This list is updated continuously in relation to the feedback that is debated around the mod content.
Posted by N.Aaroe on Jun 22nd, 2011
Q1: What is the story behind the development of "MISERY"?
A: Ceano has done a great job in compiling a long list of awesome CoP mods. He then made some cool downloadable options for this. His mod is named "Call From Pripyat" and it is great work.
I took all of that and added "Absolute Nature", "Absolute structures", "S.C.O.P. Realistic", "Variation Mod", "Alundaio's various AI Mod v1.07", "Sclera Musical Addon" + I made lots of content and alterations on my own to create a final concept to my personal taste. That mod is named "I Work Alone" compilation mod. When "I Work Alone" got to version 1.2 I had a very stable and strong mod concept which I'm quite proud of. Then I decided to further develop this into a new concept that I named "MISERY".
Q2: What is the concept/idea of "MISERY"?
A: After my own playthroughs of "I Work Alone" I needed something extra. Something more challenging and with an even more dramatic setting and evironment. A stronger feeling of miserable environment in a harsh survival condition. Inspired by movies like "The Road" and "I Am Legend" plus the game "Metro 2033" i came up with the concept of "MISERY". Few ressources and an almost constant dramatic weather condition. Clear weather with sunligth will be a rare but comforting experience. I also wanted expand the aspect of weaponry in the zone.
Q3: Who will enjoy this concept?
A: Everyone who likes the idea of a good challenge or even moral dilemma when it comes to the extreme situation of lacking crucial supplies like food, water and ammunition in a constant dramatic and miserable setting. And also everyone who would like to play around with new weaponry.
This is a very thorough and serious review of version 1.1 by TheReviewer
Q5: Why don't you implement a magazine system similar to what is seen in other mods?
A: Micromanagement of ammunition and magazines is processed off-screen in Stalker per default as many other actions are. MISERY already expands the aspect of equipment management quite alot by introducing unique features such as many new tradeable items, armour attachments and artifact container handling. If we were to add in a detailed manual player-handled magazine management in addition to all of this we would break the balance of realism and a good game flow by forcing the player to have too much focus on recurrent and tedious inventory handling.
Q6: The weather in "MISERY" is named "AtmosFear Unique"; why?
A: Core weather system is based on AtmosFear 3 but the mod features more than 35 altered horizons/skies textured specifically designed for this concept. Also weather behavior will be conceptualized (and not include radioactive fallout).
Q7: Will I be able to edit, merge or add additional mods on top of the final mod version?
A: Your adding of another mod might overwrite usual gamedata files - but I might have scripted the mod to use alternative files in many cases - which leaves you with an unwanted result of merging or even constant crashes or bugs. Merging, altering or editing of the mod data is at own risk and will not be supported or guided by me. Correspondances of editing are welcome on the profile though.
S.M.R.T.E.R. mod and Complete can not be merged with MISERY as they mod many similar aspects.
MISERY is a complete game overhaul and so is Complete and SMRTER. So it doesn't even make sense to want to merge them. You can put a saddle on a horse but not a horse on an elephant.
If you ask because you want the new areas from SMRTER in MISERY then please see Q20.
Q8: Will you release a version with english dialog and no helmet vision/hud, etc...?
A: I'm always open for constructive criticism that fits within the concept. These mentioned examples points in a unrealistic direction and they are therefore someting that I will not do. The mod data is open to any kind of further editing based to personal taste and dislikes. Dynamic helmet vision, bullets tracers, FOV, anything ... Such correspondances of editing are welcome on this mod profile but I will not be involved in any modding guidance in these matters.
Q10: What are the system requirements?
A: High! 64bit OS is recommend as the mod is very RAM consuming with all the textures.
If you have crashes then try this:
1) Turn off background music
2) Disable enhanced lightning and use static lightning mode
3) Install the Texture Optimization package: Mediafire.com
4) Close all programs running in the background (Windows)
5) Do not use quick saving/loading but only regular saves and loads
Note: Having Stalker companions corrupts your saves. So don't save when using them as allies.
