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  (150 - 200 of 212)
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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TalDoMula
TalDoMula - - 96 comments

Heheee...time to merge all the mods again...anyway


*proceeds on listening to "Black Knight - Mark Dee" on repeat forever*

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TalDoMula
TalDoMula - - 96 comments

You know what? I'll duplicate everything it conflicts and modify that.




*cerfitied bruh moment*

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sganon Author
sganon - - 239 comments

bruh
I don't understand!

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TalDoMula
TalDoMula - - 96 comments

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)

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sganon Author
sganon - - 239 comments

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!

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StronGV
StronGV - - 597 comments

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.

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sganon Author
sganon - - 239 comments

If you have MCM installed, all that can be configured since version -12 or so via the MCM->Magazines menu...

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StronGV
StronGV - - 597 comments

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 ".

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sganon Author
sganon - - 239 comments

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.

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IgorDolvich
IgorDolvich - - 62 comments

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.

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sganon Author
sganon - - 239 comments

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.

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IgorDolvich
IgorDolvich - - 62 comments

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.

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sganon Author
sganon - - 239 comments

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.

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Guest
Guest - - 693,824 comments

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

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sganon Author
sganon - - 239 comments

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!

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Guest
Guest - - 693,824 comments

Thx

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disgustang
disgustang - - 11 comments

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?

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Pepsifan04
Pepsifan04 - - 106 comments

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

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sganon Author
sganon - - 239 comments

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...

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disgustang
disgustang - - 11 comments

Makes sense, thank you.

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GabeCPB0
GabeCPB0 - - 354 comments

A must-have for those that enjoys "Anomaly Magazines"!

Cheers, mate! Thanks for the work!

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sganon Author
sganon - - 239 comments

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!

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sganon Author
sganon - - 239 comments

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.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

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.

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sganon Author
sganon - - 239 comments

Thank you for that - yes, an absolute oversight, I'll patch this in the next version!

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sganon Author
sganon - - 239 comments

Fixed now in -16 by the way.

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Guest
Guest - - 693,824 comments

I can't unload empty mag from my gun :\. Can anyone help?

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sganon Author
sganon - - 239 comments

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.

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1_Hanguu_1
1_Hanguu_1 - - 1 comments

Is work now cos forgot to install magazines compatible patch for the weapon addon that made the conflict
Sorry for that 😅

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Comrade14
Comrade14 - - 17 comments

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.

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sganon Author
sganon - - 239 comments

Glock 17? What other addons have you installed?

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Comrade14
Comrade14 - - 17 comments

I'm using provak's weapon pack

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sganon Author
sganon - - 239 comments

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

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Comrade14
Comrade14 - - 17 comments

is this compatible with BaS? Because anomaly mags + BaS patch on it's own works with provaks pack.

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sganon Author
sganon - - 239 comments

I have never looked into Provak's pack. This mod has no compatibility patch for BaS, no.

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Comrade14
Comrade14 - - 17 comments

ah that could possibly be it then.

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CthuluIsSpy
CthuluIsSpy - - 30 comments

So if I update I have to remove all mods and stick it back, right? Will it still work with saved games?

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sganon Author
sganon - - 239 comments

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!

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MadcatMayhem
MadcatMayhem - - 25 comments

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

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sganon Author
sganon - - 239 comments

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.

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SrVaast
SrVaast - - 11 comments

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.

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sganon Author
sganon - - 239 comments

"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.

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=Krieger=
=Krieger= - - 25 comments

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 :)

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sganon Author
sganon - - 239 comments

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.

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=Krieger=
=Krieger= - - 25 comments

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 ;)

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Inquisitor_Green
Inquisitor_Green - - 10 comments

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?

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sganon Author
sganon - - 239 comments

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.

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