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This weapon model has been archived by the uploader because it is out of date and no longer supported.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.
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.
I'm still waiting for the Ammo Maker patch to test your mod, I don't want to do it without it.
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.
is compatible with TAZ ?
Probably not, I tried
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.
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.
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.
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.
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.
We're working on option where mags are 100% when trading, this allows selling them while preserving original functionality
Very nice!
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!
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.
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.
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.
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.
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.
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.
Oh I don't think I have a M82 or MP7, does that mean its safe for me to use?
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.
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)?
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.
I more just meant like just without the new magazine types lol. Prob should have worded it better
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.
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
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?
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.
"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.
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.
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.
I'm afraid that doesn't work either.
When I use the original wuut_magazines.ltx it's another ctd.
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.
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.
That's what I figured.
Thank you for trying to help.
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.
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 :)
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!
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.
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%.
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. ;)
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.
sganon, you do not know where to change so that the magazine is charged one bullet at a time, and not two?
I don't quite understand, do you mean when loading ammo into a magazine, or unloading?
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?
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.
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.
12.5 rounds, you must be trolling me!
The loading algorithm does 1 round after round each.
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.
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.
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..
Now would I want to see a screenshot of that!
You do not believe me?
It was a month ago.
To do this, I need to remember what and where I changed.