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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UI overhaul
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N.Aaroe Author
N.Aaroe May 5 2013, 7:12am says:

This is the 'kcal idea' that started this whole UI fire in trojanuch:

This is the thread where we asked for input and insights on real life terms:

Some of you will notice that there are blurred lines of text in some of the item descriptions. We decided for this as these lines are related to a another feature yet to be revealed for you (it is wip).

+14 votes   reply to comment
Wolfy17 May 5 2013, 10:41am replied:

Oh I'm surprised I'm on the list!
Didn't think I've helped you with my post back then.
Thanks for minding me here, it means a lot to me :).
EDIT: I've found small grammar error in the QR description.
Build in GPS it should be Built in GPS or GPS built in.

+5 votes     reply to comment
Wolfy17 May 5 2013, 11:05am replied:

Changing the alcohole to fasten the bleeding would be nice feature.(Blood is moved to the blood vessels in the skin - faster bleeding)
Is it possible to change adrenaline in a way that when you have small bleeding(ruptured skin) it reduces it(blood is moved from the skin to the muscles and internal organs), but when you have hemorrhage it makes it worse(due to higher blood pressure)?
Is scripting it so possible?

+6 votes     reply to comment
Wolfy17 May 5 2013, 11:14am replied:

I suppose Ganja in the zone is Indica*.
If so, it should decrease your stamina really badly.
Indica has very big effect that reduce your endurance.
If you dont want to change it? Just let's say it's Sativa and everything will be ok.

And yes I'm smoking from time to time so believe me, it really makes physical exercise hard.

+5 votes     reply to comment
trojanuch Creator
trojanuch May 5 2013, 12:46pm replied:

Well this is exacly why it lowers the 'satiety level'. This will have an immediate effect on stamina depletion rate as it is lineary, directly connected with 'satiety'. So - after smoking or shoting a stim, your character actually but very really 'feels weaker'.

So in context of cannabis, this UI entry should be interpreted as: smoking a bag of weed makes you subjectively as 'less strong' as if you would have 'lost' equivalent of 294 kcal (small-medium meal).

Oh - and its worth mentioning that most params are set differently per each playable PC class:
For ex. recon will become more hungry and sleepy after smoking but it will also hit him harder resulting in boost to duration and anti-psi effect.

+2 votes   reply to comment
Wolfy17 May 5 2013, 1:33pm replied:

Smoking 1g(average joint) by average person would make it very exhausted after a short run(Can you script it that stamina gets lowered right after smoking and you get sleepy after ~30 in-game minutes?)
And thanks for reply.

+1 vote     reply to comment
legionostra May 6 2013, 5:14am replied:

An average joint?! LOL strong joints you smoke the average joint is about 0.5g...I would like to see that when you smoke weed you get hungry or something

Smoking 1g in 1 joint is like smoking 13dollars, €10/joint people
(NO ONE does that)

+2 votes     reply to comment
Ironhierro May 7 2013, 4:41pm replied:

I don't know if this is the right place to note/suggest/ask, but one of the most common 'hallucinatory' effects associated with cannabis is the feeling of colours being bright and oversatured; are you going to implement something like that, or is that too much work? :D

+1 vote     reply to comment
legionostra May 6 2013, 5:03am replied:

Nice find..lol^^

+2 votes     reply to comment
Wolfy17 May 6 2013, 6:50am replied:

It depends if you have your own plant, I had last year.
10g from bong with my friend and 'stone', eh.. no way I would be able to run from bloodsucker. I still have low tolerance.

Anyway, nice to see something like that in the game.
It could be nice if Hawaian sells it! (Otherwise I'll be forced to hunt down those poor freedomers...)

+1 vote     reply to comment
Nuclear_Accident May 5 2013, 7:16am says:

Looks very intersting... Great job :)

+6 votes     reply to comment
N.Aaroe Author
N.Aaroe May 5 2013, 7:23am replied:

Nice avatar ;)

+6 votes   reply to comment
Nuclear_Accident May 5 2013, 7:32am replied:

Thanks. I took it from one of these beautiful arts, as you see :)

+5 votes     reply to comment
Beac May 5 2013, 7:17am says:

Some of these are pretty cool guys, others I would say are just overly complicated (like the way electric-protection is displayed). But cool :)

+3 votes     reply to comment
Furman May 5 2013, 7:20am says:

Keep up the awesome job, guys. Just please don't fail us and release it on time.

0 votes     reply to comment
TheJP3372 May 5 2013, 7:22am says:

This looks quite impressive as expected!

+7 votes     reply to comment
Jonexxx May 5 2013, 7:37am says:

This is really interesting. It makes the non-combat items so much more interesting and people might actually learn something!

