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Congratulations MDT hiring MISERY 2.1.1
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17 comments by N.Aaroe on Dec 3rd, 2014

FAQ: What happened on the day of release of MISERY 2?
NICOLAI: You remember this day (March 27)? We had planned for this day in such a long time.
Everything was perfectly set up and many MDT members had synchronized our clocks to monitor and support the publishing of the mod. Within the first minute 10,000 downloads were commenced and our servers broke down. Even the ModDB website could not fully support the huge amount of data traffic and our uploads got screwed again and again.

The comments section on ModDB went bananas and that whole day turned into a frustrating mess, because of the downloads that just kept piling up why the minute.
I even utilized my personal Microsoft Drive account to be able to distribute the heavy mod. However, this instantly in Microsoft locking all of my accounts, emails included, due to 'excessive and violating data traffic'. How's that for tying my hands on the day of release, right? We even posted a live feed of photos showing our rigs uploading the mod in different ways and on different servers. But enough about that. It all turned out fine the day after and our tertiary plans worked out in the end.

FAQ: How many people have downloaded the MISERY mod?
NICOLAI: Currently it's downloaded a little more than 600,000 times, but that's only the numbers that we can keep track off. This quantity of MISERY gamers result in a huge amount of emails, ideas and questions in our mail boxes almost daily. We read and appreciate every single comment, every email and every letter, but we fail at replying to them all. We've set up auto-replies to our main email to let everyone know that we got the messages. Unfortunately our mail servers are also attracting lots of spam mails, resulting in us having to disable the whole 'contact page' on the site.

FAQ: How was the year 2014 for the MISERY mod team?
NICOLAI: Like a giant roller coaster. Big things were accomplished, not only technically, but also personally. MDT grew into a large team with a good handful of people devoting many hours on a daily basis to expand and deepen the mod contents. Some of us have met and formed real life friendships. MISERY 2 got released for good and for worse. One thing I've learned is that a mod of these proportions will never satisfy anyone.

2014 is also the year where we rewarded our mod with its own official website.
We felt a need for this in order to present and deliver the mod exactly how we feel like. Some members got married, others had kids, while others quit their jobs to pursue a more focused effort to enter the gaming industry.

FAQ: Does it change anything to win an award?
NICOLAI: It does. It is hugely motivating to see a result of your efforts. We all do this in our spare time and for no financial perspectives whatsoever. There are so many perks beside building the game of our dreams for the sake of our own entertainment. It's the feedback, the critique and the sparring with our audience that keep our wheels spinning. That's why we are even here to begin with.
Having the mod rewarded with an award is a huge thing for a global team. It 'connects' the members and helps boosting the morale of a group, significantly.

FAQ: Do you receive many donations?
NICOLAI: No, none. Websites, Facebook, technical support, VK and the modding itself is all fueled by raw motivation and passion. Donations are against the ethics of STALKER modding, and violate the IP and license of GSC. We have much respect for these guys and consider ourselves guardians of the STALKER franchise.

There are some who consider it a 'donation to MDT' to be pre-ordering our newest game project, The Seed, and for that we are truly grateful. It's an honor to experience such mindset and we shall honor it by making a unique deep, and interesting game.

FAQ: Did you have plans for features that never went into the mod?
NICOLAI: Oh yes, many! People only see what we chose to include in the mod. We have a long list of features that was barely tested. There are so many things to do for this game and ultimately we had to choose some of them and leave the rest be. With the size of our team new ideas were generated daily and we knew that we had to stop at some point to actually wrap it up and share it with our community.

FAQ: How did your heated clash with West Games (AREAL) end?
NICOLAI: It didn't. They are doing their thing, and we are minding our own business.
What's said is said and we will see what the future holds.

FAQ: What is the current status of MDT?
NICOLAI: Some members are taking a well earned break, while others are polishing on the MISERY mod whenever their spare time allows. We stay in touch in our forum and discuss relevant news and topics on a frequent basis. Damjan and I went 'all in' on The Seed project, where we are passionately hard a work every single day to form a new gaming experience. We are all enjoying a very active community and motivating karma surrounding our team and projects in general. We are honored and humble to be able to take on these modding and game development endeavors.

FAQ: Will there ever be a MISERY 3 with new maps and quests?
NICOLAI: I cannot promise such a thing, neither can I rule out the idea.
MISERY grew from non-existent to what it is today in a few years and we are still a young team.
Our team got organized this year and the scale of the MSIERY 2 project really needed that. Now it is apparent who's in charge of translations, bug fixing, pr, and game balancing, so we have our resources well lined up like a small indie team.
You could say that we're an effective team, within the boundaries and framework of our adult spare time and real life obligations. Maybe some other modding team will suddenly contact us with an interest in bringing the MISERY mod further. We (MDT) will remain open and engaged within the community and I have a feeling that it will stay that way for many years to come.

