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!

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Bugs with "MISERY" + "Patch 2" installed (Mods : MISERY : Forum : General subjects : Bugs with "MISERY" + "Patch 2" installed) Locked
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N.Aaroe
N.Aaroe MDT Lead
Jan 25 2012, 12:12pm Anchor

Post the report of bugs here, please, do it in a form like the one shown below:I found a bug, XXX, and its:

  • list
  • list
  • list
  • list
  • etc..

and so on :)Please describe what you did, be exact. Not, my suit degrades fast, no, it must be detailed to fix it. So, for example:"My suit degrades fast when someone shoots me or when i go trought a XXX anomaly."

Please note that this thread deals with bugs after the release of "Patch 2" only. Download "Patch 2" here: Moddb.com

Jan 27 2012, 8:12am Anchor

Well, my problem with the flashlight that I reported in the last thread still remains. Screenshot for explanation. And it only seems to happen when there is heavy fog, and it doesn't matter if I'm outdoors or not.

And now there's another occasional thing, also texture related. Sometimes the sky decides to spaz out and starts looking like this. There isn't any specific trigger for this behaviour, it's completely random.

Nitro still can't upgrade the Green Dragon, only Cardan.

And finally, Trapper still tells you to "leave Yanov and go west" to find the Green Dragon, when it is, in fact, on the east side of the map.
P.S. The Gauss Rifle doesn't get the sniper specialization bonus, even though it's a sniper weapon.

Edited by: Sigm

Jan 27 2012, 9:09am Anchor

Mitay in the hostage resque mission has mental problems, strafes and/or walks backwards slowly, doesn't get his gun out, and wanders around aimlessly, sometimes walking into walls, staring at corners, or attempting to phase through iron doors.

In the mission Yar gives you when you first arrive at Yanov, the zombies open fire on you even if you don't provoke them!

The Mosin Nagant that the USS Sniper starts with has your right arm (but not hand) disappear when you zoom in to use the iron sights at 1920x1080 res, 83deg FOV. If the suit matters, I was wearing the default military overcoat.

(I wish there was an option for 80deg, BTW - that's what I use in other games.. too lazy to edit the config ATM though.. xD)

The SKS has a similar issue, with the upper left arm missing at 1920x1080 83deg FOV.
If the suit matters, I was wearing the default military overcoat. The SKS also doesn't have the sniper bonus.

The zombies seem to be able to shoot you without any way they've seen you, and with ridiculously uncanny accuracy. I.e., you poke out from behind a crate, in a dark room, a zombie outside spins 180 and shoots you in the head, one shot and you die. Light level, sound level, and exposure should count more than distance and whether you're holding ctrl. Besides, zombies? They should barely be able to aim, much less go BOOM HEADSHOT after spinning.

I failed a "retrieve the artifact" quest for Beard, and now he's glitched out. He faces away from the counter, points at his hand like he's asking for an artifact (I guess), then the animation loops endlessly. You can't talk to him while he's like this, and both the "press f to talk" thing, and his icon on the map blink. If you spam F you can get into a conversation with him, but it closes the second the next blink happens. For what it matters it was "Bubble" I told him I'd get - on accident no less. I slept for 11 hours upstairs, and it informed me it was cancelled, then that I should get my cash, then that it was cancelled. I went to look at him and he seems fine now. :|

Every time I quickload, the weather has a high probability of being randomized instead of being how it was when I saved. I load a game that was saved on a clear day, and now it's raining, or foggy, or etc.

If you drag Beard's Tea to the quickbar it crashes - my particular case was trying to replace sparkling water with it.

Edited by: Yushatak

Jan 28 2012, 4:37am Anchor

Not much of a bug, but the Galil uses the wrong silencer variant.
Also you may fix the dialoges where owl tells you how much he is giving you for intel because he only gives you half of it all the time :(

Jan 30 2012, 8:11am Anchor

A gamebreaking bug just happened. Went to talk with Kovalsky after finishing the X8 labs, and the screen just goes dark and that's it. No cutscene or anything. Tried reloading the game, same thing. The game is broken at this point.

Jan 31 2012, 10:27pm Anchor

@Sigm I just did that mission and it went black but i waited for a few minutes and then the cut scene started.