Personally I've had many memory crashes with WinXP but NONE with Win7 as it supports more RAM.
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The things that are most RAM/FPS consuming are (in priority):
- sun rays
- dynamic lightning
If you experience memory crashes or serious stutter/lag try to lower these setting.
Turning off background music also helps under certain circumstances.
Also, ensure that no other programs are running in the background.
Q11: Will there be a LITE version of the mod for lower end rigs?
A: Yes, that is the plan. The LITE version will only have a slight reduction of visual quality and will contain all modded features. Slight increase of bugs can be expected from the LITE version.
Q12: Which people shall be credited for participation of this production?
A: MISERY dev team: Trojanuch, Alundaio, N.Aaroe, Cromm Cruac, [TZP] LoNer1, _xXxTWiST3D_xXx_, r_populik, Damjancd, Homunc, ponney68, BioShocker, David.m.e., Simbalime, mark009vn, 0800, Setakat, Trikzter, Spetznaz_Reaper, rickpnick, Kyle_K_ski SUPPORTER CREDITS:
Smrtphoneuser, ScarabParamit, Pmase01, Gannebam, Smurth, Rulix a.k.a. Bak, xStream, Ceano,
Kaplan994, Rvsty, Derranged, imperialreign, Angrydog, Darkenneko, Gtzz FeLa, Vandrerer, Smurth, timnwells, Blakluma, Xero350, DrHaggiz, Nerfwaffle, JPJ5624, Mr Jackal, Sowexly, Dorian23Grey,
Jketinyu a.k.a. Swartz, MacBradley, DarkStarMarineCorps
Q13: I dislike the STAMINA/ENDURANCE edits and I want to be able to SELL DAMAGED equipment.
A: To reduce the minimum condition of a weapon that a trader will buy:
Goto all files in gamedata\configs\misc\trade and if they have a line with "buy_item_condition_factor", change it to the desired fraction (0.90 is 90%, etc). Please note that this will make it MUCH easier for you to make money, so I suggest only making a minor change. You can always go to gamedata/configs/creatures/actor.ltx and change the following lines:walk_power = 0.000005
walk_weight_power = 0.000005These numbers are the game's (not the mod's) default attributes.
This will affect the loss of stamina with running. Higher numbers mean it drains quicker.
Lower numbers like 0.000000001 means it drains slower.
Q14: I dislike the changes made to the MEDKITS and FOOD. How do I make them more effective?
A: If you want to chang the health restore for medikits go to gamedata/configs/misc and open "items" with your wordpad or editor. After that search for the "boost_health_restore" line and change the values to your own needs (example: 0.020) dont know the exact vanilla values so you need to play a little with it. After that you can do the same for "medkit_army" and "medkit_scientic" by doing the previous step. I would suggest giving the normal medikit the lower value for health restore and going up on the army and science one. I suggest doubling their values (if it's 0.02 then make it 0.04 i.e.)
There are few medkits available so use the medic often and buy as many from him as possible.
If you want to make the eatable items more satiating do find the file gamedata\configs\misc\items.ltx and raise their "eat_satiety" levels. Like finding "[bread]:booster" and changing its "eat_satiety" level from 0.15 to 0.3 - That will make the bread twice as effective/satiating for the actor.
Q15: Why is MISERY developed for CoP and not CS or SoC?
A: By the time when CoP was released SoC and CS already had several decent mods. Seeing that visual and audio standards had not improved from SoC to CoP I was a bit disappointed to say the least. But several new and unique features developed for this third game along with its lack of good full concept modifications made it an obvious choice for me. The potential for overall game improvement was by far the biggest for this third installation in the series
Q16: How about adding some artifact powered weapons and ammo?
A: Have a look at his Dev Team dialogue. It tells you something about the core concept guideline of MISERY that goes in the exact opposite direction of anything sci-fi. So the answer would be a 'no'.
Q17: Have you considered using some of the free custom map material?
