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This weapon model has been archived by the uploader because it is out of date and no longer supported.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.
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.
Heheee...time to merge all the mods again...anyway
*proceeds on listening to "Black Knight - Mark Dee" on repeat forever*
You know what? I'll duplicate everything it conflicts and modify that.
*cerfitied bruh moment*
bruh
I don't understand!
1/5 of my personal modpack have conflitcs with Mad Mags (most of those you already provided a patch, but still there's some like "EFT Style Weapons Re-position" or "Lost To The Zone: Director's Cut" who need some work to be done)
Aaaah, I see.
Yes, there are a few lines in the Lost To The Zone .ltx which add magazines to rewarded weapons.
As for EFTSWR, I haven't tried that, but the changes should be minor.
For every mod I use, you can be sure a patch will be included, so watch the changelog from time to time.
Good hunting!
Finally figured out how to make different loading/unloading speeds for the magazine. I reduced only the loading speed of the magazine by 2 times by adding a timer. I did it as I wanted - the speed is 1 round and a sound click per second. You can also make a separate unloading speed of the magazine.
If you have MCM installed, all that can be configured since version -12 or so via the MCM->Magazines menu...
Yes, I saw it in the changelog. But I cannot use your mod because there is no adaptation for "BaS". Unless, I'll overwrite the already adapted wuut_magazines.ltx ".
Why are you commenting on a mod you're not using?
EDIT: Because the author of Anomaly Magazines isn't responding to any comments?
I provided him a fix for the broken magazines without all the code of Pepsifan04 and artifax and Diphenhydramine-HCl and he seems to be online regularly, but no reaction.
I didn't realize how much of an improvement your mags update has been. I previously didn't use it because I already had like 5 magazine mods loaded, but yours combines them all into one nice package and updates the previously minor annoyances (magazine names being broken, unable to sell empty mags, MCM support, etc). Great job bro!
If you could add a BAS version, that would be outstanding, but I could imagine the huge amount of work to get it merged with your version. I already took a look at merging it myself but the task was astronomical (thousands of lines to merge/edit by hand), so I understand completely why you probably wouldn't want to do it lol.
First - my apologies. Magazines Extended had a BaS patch, and I took the liberty not to update it anymore, since I've never had BaS installed myself.
All I can say is I've got it on my list of things to add.
But at the same time the question of TAZ compatibility is looming above me, and I've yet to find the right way and priority.
Ha, thanks, you mention things I really enjoy myself! The magazine names have been updated by HellblaueHoelle, MCM support and trading empty mags have been contributed by Pepsifan04 (Diphen... and artifax provided other things not noticed so easily, like safer code and the outfit info). I see myself very much only as a maintainer and merger of the really cool stuff others do. This pack started as Ohotnik's Anomaly Magazines Extended and I owe him this for handing me over his addon.
If the Zone hadn't hardened me, I'd be tearing up over your words, bratan. I'm damn grateful I had some of the nicest ideas and contributions come together.
No problem man, after playing around for awhile with your mags mod, seemingly *most* BAS weapons work as intended. I haven't used any of the newer weapons that BAS incorporates, but most of the rebrands (AKs,PM,M4,etc) are able to recognize the magazines. Maybe once I upgrade to one of the upgrade kits or something will I eventually notice something. I noticed after peaking into the files, is there any 45rd AK mags? Some BAS weapons utilize 45rd mags, but I figured I can easily change one of the 40rd mags into 45rds with a few find and replace commands.
Overall, great job again bro. Can't wait to see what new features get added in the future.
It's good to hear from you, somehow sounds like it's within reach to do it one day. IRL has become a bit busier, but we'll see.
Do you mean 5.45x39? Because the mag_wpn_rpk74_5.45x39_fmj do exist, which have 45 rds capacity.
The 7.62 RPK has 40 rds.
When I loot dead npcs the magazines on them go empty when I move them to my inventory and I can't unload them in their inventory.