- - - - - - - - - - - - - - - - -

What questions would you like to see answered in the next Update?
Post a comment, feedback or voice your opinion in the comments below.

The Seed

Official Website / Facebook / Twitter / VK


Official website / Facebook / VK

Thanks again and best regards
Misery Development Ltd.

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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 49 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...

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Mar 19, 2014 Patch 31 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...

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Mar 19, 2014 Full Version 133 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...



Jan 21, 2014 Guides 21 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  (20 - 30 of 23,581)
bravocorp Dec 19 2014, 11:31am says:

There is a bug in the Ghillie suit.One I equip it the game crush

+1 vote     reply to comment
jasper34 Dec 19 2014, 12:13pm replied:

What was your upgrade path? Was your basic game fully patched before you installed misery? Did you run the Mod install as administrator?

+1 vote     reply to comment
jasper34 Dec 19 2014, 8:37am says:

If anyone hasn't tried editing their alife.ltx switch_distance HIGHER like 500 or better and objects_per_update changed to 1 to reduce stuttering/lag, we could really use some feedback on the pinned thread page from someone with a conventional rig. I recently installed and ran the game/mod on a legacy 3.2GHZ system with an old HD 4850 GPU on static lighting at 500/1 smooth as heck. My system is too outside the mainstream to use just my results. I'm running fully maxed out DX11 with 900 & 1 and if I don't lock my FPS at 60 I run mostly around 175 FPS occasionally dipping down to 55-60. I hit 7500 FPS on the main menu without locking it at 60. Later in the game when things start getting a lot more crowded I may go down to 5-600 for switch distance. I'm looking for a consensus on a new default switch_distance. There's no point in having almost everyone run less smooth at 300 if almost everyone can handle 500 or better.

+2 votes     reply to comment
lessavini Dec 21 2014, 11:19am replied:

Jasper, I'll put my feedback on the forums as suggested.

Anyway, I thought the reason for not extending too much the switch distance was to avoid important NPCs like Noah, Petruha, Topol, Strider, etc. dying because of the harsh fauna, yes ?

+1 vote     reply to comment
jasper34 Dec 21 2014, 12:21pm replied:

Noah gets killed because he is too stupid not to blow his door open with both barrels every time a mutant passes by. He needs a better shotgun and to train Lassie to actually attack enemies inside the ship :D . I've never had Petruha die in hundreds of play throughs. Stuff happens out of sight and on other maps non-stop no matter what your switch distance AFAIK. If you dawdle for game days at 300 switch distance on the Jupiter map Topol, the bandits who hold Mitay, etc. are constantly inside your 300 meters and interacting with everything. Eventually a Giant comes along and takes them all out.

+1 vote     reply to comment
Revolutionist Dec 19 2014, 6:31am says:

The mod is good at atmosphere side. Everything else need major rebalancing. Removing "Misery" and switching to SGM.

+2 votes     reply to comment
kalidrone Dec 18 2014, 11:14am says:

I like this mod, I really do... ^-^ Just a shame that when I tried loading it it lagged like CRAZY when I first started it, seriously... D: (Though thinking back on it, maybe if I lowered the graphic settings a bit it would, hopefully at least, lag MUCH less... ^^;) I might consider going through it again soon to see if lowering the graphical settings would help reduce the MASSIVE amount of lag but if not then i'll have to leave this mod alone, sorry Misery team... ^^; Make no mistake though, i've heard of this mod for a good long while now and I always like it for how it makes it harder as it also drops in a MASSIVE amount of new goodies. :)

+1 vote     reply to comment
jasper34 Dec 18 2014, 12:00pm replied:

Try 500 or 600 alife.ltx switch_distance and objects_per_update of 1 vs. 10. Lower graphical settings if you still can't maintain 50-60 FPS. I think you will find far fewer and shorter stutters and smoother gameplay.

+1 vote     reply to comment
kalidrone Dec 21 2014, 1:42pm replied:

Alright, thanks a lot for this. :) I'll consider going through it again after making those adjustments to Misery, would be nice but if it's outside of the options menu then it will take some time to wrap my head around but i'll try, thanks again, really. ^^

+1 vote     reply to comment
kalidrone Dec 21 2014, 8:36pm replied:

Also, where can I apply the two first mentioned changes? In Misery itself or where exactly? Just confused on those two is all... ^^;

+1 vote     reply to comment
kalidrone Dec 21 2014, 11:14pm replied:

Nvm, lowered the video settings enough so that it still lagged, but just not as much. ^^; Still though, I realize fully that this is meant to be a full concept mod and that it changes the system completes, but with no real way to restore your health quickly enough and the medkits now make you fall asleep temporarily... kind of a turn-off, make no mistake though, I still like this mod a lot, just a bit TOO hardcore to me... XD lol

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
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Release Date
Released Jul 30, 2013
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1796 votes submitted.

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Highest Rated (82 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 (125 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

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