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  (100 - 150 of 212)
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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Даниль
Даниль - - 146 comments

I'm still waiting for the Ammo Maker patch to test your mod, I don't want to do it without it.

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sganon Author
sganon - - 239 comments

You will wait for a very long time. See my May 9 comment, I said I will not do an Ammo Maker patch for now.

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barbaro
barbaro - - 23 comments

is compatible with TAZ ?

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Mask961
Mask961 - - 112 comments

Probably not, I tried

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sganon Author
sganon - - 239 comments

Mask961 is right, it is not compatible with the full TAZ installation.

I have not decided on this yet, but for the next version TAZ compatibility is out of reach. There's a reason to it: the bonus StG 44 from TAZ uses a new type of ammo, and I'll just have to be extra careful with all compatibilities now.
So, if it comes: the StG 44 might be a savebreaker.

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Mask961
Mask961 - - 112 comments

You know I actually tried to edit the files to remove the condition bar for the mags, and to some extent it worked but, the condition bar was still there, it was just that the magazine conditions were always green, so you could sell them to traders. I haven't found a way to completely remove the bar though.

[EDIT] Okay, so I think I actually figured it out. in the wuut_magazines LTX file, I simply copied what you did and removed the "_con" at the end of "tch_part_con". I also removed the fake ammo text, so it looks like this at the top of the text:

--:tch_part_con

[mag_wpn_base]:tch_part
--class = AMMO
--immunities_sect = sect_identity_immunities
visual = dynamics\part\prt_o_retardant_3.ogf
description = st_mag_base_descr
inv_name = st_mag_base
inv_name_short = st_mag_base

That for me completely removed the condition bar for the magazines. However, Now I can't choose which specific magazine to load with ammo. This is confusing.

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sganon Author
sganon - - 239 comments

Yes, this is unfortunately specific to 1.5.1 and the later RCs that started to offer the extra space for stackable items. Since then, tch_part doesn't work anymore as nicely as it did.
Pepsifan04 (I hope mentioning works so he can decide what to share) is working on a nice solution for this, I would hang on if I were you. 1.5.1-10 will at least bring some configuration options using MCM with it.

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Mask961
Mask961 - - 112 comments

That’s good, I’m hoping there’s a solution so you can sell empty mags to traders. It might not seem like a big deal, it’s just that to me, it makes no sense how traders can sell magazines but you can’t sell empty mags to them lol.

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sganon Author
sganon - - 239 comments

Selling magazines... wow, that's a long story where many tried their luck making this work nicely.
I'll think about that, or perhaps Pepsifan04 has something up his sleeve.

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Pepsifan04
Pepsifan04 - - 106 comments

We're working on option where mags are 100% when trading, this allows selling them while preserving original functionality

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Mask961
Mask961 - - 112 comments

Very nice!

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sganon Author
sganon - - 239 comments

Even nicer! Pepsifan04 shared _a_whole_lot_ of new work with me today. I will carefully integrate it in what I did this afternoon and try to provide a stable merge as soon as I can get it in order!

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Mask961
Mask961 - - 112 comments

I see it was recently updated! Can't wait to try it out!

AWESOME!! The hard work seems to be paying off! Now I can sell empty magazines to traders while still seeing how much ammo is in the magazine! Amazing job, guys.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

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.

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HellblaueHoelle
HellblaueHoelle - - 294 comments

If you're talking about my addon, a version of that, made by me is a part of this mod

Also, no, it didn't crash for me.

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sganon Author
sganon - - 239 comments

HellblaueHoelle is right, as well as you.
It can break saves, depending on what things are spawned in the gameworld already.
The StG 44 from TAZ bonus is something to be used with caution as it changes a lot of files just for a little gimmick.

Yes, Ohotnik's AME and now MM as its continuation should fix long overdue things like the bespoke mags. Let me know.
EDIT: And yes, besides fixing some broken things and crashes, MM has been updated by HellblaueHoelle to also have much better text descriptions for the mags. I didn't notice before what you meant exactly.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

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.

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sganon Author
sganon - - 239 comments

That will generally save you from a lot of trouble with other addons. The StG 44 from TAZ has gotten its own correct ammo type, trader files etc.

