I don't know if its too late to implement it but the spare parts boxes from the SGM mod are brilliant. It gives you a reason to collect stuff that you would normally pass over as you need to turn guns, armor and other stuff into spare parts in order to upgrade your gear. It also adds another resource sink which is always a good thing. If you are poor then you will have to go out and find some weapons by killing or looting. If you have money to burn you can just buy some cheap guns and armor off the trader and use that. :)
Perfect timing. I was getting a serious STALKER itch and Misery doesn't look like its going to be done anytime soon so I figured I would reinstall SGM. :D Thanks as this saves alot of work.
Great because sometimes I like to spawn enemies after I clear an area so that there is something there when I come back later on for artifacts or whatnot. :) Unless Misery already has something in place that refills empty buildings.
Just so long as bodies show up. It's impossible to fine half of them in the tall brush because the color palette of the game is very similar for everything.
Unfortunately I think that in order to have differences in gameplay they have to throw some realism out the window. Snipers start off precisely because they are good with assault rifles and other guns. If you can't hit the side of a barn with an AR then putting a scope on it isn't going to make you magically a super sniper. Most sniper rifles have a hell of alot more kick than AR rifles as well.
Snipers also have extensive training in recon precisely because their job requires that they reconnoiter an area and find the best area to shoot from and gather intel on patrols so that they aren't spotted, locate the target and any habits they have etc. But as I said realism takes a back seat to gameplay.
I am a bit confused with the whole differences in food and sleep requirements thing. I know skinny people that easily out eat guys much bigger than them. Metabolism is determined by genetics and activity, not your career type.
Regarding sleep I knew people in regular infantry in the army who sometimes have to stay awake for days at a time. It all depends on the mission again not some MOS.
Was this done purely for gameplay mechanics? I am not entirely opposed to it, it just didn't make much sense to me when I first read the descriptions.
There was a series of mods for Oblivion, Fallout 3 and Fallout NV, and I think Skyrim as well where food and sleep requirements were determined by activity. If you just walked around and picked flowers you didn't need to eat as much and you could postpone sleep longer than if you were running around and fighting every creature and npc you came across.
Just so long as I am not eating every 5 seconds again I will be happy. Can't wait for the launch and keep up the great work guys. :)
That was one of my favorite parts of Fallout New Vegas. If you wore faction armor you could fool the other faction (guards not included) and they would leave you along. Of course if you forgot to change your outfit and went to an opposing factions area they would shoot you on the spot. :) That would make a great addition to STALKER. It always bugged me how I could encounter a firefight between two groups and be wearing the losing sides outfit and they don't even consider me a threat.
Yeah I thought of that as well. Although I had to reduce the volume of the sound files from that mod because they were too loud and after a few minutes it got really annoying.
Technically there is no reason for there to be much sound. Exosuits are battery operated so there is no engine going VROOM! VROOM! and they are supposed to be finely crafted military hardware so stuff clanking about and whirring and whizzing around would be self defeating. The closest thing I can think of would be an electric wheelchair. They are actually very quiet.
Nice, I tend to just use grenades myself but I think I might give a pure "demolitions" character a try. I can't remember are their remote detonators in MISERY or am I thinking of another mod? If there are I will once again try a grenade,remote explosives,rocket launcher build. :D
It also points out a major flaw with the medkits as is. The suit upgrade/heal artifact heal faster than medkits do so once I get one or the other I don't even bother with medkits anymore. I keep a couple of bandages on hand for emergencies but that is it.
Far Cry 2 was even more restrictive than STALKER/MISERY. I loved it. I had to really think in Far Cry 2 which guns I wanted to use for each mission. If it was a mission to blow up trucks or some building then I took the explosives or the detonator with me but if it was a mission to take some guy out then I took only silenced weapons (my preferred playstyle). With STALKER even in MISERY once you get a weight artifact and a healing artifact or you are wearing Duty armor or the Clear Sky suit which I do for most of the game, you no longer need to carry medkits or bandages around since the suits heal you. This frees up alot of room for various guns and ammo and just as the other guy said also alot of grenades for the underbarrel launcher. In fact I don't bother much with regular grenades because I suck at throwing them and end up killing myself half the time because I hit a door frame and it bounce back at me. LOL
The problem with the medkits is that they were utterly inefficient to carry around. I don't expect a medkit to heal me completely if I am very low on health but it barely ticks my health bar up and they weigh .5 each which makes them impractical to use. As soon as you get a healing artifact it makes medkits completely useless as the artifact will actually heal you faster and more effectively than a medkit and it weighs less and has unlimited uses. Medkits should be heavy but heal a good chunk of health over 10-15 seconds.
