two more options)
- Pepsifan04's rework: compatible mags for weapons, compatible ammo for mags now consistently shown in inventory!
- Configurable magazine emptying/refill speed (Pepsifan04 on fire!)
- Configurable options, when to remove magazines from loadout after reload and how empty it must be for removal (Pepsifan04 the absolute mad lad!)
- Option to drop mags to the floor on reload - when they're empty and the user is not in the inventory (finally came to do that myself)
20210517, verstion 1.5.1-9
- called it "Mad Mags" (why not)
- brought code back from Muh Mags that drops magazines to the ground when they're empty during reloading and player is NOT browsing his inventory (some code refactoring done)
- incorporated HellblaueHoelle's awesome magazine description texts
- removed "CMR 1f" folder because it only temporary patched BHS + FDDA. BHS introduces its own patch for the newest version.
- checked compatibility of Ammo Check patch and Powered Exos with new BHS 1.6.7 - it's OK Moddb.com
- checked compatibility with Weapon Parts Overhaul 1.6 (before 1.5.5), should touch no conflicting files Moddb.com
- checked compatibility with Outfit Parts Overhaul 1.0.5, no new conflict Moddb.com
20210509, version 1.5.1-8
- a compatibility study with file changes is included as .png in the .zip archive
- added new magazines to solve the wpn_aek_duty or AEK-973 problem with non-functioning mags. You will still find the broken ones in your savegames and in traders before they restock! Throw your bad ones away and spawn them in debug mode if you need them (mag_aekduty_7.62x39_fmj is the NEW, working one)
- magazines will be removed from your outfit when empty (this is old code from Muh Mags pack that still works!).
- added compatibility patches for Blindsides Reanimation Pack Loner Moddb.com and for Blindsides+JSRS+patch Moddb.com
- added compatibility patches for Powered Exos, Powered Exos + OPO Moddb.com
20210506, version 1.5.1-7F
- fixed "CMR 0c" for more stability - the CTD crash fix for hovering over corrupt mags in the inventory to catch an even more catastrophic corruption
20210504, version 1.5.1-7
- added code by Pepsifan04 (hover over mags for compatible ammo, over weapons for compatible mags - awesome, thanks, man!)
20210504, version 1.5.1-6
- added a (temporary) fix for the "hover-over-magazine" crash-to-desktop of Anomaly Magazines 4.0.4
- added StG 44 compatibility patch for JSRS Sound Overhaul
20210503, version 1.5.1-5
- added extra compatibility patch for Ammo Check RC18 if Grok's BHS is used
- added temporary compatibility patch for Food and Drink animations 0.8.5g(!) and BHS 1.6.6 until BHS is on par
- added all-in-one compatibility patch for Ammo Check + Quick Melee and/or Weapon Parts Overhaul and/or Powered Exos (rest for powered exos to follow)
- added option for Ammo Check to be more vague about magazines (empty, nearly empty, about half, about full)
20210430, version 1.5.1-4f
- fixes crash to desktop bug (could "not load ui_workshop") with "CMR 1d2" OP/WP Overhauls compat patch
- Russian text for StG 44/8x33 Kurz ammo proof-read and corrected by radiotehnikaT101
20210430, version 1.5.1-4
- added compatibility patches for artifax' Outfit Parts Overhaul 1.0.4, plus combined patches for this one and artifax' Weapon Parts Overhaul.
20210430, version 1.5.1-3
- updated compatibility patches for the new Trader Overhaul 1.27.2
20210429, version 1.5.1-2
- added Bonus easter egg (thanks to sganon2 and "TAZ The Armed Zone by MP5Ing")
- some traders sell the StG 44
- added magazines & equipment icons for the StG 44
- added 8x33 Kurz ammo to the game
- savebreaking hazard - M16 magazines now 30 rounds again ("classic" M16 had 20rds in previous versions)
20210426, version 1.5.1-1 (35 Years after Chernobyl NPP incident)
- added compatibility patch for artifax' Weapon Parts Overhaul 1.5.5
- added compatibility patch for Arszi's Radiation Overhaul 2.1
20210425, version 1.5.1-0
- updated all files for Anomaly 1.5.1
- updated all files for wuut's Anomaly Magazines 0.4.0.4
- added a compatibility patch for the plain normal option of Trader Overhaul 1.26.4
20201215, version RC19-1
- removed wuut's Anomaly Magazines out of the pack upon request (is now a requirement to have installed)
- restructured AME+the rest for that
- removed Ammo Check & support (Zukuu announced he will do a compatible version)
20201215, version RC19-0
- made a bad title graphic for the moddb page
- reconciled new AM (wuut) with old AME (Ohotnik), new Ammo Check (Zukuu) and old additions by machinegod420, artifax, sganon
- working but less beautiful fix for Anomaly Magazines jammed weapon crash
- removed condition bar of magazines, Ammo Check integral part of it
- moved over the mag pouch icons to wuut's new icon file
- optional mag pouch icons, magazines w/o condition bars (base pack is closer to originals)
- BaS compatibility (ohotnik did some already for AME)
- magazines without condition bar (you have to check them via quickinfo one by one) as optional patch
- eventually, in a distant future Ammo Maker compat patches Moddb.com
wuut for Anomaly Magazines (great idea and great addon, thanks!)