For a bug I found, Some of the prices for traveling between Zaton, Jupiter and Pripyat. Once you give the maps to Pilot he still says the price is 1,000 but it only costs 500, then going form Zaton to Pripyat he says it costs 4,000 but it only costs 2,000. Then the guy from Jupiter to Pripyat says 5,000 but only takes 4,000 and then its free leaving from Pripyat.

Feb 1 2012, 4:07am Anchor

1. putting Beard's tea into quick-slot will crash the game

2. you can indefinitely spam the FIXING KIT by putting it into your STASH BOX and than messing with your gun, unload/reload, a new kit appears again and again in the inventory.

Feb 1 2012, 4:12am Anchor
TWEP191 wrote:I just did that mission and it went black but i waited for a few minutes and then the cut scene started.

I waited for over an hour. Still nothing. The screen's black, you can hear the background noises, pause the game, but that's it.

Feb 1 2012, 5:39am Anchor

The scope models of the Galil and AKM are glitched and only partitially visible

Feb 4 2012, 4:52am Anchor

I've pinpointed the exact location of the gamebreaking bug that's been happening to me. It occurs the moment that you finish the mission to wipe out the Monolith forces from the bookstore and examine the antenna. It doesn't matter if you've been to the X-8 lab before or after. Also, I tried to go talk to Kovalsky after the Monolith mission but before going to X-8, and he was standing in his room with his arms behind his back, and there was no "speak" prompt at all. It's as if his AI has been turned off or something. Also, I've loaded a save from before going to Pripyat, and redid everything starting from the tunnel part. The bug still happened, and once again it happened right after the same mission, making the game completely impossible to finish.

On a side note, one of the documents in the X-8 lab has a shotgun icon.

Feb 4 2012, 5:40pm Anchor

@Sigm Are you using the steam version of the game? If so have you tried verifying the integrity of the game cache? Cause it could be that you are missing some files.

Feb 5 2012, 5:29am Anchor

Bug I'm having is a lack of Sirens. Have the files and everything works perfectly otherwise, but Sirens don't play when emissions are about to happen.

Ha, I actually didn't even know there were supposed to be sirens until someone pointed me to a video XD.

Feb 5 2012, 11:04am Anchor
TWEP191 wrote:Are you using the steam version of the game? If so have you tried verifying the integrity of the game cache? Cause it could be that you are missing some files.

No, mine's non-steam. But I'm pretty sure that all the files were there, as otherwise the game ran just fine.

Feb 5 2012, 2:04pm Anchor
Rayean wrote:Bug I'm having is a lack of Sirens. Have the files and everything works perfectly otherwise, but Sirens don't play when emissions are about to happen.


After the last patch the sirens were cut out, so that's not a bug ;)

edit:
Hmm I thought they were cut out, cause I didn't hear them for a while. But before and during the last emission I heard them. Weird.

Edited by: Palmendieb

Feb 5 2012, 4:11pm Anchor
Palmendieb wrote:
Rayean wrote:Bug I'm having is a lack of Sirens. Have the files and everything works perfectly otherwise, but Sirens don't play when emissions are about to happen.


After the last patch the sirens were cut out, so that's not a bug ;)

edit:
Hmm I thought they were cut out, cause I didn't hear them for a while. But before and during the last emission I heard them. Weird.


If they were cut, I'd like that to be an optional change - every time I see the sky change or something rumble, and so on, I always am paranoid that it's an emission - I can't seem to figure out what to look for, so I keep hiding from nothing... :(

Feb 6 2012, 8:29am Anchor
Yushatak wrote:
Palmendieb wrote:
Rayean wrote:Bug I'm having is a lack of Sirens. Have the files and everything works perfectly otherwise, but Sirens don't play when emissions are about to happen.


After the last patch the sirens were cut out, so that's not a bug ;)

edit:
Hmm I thought they were cut out, cause I didn't hear them for a while. But before and during the last emission I heard them. Weird.


If they were cut, I'd like that to be an optional change - every time I see the sky change or something rumble, and so on, I always am paranoid that it's an emission - I can't seem to figure out what to look for, so I keep hiding from nothing... :(


I tell emissions apart from other things by the very deep dummmm noise as heard here Youtube.com , no other weather makes a sound as scary as that.