Mad Mags requires Anomaly Magazines, but none of the other addons.
Mad Mags contains its own fixes, features, old code by artifax that gives you exact the outfit quick info, and it contains the renamed mags from HellblaueHoelle, with his kind permission.
EDIT: And it contains its own loadout additions for new games so you won't miss your starting magazines, and you're not without mags in the arena either. That has been part of Anomaly Magazines Extended & Muh Mags long ago.
Check out the new 1.5.1-10 (and the credits, as the list of contributors grows).

Back to your original question: This addon changes the M82 to .50bmg (and some trader files, Trader Overhaul compat included as patch) and the MP7 to 4.6x30.
These two weapons will be "broken" in a savegame for sure, as you will have to find new magazines, old magazines might cause a crash because they're not defined anymore, etc.

That's why I warn people, because it's only fair.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

Oh I don't think I have a M82 or MP7, does that mean its safe for me to use?

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sganon Author
sganon - - 239 comments

Can't sleep over that question, so I checked: it's safe. The definitions in the file for the "wrong" 12.7x55 M82 mags and the 9x19mm MP7 still exist. So the worst that can happen is that until the traders restock you will find a few incompatible mags for M82 and MP7 in your savegame, but that'll get better with moving north and things respawning.

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SparksTheUnicorn
SparksTheUnicorn - - 69 comments

Do you have any plans to release a version/optional that just includes the QoL updates (compatible mag highlights, fixed bugs/crashes and CTD, and what not)?

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sganon Author
sganon - - 239 comments

If you download and install Mod Configuration Menu (https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-mod-configuration-menu), you can configure everything to your liking.

Other way around, what do you _not_ want? Because many things can just be omitted.

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SparksTheUnicorn
SparksTheUnicorn - - 69 comments

I more just meant like just without the new magazine types lol. Prob should have worded it better

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sganon Author
sganon - - 239 comments

If your concern is savegame safety relative to Anomaly Magazines, see my reply to CthuluIsSpy: it's safer than I thought, I checked the files.

Chances are good if you install the bare minimum (plus any necessary compat. patches) that you'll have a fine experience.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

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

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sganon Author
sganon - - 239 comments

Can you share your list and order of installed mods with me? I would be very interested to even these troubles out.
My first assumption is there is something missing in your setup, but I'll try to figure this out and how I can help.

EDIT: If I can bother you, can you also list the exact setup you had _before_ on your working savegame?

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CthuluIsSpy
CthuluIsSpy - - 30 comments

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.

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sganon Author
sganon - - 239 comments

"Muh Immersion" - the memories! Good times were had.

Do me a favour - that might fix everything for your current savegame, fingers crossed.
First, deactivate all mods, keep that list.
Second, make sure that what you say is "Mad Mags" and "Mad Mags pouches" are really the folders MM 0 and MM 0a (the Mad Mags base plus the pouches option).
Third, add an "Anomaly Mags Mad Mags Backwards" folder at THE END.
It should contain only gamedata\configs\items\wuut_magazines.ltx

Fourth, go to Mad Mags folder and delete the gamedata\configs\items\trade folder

Activate that mess and pray to the Old Ones.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

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.

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sganon Author
sganon - - 239 comments

OK, I was assuming you'd use some kind of mod activator. When I list the things "in order" and mean "deactivate" - just delete all gamedata contents and copy the things in order over each other:
Hollywood - FX
Blue Body dots
Food and Drink animations
Anomaly Mags
Mad Mags (with config\settings\items\trade removed!)
Mad Mags pouches
"Anomaly Mags Mad Mags Backwards" (It should contain only the ORIGINAL wuut's AM gamedata\configs\items\wuut_magazines.ltx)

EDIT: And pray to the Old Ones.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

I'm afraid that doesn't work either.
When I use the original wuut_magazines.ltx it's another ctd.

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sganon Author
sganon - - 239 comments

I will come back to you, I think you and I have the same problem but in completely different setups and situations. Be patient, this will take me some figuring out.

Enjoy the most out of the original Anomaly Magazines for now, and check my May 6 comment _there_ for some CTD fixes that AM needs.

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sganon Author
sganon - - 239 comments

I have done some work and I must tell you stick to the classic AM on your current playthrough.

Your issue I can't recreate and patching to make a current save compatible with a switch from AM to MM will lead to a lot of clutter in MM.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

That's what I figured.
Thank you for trying to help.

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sganon Author
sganon - - 239 comments

Can I ask you to enable debug mode in the Anomaly launcher and play to the crash again?
I have a similar problem on my most recent Zaton saves and I suspect it has to do with some mutant spawns and less with magazines, but I can't tell for sure.
EDIT: with debug mode on, much more info is written to the log.
Also, if you have MCM, enable Debug Log output in the "Magazines" configuration section.

