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.

Description

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.

Preview
[DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18
Post comment Comments  (50 - 100 of 212)
ZenMasterFlex
ZenMasterFlex - - 3 comments

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

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sganon Author
sganon - - 239 comments

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?

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ZenMasterFlex
ZenMasterFlex - - 3 comments

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

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sganon Author
sganon - - 239 comments

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.

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ZenMasterFlex
ZenMasterFlex - - 3 comments

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.

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sganon Author
sganon - - 239 comments

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

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IamKrev
IamKrev - - 14 comments

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

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sganon Author
sganon - - 239 comments

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.

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sganon Author
sganon - - 239 comments

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.

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M4K5P0W3R
M4K5P0W3R - - 284 comments

установил CMR 0d CTD fix plus Pepsifan04's после чего магазины перестали работать не происходит зарядка и разрядка магазина

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sganon Author
sganon - - 239 comments

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.

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Tovarish_Nikolay
Tovarish_Nikolay - - 16 comments

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?

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Pepsifan04
Pepsifan04 - - 106 comments

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

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Tovarish_Nikolay
Tovarish_Nikolay - - 16 comments

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.

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Tovarish_Nikolay
Tovarish_Nikolay - - 16 comments

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!

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sganon Author
sganon - - 239 comments

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.

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Luckynoobik
Luckynoobik - - 73 comments

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?

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sganon Author
sganon - - 239 comments

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.

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Luckynoobik
Luckynoobik - - 73 comments

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?

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sganon Author
sganon - - 239 comments

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!

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Luckynoobik
Luckynoobik - - 73 comments

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.

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Luckynoobik
Luckynoobik - - 73 comments

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?

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sganon Author
sganon - - 239 comments

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!

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Luckynoobik
Luckynoobik - - 73 comments

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)

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sganon Author
sganon - - 239 comments

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!

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Jurkonov
Jurkonov - - 377 comments

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 :)

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sganon Author
sganon - - 239 comments

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!

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AbracaMacabra
AbracaMacabra - - 72 comments

Hi, whit the mod weapon part overhaul after i patch it the filed strip option don't work animore.

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sganon Author
sganon - - 239 comments

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

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AbracaMacabra
AbracaMacabra - - 72 comments

Ok i try tomorrow thanks for the quick answer :D

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Даниль
Даниль - - 146 comments

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?

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sganon Author
sganon - - 239 comments

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.

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sganon Author
sganon - - 239 comments

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.

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JDdeen
JDdeen - - 14 comments

Can OP or someone test aek_duty? Seem like there is no mags for it, hence i cant reload it.

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sganon Author
sganon - - 239 comments

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.

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JDdeen
JDdeen - - 14 comments

Holy shee m8, awesome response speed and quality
Guess its time to learn stalker scripting, can you point on something to start, besides discord?

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sganon Author
sganon - - 239 comments

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).

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JDdeen
JDdeen - - 14 comments

k, thank you
godspeed

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sganon Author
sganon - - 239 comments

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.

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JDdeen
JDdeen - - 14 comments

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

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sganon Author
sganon - - 239 comments

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.

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JDdeen
JDdeen - - 14 comments

Can you tell me what was the problem? And was it in configs or in scripts? Or in some other files? Thanks.

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sganon Author
sganon - - 239 comments

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.

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JDdeen
JDdeen - - 14 comments

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!

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TheWorstDude
TheWorstDude - - 81 comments

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.

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sganon Author
sganon - - 239 comments

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.

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Даниль
Даниль - - 146 comments

For mod Ammo Maker not made a patch or am I blind?

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sganon Author
sganon - - 239 comments

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.

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Даниль
Даниль - - 146 comments

Clearly, as I understand it, first your mod, then another mod and your patch to it, and so on, right?

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sganon Author
sganon - - 239 comments

There is a file "CompatibilityChart.png" in the .zip file, so you can see the order of mods. I hope that helps!

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Даниль
Даниль - - 146 comments

Ok, thanks a lot, tomorrow I will try to install your mod for now without a patch for the Ammo Maker mod.

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sganon Author
sganon - - 239 comments

Good hunting, stalker!
EDIT: But don't install CMR + Ammo Maker without a patch, it WILL break.

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