Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

Forum Thread
  Posts  
A few bugs (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : A few bugs) Locked
Thread Options
Feb 10 2016 Anchor

So I mentioned how suicidal NPC's are during an emission. But as guest and it was ignored. I couldn't log in and I can't most often. But anyway-

-Basically Vanilla game(updated full) + Misery(latest), nothing else. In short what is happening is this: Emission takes place, NPCs run right past a shelter and die. This happens all the time, especially near the underpass at the swamp in Zaton. Also, the NPC seems to detect mutants outside or running to a shelter, they will fight instead of take shelter. Even if the enemy is on the other side of the pond near Izumoye. I have also seen numerous times, the second "blast" of the emission will trigger the NPCs to run for cover, even though they are already safe. They die of course when they leave.

-I just found a strange thing that got me killed in Zaton by the cranes: I climb up the 2nd crane(no ladder/stairs) only to sit atop the layer with the stash. It is like 3 inches of steel and some bandit followed me and parked underneath. Shot upwards annnnnnndddddd....killed me. I was so friggin pissed off as I"ve been playing Perma-death style and some a$$hole bandit shoots through 3 inches of steel and kills me??? It shouldn't even be possible to shoot through 3 inches of steel! >_<

Anyway to make steel harder to shoot through Or....fix this for v2.2?

-Zaton, Bandit interruption question, helping Beard and Sparticus; in short there are 1-2 bandits that detect you 90% of the time while the stalker crew creeps over to listen in on their conversation with Duty members. This sparks off the fight and half the stalkers tend to die because they are still "sneaking" when the bandit yells WHO GOES THERE!!! and just starts shooting you and the crew. How I have to get by this is usually have grenades and chuck a few, while standing at the gate into where the meeting is.

This breaks immersion, as half the people at the meeting sit still and get blasted and then they go out fighting. In short one small detection glitch kills the quest. Any fix in 2.2?

Hope there is still time to fix these problems.

Edit-


Came across a small bug when I achieved the Wealthy Client status(early in game). Where you get 200k. So when I reach this at the beginning, nothing changes in regard to better items sold to me. Same old garbage no matter how many times I reload or move far enough away for the items to change.

Another edit-


When walking back to Zaton from Yanov, the teleport drops you directly at the Skedovsk. This needs to be fixed because it would make more sense to drop you at the Iron Forest area behind the wall and you can jump the fence or take the portal =D

Edited by: ZoneWizard

jasper34
jasper34 MISERY PR Lead
Feb 10 2016 Anchor

I've never had any difficulty signing in.

In 5,194 hours of play I have never experienced the bandits/duty noticing the stalkers and myself creeping into the little round building. The mercs at the hospital in Pripyat and at the one shot mission are much more aware.

The legs of the crane are thick, not the simple plate you are sitting on. I've never seen it even 5-6mm thick. The decks on ships aren't even close to that. The sides of a container ship container, barrel, typical steel door and the like are hardly bulletproof except at smaller calibers. In general, the munitions in Misery penetrate much less than IRL. You can, make the large caliber bullets penetrate more like real life if you want.

Trade prices/inventory are changed by other triggers. The most noticeable for me are when you save or shoot Snag, then later after returning from Pripyat the first time.

I have always found that prices magically rise when someone finds out you are loaded. Nobody suddenly says "Oh, your rich, let me give you a discount" ;)

I agree it would be more realistic to fast travel back via the same route you took out. A similar thing happens if you take the tunnels back from Pripyat to Jupiter, you pop out at the door instead of inside the Jupiter plant with an army of mutants and zombies to fight through.

Feb 10 2016 Anchor
jasper34 wrote:

I've never had any difficulty signing in.

In 5,194 hours of play I have never experienced the bandits/duty noticing the stalkers and myself creeping into the little round building. The mercs at the hospital in Pripyat and at the one shot mission are much more aware.

um....what?

I explain how NPC during an emission should search for shelter. They often do not and run past a nearby shelter while in Zaton areas near the swamp or the Shevchenko.


jasper34 wrote:

The legs of the crane are thick, not the simple plate you are sitting on. I've never seen it even 5-6mm thick. The decks on ships aren't even close to that. The sides of a container ship container, barrel, typical steel door and the like are hardly bulletproof except at smaller calibers. In general, the munitions in Misery penetrate much less than IRL. You can, make the large caliber bullets penetrate more like real life if you want.

The plate I'm referring to is where the stash is located(the satchel with anabiotic). When you climb up to this spot, it is definitely capable of preventing bullets from passing through it. 3 inches of solid steel crane should not allow a bullet to pass. Google.com


jasper34 wrote:

Trade prices/inventory are changed by other triggers. The most noticeable for me are when you save or shoot Snag, then later after returning from Pripyat the first time.

I have always found that prices magically rise when someone finds out you are loaded. Nobody suddenly says "Oh, your rich, let me give you a discount" ;)

I agree on the discount aspect. But that wasn't the question. Rare items are suppose to be made available to the player more often. = percentage of rare items for sale increases. NOT price ;)


jasper34 wrote:

I agree it would be more realistic to fast travel back via the same route you took out. A similar thing happens if you take the tunnels back from Pripyat to Jupiter, you pop out at the door instead of inside the Jupiter plant with an army of mutants and zombies to fight through.

Umm....What? There are normally no mutants in the elevator room in Jupiter. Yes you would have a difficult time. But that is the price of traveling for free with a payed guide =D



jasper34
jasper34 MISERY PR Lead
Feb 10 2016 Anchor

I don't use the quote system, your fifth paragraph is about the ranger station. If you are not creeping to the small damaged round building to overhear the conversation you should be detected. Prices AND inventory are changed by other factors than how much is in your wallet. Accumulating 200K is a pretty small feat, hardly worthy of recognition to me. High level weapons and armors are withheld until the level of the opposition has also increased to prevent the game from becoming too easy.

You will never find a simple elevated walkway/crows nest platform is ever made of thick steel. There is no purpose for them except to support the relatively small weight of a human. The sides of a ship are not nearly that thick, the bow is thick (more than a foot) if it's intended for ice breaking.

IRT NPC's behavior during emissions it's every stalker for himself. Stalker bodies found after an emission are quite rare in my experience.

The transfer point is deep inside the Jupiter plant. It's just as hard getting out of the plant as it was getting in the first time after everything respawns. This is a good thing. That was me agreeing with you ...

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.