I would simply make medkits weigh 1.0 each so that at most you can only carry 3-5 around at a time but make them heal full health over time. All medkits would heal full health the difference would be in obviously the side benefits like reducing radiation and bleeding and also the more expensive medkits could heal at a faster rate. The read medkits would heal over 30 seconds. The blue ones would heal over 20 seconds and the yellow one would heal over 10 seconds.
The weight issue kind of bugs me because I have gone hiking with backpacks weighing over 50 lbs and I can run a good ways and go up hills etc. Keep in mind that I only do an hour of cardio a week compared to Spec Ops guys who train constantly and can travel very long distances with packs weighing over 100 lbs. If it was actually me in STALKER with my city slicker life style, then it might be accurate but supposedly I am a communist super ninja. :)
These issues are very minor though and don't really detract from the overall mod. I also tend to be a stickler for realism and sometimes realism has to take a back seat to gameplay. Besides it could be worse. The one thing I hated about the SGM mods is that you could run like the wind forever with lots of gear which bugs me even more than my asthmatic guy in MISERY. :)
I agree with the medkits being utterly useless which is why I adjusted them upwards myself. Carry weight should higher however since there is no in game mechanic for restricting guns you kind of have to do the next best thing and just have low inventory. I really wish more games would adopt Far Cry 2 style weapons where you could have one pistol, one main gun like a shotgun or assault rifle and one special weapons like a mortar or a rocket launcher.
Just try it out and see for yourself. It works against burers, pseudogianst, zombies (you can one shot them if you hit their heads), controllers, boars and of course dogs and hamsters the last two I am fine with but the others shouldn't be so easy to kill with a knife.
The knife should have just enough power to kill a hamster and no more. It should take me a minimum of 4 or 5 stabs to kill a pseudodog and much more for other mutants.
Yeah, and I meant pseudodogs, not pseudogiants. :P
Once I discovered that I could kill most enemies with the knife I no longer had the ammo issues that you normally would have. I can even kill snorks with my knife and I suck at killing snorks normally. I never actually tried a Chimera as I use grenades for them but I will have to give it a shot. :) I have killed everything else in the game with my knife though which seems kind of silly.
Is the knife going to be reduced further in MISERY 2.0? Even though it was reduced in one of the patches I was still able to use it against all the most common mutants effectively. Perhaps make it only useful against hamsters and pseudogiants.
I do that as well. :) I also make exceptions for any transition points that some mods have between areas on the off chance that the game crashes for some reason.
Alphas in SGM use sniper rifles from time to time.......not that they need to as they can hit you pretty accurately even with regular assualt rifles.
I also wish anomolies moved around abit. After you have played CoP as many times as most people here have we all know all the maps by heart. In fact I don't even bother with the toolkit hunts anymore as I usually spawn them with GOTZ or add them in my starting inventory because at this point it is just so tedious. The only mod that I actually hunt for toolkits is SGM because they randomize it at the start of the game. Perhaps that could be implemented in this mod as well. :)
GOTZ had a timescale changer in it although someone will have to make a version that is compatible with MISERY. I kind of wish all mods would include GOTZ by default since sometimes I just like to mess around and spawn 10 bloodsuckers in a bandit camp. :)
Hey just to let you know it's August. Just saying. :)
Are you planning on changing the zombies with super aim that constantly surround Skadvosk. Alot of STALKERS end up getting killed as soon as they leave the barge.
Were you planning on using new version of the gas masks. SGM 2.2 ENOT edition has some nice ones and the best ones I used so far were the ones from PRIPYATAN ARMS a mod that I played awhile back. Both of them even have visible breath effects on the hud. The ones in this mod were pixelated and I could see green dots all over.
