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That sounds awesome. I'd like to see a combined Pipyat (SoC, CoP) and also combined Red Forest (SoC, CS) too, but I know that would be very difficult and I'm probably the only one who wants those. :p Look forward to seeing your work.
Are these maps going to allow for CoP-style exploration and open world gameplay? (that is, moving around the maps more than the linear nature of ShoC maps)
Is there a way to become nuetral with the factions? I know Bandits are hostile by default, but can you become nuetral with them? Or perhaps even the Mercenaries?
Should this be installed on top of the 2.1 Beta?
Oh? What a shame. They seem to be doing some really awesome things. Oh well!
Shoker 2 has some amazing features, I hope you guys can use some of its features. Lots of new attachments, 3D scopes, using iron sights AND scopes on the same weapon at the same time without removing attachments, it could improve Misery even more!
Maps and other types of things would probably come in Misery 3, if they decided to continue. There's actually someone working on a base mod which includes many previous maps for use in CoP, so if that was the case the Misery team could realistically use that mod. (Call of Chernobyl)
This is really cool. I have wondered in the past if there could be "alpha" versions of mutants that would be tougher than normal. Judging by the screenshot it looks like the "bigger" ones can have different skins? What about models? (maybe baby boars don't have tusks or something similar for example)
I wouldn't worry too much about the name. It's the content everyone is after. :) A lot of mods have weird/bad names, Redux is pretty safe no matter what.
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.