+9 votes     reply to comment
Spetsnaz_Reaper May 5 2013, 7:51am says:

I hope you guys enjoy all of the exiting new descriptions and features (text wise) that will/is being implemented. Basically for those of you Stalkers fans out there who want a more authentic read or feel to the Stalker universe you can now read the new text descriptions for Artifacts, tools, objects and UI etc, that we (the team) have implemented. If you don't want to spend the time reading all the new information (as there is a lot of it) you can just look at what the objects do (there statistics) and continue exploring the Zone! ;)

+6 votes     reply to comment
CorporalHicks May 5 2013, 7:57am says:

About the Beard's Tea. Are you sure this is not a Metro 2033 reference? :P You know, the trademark tea of VDNKh Station is being made by dried mushrooms.

+4 votes     reply to comment
N.Aaroe Author
N.Aaroe May 5 2013, 8:02am replied:

Beards Tea is a tribute reference to Metro 2033 as stated here:

+9 votes   reply to comment
Guest May 5 2013, 9:38am says:

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Reborn:X May 5 2013, 9:52am replied:

No one ever said the Zone is a cheap place to life in.

+4 votes     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 May 5 2013, 10:04am replied:

You have several options in misery, be it you buy food from dealers and traders, or you follow the rules of the zone ... who dares, wins. Other stalkers carry food on them as well ;)

+3 votes   reply to comment
trojanuch Creator
trojanuch May 5 2013, 11:35am replied:

Its not the absolute RU values that are important - its a relation between spendings and earnings which has to be balanced.

So generally - the economy got a sort of an 'inflation' effect - all RU spending and incomes are conducted with higher ammounts of RU than in vanilla (and perhaps modern value of ukrainian currency).

Every single price thou has been set manually (there is nothing random in this regard anywhere) to provide challanging experience till the end of the game.

+2 votes   reply to comment
capitanloco6 May 5 2013, 10:17am says:

There's a spelling mistake in the description of the QRS. It should be "built in GPS", not "build in GPS".

Anyway, great work guys! I like how much detail the mod team is giving to everyting.

+1 vote     reply to comment
Reborn:X May 5 2013, 10:33am replied:

There is also a spelling mistake in the "drugs and consumables".
It's "doses", not "dosis". I believe this be will fixed especially with the Misery's released and subsequent player inputs.

+1 vote     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 May 5 2013, 10:47am replied:

We indeed have "Trikzter" for this job, gents. He will take care of the little spelling mistakes in misery, which is quite an endeavor. These aren't the standard 1 to 2 line descriptions vanilla STALKERS had.


+2 votes   reply to comment
BigTinz May 6 2013, 1:08am replied:

I think some heavy revisions are necessary. The fluff text is great and really adds to the atmosphere...but a lot of the descriptions are nonsensical and too wordy.

+1 vote     reply to comment
Trikzter May 6 2013, 4:02am replied:

Thanks for the input, but "drugs and consumables" as well as "armor attachments" are still to be proofread, so rest assured, all such small mistakes will be corrected. :)

BigTinz: what do you mean by nonsensical? The point was not only to add immersion to the project, but also to make the Zone a more "coherent" place, with its own laws (defying the standard laws of physics) and logic. So yes, they may seem nonsensical, but it's not a well-grounded impression - the Zone is not your normal place and standard modes of reasoning do not apply in every case.

+4 votes     reply to comment
BigTinz May 8 2013, 2:33am replied:

Let me say, I do love the flavor text. It obviously took a long time to plan and produce.

I think it's just a bit daunting to see that wall of text. then read through it and discover that many of the sentences are too long, awkward or completely unnecessary.

For example, the first sentence of the Camelbak is too wordy and redundant. The first sentence and second to last sentences of the Soul artifact are awkward and the first sentence of the QR system is poorly worded.

No offense intended, I really dig what you're doing...these things just really stood out to me. My point is, I think they could benefit from a community revision.

+3 votes     reply to comment
Trikzter May 8 2013, 6:02am replied:

Ok, thanks for your opinion, will definitely take it into account. Just three things.

1. All of the features in the mod are quite self-explanatory, so you don't have to read the text to understand the mechanism behind them and how they work. Hence you can consider this an additional feature that is added for immersion.

2. All the pieces you mentioned have not yet been corrected nor proofread, so they will be better worded in the game when it's released.

3. Well, that's exacly the point of this preview: to let the community speak its "mind", to let us know whether you like it or not and what in your opinion could be improved. So, if you're willing to help, we'll be extremely happy and greet you with open arms. Just post in the thread on Misery forums or PM me.


+2 votes     reply to comment
trojanuch Creator
trojanuch May 6 2013, 4:03am replied:

No problem - please drop a detailed post here:

It will surely be carefully analized.

+2 votes   reply to comment
coap May 5 2013, 10:34am says:

In the artifact pic, the one about Mama's Beads, there's written that "The danger of electrocution is much higher while wearing this artifact during STORMS and while wondering electric anomalies..."
So you can be hit by a thunderbolt?

