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na1340572769
na1340572769 Jun 17 2014, 6:30pm replied:

Hm, done a fair bit of research and not found the solution. I think I've found the thread you mean, which says that you need to type the NPC name as well as the location ID, otherwise they walk around like any other NPC.

However,this is exactly what I've been doing. I'll try and do a bit more experimenting when I've got more time.

+1 vote     mod: MISERY
na1340572769
na1340572769 Jun 17 2014, 8:28am replied:

Thanks for the help! I'll get my magnifying glass and pipe out then.

+1 vote     mod: MISERY
na1340572769
na1340572769 Jun 16 2014, 7:34pm says:

Got a problem - Strider won't speak to me. Early on in the game, he and his crew were taken out by a pseudogiant and I had to respawn him using the in-game spawn menu. Except now he won't speak to me.

I've reloaded a much earlier save game and he speaks to me, so the issues definitely to do with the spawning. Anyone know a solution?

+1 vote     mod: MISERY
na1340572769
na1340572769 May 14 2014, 4:09pm replied:

Same here. I've wondered what this was for ages - I'm glad you've been able to find the cause.

+1 vote     mod: MISERY
na1340572769
na1340572769 Apr 23 2014, 3:56pm replied:

You've got to do the same thing again - basically get hit by the controller and die. When the game reloads it will be back to normal.

+1 vote     mod: MISERY
na1340572769
na1340572769 Mar 28 2014, 2:32pm says:

Is there a way to lower the song volume that plays on the radio? They're kind of deafening. Or reduce the range? Other than that, absolutely loving the mod. There's really no other experience like it.

+1 vote     mod: MISERY
na1340572769
na1340572769 Oct 22 2013, 7:01pm replied:

Not a new game, just continuing with the old one and hoping it clears out any problems. It's worked in the past, but these problems are new.

I hadn't thought about deleting the gamedata folder though. I might try that next time, just about to boot the game up now

+1 vote     mod: MISERY
na1340572769
na1340572769 Oct 22 2013, 6:12pm says:

Can someone please list all the mods to make Misery up to date (including Yesti's upgrades). At the moment I've been installing these mods in this order:

- Misery Base
- Misery Patch 2.0.2
- Misery Patch 2.0.2 QF
- Misery Save Corruption Epiphany

I ask because I recently had to reinstall because the mod wasn't working, and this produced some weird results. Firstly I now only have 1 artefact slot on the Sunrise suit, and taking it off causes a CTD. Secondly some things from pre-patch are back, such as the jet flyover sound, making me wonder what else is pre-patch. And thirdly I now crash going to and from Yanov, and this has never happened before. Any ideas what's going on?

+1 vote     mod: MISERY
na1340572769
na1340572769 Aug 26 2013, 7:29pm says:

I've just started a new game with Patch 2.0.2, but when I installed the Stalker Spawn dialog (for immersion reasons, not for cheating), the main menu says it reverts back to 1.6. Since the mod doesn't change anything about the game itself, only scripts, is this change just a cosmetic appearance? In other words, does it need to be compatible with Misery 2.0.2?

+1 vote     mod: MISERY
na1340572769
na1340572769 Aug 24 2013, 2:27pm replied:

Oh don't worry I definitely am and I apologise if I didn't sound like it. I only ask because I have been experiencing crashes - not enough to break the game because I highly enjoy it and you guys deserve a ton of credit, but enough for me to ask whether these new patches might solve that.

So yeah, can anyone who's experienced pre and post-patch say whether starting a new game showed a large improvement in performance or negligible? If the former I'll start a new game, if the latter I think I'll carry on!

+1 vote     mod: MISERY
na1340572769
na1340572769 Aug 24 2013, 1:46pm replied:

I understand that and I have been. I guess my only real gripes are the features that require a new game. Someone asked in the forum if it was really so hard to start a new game - well yeah, frankly. You get invested in your own story - something that will be lost every time you start a new game. I'd at least like to get all of these features out the way at least so I can just play Misery the way it was meant to be played.

+1 vote     mod: MISERY
na1340572769
na1340572769 Aug 24 2013, 1:13pm says:

Can't decide if I should start a new game with all these new patches coming out or keep playing as I am, since I've just found a TRG and an AEK... can someone who has started a new game testify as to the better stability and framerate of Misery with the new patches? Are they great enough to warrant a new game?

Also, are we to expect any more patches in the future? I love Misery, but I'm kind of getting frustrated at all these new ones coming out, adding features that only work when you start a new game. Are we at last able to say conclusively that this is the final one, that this is essentially Misery 2.0 complete?

+1 vote     mod: MISERY
na1340572769
na1340572769 Aug 8 2012, 12:06pm says:

I love it! The FN FAL is for me, as strange as it sounds, one of the more beautiful guns. I sounds like a gun nut now but you must know what I mean.

+3 votes     media: FN FAL/CAL artwork
na1340572769
na1340572769 Jul 16 2012, 9:00pm replied:

That's quite a good suggestion. Rather than having small amounts of ammo sold by traders which replenish themselves as soon as you walk out the door, it could be more interesting if they sold more but only refilled on stock once a week.

This might be generated randomly to simulate the dynamic nature of trading in the Zone. So one week, you might get a tiny amount of bread but a load of .45 ammo. Another week something completely different. I'm not sure this would be possible, but it would be a lot more interesting and realistic in my opinion.

+3 votes     article: Features (Version 2.0) - What's new?
na1340572769
na1340572769 Jul 13 2012, 11:08am replied:

Does this apply to Duty and Freedom as well? Given that the player has to choose either one or the other, it seems unfair that whichever he doesn't choose will then hunt the player down. Or is this limited to whether the player makes enemies with them? I kind of like the idea of bandit veterans hunting the player, might make it more interesting. It's something that the game insinuates when the player gets the Explorer achievement, in that bandits are actively hunting you now in order to rob you, but it's never experienced in the game.

+3 votes     article: Features (Version 2.0) - What's new?
na1340572769
na1340572769 Jun 24 2012, 5:28pm says:

Hey, just want to give my support for the best mod I've played for one of my favourite games. It definitely enhances the Zone in a very gritty but beautiful way.

I'd just like to add a couple of suggestions, not as a correction of your mod but of Call of Pripyat. The game makes the point of stating that some creatures, like Burers or Chimeras, only hunt at night, and yet after we unlock them we seem to see them everywhere and in the daytime too. It gets to the point where each encounter with them becomes boring rather than terrifying. If it's possible, I'd love for you to be able to significantly reduce the amount of times we encounter them, and to only encounter creatures such as the Chimera, Burer and Bloodsucker after dark. Thanks, and all the best. 2.0 is looking incredible, I can't wait to play it.

+4 votes     mod: MISERY
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