I suggest you get only visual improvements mods like those from CrommCruac (Atmosfear, Absolute Nature, etc).
Then, after you finish the default game, go back and try Misery.
I suggest you get only visual improvements mods like those from CrommCruac (Atmosfear, Absolute Nature, etc).
Then, after you finish the default game, go back and try Misery.
Now that you mention it, I've had a couple crashes where the log acused lack of memory or something. Perhaps that's the cause ?
I understand the Les Miserables tweak restored the psi-storms, fallouts and remaining atmosfear options. Take a look at the mods optimization page in the forums.
Nope. At the moment Shoker weapon mod is not compatible with Misery. And I'm not optimistic for it being in the future.
But The Armed Zone is available and I think it has some models from Shoker. (I'm not entirely sure on this, but those VSS and VALs look as awesome as in Shoker)
Just complementing my point:
I just confirmed the Sunrise upgrade path is identical to the Heavy Coat. So it seems there is indeed no point in taking the Sunrise, as the Heavy Coat is lighter, cheaper, has better anomaly protection, and has same upgrade path. The only advantage the Sunrise has over the Coat is a little bit of rupture and ballistics armor.
Weird.
Emissions in my game ceased hapenning. When I noticed this, I tried sleeping for 3 days straight to see if one occurred and.. nothing. No emission.
Is this some known bug ? Is there a way to fix it ?
Nobody own explanation to nobody. It's a simple matter of understanding what went behind some design decisions. Being a fan of the team since Misery 1, I can attest they have total consideration for the in-game setting (something you don't seem to have, by your responses), and that's why I'm intrigued by this found. If I knew the team don't care for the setting, I would not be posting this here in the first place.
About cooking: It's totally in-line to what the supposed scavenging and survival context the game depicts, so it only adds to the game.
Jasper, the problem is not money but coherence with the established setting. Unless I'm missing something with the Sunrise (perhaps its upgrade path is better ?) it doesn't make sense for it to have been so famous if a mere crude heavy coat offers better protection and worth for the money.
I just wanted to hear from some Misery dev why its like this. It's very possible I'm not seeing something here, and if that's the case I simply want to know what it is.
"Who says the Sunrise is the stalkers most favored suit?"
The entire series says. The Sunrise is so much favoured to the point of being the symbolic vest of the Salkers/Loners faction, and the basis for other factions iconic vests (Wind of Freedom, Duty, Monolyth suit, etc).
Perhaps some information about the Sunrise is slipping me, but right now its not making sense that a suit supposedly designed to endure the harsh conditions of the zone (to the point of turning into an icon) seems worse at this than a crude-looking heavy coat. I just would like to know the reasoning behind this.
I just noticed the Heavy coat has better anomaly protection, and less damage prot, than the Sunrise bodysuit. Shouldnt it be the other way around ? I mean, the Sunrise is the most favored stalker suit for a reason, right ?
The way it is now, it doesnt make sense for an artifact-oriented stalker to buy the Sunrise. Instead its more lucrative bypass it entirely in favor of the Heavy coat. In my view, it should be the other way around - combative stalkers should favor the Heavy coat, while artifact-oriented ones should favor the Sunrise. Right ?
Too quiet around here... they must be plotting something...
(a new update ? ;-D )
Just finished the game. Overall a great experience, but the mod would benefit from some rebalancing in the following points:
1. Poltergeists and Psy-mutants overall are too powerful, forcing you to adopt "cheese tactics" everytime you face them. This is specially offensive in Lab X-8.
2. NPCs super-aim and far eye_range seems to causes problems in the game, like quest-important NPCs dying, friendly fire during special missions (like pripyat underpass and final evac), weird behavior (like seing through solids), etc. Besides it, the way NPCs identify and shoot at you over long distances seems somewhat unrealistic. I suspect actual mercs/bandits in this context would "navigate" around the map just like you - avoiding unecessary conflicts and needless waste of resources. This would be specially true for Mercs, I think, since they supposed are professionals. Except if their contract is for killing anyone on sight - which would sound at least nonsensic - they shoud NOT open fire everytime they see you. They should navigate around you and only open fire if avoidance is impossible.
3. Game seems unfair for Recon. Artifacts could worth a little more and have better effects. Right now Recon have difficulty in exploring his own advantages because of this (he is extremely mobile in thesis, but as the paraphernallia for artifact huting weights a ton, he ends up overburden most of the time).
4. Bloodsuckers should have their breathing sounds back, IMO.
This criticism is upposed to be constructive. Misery is amazing (I cant se myself goind back to vanilla or any other mod), but I feel it still has room to improve and get even better. Thanks for your hard work on Misery 2 folks. ;)
While I think new areas and side-missions are very interesting additions, I think the mod still has some important balancing and adjusting to do, which, in my opinion should have priority over any new content.
