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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Known Bugs List (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Known Bugs List) Locked
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jasper34
jasper34 MISERY PR Lead
Sep 25 2015 Anchor

Here you will find a listing of known unresolved bugs and their work-arounds where known. The file will be updated frequently as any bugs I have not experienced are reported. Dropbox.com

Edited by: jasper34

kcs123
kcs123 Just Kcs123
Sep 25 2015 Anchor

There is one old vanilla bug that people keep forgeting about. When you put weapon with scope attached in personal stash, save game and load game, scope from that weapon become degraded/damaged.

Each weapon have listed all possible scope attachments, when game is loaded due to this vanilla bug, saved scope always become one level lower in list of possible scope attachments. This is vanilla game engine bug and there is nothing we can do about it trough scripts.

However, there is workaround for this. Before you put weapon in stash, deatach scope from it. That way, you can put both in stash and both are saved/loaded properly by game engine.

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jasper34
jasper34 MISERY PR Lead
Sep 25 2015 Anchor

The blue stash boxes? I've heard about it but never noticed it happening, then again most sniper weapons have permascope so maybe that's why. I'll add it to the list. Done.

ElCaz4dor
ElCaz4dor The Darkest Recon
Sep 25 2015 Anchor

That explain why my Kar98k's scope was moisture filled when I picked it up from my stash in Pripyat. I thought the explosion caused this :D

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"What, still here?" - Merc Knight Gael

jasper34
jasper34 MISERY PR Lead
Sep 26 2015 Anchor

The medic in the fridge dialog bug has been fixed for 2.2 so it was not included. Search medic in posts everywhere and you will find a few dozen times I have answered it. Search for your keywords in Posts Everywhere and you will virtually always find an answer. Nevertheless, I enjoy helping people. If you can't find it, don't hesitate to ask. This is the best gaming community ever and we always help our fellow stalkers :D I am particularly dedicated to collecting their personal effects to preserve them for their families in the event they succumb to the dangers of the zone ;)

kcs123
kcs123 Just Kcs123
Sep 26 2015 Anchor

Usable item that is more than 1 x 1 grid icon size can cause CTD if you try to assign such item in quick slots F1 - F4.

There is also "Dialogholder" type of CTD - influence ragdoll mesh physics. Happens when weapon/ammo damage is set too high. Trough weapon configs it was corrected to some degree, but there is always a chance that you score critical hit on NPC (hit in eye for example). Critical hit multiply base weapon damage several times, so it might slip unnoticed trough testing if moder didn't have such CTD while balancing values for that weapon.

Besides that, there is still "stackoverflow" type of CTD that can happen when NPC AI fall in some kind of endless loop.

"Scanf" type of CTD can happen as we were detected trough testing when unarmed zombie is alerted - AI behavioour is in combat state and you save game.
On loading such save, CTD can happen. Workaround for this is well known: to lower alife switch distance, move away from problematic area, wait for a while, save game again and after that set alife switch distance again to prefered value. Similar as workaround for medic in the fridge bug.


"Dialogholder", "stackoverflow", and "Scanf" bug should be rare unfortunate occasions rather than common thing in 2.2. but it still can happen. We have increased stack buffer that helps in normal situations when CPU is overloaded with events that need to be processed (lot of sounds, FX effects, AI) in same timeframe, but in case of endless AI loop it doesn't.

Those are all known issues that was not compleately solved, but at least there is some kind of workaround for this, usualy trick with alife distance change is enough.

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jasper34
jasper34 MISERY PR Lead
Nov 1 2015 Anchor

I have updated the list with a bug we may have fixed for 2.2 I'm having a case or CRS (can't remember stuff). If you kill the mercs on top of the Scientists Bunker for early loot instead of waiting until they attack you in the Jupiter Plant the hard scripted storyline will cause CTD's later when you talk to Hermann or sometimes if you pick up Blacks PDA. GSC did not anticipate people doing that and didn't write their scripts with the possibility in mind. So resist the temptation ;)

I updated the list with a comment on double-tapping with bolt action weapons. The second pull WILL result in the weapon being fired, just after the bolt animation when you are no longer on target. I'm not sure it's actually a bug per se, but not sure it can be changed or not.

kcs123
kcs123 Just Kcs123
Mar 10 2016 Anchor

That bug with mercs on scientist bunker is fixed for 2.2. It is available in test lab for a very long time. Script that influence this bug is news_manager.script.
You will not get proper message on screen because you have killed mercs that should tell you that message, but you will be able to continue quest without any other issue.

That script is not available in 2.1.1. release because it still use script packed inside vanilla game DB archives. I have wrote comment near additional lines of code that fix that bug.

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jasper34
jasper34 MISERY PR Lead
Mar 10 2016 Anchor

Thought so, I'll remove it when we release.

Mar 16 2016 Anchor

A few things I haven't seen mentioned:

* Tushkanos never seem to actually attack anything. They'll bump into you, but not actually attack.

* In Jupiter, large mutants, such as Pseudo Giants and Chimera spawning in the courtyard south of the Concrete Bath, west of Jupiter Plant often get stuck in place, just running in the same place, never moving. You can just walk right up to them, and shoot them point-blank range.

jasper34
jasper34 MISERY PR Lead
Mar 16 2016 Anchor

Mutants running in place can happen anywhere. Mutants, in general, move much more fluidly and dangerously more realistic for 2.2. I think I already made gerbils hostile, but it's easy to do yourself if you want.

Jan 9 2017 Anchor

Whoa, this is great! Thanks!

CDIA
CDIA Feel the MISERY!
Jan 26 2017 Anchor

Cardan will still fix the Gauss, and give it to you if the broken one is in your stash when you bring back the schematics.

Should be removed.. yes?

jasper34
jasper34 MISERY PR Lead
Jan 27 2017 Anchor

This is a result of an intended feature. Namely that you can put story objects in storage, just not sell them. It remains an exploit, but I wouldn't call that a bug.

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