Moddb.com
Ohotnik for Anomaly Magazines Extended (check his old addon, he did a great part of the work and handed over the files to me d/t lack of time)
Moddb.com
artifax for the fix that magazines are ejected in the workshop and don't get lost during repair and much more to come
Moddb.com
Sparkynton for Anomaly Magazines - Weight and Text Fixes (not included anymore, but artifax made some price adjustments after him)
Moddb.com
Onegriot for his 1.5.0 b4-compatible "Muh Immersion" addon pack (that made me do this addon)
He basically started it all for me, when I wanted to add the great magazines addons to his pack. Hopefully there will be a new Muh Immersion one day!
Moddb.com
The Arising Team/MP5Ing for the StG 44 from TAZ The Armed Zone by MP5Ing for CoP
Moddb.com
Pepsifan04 for for awesome code: hover over mags to show compatible ammo, over weapons to show compatible mags, new inventory compatibility highlighting, MCM integration, he's basically a main contributor now! Moddb.com
HellblaueHoelle Moddb.com for his awesome rework of the magazine UI descriptions. Long overdue! He also provides the same for wuut's Anomaly Magazines on Moddb.com
Average
9.925 votes submitted.
wuut_InventoryWndClosed
LoadCurrentWeapon
LoadCurrentWeapon D2
next mag data : M:mag_wpn_m4a1_5.56x45_fmj_ready:30:666666666666666666666666666666
LoadCurrentWeapon D3
* Unregister UI: UIInventory
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...aly-1.5.1.2\gamedata\scripts\dynamic_news_manager.script:1758: attempt to call field 'get_article_name' (a nil value)
! [SCRIPT ERROR]: ...aly-1.5.1.2\gamedata\scripts\dynamic_news_manager.script:1758: attempt to call field 'get_article_name' (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: ...aly-1.5.1.2\gamedata\scripts\dynamic_news_manager.script:1758: attempt to call field 'get_article_name' (a nil value)
stack trace:
Pls Help
dynamic_news_manager.script is not part of this addon.
Can you also give me a full list of the addons installed and in which order?
without your mod it runs so your mod is part of the error.
i did use explore virtual folder to look for dynamic_news_manager.script but i dont know anything about scripts and such but for me it looks lik it is basegame Anomaly.
--[[
> Dynamic News by ARS Team, xStream, Red75, Dexxx, Skunk, Xmk
> Re-vamped by Alundaio for Call of Chernobyl
> Re-vamped by First_Lieutenant_Skelja, senyaGTA, Letozz, Skeli, VanoSanturi, SashaRad, RadioactiveToilet for MLR 8.3
> Re-vamped by Tronex for Call of Chernobyl, Call of Misery, Last Day, Anomaly, Dead Air. Last edit (2018/8/3)
--]]