Then, after this, sure, it would be awesome to have new areas. But even then, I think its important to "finecraft" those new areas carefully, in a way not to disrupt the "whole" experience. Perhaps in Misery 3 ? ;)
Thats awesome advice. I didnt know that and will try here in my installation. Indeed I noticed some advanced gfx options werent resulting in any difference.
Thanks. :)
Updating to say I managed to do all scientists quests. After I spawned the coiled artifact as suggested, its possible to go on with the missions even if Topol is dead. By the third mission (the take measurements one) youre asked to find a replacement squad of stalkers for the scientists (I invited Mitay and he acepted), and then you can go on with the missions.
Thank you very much Savikas. ;)
The classes offer different advantages that catter to different playstyles. Overall, Assaulter is good at killing people, Recon at exploring, and Sniper at both (he is the generalist). On a pure combat perspective, Assaulter will excel at direct assaults, Recon at ambushes/hit-and-run tactics, and Sniper at long distance engagements. But this dont mean these aspects are exclusive or wont overlap, they will. So every player should have weapons to all RoE (and yeah this means a scoped rifle - even if its a scoped carbine like M4A1 or As-Val for short/middle range precise shooting).
I play as a Recon and it fits my playstyle well. Its stealth advantage (I think its 30% reduction in NPCs awereness and eye range ?) with night-time incursions (another 30% modifier) means Im a natural night-crawler. Ie: I snatched the notebook from the mercs at processing plant by infiltrating by night through the back and nobody saw me (except one guard in my way out, which I had to kill).
I think the important thing to remember when playing Recon is: you dont need to kill everything. In fact, you should NOT try to kill anything unless its absolutely unavoidable. Base your economy around artifact- and mutant-hunting and youre good to go.
Hi Jasper! Just found your blog. :)
Can I do this with Strider and Topol too ?
Thanks!
@Mp5lng: while I respect your preference, I think its important that the option for having these quest-important NPCs around be open for those who like them. In my opinion interacting with (and caring for) them is what gives context and life to the game setting in a way that differentiates Stalker from all other normal shooters out there.
About the Zone "incidents", I dont matter if there is a small chance for them to dying for themselves, as this is the Zone and all that. But the chance for this to happen should be small. Right now, it seems every playthrough most (or all) of them end up dying. Honestly: do you really think its plausible for a hermit survivalist like Noah, who endured the Zone for a long time, to the point of finding secret teleportals, unique artifacts, domesticating his own pseudodogs, and even building an ark by himself.... to die for a kitty-catty that enters his ark ? Or Strider, a monolyth veteran together with his whole squad coming out of the sarcophagus.. to die for some creatures during a hundred meters trek to Yanov ?
Oh come on.. ;)
The problem for me is that I just reached the bunker for the first time and Topol is missing. This means I was about to go in the first mission. But I'm not sure its possible to progress without Topol.
Topol is missing from my game. I suppose he is dead. What should I do ? Going back to a save where I arrive in Yanov is impossible since its many days (and quests) earlier.
Do the Spawner work for fixing this ?
Thanks in advance,
Yeah, I thought about the mercs shed too but now - even if I helped them with food earlier - they are hostile towards me. Do you know why this ? Can I have their friendship back ?
Hmmm... I just noticed, while on the Iron Forest shelter, that the door to the underground intallationm is opened. This is bizarre, because I didnt leave Zaton yet and not even got the keycard.
Perhaps these two things are related ? (door opened and the place not being an emission shelter anymore? )
Shelters on the wild are not working for me during emissions anymore. Im inside the shelter on Iron Forest and it doesnt work - I simply die, whatever the emission (blowout, psy, etc).
Is this a bug ? Do someone know how to fix this ?
Jasper, I'll put my feedback on the forums as suggested.
Anyway, I thought the reason for not extending too much the switch distance was to avoid important NPCs like Noah, Petruha, Topol, Strider, etc. dying because of the harsh fauna, yes ?
Hey guys, anyone know how to reduce the weapons ironsights zoom a bit ? I find it too powerful, and would like it to be subtler like in Misery 1.
Thanks in advance.
Is there a way to put the main actor shadows in the game ? Lost Alpha managed to put it, as shown in various parts of this gameplay, and it looks really cool: Youtube.com
I think it would totally fit in Misery vision of increased immersion.
Thanks for the info, Jasper. Do you know if anyone is having problems with SVUs upgrades crashes in default 2.1.1 ?
My 2.1.1 game is crashing when I try to upgrade the SVU sniper rifle. Anyone know what may be causing this ?
Any help is appreciated.
P.S: Im using the Les Miserables tweak, but I dont think it messes with weapons textures and data, right ?
Thanks, Jasper. Dont you think these tweaks you found out (obj update=1, quest-important NPCs, quest-important items, etc) would be important for the mod as a whole ?
I mean, perhaps contacting the MDT boys (Alun, Aaroe, Trojan) to suggest these be featured in the next version of the mod would be important.
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