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24 comments by N.Aaroe on Apr 13th, 2015

When will MISERY 2.1.2 be out?
MDT: Never

Why not?
MDT: Because this

Thanks for all the support and encouragement!
Misery Development Ltd.


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S.T.A.L.K.E.R. MISERY mod



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MISERY 2.1.1 Patch (2.1 -> 2.1.1)

MISERY 2.1.1 Patch (2.1 -> 2.1.1)

Jun 29, 2014 Patch 53 comments

Patch 2.1.1 for MISERY 2.1. This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither the best mod in the world...

MISERY 2.1.1 UPDATE (2.0x / 2.1 BETA -> 2.1.1)

MISERY 2.1.1 UPDATE (2.0x / 2.1 BETA -> 2.1.1)

Mar 19, 2014 Patch 34 comments

Upgrade your MISERY installation to MISERY 2.1.1 with this update. This mod production is a hybrid of various modders work in a global teamwork. MISERY...

MISERY 2.1.1 (All-in-one)

MISERY 2.1.1 (All-in-one)

Mar 19, 2014 Full Version 159 comments

The full version of MISERY 2.1.1 in a single file download. This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither...

GAME GUIDE

GAME GUIDE

Jan 21, 2014 Guides 22 comments

MISERY is a mod to S.T.A.L.K.E.R. Call of Pripyat that aims to enhance the game in various aspects, most importantly being texture quality, difficulty...

Weapon Appendix

Weapon Appendix

Dec 22, 2012 Guides 133 comments

A complete weapon manual for MISERY 2.0. [NON-SPOILER]-version.

Post comment Comments  (10 - 20 of 24,029)
Guest
Guest May 24 2015, 1:43am says:

"Some of the new mutants (cats especially) were being ignored by most NPC's"
cat lovers in Zone)

btw, about cats, they are no ordinary cats - originally, Russian fairy tales and legends animal-character - Cat(Kot)-Bayun ( he tells stories and tales in order to lull his victims to sleep)

it wiil be great if new mutants, esp.cats will have new features, for example, some kind of sleepiness aura like psy-mutants have a psy-aura, in such sleepiness aura - players stamina high reduced, player is exhausted, he almost cant move, sleepiness increases in numbers, player loses hit-points till death, unless he'll kill cats pretty fast)

+2 votes     reply to comment
jasper34
jasper34 May 24 2015, 7:47am replied:

Interesting, aside from spotting them in distance your only warning before it was too late would be the slight blurriness and maybe a yawn before you started feeling slow motion(like when severely overburdened), then paralysis/death. You would have chance at yawn stage to pop an invigorating item like energy drink, coke, epinephrine or attempt to flee. Prides of 3 or more would need to be quite rare or they would be overpowering. You should register to receive credit for your idea. I like it personally. I think some of the mutants like flesh and boar should give off a slight radiation when they pass close so you can't just sit in the middle of a bush and be safe too.

+1 vote     reply to comment
papipo22
papipo22 May 21 2015, 11:42am says:

How remove dat bugged **** ?

-1 votes     reply to comment
kcs123
kcs123 May 23 2015, 2:22am replied:

Control panel -> Programs and Features -> Misery and click on uninstall.

Like any other other game. Expirienced gamer like you probably know all that anyway, doesn't you ?

+3 votes     reply to comment
jasper34
jasper34 May 21 2015, 11:43am replied:

What bug are you experiencing?

+2 votes     reply to comment
mp5lng
mp5lng May 22 2015, 10:59am replied:

You know, that bug when the game become buggy and you don't know what's bugging it, that bug :D

+2 votes     reply to comment
jasper34
jasper34 May 22 2015, 11:43am replied:

My exterminators name is Elmer J Fudd; he owns a mansion and a Yacht. He's pretty trigger friendly with a shottie too. Come to think of it, he never hits anything he aims at. I'll stick with KCS and Ponney et al.

+2 votes     reply to comment
bjenner
bjenner May 20 2015, 1:38am says:

I cant use my flashlight for some reason when i start the game

+1 vote     reply to comment
budisantoso
budisantoso May 21 2015, 10:04pm replied:

Played as USS Recon in dark mode in early release...In the beginning I have experienced too..but finally I can figure it out by buying some 'sentry' or headlamp at bandit trader in Skadovsk. Don't forget the battery :) (orange-blacked one)

+1 vote     reply to comment
jasper34
jasper34 May 20 2015, 6:59am replied:

The wind up flashlight requires one hand empty, I think and then you have to crank it. I never bothered to get the hang of it, I bought a headlamp for like 5000. If you have a headlamp, you need batteries or UPD, same for PDA.

+2 votes     reply to comment
ZikShadow
ZikShadow May 19 2015, 11:41pm says:

Played the mod for a bit, quite a bit hard coupled with many deaths, confusion, self-yelling, and frustration to get to at first, but i'm adapting and i think i'm starting to really like this, well done TZP, simply well done.