Otherwise this is by far one of the best mods for CoP ever and outstanding work. It was kind of nice watching I Work Alone mature and now I get to see the same thing with MISERY. :)
OK......not to GOTZ.....didn't think it would work but not a huge deal. I tried to install the nano-hud from Atmosfear 3 over the default one like I do with pretty much any mod but for some reason it won't load any games or let me start a new one. All it did was replace the UI and UI textures. Is there something else that was changed in Swartz that is causing this? As far as I could tell it was just the default UI with the same symbols and whatnot.
Probably not on a weekly basis but you could set the percentage of specific items to spawn so low that they rarely appear at all. Stuff like AP ammo could be set really low compared to regular ammo. The game already does this to some extent since you get different items for sale everytime you reload a save. It would just have to be tweaked.
It works fine in SGM with the Alpha Squads. You just learn very quickly not to run around without checking out an area with your binoculars or a scoped weapon, which is exactly how you would to it in real life. Plus after a certain point no matter what mod you are using including MISERY, you become overpowered compared to the vast majority of monsters and npcs in the game. It would be nice to have to watch out for npcs with similar equipment and stats as your character.
I am glad that it is back to that way. I have to purposely chose only on upgrade in SGM and it kind is annoying. The upper tier guns and armor become WAAAAAAAAAAAY! to good if you get all the upgrades. At that point you might as well just put god mode on.
It's fine gameplay wise and once you get the suit upgrades or use energy drinks as you say its not even an issue so much. My first game i found a boost energy artifact and i just stayed drunk on vodka until I grabbed a Gravi artifact.
For me it was more about realism. My character can't run forever and he still has to walk alot when carry loot but I can run further than this guy and I only do cardio three times a week for 20 minutes. These special forces guys are supposed to be able to run up 90 degree walls of ice while wearing bunny slippers for 9 hours straight.
I don't know if its too late to implement it but the spare parts boxes from the SGM mod are brilliant. It gives you a reason to collect stuff that you would normally pass over as you need to turn guns, armor and other stuff into spare parts in order to upgrade your gear. It also adds another resource sink which is always a good thing. If you are poor then you will have to go out and find some weapons by killing or looting. If you have money to burn you can just buy some cheap guns and armor off the trader and use that. :)
Perfect timing. I was getting a serious STALKER itch and Misery doesn't look like its going to be done anytime soon so I figured I would reinstall SGM. :D Thanks as this saves alot of work.
Great because sometimes I like to spawn enemies after I clear an area so that there is something there when I come back later on for artifacts or whatnot. :) Unless Misery already has something in place that refills empty buildings.
Any chance of putting this in if you have time?
Nazarian.no
Just so long as bodies show up. It's impossible to fine half of them in the tall brush because the color palette of the game is very similar for everything.
Unfortunately I think that in order to have differences in gameplay they have to throw some realism out the window. Snipers start off precisely because they are good with assault rifles and other guns. If you can't hit the side of a barn with an AR then putting a scope on it isn't going to make you magically a super sniper. Most sniper rifles have a hell of alot more kick than AR rifles as well.
Snipers also have extensive training in recon precisely because their job requires that they reconnoiter an area and find the best area to shoot from and gather intel on patrols so that they aren't spotted, locate the target and any habits they have etc. But as I said realism takes a back seat to gameplay.
I am a bit confused with the whole differences in food and sleep requirements thing. I know skinny people that easily out eat guys much bigger than them. Metabolism is determined by genetics and activity, not your career type.
Regarding sleep I knew people in regular infantry in the army who sometimes have to stay awake for days at a time. It all depends on the mission again not some MOS.
Was this done purely for gameplay mechanics? I am not entirely opposed to it, it just didn't make much sense to me when I first read the descriptions.
There was a series of mods for Oblivion, Fallout 3 and Fallout NV, and I think Skyrim as well where food and sleep requirements were determined by activity. If you just walked around and picked flowers you didn't need to eat as much and you could postpone sleep longer than if you were running around and fighting every creature and npc you came across.
