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Minor item bug issue: I found an item called "bread" (quotation marks included). It cannot be used and has no description. I only jst noticed it so I don't know if it was in a stash or part of npc loot.
I love how much more reaistically designed these areas are. Vanilla Stalker games always seemed... odd. Even when seeing photos of their real world locations something about the in-game locations seemed completely unrealistic, but these seem on par with the Arma level of realism in terms of level/geography design. Really awesome. Can't wait to see packs of mutants or Stalker patrols wandering through here.
It's already been stated that a patch is being worked on - that work hasn't stopped.
If you can replicate this please provide a save game where this happens.
The new feature, if it's what I'm thinking, is an improvement on an already existing feature. It's something A LOT of you have been asking for, so shush.
You may need to run your game as Administrator or disable some anti-virus software. The Main Menu has a class selection screen (top/first option).
Another point to remember, at least to my knowledge: name another stalker game or mod that even HAS stealth? It may not work perfectly but the AI tweaks in Misery actually mean that there can be stealth. If any of you get the chance take a silenced pistol to the ranger station when there are only 3 bandits there. It can absolutly be cleared in 3 shots without alerting anyone. That's some great loot.
Making these kind of comments isn't helpful. Who was the enemy? Where were they? What sniper rifle were you using? Did your sniper rifle have a silencer?
The Mercenary's can very easily spot the player from pretty long distances. That's because they are expert stalkers.
Also, because Stalker is Stalker AI don't always behave as they should (i.e. they can see in the dark, and through bushes, because that's how the engine programs them to see).
Next time you get spotted run from that location and see what happens. You'll notice the AI will converge on your last known position. This gives you a good chance to flank them. Displace. Flank. Displace. Flank.
The mod comes in two parts. Part 1 is all the data and part 2 is the textures. When you install it - which ever method you choose - you need to put the textures folder inside the folder named "gamedata".
Dude have you ever played Stalker before? From what I recall he has always been invincible (or you couldn't use your gun around him anyway).
It wasn't broken during testing - as were many other things that seem to be breaking on release. But it good to see that you've got everything figured out.
While I wouldn't want to imply there is a "right" way to play Misery you're certainly doing a good job of it. :p
Wow this is amazing.
You need to play smart. Get a helmet with psy protection, use some drugs that have psy properties.
Do you guys know how to find the crash logs? Those would be helpful. I haven't encountered any crashes from using those items.
Have you described how it is unplayable or provided system specifications, etc?
This is a problem that has been common in all stalker games.
"i dont know how u let that pass testing, at least tell people it replaced the artifact detector"
For those of you complaining about the flashlight usage - how many of you actually checked your inventory? How many of you saw the flash light in the detector slot and hit the detector (O) key? If any of the dev team or the testers thought it was an issue we would have brought it up.
When you equip the headlamp it is removed from your inventory (put on your head). Press L to use. If you have the headlamp attached unequip the hand held flashlight. If you use the flashlight with the headlamp attached then the headlamp is unequipped and you must re-equip it again.
Right, but that's what I mean - what DOES make sense. If NPC's carried, say, 90 rounds (3 mags), and ran out of ammo where would the challenge be? You'd just kite NPC's until they ran out of ammo.
If you kill them before they get a shot off and you find them with 90 rounds, that's too easy; if they only had a few rounds, then you'd say "why did this guy only have 12 rounds?" Or what if he shoots off a thousand rounds before you kill him? Where was he storing all that ammo? Or what if he shoots a thousands rounds and you only find 12 bullets on him? How did he have all that ammo and the you kill him just when he was about it run out?
I understand what you're saying, but it's never going to make sense. Also, plenty of NPC's actually have ammo. Try emptying the guns too. It's really not that bad.
If you're pressing L you don't have a head lamp. Try pressing O to use the hand held flash light.
Some of these issues could only be found with more people playing. Unfortunately I suspect none of us testing the mod actually let Tuna get away so we never picked up on that crash. If it had happened during testing we'd know about it.
Ditch it and buy a new gun for ~20,000RU :p
I barely understood a word you said there. I apologise if English isn't your first language, but please slow down and try and leave a coherent and constructive response.
Radiation isn't THAT deadly unless you've gone into the worst patches imaginable. Also, if this is your first time playing Stalker please go and play the vanilla game first. You don't need anti-radiation drugs. Use vodka, clean water, cigarettes and other items - THAT'S WHAT THEY'RE THERE FOR. Look at the stats of weapons. Carefully examine your backpack before you leave safe areas so you know what you have on you.
You forgot where the ammunition goes? I assume you mean you tried to loot someone and couldn't find any ammo. Good. That's called scavenging. Didn't find anything? Bad luck! That's why this is called Misery and not Pokemon.
You tried 10 weapons and didn't find one worth using? Again, too bad! Misery is a mod that focuses on scavenging - have 10 guns but no ammo? Oh well! Have 10 ammo types ad no guns that use it? Oh well! That's what this mod aims for. It's not broken. Most parts of 2.0 are WAY easier than 1.0, including getting ammo ( just sell a bunch of crap and buy some).
IF you don't like the concept of the mod (which includes over a 100 new items whose purpose is for scavenging and immersion) then you can simply leave feedback. It sounds like you don't understand the mod (or Stalker in general) and you're grumpy.
Not everything has an in-game "use" - most items can be used in conjunction with a repair kit to fix guns and armour; other items, such as radios, PDAs, shovels, hunting gear, etc is there as a matter of atmosphere and to boost the economy. The player can't simply sell guns and ammo as in the vanilla game. Logically, you would scavenge for ANY useful items - camping gear, tools, etc. So these kind of items have been added as a matter of general loot - the bonus to this is that a lot of them (glue, textiles, magazines etc) can be used in a practical way. Or, simply sell it all. :)
How much did you play? Did you go to a trader and see a bunch of items and get overwhelmed? I can assure you this mod is a lot more simple than it may appear.
This is a balance issue. Logically anyone that has a gun would have ammo - if they didn't have ammo then they couldn't shoot - if they can't shoot then there is no challenge and no point to the game. If all the NPC's had lootable ammo then you'd never need to buy ammo - if you don't have a need to buy ammo then you would have money - if you have money then there's no challenge and no point to the game.
This is an aspect that was discussed with the testers. We felt that using items was a non-combat action and should be done so in safety. That is to say, if you are hungry, find a quiet safe spot to sit and eat. Combat items, namely stim-packs, do not stop the player from moving and are designed to be used while moving.
>THIS NEVER HAS BEEN A SURVIVAL SHOOTER
Unfortunately for you that is one of the things which had made the Stalker series so popular. It's also the major focus of this mod.