it may be dynamic stalkers i try disable the mod an check agin
80 mods
Loadorder is Upsidedown
# This file was automatically generated by Mod Organizer.
+Death_Animations
+MCM
+210206_New_Game_Loadouts_v
+Food_Drug_Drink_Visual_Accuracy_Tweaks
+DYNAMIC_MUTANTS_V
+Dynamic_NOCTURNAL_Mutants_v
+DYNAMIC_STALKERS_
+Tougher Important NPCs and Companions
+he_is_with_me
-Stealth_
+Ai_separator
+wristwatchkey
+Quick_Helmet
+Custom_Actor_Portraits_For_HD_MODELS_ADDON
+Modular Miscellaneous Tweaks
+Fixed_Beta_Clear_Sky
+crafting
+Fix_separator
+Instant_tooltip
+BatteryWarning
+Efx_separator
+EFTfootstep
+Soundscape_Overhaul_
+wepl_Hit_Effects
+EFT_Aim_Rattle_
+PDAradioExtended_v
+Anomaly_Radios_Extended_
+Sound_Mod_
+JSRS_Port_
+Audio_separator
+Lower_Weapon_Sprint_v
+Food_Drug_Drink_Missing_Animations_Patch
+Food_drug_and_drinks_animations_v
+HollywoodFX_v
+CinematicVFX
+BlindsidesReanimationPackJSRS_patch
+BlindsidesReanimationPackLoner
+Damiens_Animation_Compendium
+1.6.5_Groks_Body_Health_System_Redux
+Animation_separator
+Old_Ammo_Overhaul_V trad otfit etc
+Old_Ammo_Overhaul_V
+Cheap_Magazines_Rebrand parts weapon outfits fix
+Cheap_Magazines_Rebrand trader ov fix
+Cheap_Magazines_Rebrand mag pouch
+Cheap_Magazines_Rebrand ame
+Anomaly_Magazines_
+hotfix15
+hotfix27
+Thap hotfix hd models
+ThaP
+Thap1
+Outfit Version Of Trader Overhaul
+Reflections
+Navs_
+2.0.0_Groks_Masks_
+weapon_parts_overhaul
+outfit_parts_overhaul
+Quick_Scope_Equipping
+More_Armours_and_Outfits_THAP
+More_Armours_and_Outfits_LTTZ
+More_Armours_and_Outfits trader
+More_Armours_and_Outfits_
+Anomaly_HD_Models_Addon
+Gear_separator
+4K_
+MergeIcons_Replacement_for_RC
+HQ_Items_Rank_by_Skalacy
+Basic_Icons_
+Exo_Missing_Texture_fix
+1.0_Groks_Arms_Pack
+HighResPDAMapsV
+Anomaly_Skyboxes
+AI_Upscaled_ALL_Anomaly_weapons_scopes_attachments_knivesaxesgrenades
+HighResLoadingScreenV
+Simple_Wall_texture_change
+6x_AI_Upsc_Mutant_Texs_
+3K dudes
+Absolut_Nature_CoC_
+Texture_separator
+Dialogue_Expanded_v
+Trader_Complete_
+RowansRebalancedSquadLoadouts
+Groks_Stash_Overhaul_v
+BountySquadsExpanded_
+Immersive_Sleep_v
+LTTZ_DC_
+Dynamic_Objects_v
I can't help you - will explain, and that's important advice for any addons you install:
You really need to watch for conflict warnings. If one mod overwrites another's files, it's normal that problems happen.
There's a reason a mod has certain files in it, and when the mod organiser says "y overwrites x", then that means you either need a compatibility patch or you can't work the two addons together.
So Addon Y overwrites a file of Addon X?
1. X
2. Y
3. Y compatibility patch for X - if you don't have that, don't install it
What if Z overwrites the same file again? You'll need again
4. Z
5. Z compat. patch for X PLUS Y combined - if you don't have that, don't install it
Starting from 2nd from bottom, I've noticed that LTTZ: Director's Cut has two files overwritten by CMR.
I've searched for examples _after_ you install CMR too, and found one minor conflict (Old Ammo Overhaul) that overwrites the trader files again (over my Trader Overhaul fix), taking away all the mags from the traders, and another major conflict (Modular Miscellaneous Tweaks overwrites the ui_inventory script).
You install addons that conflict with each other. For some you install the compat. patches as provided, but then again you overwrite them with another addon's files.
90% of the addons I don't even have installed, so no compatibility patches in sight in the near future.
Thx I will learn more about conflicts and i think i will remove whats not really nececery got to much on my plate i guess. Thanks for the advise and your time.
No problem. Watch out for your savegames too, with such a long list of mods they might get broken if you change a thing (or just mentally prepare to say goodbye to savegames sometimes).
My rule of thumb: any addon that introduces objects (weapons, quest items etc.) starts to break saves [EDIT: when removing it again] as soon as one of these objects is
1. spawned somewhere and saved
2. referenced by the game engine or a script addon and it doesn't have the expected properties
Hey man - just wondering if your change to mag condition fixes the 'crash while hovering over randomly corrupted magazines' from wuuts version.
Not talking about the compare to nil error, but the crash that happens due to engine reasons (basically phantom bullets in looted mags ******* with the mag validation due to x-ray stuttering and causing infinite script callbacks for the ui script till it crashes)
Hope this makes any sense
Hello, I remember the "compare to nil" which has long been fixed by wuut (EDIT2: Can't tell for sure, but the issue seems to be wrapped in the code of wuut_mags_CMRext.script with code almost exclusively by artifax).