Just so long as I am not eating every 5 seconds again I will be happy. Can't wait for the launch and keep up the great work guys. :)
That was one of my favorite parts of Fallout New Vegas. If you wore faction armor you could fool the other faction (guards not included) and they would leave you along. Of course if you forgot to change your outfit and went to an opposing factions area they would shoot you on the spot. :) That would make a great addition to STALKER. It always bugged me how I could encounter a firefight between two groups and be wearing the losing sides outfit and they don't even consider me a threat.
Yeah I thought of that as well. Although I had to reduce the volume of the sound files from that mod because they were too loud and after a few minutes it got really annoying.
Technically there is no reason for there to be much sound. Exosuits are battery operated so there is no engine going VROOM! VROOM! and they are supposed to be finely crafted military hardware so stuff clanking about and whirring and whizzing around would be self defeating. The closest thing I can think of would be an electric wheelchair. They are actually very quiet.
Nice, I tend to just use grenades myself but I think I might give a pure "demolitions" character a try. I can't remember are their remote detonators in MISERY or am I thinking of another mod? If there are I will once again try a grenade,remote explosives,rocket launcher build. :D
It also points out a major flaw with the medkits as is. The suit upgrade/heal artifact heal faster than medkits do so once I get one or the other I don't even bother with medkits anymore. I keep a couple of bandages on hand for emergencies but that is it.
Far Cry 2 was even more restrictive than STALKER/MISERY. I loved it. I had to really think in Far Cry 2 which guns I wanted to use for each mission. If it was a mission to blow up trucks or some building then I took the explosives or the detonator with me but if it was a mission to take some guy out then I took only silenced weapons (my preferred playstyle). With STALKER even in MISERY once you get a weight artifact and a healing artifact or you are wearing Duty armor or the Clear Sky suit which I do for most of the game, you no longer need to carry medkits or bandages around since the suits heal you. This frees up alot of room for various guns and ammo and just as the other guy said also alot of grenades for the underbarrel launcher. In fact I don't bother much with regular grenades because I suck at throwing them and end up killing myself half the time because I hit a door frame and it bounce back at me. LOL
The problem with the medkits is that they were utterly inefficient to carry around. I don't expect a medkit to heal me completely if I am very low on health but it barely ticks my health bar up and they weigh .5 each which makes them impractical to use. As soon as you get a healing artifact it makes medkits completely useless as the artifact will actually heal you faster and more effectively than a medkit and it weighs less and has unlimited uses. Medkits should be heavy but heal a good chunk of health over 10-15 seconds.
I would simply make medkits weigh 1.0 each so that at most you can only carry 3-5 around at a time but make them heal full health over time. All medkits would heal full health the difference would be in obviously the side benefits like reducing radiation and bleeding and also the more expensive medkits could heal at a faster rate. The read medkits would heal over 30 seconds. The blue ones would heal over 20 seconds and the yellow one would heal over 10 seconds.
The weight issue kind of bugs me because I have gone hiking with backpacks weighing over 50 lbs and I can run a good ways and go up hills etc. Keep in mind that I only do an hour of cardio a week compared to Spec Ops guys who train constantly and can travel very long distances with packs weighing over 100 lbs. If it was actually me in STALKER with my city slicker life style, then it might be accurate but supposedly I am a communist super ninja. :)
These issues are very minor though and don't really detract from the overall mod. I also tend to be a stickler for realism and sometimes realism has to take a back seat to gameplay. Besides it could be worse. The one thing I hated about the SGM mods is that you could run like the wind forever with lots of gear which bugs me even more than my asthmatic guy in MISERY. :)
I agree with the medkits being utterly useless which is why I adjusted them upwards myself. Carry weight should higher however since there is no in game mechanic for restricting guns you kind of have to do the next best thing and just have low inventory. I really wish more games would adopt Far Cry 2 style weapons where you could have one pistol, one main gun like a shotgun or assault rifle and one special weapons like a mortar or a rocket launcher.
Only 16 hours to go...... *sets up screen to auto refresh every 10 seconds and stares at screen*
Just try it out and see for yourself. It works against burers, pseudogianst, zombies (you can one shot them if you hit their heads), controllers, boars and of course dogs and hamsters the last two I am fine with but the others shouldn't be so easy to kill with a knife.