A: Yes. However, actual rebuilding and/or adding of maps is something that we might look into for a future version and not version 2.0. That way we can take our time to do things right and have a-life support and interact with the whole thing.
Q18: What is the estimated time of release for MISERY version 2.0?
A: Q2. If we run into scripting obstacles or experience weird CTD's in BETA testing then it will be prolonged. We would like to deliver a polished product so if we need more time we just postpone the release... so there are no promises other than we just want our current features completed properly with no bugs.
Q19: Should I wait for version 2.0 or just play the version 1.0 first?
A: Wait for 2.0. The storyline is intact so playing 1.0 will make the 2.0 version less interesting for you if you know about the quests. The wait will only be until the end of 2012 unless some very unexpected and unlikely obstacles should occur.
Q20: Might we hope to see new maps in a future update to MISERY?
A: The main objective for MISERY is to provide as solid, deep and interesting a version of the original Call of Pripyat as possible. I would say that adding new levels to this gigantic mod concept would pretty much exclude the idea of a release of version 2.0 in 2013. I do have contacts to make this happen some day I suppose. But we might as well just have version 2.0 released within reasonable timelines. And then we will see what happens after that. As of now I can't really imagine that I would loose interest in this gem of a game universe but if new quests and areas are to be added they need to live up to the standard of the vanilla (modded) ones.
Q21: Do you guys accept donations?
A: Thanks for your support but donating is against the ethics of modding. We are mainly building on a game core so raising any funds on that would not be fair.
Q22: I have crashes - please help
A: First of all: did you alter or edit the gamedata in any way or did you install unofficial addons to MISERY? *Cause if you did it is no longer fair to expect that the main installation of MISERY it the reason for your troubles. If you have a clean installation of MISERY then we can talk...
It's the "Crash Logs" that tells us what seems to have caused a crash to desktop and we need this to have a clue what caused the crash. If you are using Win XP or Win 7 you will find your crash log here: C:\Users\Public\Documents\S.T.A.L.K.E.R. - Call of Pripyat\logs
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Only the last part of the text file after "FATAL ERROR" is relevant.
Copy this part and send it the MISERY dev team in a PM.
If you want to provide us with the best material possible please explain the situation of the crash ingame and upload your savegames for us. Then you can expect to be taken seriously.
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So, please follow this guide:
1) Copy the log bit after 'FATAL ERROR'
2) Paste this in a PM to the MISERY dev team
3) Add explanation of what was going on ingame
4) Add your savegames in the PM (upload through Sendspace or similar)
Using Steam version of the game? Read this: Moddb.com
Q23: Why is there no minimap in version 2.0?
A: Most experienced Stalker gamers already know the maps of Call of Pripyat well, making the minimap a dynamic irritation in the FPS visuals. That being said... Even if we didn't know the maps well, I find the minimap a 'babysitter of guidance' that is already found in your PDA as it should be in real life.
Without this constantly turning map you pay more attention to your surrounding, environment and the stunning visuals of Call of Pripyat. The overall navigation philosophy of immersion is actually explained quite well in Damjan's blog here. We will not provide a minimap'ed version of the mod.
Q24: Do you provide wallpapers and high resolutions formats of your Stalker artwork?
A: Some time ago I used to upload such formats but I soon realized that the more images I provided the more were requested for. So I've settled for an approach of 'what you see is what you get'.
Not because I don't want to share but because my time for my beloved Stalker modding is limited.
But we never know what the future holds do we.
Q25: Why is the actor not entering the Zone equipped like a modern USS operative?
A: We generally approach a matter of loadout not in a way: 'what would veteran military operative generally have with him on an extremely challenging mission?' - as in that case I think Degtyarev should be send to Zone in exo with hi-end weapon and tons of cash etc. We rather approach it like this: 'what would veteran military, who wanted to stay in-cognito and appear like an averege rookie take with him on an undercover mission?'. So even at the very core one has to realise that the Major purposely does not have the best equipment which army could equip him with. Instead he carries common weaponry of average condition to not attract any unwanted attention right from the start.