To get right to your question, explanation below: no, I suspect some mod compatibility issues somewhere else, if it's not the "compare to nil" issue.
I haven't had a single crash in 10+ hours and ~100+ looted stalkers, except self-made ones with 1.5.1-4 which I fixed in version 1.5.1-4f.
The change to mag condition is actually a step back. It was immersive at first to have the user check his mags in the inventory one by one, but the new Anomaly inventory with the stacked items makes this just one step too tedious.
Item condition is a long-tried and stable part of S.T.A.L.K.E.R. mods.
EDIT: Try it out if you want, Anomaly Magazines + Cheap Magazines Rebrand (plus RC18 Ammo Check for immersion), let me know if you run into that situation again.
A fix for this crash is included in 1.5.1-6 now. I finally encountered it after more than 10 hours, and it took me a while to figure it out. Fix is included as a separate patch in this addon, and I posted the code on wuut's AM 4.0.4 page.
установил CMR 0d CTD fix plus Pepsifan04's после чего магазины перестали работать не происходит зарядка и разрядка магазина
Какая версия CMR у вас была раньше?
Пожалуйста, опубликуйте список установленных вами модов.
Which version of CMR have you had before?
Post a list of your installed mods please.
Hey, using your addon wit WPO has a problem, I believe. Thing is, unloading the mag and field stripping cancel out each other, meaning that only one of the options will show up (and work), depending on the load order of the addons. Anybody else with this issue?
You need a compatibility patch for those two to work together
looks like you haven't applied it, because there is is one already included
I'm using OPO and WPO, also TO, so during installation (using MO2) I've ticked: Main; Opt. Pouches; TO patch; WPO and OPO (not separately, but the last patch in the list, intended if you have both). I've also tried various combos with the load order, and the installation, don't wanna go into those. Right now I have TO>WPO>OPO>CMR.
Bruh, I've got a case of big dumbs apparently: It seems I forgot the mag patch from WPO (maybe forgot to manually install it or something when I was tying together all the 69 mods I have, and yes I have installed 69 mods just for funzies)
Anyway, problem sorted until I crash or something, thanks for the help!
Gospodin, good to read that it works for you again. Yes - the WPO-included mags patch is absolutely necessary, as it's what makes WPO compatible with wuut's AM. All that concerns CMR, there are additional patches.
Good hunting, stalker!
P.S.: 69 mods, that could make for about a thousand possible compatibility patches for all combinations of adding and removing another... the horror!
P.P.S: Pepsifan04 - thanks for the help, you contributed no small part to make this a smoother AM extension than it was before.
Hi, and thanks for mod. I have a question, I installed "CMR 0d CTD fix plus Pepsifan04's more hover info for Anomaly Magazines 4.0.4 " and when hovering over the armor, the game crashes:
" ! [SCRIPT ERROR]: ... / stalker anomaly \ gamedata \ scripts \mag_outfit_info.script: 28: attempt to call field 'GetCurrentLoadout' (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: ... / stalker anomaly \ gamedata \ scripts \ mag_outfit_info.script: 28: attempt to call field 'GetCurrentLoadout' (a nil value)"
Do you have any guesses about this error?
Hello, hope I can help, but I need yours too: can you do a search through your MODS folder (or through your mods in general) and tell me where mag_outfit_info.script is from?
Because I don't find it in any of wuut's Anomaly Magazines 4.0.4, nor in CMR, nor in the mods I have provided patches for.
Let's see if we can still figure out something.
I have a mod installed Moddb.com I don't want to be stupid, maybe I didn't understand if this mod is needed for your mod to work or not?
No, you don't need that mod for CMR:
The outfit quickinfo is part of artifax' code that is included in CMR 0 - in the AME base install.
Might look different (I haven't tried this addon), but artifax did a great job!
Thanks for the quick response. I have a lot of BAS addon mods on my mod list to keep stores running. Do I need to remove them and only play with your mod? I have such an order.
1. Anomaly_Magazines_0.4.0.4
2. UPDATING BASIC ANOMALY LOGS UPDATE 7 Moddb.com
3. ANOMALY LOG - QUICKINFO OUTFIT Moddb.com (which I will delete so that there are any some bugs with your mod)
4. WORLD MODELS FOR WUUT Moddb.com
5. PATCH OF BAS MAGS MODELS Moddb.com
What should I leave from this, and what should I take away? If this does not bother you, please help me. I am in a panic seeing how many addons are needed for the magazines to work: D sorry.