+6 votes     reply to comment
Doyle_138 May 5 2013, 11:35am says:

This adds a new, more scientific feel to the zone, great job!

+1 vote     reply to comment
Marplatense May 5 2013, 11:35am says:


+1 vote     reply to comment
harshmyth May 5 2013, 11:40am says:

wow, I'm rarely impressed but NICE!, I love you guys okay, I just want ya'll to know that! *two thumbs up* This is one of the most amazing video game community's that I have ever seen develop. I've been into stalker mods for over 5 years and this is what I have been waiting for. I'm so glad that you all came together to create Misery 2.0 I have been a fan or several of the modders on this project for years and it's awesome to see how many of you and which of you that have come together to create this monster mod. So many great influences, collaboration and dedicated hard work. I wish I could write you all a fat check. You guys are the A-team of stalker mods right now. We may never see a group like this again. There is a vision many of us see in the potential of this game world. You guys are succeeding at realizing this collective dream into a reality. Thank you again for your dedication. I wish you guys could get a group photo. Somebody should Photoshop a in-game depiction of all of you standing together like a platoon with your gear load-outs, lol. Cheers gentlemen!

+10 votes     reply to comment
trojanuch Creator
trojanuch May 5 2013, 12:21pm replied:

Wow, really thank you for that :) Its really great to be able to read something like that once in a while.

+5 votes   reply to comment
loner85 May 5 2013, 12:23pm replied:

Well...amen to that.

+5 votes     reply to comment
NeBuLa199 May 5 2013, 12:30pm replied:

Amen! :D

+4 votes     reply to comment
xxVODKAxx May 5 2013, 12:08pm says:

This is epic I do not know about any game/mod that touches the realism hard as Misery. Nice job!!!

+1 vote     reply to comment
Szabtom May 5 2013, 12:09pm says:

Very cool! But why use a word like "satiety" ? Wouldn't "nutrition effect" or "nutrition level" work?

"Satiety is a state or condition of fullness gratified beyond the point of satisfaction."

+3 votes     reply to comment
Trikzter May 6 2013, 4:07am replied:

Will take that into account, thanks. :)

+2 votes     reply to comment
boredgunner May 5 2013, 12:43pm says:

Man you guys went above and beyond with this mod. But I must say, 8.06 kg is a lot for Mama's beads.

+3 votes     reply to comment
Stealth-Killer May 5 2013, 12:49pm says:

There are a few spelling mistakes, and a couple of lines that should be reformulated.
Also about acid strengths: it would be better to use molar.
But else this is cool!! :)

+2 votes     reply to comment
Stealth-Killer May 5 2013, 2:37pm replied:

Oh.. and i would switch the sleepiness for marijuana and vodka, and add a slight sleepiness to the cigarettes (if you smoke a pack or more, you should be able to feel it). If you could make an effect like the one seen in metro 2033, for when getting really high, that'd be cool!

+1 vote     reply to comment
Anarcieath May 5 2013, 3:30pm says:

Love the idea of that quick release system, but whats that about equipped ammo?? I think what Misery needs is a magazine system now that I'm really thinking about it, idk if thats possible on the xray engine though. Would be cool to have to buy new mags when you lose one and have to make sure they're stacked before you head out, then you wouldn't need to keep track of how many rounds you have left. I think I remember seeing something like that for SHoC on GSC's forum a while back, idk if it was ever finished though.

+3 votes     reply to comment
Mental_Tormentor May 5 2013, 4:25pm replied:

Redux mod is working on something like a magazine system, last news I saw on it was pretty experimental though. Hopefully the two mods get in touch to figure it out.

+2 votes     reply to comment
VigoVonHomburg May 5 2013, 4:12pm says:

Please tell me things are not expensive just to add artificial difficulty to the game, I doubt soaked and bloody underwear would be worth 1000RU, I don't mind if that's expensive, but only if it's easier to earn ruples, or quest rewards are greater. Please tell me it's balanced, or that the prices are simply placeholders.

+2 votes     reply to comment
trojanuch Creator
trojanuch May 5 2013, 4:47pm replied:

This has been explained few posts up.

In short - yes - higher prices are in coherence with higher earnings.

+1 vote   reply to comment
Astyr May 5 2013, 4:47pm says:

I wonder what the effects of the Compass and the Heart of Oasis will be like now.

+1 vote     reply to comment
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For MISERY 2.0 we did a complete overhaul of units and measurements to correspond with real life mechanics and terms. We did this for all items, gear physiology and biology mechanics.

UI category PREVIEWS:

Armour Attachments


Bleeding and Ionizing Radiation


External Radiation

Items (random)

Psy Influence

Thermal Radiation and Acid


Drugs and consumables

- - -

Thanks to BioShocker for providing the inspiration for this visual.
I hope you agree that it is perfect in combination with this feature reveal.

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May 5th, 2013
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