Feb 6 2012, 9:11pm Anchor

Owl seems to have gotten stuck on restocking particular items. In my case its the 7.62x54 7H1 ammunition. In the beginning of the game he restocked 2 or 3 times, after that he no longer would restock said item.

The Mosin Nagant that he had listed also has mysteriously vanished from his inventory and also does not restock (I never bought it though).

EDIT: I found that the most likely cause for this is starting a game with misery and then later installing patch 2. Continuing to play on that save will cause certain items to not restock in Owl's shop. Starting a new game fixes this problem.

Edited by: trent1542

Feb 8 2012, 7:48am Anchor

Interesting. I never saw a Mosin Nagant in Owl's stock.

Feb 10 2012, 9:06am Anchor

*The Mosin Nagant still messed when aiming (cant see the right hand) and cant see a part of the left arm when you carry this weapon. BTW i'm on 16:9

*Please put the real ammo for the Stg 44. It uses 7.92x33mm, no 5.45x39 (introduced on the '74). The same with the TT-33 and PPsH 41 it uses 7.62x25, no 9x19. I don't know if there is more wrong type of ammo.

*Emmissions/Blowouts seems to occur at any time, even in the middle of an active mission, so either you die or you fail the task. Can you do something about that?

*Zombies are incredibly accurate for someone who does not aim to shoot, in addition the grenades don't do shit to them

What we can do when the medic dies in Zaton? no one seems to sell medikits

Please forgive my english

Feb 10 2012, 10:24am Anchor
Karmas wrote:
*Please put the real ammo for the Stg 44. It uses 7.92x33mm, no 5.45x39 (introduced on the '74). The same with the TT-33 and PPsH 41 it uses 7.62x25, no 9x19. I don't know if there is more wrong type of ammo.

Adding more calibers used by only a few weapons is not smart gameplay wise, but the Stg could be changed to 7.62x54mm PP which is the closest we can get and already underused, double win. The 9x19 is the best choice for PPsH-41 and TT-33. We can't get closer with pistol rounds and obviously they can't use rifle ones, this caliber could be added as it would have two guns using it, but for now it's the closest. It's a game and not 100% realistic, caliber choices are just one of the things making the experience more enjoyable with the cost of realism.

Karmas wrote:
*Emmissions/Blowouts seems to occur at any time, even in the middle of an active mission, so either you die or you fail the task. Can you do something about that?

Like you probably know this happened in vanilla too, did you expect that to change in a mod that makes the game harder?

Karmas wrote:
*Zombies are incredibly accurate for someone who does not aim to shoot, in addition the grenades don't do shit to them

I think the zombies have a obligatory Arnold-training before they get out of where ever they come from.
Youtube.com
At least zombies have to reload and donät use explosives.

Karmas wrote:What we can do when the medic dies in Zaton? no one seems to sell medikits

You can buy them from Zaton medic, also they are quite easily found and fairly useless(use kolobok or something). I think Beard sells them too.

Feb 10 2012, 11:43am Anchor

somewhere I read that real Stg-44´s can fire russian 7.62 ammunition since it is extremly similar to the original cartridge, but I don´t know which one they meant, x39 or x54..

but it seems that rechambering these weapons to 7.62x39 is relatively easy so I chose this calibration. (also changed the damage to the one of the AKM)

Also in East Germany many PPsH´s were rechambered to 9x19 and Norinco currently produces a 9mm clone of the TT-33 so I guess thats ok :)

Edited by: Gulp343

Feb 10 2012, 1:34pm Anchor
Cakemanster wrote:
Karmas wrote:
*Please put the real ammo for the Stg 44. It uses 7.92x33mm, no 5.45x39 (introduced on the '74). The same with the TT-33 and PPsH 41 it uses 7.62x25, no 9x19. I don't know if there is more wrong type of ammo.

Adding more calibers used by only a few weapons is not smart gameplay wise, but the Stg could be changed to 7.62x54mm PP which is the closest we can get and already underused, double win. The 9x19 is the best choice for PPsH-41 and TT-33. We can't get closer with pistol rounds and obviously they can't use rifle ones, this caliber could be added as it would have two guns using it, but for now it's the closest. It's a game and not 100% realistic, caliber choices are just one of the things making the experience more enjoyable with the cost of realism.

