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Comment History  (0 - 30 of 239)
sganon
sganon - - 239 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

You must right-click on magazines and add it to you belt in the context menu.
(auto-translated to Russian)

Вы должны щелкнуть правой кнопкой мыши по магазинам и добавить их к своему поясу в контекстном меню.
(автоматический перевод)

Good karma+1 vote
sganon
sganon - - 239 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Finally had the time to look at it - outstanding job. Great re-implementation of a good addon that lost the love of it author with a lot of open issues.
Thanks for Mags Redux!

Good karma+1 vote
sganon
sganon - - 239 comments @ AME

If you like, you can use all the crash fixes too that I included with help of Pepsifan04, Diphenhydramine-HCl and artifax. You have the file download in your messages (see Jul 12).

Good karma+2 votes
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

Thanks, I'm glad you enjoyed it!
I would advise you to end/finish your saved game and then switch over to AM Redux - artifax does good lua scripting and he's active, so no waiting for wuut to fix his outdated addon.
If you're still interested, it's in Anomaly Magazines' files:
\gamedata\configs\items\wuut_loadout.ltx
...where each outfit kind is defined a capacity for magazines.
The kind of a specific outfit is in one of the outfit description files of Anomaly itself,
\gamedata\configs\items\outfits\*.ltx

Good karma+2 votes
sganon
sganon - - 239 comments @ (Archived) Anomaly Magazines Redux

artifax: "This makes Mad Mags obsolete"
Correct, I have archived Mad Mags with a reminder to finish your saved games or abandon them and move over here with starting a new game.
Old games with Mad Mags/wuut's Mags removed will not work (not even without AM Redux, hehe).
artifax' rewrite is something I've been waiting for myself, hope to find some time to play it!

Good karma+7 votes
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

Thanks for the effort you took!
Just be aware that I will not continue Mad Mags at all. Just in time for me being kept from Anomaly for a while, artifax' finished his Anomaly Magazines Redux, long awaited rewrite of the magazines concept.
I advise you to finish your saved game, and for a new game, consider his addon instead.

Good karma+2 votes
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

My apologies; I've kept Mad Mags barely alive in anticipation of a rewrite by artifax: Anomaly Magazines Redux.
I advise you to finish your saved game, and for a new game, consider his addon instead.

Good karma+2 votes
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+2 votes
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

"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.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

Hello!

Thanks - you are free to upload that patch to moddb, but I don't use Dialogue Expanded which means I can't really test it myself. I usually don't upload patches for addons I don't use.

Also - why does Dialogue Expanded change ui_item.script? Do you know by chance?

Good karma+1 vote
sganon
sganon - - 239 comments @ Anomaly Magazines for 1.5.1

Any mod that adds new items can't be removed without breaking savegames, once these new items have spawned.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

Fixed now in -16 by the way.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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

Good karma+1 vote
sganon
sganon - - 239 comments @ Anomaly Magazines for 1.5.1

Another addon has probably overwritten gamedata\configs\defines.ltx . There's 2 lines from wuut's defines.ltx that need to be merged into the file you need.

use7_action_functor = wuut_mags.weapon_eject_mag_functor
use7_functor = wuut_mags.weapon_eject_mag_precondition

Good karma+3 votes
sganon
sganon - - 239 comments @ Anomaly Magazines for 1.5.1

It isn't, I just checked it today.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

Glock 17? What other addons have you installed?

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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!

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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!

Good karma+2 votes
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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...

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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!

Good karma+1 vote
sganon
sganon - - 239 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

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.

Good karma+4 votes
sganon
sganon - - 239 comments @ Better Anomaly Magazine Names 1.1.1

And as to your previous questions: I would highly suggest using MCM as it allows you to select if mags are removed from your loadout or even dropped to the ground, and below what percentage it should happen.
That MCM integration and the extended options are all owed to Pepsifan04, only the few lines of code that drop the mags are from me.

Good karma+1 vote
sganon
sganon - - 239 comments @ Better Anomaly Magazine Names 1.1.1

Also thanks from me! It's almost a full team now, Pepsifan04 and Diphenhydramine-HCl contribute lots of code, artifax did in earlier versions (Muh Mags/CMR), HellblaueHoelle also contributes the mag pouch redos which look much nicer.

As for your question: I'm way behind what some mod scripts do, and probably the wrong person to ask. Yeah, it quickly snaps shut when only one item is left, leaving the user dragging or clicking into the dark...

Good karma+1 vote