My mod order in MM2
Anomaly magazines
mcm
Mad Mags Base by Ohotnik sganon Pepsifan04 artifax HellblaueHoelle
MM 0a Option NO Mag Pouch Icons - green ready icons instead
Trader overhaul
Traders buy damaged stuff
MM 1a Trader Overhaul compat (Normal version)
JSRpr
BlindsidesReanimationPackLoner
"MM 1h 0b StG 44 and Blindsides Reanimation Pack patch
BlindsidesReanimationPackJSR
MM 1h1 0b StG 44 and Blindsides Reanimation Pack and JSRS patch
This is my first time modding a game
Hello, this is not a bug. Magazines in looted stalkers are by definition empty, it is a kink of the inventory engine that they start out at "100%" "condition" until the script starts to update the magazine's condition bar by calculating the condition from the rounds.
Don't worry, it looks all good to me except one thing:
You DON'T need the StG 44 compatibility patches if you haven't got installed the MM 0b option (it's not included in the base files).
Good hunting, stalker!
Thx
Such an improvement over the original magazines mod. Should be part of base game imo.
Question though: Are stripper clips for mosin / sks planned considering the reload animations have them?
Stripper clips work a bit differently if you think about it:
Unlike a magazine, after loading a weapon an empty stripper clip should be returned to player inv, because it does not stay attached to a weapon.
This would require a completely different logic. it's not impossible but that's a whole mod rewrite for just 2 weapons
Thanks for the great support!
Pepsifan04 (also a big=major contributor for Mad Mags) explains this already, it'd be some effort for two weapons only (and not even their logic is flawed in the base game: any weapon that doesn't have frames, for example a Mannlicher or a Garand that eject after the last round, can be loaded round by round too, so they'd need their own logic.
I have something in mind that could work, but again it would make necessary a whole set of new animations that I just can't do. I'll file it under future plans...
Makes sense, thank you.
A must-have for those that enjoys "Anomaly Magazines"!
Cheers, mate! Thanks for the work!
Thanks to you too! Please check out the credits in the info header, there are some great other addons done by the contributors of Mad Mags - some useful, some fun!
Attention TAZ fans: I had a friendly reminder by artezbot that there's a TAZ 3 compatibility patch for the "basic" Mad Mags + Trader Overhaul package: Moddb.com
Enjoy it! I've put it on my to-do list to try this out and perhaps expand on it.
I'd like to report an oversight -
In the arena fight against 6 bandits you are given a Groza, but instead of receiving 9x39 magazines you receive 7.62x39 magazines.
This effectively means that you have to manually unload the groza, refill the magazine and reload it every time you run out of ammo, making a difficult challenge even harder.
Thank you for that - yes, an absolute oversight, I'll patch this in the next version!
Fixed now in -16 by the way.
I can't unload empty mag from my gun :\. Can anyone help?
If you right-click the gun in your inventory, does it show you the "eject mag" menu item?
If you have trouble when re-loading, check the image "how2mags" included in this download. You must equip magazines for the next to be loaded.
Is work now cos forgot to install magazines compatible patch for the weapon addon that made the conflict
Sorry for that 😅
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'mag_wpn_glock17_9x19_fmj_ready'. Please attach [*.ini_log] file to your bug report
stack trace:
getting that error when trying to load a game, but I can load into the test area fine.
Glock 17? What other addons have you installed?
I'm using provak's weapon pack
That would require a compatibility patch which I can't provide at the moment.
Perhaps you want to check with artezbot, he does some compatibility patches for another weapon pack, TAZ 3
Moddb.com
is this compatible with BaS? Because anomaly mags + BaS patch on it's own works with provaks pack.
I have never looked into Provak's pack. This mod has no compatibility patch for BaS, no.
ah that could possibly be it then.
So if I update I have to remove all mods and stick it back, right? Will it still work with saved games?
Yes, this advice is a precautionary measure. Why? Because if I removed a file from some folder and you would just copy it over, that removed file would still be in your version even if it wasn't intended.