Gulp343 wrote:somewhere I read that real Stg-44´s can fire russian 7.62 ammunition since it is extremly similar to the original cartridge, but I don´t know which one they meant, x39 or x54..but it seems that rechambering these weapons to 7.62x39 is relatively easy so I chose this calibration. (also changed the damage to the one of the AKM)Also in East Germany many PPsH´s were rechambered to 9x19 and Norinco currently produces a 9mm clone of the TT-33 so I guess thats ok :)

That sounds good, i didn't know it. Maybe i can change the type of ammo from my weapons folder

Cakemanster wrote:
Karmas wrote:
Emmissions/Blowouts seems to occur at any time, even in the middle of an active mission, so either you die or you fail the task. Can you do something about that?

Like you probably know this happened in vanilla too, did you expect that to change in a mod that makes the game harder?


Never happens to me in vanilla, it was very frustrating to do a deal in middle of an emission, but i managed to overcome it (8-12 attempts later xD)

Cakemanster wrote:
Karmas wrote:
*Zombies are incredibly accurate for someone who does not aim to shoot, in addition the grenades don't do shit to them

I think the zombies have a obligatory Arnold-training before they get out of where ever they come from.
Youtube.com
At least zombies have to reload and donät use explosives.


Is a good explanation i guess xD

Cakemanster wrote:
Karmas wrote:
What we can do when the medic dies in Zaton? no one seems to sell medikits

You can buy them from Zaton medic, also they are quite easily found and fairly useless(use kolobok or something). I think Beard sells them too.


The problem is that the medic is dead because all that bloodsucker and hemoglobine dependence bullshit. Beard only sells food, porn mags, toolbox, sleepbag and... batteries? :(
I didn't find any anti-rad artifact to counteract the radiation of kolobok
In short, i'm screwed

Feb 10 2012, 3:14pm Anchor

Beard sells Medkits but they´re incredible rare , almost random :S

Feb 10 2012, 7:57pm Anchor

I was reviewing the "trade_zat_a2_barmen.ltx" (gamedata/config/misc/trade) file and apparently the sale of medkits is active:

;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE;Ìåäèêàìåíòû
bandage = 1, 0.5
medkit = 1, 0.5
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad = 1, 0.5

But he just don't sell it

Also there are other things like these:

;Áóñòåðû
drug_booster = 1, 0.5
drug_coagulant = 1, 0.5
drug_psy_blockade = 1, 0.5
drug_antidot = 1, 0.5
drug_radioprotector = 1, 0.5
drug_anabiotic = 1, 0.5;Åäà
bread = 0.5, 0.3
breadold = 0.5, 0.3
porn = 0.5, 0.3
kolbasa = 0.5, 0.3
conserva = 0.5, 0.3
vodka = 0.5, 0.3
energy_drink = 0.5, 0.3
batteries = 0.5, 0.3
tea = 0.5, 0.3
repair_kit = 0.5, 0.3;Ïðåäìåòû
device_torch = 1, 0.5
detector_simple = 1, 0.5
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a = 1, 0.5
harmonica_a = 1, 0.5
anomaly_scaner ;NO TRADE

So there are a lot of things that was supossed to be sold, but only a fraction of that is actually for sell. I don't understand

Sorry for my english

Feb 11 2012, 2:17am Anchor
Karmas wrote:So there are a lot of things that was supossed to be sold, but only a fraction of that is actually for sell.
The problem is that the medic is dead because all that bloodsucker and hemoglobine dependence bullshit. Beard only sells food, porn mags, toolbox, sleepbag and... batteries? :(
I didn't find any anti-rad artifact to counteract the radiation of kolobok
In short, i'm screwed

I do remember Beard selling medkits, but it does seem random or triggered by something I don't understand. I would prefer buying them from the YANOV medic. (That was what I meant last time, not Zaton, sorry for added confusion.) I have no idea about the other things.
Finding an anti-rad artefact is not very hard. There's a fixed spawn for one at the claw anomaly(hint, hint).

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