I'm afraid I'm breaking my current playthrough, there is actually a feature in your mod that I've always wanted to have in magazines, which is ammo highlighting on hover. @ Pepsifan04 provided the code Pastebin.com, I understand that it needs to be entered in wuut_mags.script, but if I do it thoughtlessly, nothing works, I need to do something else to make this code work for standard mode Anomaly_Magazines_0.4.0.4?
Yes - With BaS installed, I am afraid you will break your savegames with CMR. It does not provide compatibility with BaS (I have that planned, but will take me a long while...)
Just in case you want Pepsifan04's code badly:
- Open wuut_mags.script (or a copy of it that you can patch on top of your mod list)
- There's a piece of code commented out where wuut writes he will implement this later
- You find it: it starts with --[[
- and ends with ]]
- That means the code between these brackets is not working, but seen as commentary
- You'll find it, it's just a few lines
- Delete the lines
- On the same spot you paste Pepsifan04's code
- Save it in your gamedata/scripts folder or activate it as a new addon if you have it
I would be more precise, but I'm not at home right now!
Wow, it worked. From the outside it looks simple, I have no idea how you work among thousands of lines of code, it is really a very difficult task, thanks for doing this. Thanks so much for taking the time to comment and help me. Thank you)
Thank you, good you're enjoying this.
Code is courtesy of wuut, artifax, Pepsifan04, these are the real smart guys in this.
Good hunting, stalker!
F*ck, I started to install, now I see no compatibility with BAS ... I am in the middle of merging :D
Anyway, thx for many improvements of original code :)
Hahaha! BaS is planned, but I can't promise anything in that direction for the immediate future.
Edit: artifax and Pepsifan04 are mainly contributors of additional code, I only do a lot of merging. But great to hear you're liking the added stuff!
Hi, whit the mod weapon part overhaul after i patch it the filed strip option don't work animore.
Hello, what addons have you installed in what order?
For WPO, you about need in that order
- CMR base & options...
- WPO
- WPO mags patch (in the WPO download)
- CMR 1b WPO compatibility patch
Ok i try tomorrow thanks for the quick answer :D
Greetings, there was a question about two compatibility patches: patch CMR 1d1 artifax Outfit Parts Overhaul plus StG 44 compat patch crosses the crafting file with the mod Moddb.com, another patch CMR 1g JSRS P1-3 plus StG 44 compat patch replaces one sound file of these mods Moddb.com and
Moddb.com.
Are there any plans for consistency patches with these mods?
Another mod with similar files Moddb.com how will it work with it?
As I understand it, the new game is needed so that the mod would work, because I put it on the current save, gave an error?
Privyet, bra!
1. Powered Exos compatibility is planned in the future, it will break the TAZ StG 44 without compatibility patches
2. Blindside's Weapon Reanimations and
3. the same with JSRS patch: I would need to look into this, but you can eventually help yourself merging the TAZ StG 44 into Blindside's Reanimation JSRS patch files
4. Ammo Maker: will definitely break your saves, and I don't have a compatibility patch _yet_ for you. If you install it without, you will lose the TAZ StG 44's ammo and parts definition.
Hang on for version 1.5.1-8, I will try to consider as much as is possible for me.
Blindside's Weapon Reanimations (and JSRS patch) compatibility will come in 1.5.1-8, EDIT: Ammo Maker probably not.
Powered Exos I will probably do in 1.5.1-8 before I upload it.
Can OP or someone test aek_duty? Seem like there is no mags for it, hence i cant reload it.
Yes, aek_duty is unfortunately unusable. There is a problem with how the weapon is named.
Anomaly Magazines and the way it handles weapons is tied to the weapon naming convention, and it's deep in the code of wuut_mags.script. The Duty AEK is an exception in the naming, therefore makes this hard to solve.
As a workaround, you could launch the game in debug mode, throw the aek_duty away and give yourself a standard aek.
I can't offer an immediate solution for this, as I don't understand Anomaly Magazines well enough for this. Still, I'll put it on my to do list.
Holy shee m8, awesome response speed and quality
Guess its time to learn stalker scripting, can you point on something to start, besides discord?
Hard to answer for me. I'm very new to STALKER lua, but what I do is follow through scripts especially after a crash and starting with the logfile.
