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MAJOR NOTIONS on GEAR & EQUIPMENT

• 
Massive tweak of new ways to use items found ingame
. Some items can be sharpened now (shovels, swiss army knife, cutlery, grooming kit)

- Mutants can be looted only with use of sharp objects: knives, sharpened items or "Hunting Kit"


• Added quick-sharpening, with added possibility to use two separate one-usage-left sharpening stones to sharpen a shovel (shovels need two stones usages)

• Food cans have to be opened with a sharp object (knives, sharpened items, etc)

• The secret purposes of nearly every item you thought for immersion only will become readily apparent.

• Hints describe the purposes of items.

• Everyday items can now be sharpened and used to assist in getting more out of every item you find.

• A specialized Hunters Kit can be used to get the maximum amount of loot from Mutants. Yes, it’s now a viable source of income.

• Other makeshift items can also be used when sharpened and degrade with use.

• You can now salvage (with the appropriate tools) useable items from broken radios, Geiger counters, etc. reducing the weight of your loot and freeing up resources while in the field or camp.

• The more suitable a tool is for use the greater the benefit earned when salvaging items.

• Specialized salvage toolkits enable maximum recovery just like the Hunters Kit.

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Stay tuned to this page and Facebook for further updates.

Development update

Development update

News 29 comments

Latest news from the MISERY Development Team (MDT).

FAQ for MDT

FAQ for MDT

News 20 comments

What does the past, the present and the future hold for MDT? Here's an Update to keep you in the loop.

Team update

Team update

News 16 comments

MDT are here with latest news and updates from our team. MISERY will have an update before long while The Seed is being developed full steam.

MISERY 2.1 RELEASE

MISERY 2.1 RELEASE

News 33 comments

The STALKER MISERY mod 2.1 is here and with it some great news from MDT. Needless to say that the team has been looking forward to this day with great...

RSS feed Downloads
MISERY 2.1.1 Patch (2.1 -> 2.1.1)

MISERY 2.1.1 Patch (2.1 -> 2.1.1)

Patch 57 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)

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)

Full Version 170 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

Guides 24 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

Guides 131 comments

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

Post comment Comments  (40 - 50 of 24,915)
gnerex2
gnerex2

Im downloading the mod right now couse i upgraded my pc and didnt play misery like 1 year or more i wonder if with this specs i can run it high to very high :
I5-cpu 3.30 ghz
8 gb ddr 3 ram
GPU nvidia gtx 750 2 gb vram

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jasper34
jasper34

I have a white paper in my profile comments that can help you quickly get optimized with minimal confusion. Turning off one of the top 4 performance hogs at a time is easy enough if you don't get the FPS you're looking for.

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Kuarinofu
Kuarinofu

Something really funny happened to me today. It's like the mod is trying to hit the point where it completely ruins its own atmosphere. I needed to get docs from Jupiter to get to Pripyat. I know there's always a ****-ton of mutants on Jupiter, but this was just hilarious. To get in the plant I had to kill a Pseudogiant, 3 Burers, 3 Potergeists, 2 Pseudo-dogs (scripted ones), THEN, to exit the plant I have to kill 4 more Bloodsuckers and I also evaded a pack of zombies that I really had no need to kill I.imgur.com
The funny thing is that I've actually adapted to mods difficulty. I carry only one weapon (pistol, since I'm Recon) and as much ammo as I can, since you never know. I can't really carry more since recon in ecologist suit can't run more than like 10-15 meters without getting tired.
There are some realyl cool things, however. It was the first time in this mod that I've failed some of the scientists' missions (I didn't even know you can fail those). Like the one when you cover stalkers while they're making some measurements in the village and near the marsh. When I took the quest all of the stalkers except Topol were dead already. Then I tried to complete the marsh part, ran out of ammo ~150 pistol ammo, killed around 30 boars and slaughtered around 30 more with knife before Topol finally died as well. I actually begin to enjoy the mods totally random difficulty curve.

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jasper34
jasper34

Use grids to increase your carry capacity and take an epinephrine each trip out and you can carry a more useful amount of ammo. I never step out of base with less than 80 long arm rounds and 180 plus a full clip in a medium range weapon. I haven't failed a scientist mission in 4950 hours of play. Trying to fend off endless waves of mutants with a pistol doesn't seem like a reasonable strategy though ;)

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StalkerSpainDimitry
StalkerSpainDimitry

Nah, they aren't that tanky. Just aim at the head. With almost any high-caliber weapons ( like 7,62x54 or 7,62x51) , it takes two-three shots at the head to take it down. The problem is what you said about the Psy-Field they create, wich "stacks". On early-game, I usually manage to get a damaged or cheap version of the AKM and a PSO scope. It may have a pretty damn recoil and does a lot of noise when shot. But damn, that thing works wonders with the 7,62x39mm ammo. From the distance , 5-6 good shots to the head of the controllers should be enough to take them down, and of course, use trees/crates or whatever you have to get you protected from his pseudoattacks.

About the spawns, yes. They sometimes get a bit Hardcore and spawn a lot of deadly mutties over there. Once at Jupiter Plant I found 3 burers, 2 poltergeists, a bunch of zombified Stalkers and ofc a Pseudogiant. The burers were the worst part, trust me. I had to manage to get my gun from the floor like 10 times. The pseudogiant and the poltergeists just took me 20 seconds to deal. Easy work for a LR300 with AP ammo, and some M203 shots. About the zombies... My ammo was more expensive than what I was going to get from the corpses.

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jasper34
jasper34

I have never seen more than 2 together, they are usually in pairs. If you didn't kill the first pair for a long time it is possible a second pair spawned somewhere and they ending up herding up like the dogs pull into a larger pack. Where did you experience this foursome? Distance is your friend against PSY type mutants. They become exponentially stronger as you near. When you first detect their presence, you want to retreat and observe from a distance. Pick them off with a medium distance weapon or launch some grenades their way. You should feel them before you are so close you turn a corner right into their faces usually. I hoard launcher ammo until it becomes readily available for dealing with ones I can't pick off from outside their range.

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Kuarinofu
Kuarinofu

I love this mod as well as I love constant dying in it.
I've adapted to some of it's rules and now I can manage a good game even with a weak class like Recon.
But I have one question for the devs: were controllers intentionally made impossible? Or is it just poorly configured random spawns? It feels somewhat unfair facing 3-4 controllers on random locations at the same time since psy resistance is effectively useless. They are way too tanky and there is no reason to have 3-4 controllers spawn at the same time since even one direct hit kills you instantly. I love the challenge of Misery, but this is just an annoyance and you can't really do anything about it (especially with Recon class since it relies on weaker weapons and close combat).

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ajefferson863
ajefferson863

Been playing through the Metro games, which has given me a thirst for my beloved MISERY. Can't wait for 2.2, I need it now!

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level30
level30

hi,

until now im using my sniper rifle together with the night vision of my suit. now, after i´ve upgraded my rifle with high contrast scope i cant use the night vision when i scope in. thats illogical for me.

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ajefferson863
ajefferson863

Yup. I remember when this caught me out as well back in the day. Always go for the helmet/suit night vision combined with the adjustable scope.

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jasper34
jasper34

Save money and don't ever get a contrast upgrade. Night vision is far more useful. Night vision scopes can be removed, contrast upgrades can't. It's a good idea to always save before beginning upgrades so you can revert if you don't like the changes.

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S.T.A.L.K.E.R.: Call of Pripyat
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1969 votes submitted.

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Highest Rated (90 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 by pinkribbonscars

Lowest Rated (136 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 by FBtheUndead

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