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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  (8450 - 8460 of 24,918)
the_strayed
the_strayed

is there any way to see all description of armor / repair toolkit?
it's too huge and i cant see its name / weight.

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LedPexis
LedPexis

If you play on a low resolution , you cant see them.
y play on a low resolution too. To read full decreptions just put a higher resolution.

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sergiopappalardo78
sergiopappalardo78

I use 1680x1050 and for some items I can't read the full description. Is this normal?

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the_strayed
the_strayed

but i play on 1920x1080... u have 1920x1200?
i tried many resolution low to high.
yes,i can read more on 1080p,
though armor's name and weight(and more) are still out of sight.

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LedPexis
LedPexis

That was an issue, and it was fixed in the patch.
Check if you have the patch installed correctly.

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the_strayed
the_strayed

thank you guys,it fixed :)
but i needed to re-install both misery AND stalker-cop.
if you have same issue, try above.

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VikingGlory18
VikingGlory18

I just killed four controllers, about 10 snorks, a poltergeist and a pseudogiant in the iron forest, all at once, with my trusty 1911.

I would like to extend a friendly middle finger to the misery team: "I win, you bastards >:)"

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Karpola
Karpola

First stalker game where pistols are actually viable, playing as pistol only Recon. Love the GP100, Desert Eagle, USP and M1911.

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Ghost_Hunter776
Ghost_Hunter776

Sweet revenge :D

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miffyandtyke
miffyandtyke

i just saw a psudogiant climb the stairs at the cement factory and then just saw bodies falling off the top! was awesome man. then saw it coming back down stairs so thought id better get out of there sharpish, lol.

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ycodryn
ycodryn

Savikas you said that in alife first number determines how far away the NPC-s and muties exist. I changed it to 700, I don`t have lag, everything is smooth like always but I don`t see activities. Should I increase it further? I have 16 GB ram and i7 quad @ 4.4 gb so I don`t think performance will be a issue. Should be nice to see some war, I saw bandits near mercenaries doing nothing. What I have to edit so populate the land?

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Savikas
Savikas

The "alife" description says :"This crucial setting controls the distance on which 'online a-life' takes place. Beyond it NPCs are only simulated in memory and will not visible. Basically there is 'life' and thus combat beyond this distance."

This means that they will appear "physically" (if we can talk about physics in a virtual game) in the 700m line You've set. Beyond the line they will be simulated. This number doesn't determine the overall population of the zone, so the rather sparsely populated zone is the reason why You don't see much more activity with increased number. You can see activity in the whole swamp near Skadovsk with 300, with 700 You could see even farther away but there's landscape that stops You from doing so. There is more activity in 700m line, but landscape stops You from seeing all of this.
As I said, this number doesn't increase overall population. I'm sorry to disappoint You, but I really don't know which number and where increases to population. I'm not a modder really and I've picked these things up from reading the comments occasionally. I'd like to increase the number of NPC-s and mutants also.

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ycodryn
ycodryn

look here: Moddb.com

"IMPORTANT: you can increase the overall activity around the Zone by tweaking these values in smart_terrain.script:

local DEATH_IDLE_TIME = 120*60 (squad will not respawn for this time period after death 2 hours by default)
local RESPAWN_IDLE = 14400 (general respawn rate: every 4 hours by default)"

and

"- IMPORTANT: SWITCH_DISTANCE (distance at which a-life gets on-line so you can for ex. spot npcs with binocs) is by default set to 300 meters - this shouldnt introduce any poblems but if you experience too much slutter, reduce it in configs\alife.ltx (vanilla value is 150), afterwards you should also reduce the respawn radius in script\smart_terrain.script to the same value as your switch_distance (or slightly lower)"

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Savikas
Savikas

I'm not entirely sure if messing with SCRIPT files is a good idea. I don't know if it will require a new start etc. But setting the first number to 60*60 will make the squads respawn every hour and lowering the 14400 by half will also increase the general respawn rate by half, which should mean faster respawns if it's all correct. And the respawn radius is already lower than "alife" distance. Should be easy like that, but I don't think I'm going to start messing with these things before it's sure they won't corrupt the saves or destroy the game altogether.
Nice find though!

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ycodryn
ycodryn

I made my adjustments and everything is ok, no corrupt saves or anything, radius is 400 like alife (with 700 I didn`t saw any improvements), I didn`t saw any bad performance.

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GabeTheKid
GabeTheKid

you have to be careful adjusting that number becouse it makes missions bugged and all sorts of other things. never experimented with it but i think you made it to high and disabled A-life alltogether xD (however thats just a far fetched guess)

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GabeTheKid
GabeTheKid

+that number just determines how far the A-life is visible. beyond that radius they still exist but they are switched to another mode (doing their thing, moving around and stuff but without a visible model/texture to save resources)

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