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 more!

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Mudhut Sep 30 2012, 3:03pm replied:

You should contact some of them to see if they'll let you incorporate animations as seen above for 3.0 or whatever, would really add a layer of immersion. That is the one thing that detracts from STALKER's immersion, clunky actor and NPC animations/movement. Just isn't realistic or sightly.

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N.Aaroe Sep 30 2012, 5:34pm replied:

We might do so if one or more from the dev team soldiers on after version 2.0

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SuaerBricker Oct 1 2012, 8:48pm says:

N.Aaore This kind of stuff is what I meant when I spoke a couple of months ago and suggested you adding more "gameplay features". It seems you and your team have managed to handle code quite well, going so far as to add detachable extensions for armor.

Good luck with the mod!

+2 votes     reply to comment
boredgunner Oct 1 2012, 9:49pm says:


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Wizzrobe Oct 2 2012, 10:42pm says:

Just curious, because I know that there are 'randomized' certain points where weapons can be found. I fell in love with the scoped M16A2, but haven't spotted the A2 without an optic. Is it actually in there, but more of a rare prize, much like the FS2000 with the combat sight? I'd also like to inquire about the other weapons I haven't seen, like the XM8 or the FN FAL Para? Both weapons would be a sight to see, and I'm hoping they're still there.

EDIT: Odd, it seemed to place my comment in the wrong section. Anyways, these Stims are a cool addition.

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Streloker Oct 3 2012, 12:08pm says:

Are u guys makeing mod or A game because u added so much stuff keep up the good work!

+4 votes     reply to comment
Cyborg_Putin Oct 3 2012, 5:32pm says:

Now this is a very, very, very interesting idea, this makes me 10 times more exited about this mod than I was before :3

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Are you ready for a re-thinking of a core aspect in the game?

Uses medkits as instantly healing items that can spam-heal you - even during firefights.
Even without any kind of hindrance or negative effect. Something that totally diminishes a good game challenge. (And also it is not very realistic).

Alters the medkits into items that are far less effective during combat scenarios.
In most circumstances these are not even items that will aid you during firefights (as it should be).
With less healing effect and MUCH SLOWER healing rate the medkits where turned into restoring items used in RELATION to firefights and not DURING them.

Takes this even further:
Medkits have been altered to have no aiding attributes in relation to firefights.
They are unpacked and applied only when you have the time somewhere safe to focus on your overall health and condition.
Their possitive effects are now even slower than they ever were.

During combat scenarios you can still apply bandages (as in real life) only this action will now hinder your fighting capabilities for a moment - so think twice before taking care of yourself if not completely safe and behind cover.
You will have your weapons auto-holstered while handling ANY type of item in MISERY version 2.0.

MISERY 2.0 introduces Stims as our new combat related defensive equipment.
If wounded you must patch yourself up with bandages to stop the bleeding but you now also have the option of injecting chemicals to your body for some pain and shock reducing effect letting you soldier on for a while. But this comes at a price as not only ignoring wounds and bodily harm but also powerful chemicals creates negative effects for your overall strength and condition.

Still these Stims are not instantly healing items as their possitive effects come into play at an EVEN SLOWER rate than the version 1.1 medkits. Use them wisely and ONLY when you feel safe behind cover during the fight.

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Sep 29th, 2012
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