The knife should have just enough power to kill a hamster and no more. It should take me a minimum of 4 or 5 stabs to kill a pseudodog and much more for other mutants.
Yeah, and I meant pseudodogs, not pseudogiants. :P
Once I discovered that I could kill most enemies with the knife I no longer had the ammo issues that you normally would have. I can even kill snorks with my knife and I suck at killing snorks normally. I never actually tried a Chimera as I use grenades for them but I will have to give it a shot. :) I have killed everything else in the game with my knife though which seems kind of silly.
Is the knife going to be reduced further in MISERY 2.0? Even though it was reduced in one of the patches I was still able to use it against all the most common mutants effectively. Perhaps make it only useful against hamsters and pseudogiants.
This was on Master level.
I do that as well. :) I also make exceptions for any transition points that some mods have between areas on the off chance that the game crashes for some reason.
Alphas in SGM use sniper rifles from time to time.......not that they need to as they can hit you pretty accurately even with regular assualt rifles.
I also wish anomolies moved around abit. After you have played CoP as many times as most people here have we all know all the maps by heart. In fact I don't even bother with the toolkit hunts anymore as I usually spawn them with GOTZ or add them in my starting inventory because at this point it is just so tedious. The only mod that I actually hunt for toolkits is SGM because they randomize it at the start of the game. Perhaps that could be implemented in this mod as well. :)
GOTZ had a timescale changer in it although someone will have to make a version that is compatible with MISERY. I kind of wish all mods would include GOTZ by default since sometimes I just like to mess around and spawn 10 bloodsuckers in a bandit camp. :)
Hey just to let you know it's August. Just saying. :)
Are you planning on changing the zombies with super aim that constantly surround Skadvosk. Alot of STALKERS end up getting killed as soon as they leave the barge.
Were you planning on using new version of the gas masks. SGM 2.2 ENOT edition has some nice ones and the best ones I used so far were the ones from PRIPYATAN ARMS a mod that I played awhile back. Both of them even have visible breath effects on the hud. The ones in this mod were pixelated and I could see green dots all over.
Otherwise this is by far one of the best mods for CoP ever and outstanding work. It was kind of nice watching I Work Alone mature and now I get to see the same thing with MISERY. :)
OK......not to GOTZ.....didn't think it would work but not a huge deal. I tried to install the nano-hud from Atmosfear 3 over the default one like I do with pretty much any mod but for some reason it won't load any games or let me start a new one. All it did was replace the UI and UI textures. Is there something else that was changed in Swartz that is causing this? As far as I could tell it was just the default UI with the same symbols and whatnot.
Does this include GOTZ or can GOTZ be used with it minus the new guns of course?
Probably not on a weekly basis but you could set the percentage of specific items to spawn so low that they rarely appear at all. Stuff like AP ammo could be set really low compared to regular ammo. The game already does this to some extent since you get different items for sale everytime you reload a save. It would just have to be tweaked.
It works fine in SGM with the Alpha Squads. You just learn very quickly not to run around without checking out an area with your binoculars or a scoped weapon, which is exactly how you would to it in real life. Plus after a certain point no matter what mod you are using including MISERY, you become overpowered compared to the vast majority of monsters and npcs in the game. It would be nice to have to watch out for npcs with similar equipment and stats as your character.
I am glad that it is back to that way. I have to purposely chose only on upgrade in SGM and it kind is annoying. The upper tier guns and armor become WAAAAAAAAAAAY! to good if you get all the upgrades. At that point you might as well just put god mode on.
Good Lordy! I have calculators more powerful than that. 0.o
It's fine gameplay wise and once you get the suit upgrades or use energy drinks as you say its not even an issue so much. My first game i found a boost energy artifact and i just stayed drunk on vodka until I grabbed a Gravi artifact.
For me it was more about realism. My character can't run forever and he still has to walk alot when carry loot but I can run further than this guy and I only do cardio three times a week for 20 minutes. These special forces guys are supposed to be able to run up 90 degree walls of ice while wearing bunny slippers for 9 hours straight.
NM....just got the patch and noticed it's already seperated.