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Mask961
Mask961 - - 112 comments

Little discovery I made, I copied the mags mcm script file and placed it over in TAZ 3.0 (with the magazines compatibility patch by artezbot) and it seems to work :)

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sganon Author
sganon - - 239 comments

Wait, what exactly have you installed now, addon-wise? I don't understand, because the mcm script file alone only adds the options to the MCM, but the options aren't read by the classic wuut_mags.script.
I want to know what you have installed, out of curiosity!

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Mask961
Mask961 - - 112 comments

In all Honesty, It was just the TAZ 3.0 pack with the latest patch, Artezbot's magazine compatability patch, and then the regular wuut magazine addon. The magazine addon was placed directly into the TAZ folder, then I installed the compatability patch the same way. After that I placed the MCM file inside the TAZ folder along with the eng text file. It seems to be working well, the magazines appear full when selling them to traders.

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sganon Author
sganon - - 239 comments

I'm 100% confident that the mcm script alone does only present you the options (EDIT: =you can set options but they're not read or used by anything).
No other script than Pepsifan04's code in the patched MM wuut_mags.script reads these options and takes care of the traders' accepting them as 100%.

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Mask961
Mask961 - - 112 comments

It seems you're right lol. At first I thought it worked but when I went to the trader again he wouldnt take the empty mags. woops. ;)

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sganon Author
sganon - - 239 comments

If you report me such things, I have to take them seriously and investigate: having to do with IT for a long while, one starts to believe in magic.
Thank you for all the feedback still, it's always good to have others help you trace errors.

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StronGV
StronGV - - 597 comments

sganon, you do not know where to change so that the magazine is charged one bullet at a time, and not two?

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sganon Author
sganon - - 239 comments

I don't quite understand, do you mean when loading ammo into a magazine, or unloading?

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StronGV
StronGV - - 597 comments

Stupid google translation!!! Sorry! It is very difficult to formulate a sentence so that it translates well.
When you unload the magazine, the rounds are removed one at a time, and when you load the magazine , it loads two rounds. This can be determined by the number of sound clicks when load/unload the magazine. Question: is it possible to make the magazine load one round per second, and not two?

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sganon Author
sganon - - 239 comments

As it looks to me, the code is clean (at least in my version) and it should always do just one bullet at a time. If not, this is because of timing quirks, when the engine gets to magazine's main_loop too late and does things that should have happened smoothly and timely apart perhaps.

I'm not so deep into this to give a better explanation.

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StronGV
StronGV - - 597 comments

I tried to dig into the script, though I don't understand much. I thought that I would just change some digital and that's it. It turned out that this is due to some kind of time frame. I even managed to do something. I loaded the magazine for 20 rounds - all 20 clicks sounded in 20 seconds, as expected. But when I loaded the magazine to about 60%, there were 12.5 rounds in the magazine:))))) And I gave up this case.

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sganon Author
sganon - - 239 comments

12.5 rounds, you must be trolling me!
The loading algorithm does 1 round after round each.

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StronGV
StronGV - - 597 comments

And so it was. Maybe I just made the changes in the wrong place. But I spent 6 hours experimenting, all ideas were exhausted.

In fact, it turns out that it takes the same amount of time to load the magazine as it does to unload. Just sound clicks when unloading, are played at intervals of 0.5 seconds, and when loading 1 sound click per second. So it turns out that the number of sound clicks is 2 times less than the number of rounds in the magazine. How did you get 12.5 rounds in the magazine? I just stretched the loading time 2 times.

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sganon Author
sganon - - 239 comments

12.5 rounds judged by the sound of clicking rounds, right?
The value of added/removed rounds is counted up/down as an integer value.

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StronGV
StronGV - - 597 comments

No, 12.5 rounds came out because I interrupted the loading process by closing my inventory. If you do not interrupt the loading process, the magazine will be fully loaded. When I dug into the script, the magazine began to charge half a round.
0.5, 1, 1.5, 2, 2,5, 3, 3,5 etc. Therefore, it turned out 12.5 rounds at a certain point..

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sganon Author
sganon - - 239 comments

Now would I want to see a screenshot of that!

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StronGV
StronGV - - 597 comments

You do not believe me?
It was a month ago.
To do this, I need to remember what and where I changed.

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