I will announce if a version breaks saves - which might happen in one of the next as I plan to clean it up a bit.
You can go through the changelog, and see where your version is in the timeline up to the recent one and see if it's a savebreaker or not. If you're coming from -15, no big deal!
Hello sganon. I currently am running several overhauls such as WPO, TO, Grok's Craft Repair Overhaul, OPO, and Mad Mags (in that order in MO2).
"trade_presets.ltx" is missing the following at the bottom. I'm going to keep an eye on Anomaly to see if I get anymore crashes. Appreciate your's and all the other modders work.
[craft_repair_overhaul]
armor_repair_fa = 0.5, 0.5
helmet_repair_kit = 0.5, 0.5
toolkit_p = 0.5, 0.5
toolkit_s = 0.5, 0.5
toolkit_r5 = 0.5, 0.5
toolkit_r7 = 0.5, 0.5
light_repair_kit = 0.5, 0.5
medium_repair_kit = 0.5, 0.5
heavy_repair_kit = 0.5, 0.5
exo_repair_kit = 0.5, 0.5
sewing_thread = 0.5, 0.5
heavy_sewing_thread = 0.5, 0.5
Yes, I don't have a Grok's Craft Repair patch included as I stick to patching only addons that I use myself.
So no update for that in the near future (feel free to post a link to a patch here if you want)... you made me find out something though: I've been missing the trade_presets.ltx files in my TO compat patches! Version -17 will fix that.
I have a question, what happenes when i change the caliber of a weapon trough a upgrade?
also i notice, the option to take the parts of a weapon of WPO disapear, i usingo WPO y OPO and the patch for both, adn sometimes when i press R no reload instead ejecute the unjam action from WPO and somettimes the hotkeys doesnt work, i cant able to chage weapons, shoot or aim when this happen, this fixes reloading the save but playing in campfire mode make this annoying.
PD: i alo use EFT style weapons, awar and vanillatrader fix.
"what happenes when i change the caliber of a weapon trough a upgrade?"
You will have to get new magazines for your weapon. The old ones that fill with the previous ammo type will not be compatible anymore.
It's not cheating if you drop them somewhere and add suitable mags via debug mode.
EFT style weapons and AWAR change some animation files, but I honestly haven't looked inside the addons - what they change exactly.
If I had more time at hand, I'd look into it, but as it is right now, I must tell you to try without EFT style weapons and AWAR.
Hello sganon.
I have been using your mod and I have encountered a fundamental problem especially at the beginning when I have worn out weapons and they jam.
The problem is that when they jamming, many times instead of doing the animation to unjam the rifle, it does the same as if it does not have more magazines or bullets in them.
This happens much more frequently when shooting in single mode, however it also happens in automatic mode.
I have tested it with my entire list of mods and also without any other mod installed starting a new game and the problem persists.
Is there any way to fix this? thank you in advance :)
Some jams require you to really dig into and eject the magazine from your inventory. I haven't fiddled with wuut's jam/unjam code, and WPO may make this feel even more tedious (damn, I love WPO!).
I don't know if my reply helps you, let me know.
I have installed WPO and now gun jamming makes sense, Yes it could be a little more complicated based on the state/parts of the gun, but now has a simple but proper animation plus information about the gun state. In other words now has logic and I love it.
I would say that it adds what wuut's jam lacks. Adding Anomaly Mags+Mad Mags+WPO is the perfect mix and conludes one of the most important mods that Anomaly can have.
Thanks for your answer and your mod ;)
Спасибо за мод бро! С началом новой игры заменил Anomaly Magazines на Mad Mags. Пока доволен, но немного удручает отсутсвие поддержки BaS. Планируется ли в будующем патч совместимости с BaS?
There are many good weapon addons and I haven't chosen to try one of them yet. Not very soon. I will immediately add support if I use one of them.
(auto-translated:)
Есть много хороших оружейных аддонов, и я еще не решил попробовать один из них. Не очень скоро. Я немедленно добавлю поддержку, если воспользуюсь одним из них.