Weapon jammed
eject magazine
unload ammo
remove from loadout
add to loadout
retool
Cannot retool loaded magazine! Remove all rounds before retooling.
Anomaly Magazines Redux
HUD Options
Gameplay Options
Bullet load time factor
Multiplier for bullet load time
Bullet unload time factor
Multiplier for bullet unload times
Magazine Tooltip Information
Top Round Only
Top Round + Exact Capacity
Complete Information.
Verbosity level for magazine data.
Enable Debug Logs
Enables debugging logs in console.
Stack empty magazines in inventory
If enabled, empty magazines will stack together in inventory instead of being separate.
Sort inventory as magazines are updated
Uncheck this if you don't like items in your inventory moving around when magazines are updated.
Highlight Color
Highlight color for magazines that are part of your loadout.
Highlight Opacity
How much of the UI background is visible through the highlight. Lower values make the highlight more subtle.
Orange
Pink
Blond
White
Brown
Blue
HUD scale
Ammo icon scale.
Group by Weapon.
If enabled, magazines that work with the same weapon will be grouped together. If disabled only identical magazines will be grouped together.
Show Background.
Background Texture.
Group by Ammo.
If enabled, magazines will be broken into groups based on their top round.
Enable Magazine HUD
If enabled, you will see magazines currently equipped in your HUD, near your ammo counter.
Enable Ammo Text on Magazine HUD
If enabled, you will see text on the HUD for the first round in a magazine. Requires Group by Ammo to be enabled.
Enable Ammo Icons on Magazine HUD
If enabled, you will see small ammo icons on the HUD for the first round in a magazine. Requires Group by Ammo to be enabled.
Enable "one in the chamber"
If enabled, weapons retain a round in the chamber when magazines are ejected.
Stash Magazine Loading Behavior
Select the style of behavior when rounds are loaded into magazines in stash window. Note that selecting faster options will prevent some implicit features like staggering different ammo types.
Disable Interruptable Magazine Loading
Eases weapon reloading by disallowing movement/inventory manipulation from canceling reloads. Makes the game easier but may lead to cases where reloads happen instantaneously when the animation is interrupted.
Magazine Loading Behavior
Select the style of behavior when rounds are loaded into magazines in inventory or loot window.
\n\nRemarks:
\n - Note that selecting faster options will prevent some implicit features like staggering different ammo types.
\n - Ammo boxes are the amount contained in one 'ammo' item, this can range from 10 shells for buckshot to 14-16 rounds for handguns.
Magazine Unloading Behavior
Select the style of behavior when rounds are removed from magazines. Note that for convenience, magazines always instantly unload from stash.
Round by round
Box by box
Instant
Empty mag unload behavior
Controls where empty magazines go.
Put in backpack
Put in loadout
Treat as empty %
Magazines below this % will be treated as empty.
An explanation of how combat reloading (reloading with inventory closed) works:
\n\nYour load out is a set of pockets/loops on your vest. For this example you have 4 pockets and you have 4 mags in your load out, one in each pocket, and a fifth mag in the gun.
\nYou go to reload, your gun is in one hand, you grab the magazine in the gun with the other and remove it. You now have a gun in one hand and a magazine in the other. All four pockets have a magazine in them so you can't put the magazine in your hand into a pocket and you can't take a magazine out of a pocket because both of your hands are full. What do you do?
\nShove the magazine in your hand into your drop-pouch, or backpack since we dont simulate a drop-pouch.
\nNow you have a free hand, you take a magazine from a loadout pocket and put it into the gun. leaving you with one empty loadout pocket. Reload complete.
\nIf you start the process with a free pocket in your loadout the mag from the gun gets put into that pocket. Unless it is empty, then by default it goes into your bag. This can be changed so that empty magazines are placed into loadout slots or dropped to the ground.
\n\nIf you have the inventory open then it is not a combat reload and an additional attempt to place the magazine into your load out is performed because it is assumed you can set the gun or magazine down. Also the setting to drop magazines on the ground is ignored when inventory is open.
\nHowever if you think that RavenAscendant is wrong and that during a combat reload your stalker has a magical third hand to hold the magazine that came out of the gun until it can be placed in the freed up loadout slot, or that they would hold it in their teeth/knees/armpit/psionic powers, then there is an option below to enable that behavior.\n\n
Use a third hand to place an ejected magazine back into your loadout after a combat reload.
Raven still thinks this is wrong.
NPC Mag Quality
Modifier to find better magazines and ammo off corpses.
NPC Mag Drops
Multiplier on amount of magazines dropped by NPCs.
NPC Ammo Drops
Multiplier on ammo load amount for magazines dropped by NPCs.
(Outfit:%s + Extra:%s)
Small magazines:
Medium magazines:
Large magazines:
Magazine base
Magazine base.
Magazine size:
small
medium
large
Loaded magazine:
WARNING: No magazine loaded
Loaded rounds:
Magazine capacity:
Round on top:
Anomaly Magazines
%c[pda_green]Mags Redux%c[ui_gray_1]\n \n
\nWelcome to using Mags Redux. This guide will cover most of the features and changes you can expect when using this mod.
\nFor users of the old Anomaly Magazines (from Wuut) you can expect little difference in gameplay. Most of the functionality is the same.\n \n
%c[pda_green]I. How to load and fire weapons%c[ui_gray_1]\n
\n Weapons that would logically use magazines in real life require the usage of magazines.
\n Weapons that do not will behave as in vanilla (shotguns, some bolt rifles, revolvers)
\n Ammo must be manually loaded into magazines. The magazine description will indicate what sort of ammo is compatible. To load ammo, drag the ammo item onto the magazine. This will initiate a loading procedure, which will one by one load rounds in.
\n To cancel this procedure, click anywhere.
\n To put a magazine into loadout, right click the magazine. There will be an option 'add to loadout'. The magazine background will change color and an icon will be added: this means the magazine has been added to your equipment loadout.
\n From here, if you are holding an eligible weapon, reloading your weapon will utilize the magazine in your loadout.
\n The mod will attempt to automatically select the magazine that a) has the largest size and b) has a top round equal to your ammo type.
\n Magazines can also be manually inserted and ejected. Right click a weapon to find the option to eject the magazine.
\n Ammo wheel can be used to swap magazines. Magazines are categorized by the top round.\n \n
%c[pda_green]II. Where to find magazines%c[ui_gray_1]\n
\n Vendors that stock guns will stock magazines. Magazines may also be sold to them for a pittance.
\n NPCs will have a couple magazines for their weapon, with a little ammo.
\n NPCs, specifically high-rank NPCs, have a small chance of dropping improved magazines. These magazines load faster, have higher capacities, or both.\n\n
%c[pda_green]III. Explanation of MCM options.%c[ui_gray_1]\n
\n Loot quality: Affects quantity of dropped mags, fill amount, and chance for improved magazines.
\n Load/unload time factor: Multiplier on the bullet load/unload speed in magazines.
\n Fast loading: Enables instant un/loading of magazines IN STASH ONLY.
\n One in the chamber: Preserves a chambered round when switching mags, just like real life.