Reminds me of the days i spent playing Half-Quake.

A small complaint though, i felt that the HUD icons for rad damage, armor & headgear damage, ETC was sort of a bit too small and slightly hard to differentiate.

It took me a while to notice that the yellow thing blaring at me is actually my headgear being damaged instead of either encumber or hunger.

Is there like a tweak mod that would make it a tiny bit larger?

Thank you.

+1 vote     reply to comment
jasper34
jasper34 May 20 2015, 6:56am replied:

I haven't heard of one yet. Upcoming is a condition note that will tell you at the press of a button (if you use it via quick slot) exactly the condition percentage of every condition bearing item on you. The theme was less intrusive and more immersive so no minimap, less glaring warnings, etc. a quick press of the inventory button would quickly show you relative condition of everything except hunger.

+2 votes     reply to comment
ZikShadow
ZikShadow May 20 2015, 6:15pm replied:

Oh, that's very good.

The one thing i always got confused at is just at how much percentage is my stuff in.

In case i need to actually fix it with the items that has that percentage limit and all.

The bars is just too random and i couldn't really tell them from 25% or less/more.

Excellent.

Oh yeah, i've notice something during normal gameplay, i noticed that if i die and quick load for example, some bodies/dead mutants around me actually straight up disappear or having their loot severely reduced/decayed/nothing useful, is this intentional?

Cause i'm sort of afraid if this happens to dead NPCs that has like quest/generally great items.

Also, i can't find Noah, he's gone.
There's just his mutant dog, Noah is just plain missing.
Even the PDA doesn't know where he is.

+1 vote     reply to comment
jasper34
jasper34 May 20 2015, 6:47pm replied:

The note works really great. The body decay and removal time is 1 hour and when you reload cleaning scripts clear off the bodies and take the loot with them. You can lose stuff like Hook and Ridge's PDAs if you reload too many times during the processing plant assault on the mercs. Noah can get killed off, you can respawn him. I have instructions on my page. Lastly do not use quick saves or auto saves. The game isn't fully stopped when you quick save and corruption can creep in causing lots of problems. There is a quick hard save utility that is safe to use. If lassie is still alive when you spawn Noah, she may or may not attack him. I tried spawning her after Noah and she did then.

+1 vote     reply to comment
ZikShadow
ZikShadow May 20 2015, 7:19pm replied:

Oh, that doesn't sound very pleasant.

Especially since i die in Misery, a lot of lots.

Perhaps there's a way to make exceptions of NPCs with important loots? Specific entity based or such?

Add the Compass in a secluded part of the barge if Noah get's axed off?

I already know about the plateau teleport, so, i guess that's out of the question, but i wonder how about those who forgot/1st playthrough?

+1 vote     reply to comment
jasper34
jasper34 May 20 2015, 8:55pm replied:

All of the key people who would occasionally succumb to the zone before their part of the story was finished are much less likely to die in the next release. I have instructions for the compass too. Some of the new mutants (cats especially) were being ignored by most NPC's so they were vulnerable and armors don't protect lower extremities much. Make sure you rotate at least 3 saves and make a special save before starting a quest so if something goes wrong you don't have to repeat hours of storyline. The game engine doesn't care how many you make, so as long as you have space just make hard saves and you will be golden. The mod is not intended for first time players (who ever played original game) but there are some who do just fine. I died a ton in the original games at first; it's just until you adapt to a style that works for you.

+1 vote     reply to comment
ZikShadow
ZikShadow May 20 2015, 9:13pm replied:

Well, i have at least 10 or something hard save + auto saves that i keep rotating around, so, that's one issue solved.

In amy case, i await for 2.2.

Thanks for all of the answers.

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
Platform
Windows
Developer
T.Z.P.
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Release Date
Released Jul 30, 2013
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Community Rating

Average

8.6

1862 votes submitted.

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Ratings closed.

Highest Rated (84 agree) 10/10

Survivor horror at it's finest, although slightly flawed. Once all the kinks are ironed out, this will be the definite Stalker: Call Of Pripyat mod.

Jan 15 2012, 9:07am by pinkribbonscars

Lowest Rated (128 agree) 3/10

With the intention of being realistic, it ends up feeling like its "overly" realistic, while some aspects make sense, others do not. The idea that a trained military sniper gets too tired to even move after WALKING about 100 yards, only carrying 10 pounds of equipment, seems silly to me. A normal person might get tired, but military personnel are trained to run for miles with much heavier equipment. The ai could still use work, their detection system is most certainly unrealistic and can be very…

Jan 14 2012, 8:58pm by FBtheUndead

Style
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First Person Shooter
Theme
Realism
Players
Single Player
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