Most code included here is written by artifax and Pepsifan04, I do only very little (like the CTD fix).
k, thank you
godspeed
I've started looking into aek_duty again. It's not the naming convention, AM handles that pretty well. It's that the ammo type is different for the AEK and the AEK from Duty.
I am thinking of whether I can fix this codewise or by streamlining the AEK to all have the same ammo.
Yeah, thats the thing, i was using 973 because of better ammo and if u will do that thing with 'same ammo', then there is no point in using 973, imo
1.5.1-8 will be done in a few days or earlier perhaps.
It will fix the issue with the "AEK-973" or aek_duty.
There will be old, non-functioning mags in your savegame. Traders will have them in their inventory for the time they're not restocking.
But you can throw them away and use debug mode to give you the new "mag_aekduty..." items.
EDIT: I just saw your reply now - yes, the AEK-973 _will_ have 7.62 mags and be compatible with AK47 mag-wise, too.
Can you tell me what was the problem? And was it in configs or in scripts? Or in some other files? Thanks.
The problem was that there is a weapon definition file for the aek.
It contains lots of AEK (wpn_aek, wpn_aek_camo...)variants using 5.45x39.
And there is this _one_ variant, the AEK-973, or wpn_aek_duty, that uses 7.62x39.
Anomaly Magazines takes the wpn_aek part (always the first two parts of the weapon section name) and from that identifies its default mag section.
That would end up being called something like
mag_wpn_aek_7.62x39_fmj (mag_ + part of weapon name + first compatible ammo section).
Now, wuut_magazines.ltx (both wuut's and also Ohotnik's Extended version maintained here in CMR) defines cross-compatible magazines by weapon groups.
To make the AEK (5.45x39) compatible with AK74 group magazines, wpn_aek is defined as part of a list of that group.
Now comes the trouble.
wpn_aek can only be part of one compatibility group, otherwise it would tell you that the 5.45 AEKs suddenly accept AKM mags, leading to further problems.
So there needs to be a way for the AEK in 7.62x39 to coexist.
You could do that by fixing Anomaly's weapon files and define the AK973 as a weapon on its own.
Why didn't I do that? Because it would add more weapon files (EDIT: and changes to tons of other files potentially referencing wpn_aek_duty) to an addon that should one day be compatible with other mods that add/modify weapons.
Merging hell!
So I did a runtime-patch job on it and catch every checking of AEKs which default magazines they use and rename that magazine section to a new wpn_aekduty one.
wpn_aekduty just exists in runtime, not in definitions now.
Magazines for wpn_aekduty exist. Here comes the old savegame problem:
I had to have mags for AEK to coexist with the correct AEK-973 magazines not to break other peoples' saves.
Thank you for your brain time dude, because of lads like you i can learn something new and kinda complex without trying to read someones code just by myself!
And sry for my bad english, im not a native speaker.
Godspeed!
Hey, bro.
There is a problem with the reloading mechanics: if the magazine that you have in your weapon was not in your pouches before loading it in, reloading with a magazine that is actually in your pouch, ready for use, will simply delete the one in the weapon.
I have already used Anomaly Magazines without this add-on and I haven't had this problem.
Idk if it is related to the WPO files or the compatibility patches.
Privyet, bra!
I am playing this game most exclusively like that: I prepare as many mags as I can carry on the loadout, and load a non-equipped mag into the weapon. This has never happened to me before.
Are you using 1.5.1-7F? Is it a clean install?
Assuming you only use WPO, you'd about go like that:
Hello, what addons have you installed in what order?
For WPO, you about need in that order
- CMR base & options...
- WPO
- WPO mags patch (in the WPO download)
- CMR 1b WPO compatibility patch
Let me know what mods in what order, we'll find out what's happening.
*Clean install means: when I change something from version to version, and you don't deactivate all/reactivate all new, a mix of files can happen, as I remove/add files sometimes.
For mod Ammo Maker not made a patch or am I blind?
No. Ammo Maker will not be done for now. Only Powered Exos and Blindsides Reanimation Pack (plus Blindsides+JSRS).
Ammo Maker is a ton of work, this would take me a while to integrate.
Clearly, as I understand it, first your mod, then another mod and your patch to it, and so on, right?
There is a file "CompatibilityChart.png" in the .zip file, so you can see the order of mods. I hope that helps!
Ok, thanks a lot, tomorrow I will try to install your mod for now without a patch for the Ammo Maker mod.
Good hunting, stalker!
EDIT: But don't install CMR + Ammo Maker without a patch, it WILL break.