Full concept modification of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, AI, items, weather difficulty and much more.
EDIT: After going back and replaying ShoC with AMK, I've revised my score of this mod upward from 8 to 9 and altered some of my pros/cons. This really is a fantastic mod and though I'd like to see the problems I listed fixed it is still an amazing mod.
+ Many of the new textures and weather effects are incredible. I particularly like the heavy fog weather effect.
+ The damage system makes firefights frantic and rewarding.
+ Most of the new weapons are exceptional, and I like the fact that some of the more exotic weapons (for example the M14) are one-of-a-kind (the way it probably would be in the Zone).
+ Ukrainian dialogue with English subs is the way this game was meant to be played.
+ The stamina system, contrary to popular opinion, is well balanced and accurate. Anybody who is criticizing it for being unrealistic needs to go take a jog with 35kg (75 lbs) on their back.
- Mutants and ambient effects in anomalies (radiation, poison, etc.) have been buffed and are (IMO) too powerful. A dog charging into you knocks out a solid third of your health.
- A lot of the vanilla meshes were not fixed. For example, the AK's ejection port is still on the wrong side. This is a major no-go for me with a realism mod.
- The Sniper class is very underpowered. 7.62 7N1 ammunition is so rare you will almost never have enough of it, so you end up using assault rifles and shotguns anyway until you can get a VSS.
My main problem with this game is really just a host of small design flaws that seem to screw up the overall game experience. There is no trader in Pripyat, but repairs now cost money - meaning that eventually you're going to run out of money in Pripyat and have to head back. Moving between zones - especially to Pripyat - is prohibitively expensive. Additionally artifacts don't seem to spawn properly for me (e.g. not at all) so I am left with few options for making money. Overall this is a great mod but a few of the decisions left me scratching my head.
Hugely disappointing for what I was expecting to be the best game of the year (better than big studio releases).
The focus on realism and the implementation of it is simply a game breaker and completely cuts the immersion dead.
A few of these are:
Eating. What kind of soldier (or person for that matter) cannot eat a chocolate bar whilst walking?
The enemy/player health is very wrong and instead of creating amazing shootouts it becomes annoying going through the process of loading the last save.
Think hotline miami, when playing that game I never once think "I died again" because I know I can change tactics slightly and beat the situation so death does not become a chore. With misery2.0 this is not the case as due to point 2 above it comes down to complete luck as to whether you will survive a fight not skill.
4. Overall gameplay.
I have a decent gaming rig which I can play most games on ultra settings with at least 60fps. Playing misery2.0 even in enclosed areas has fps drops to zero every 15-20 seconds. The inventory screen is not fun to navigate as you have to wait for the tooltips to appear which some times do not appear at all so you have to mouse over something else and then back. The same things happens in the main menu.
It pains me to write this as I never felt this playing misery1.0.
It makes an amazing game the ultimate game. I will be installing 1.0 to wash this misery away...
You guys have put a lot of work into this and you should be really proud but for me its taken a step back and is misery 0.5 rather than 2.0.
I have watched each video, viewed every image and read every article you have posted and relished in the awesomeness awaiting the release, but I am sad it did not satisfy my hunger for stalker and misery1.0.
Hope things get fixed somehow.
Just to be clear: I really, REALLY enjoy this mod. I like how it's been given a facelift so everything looks smoother and nicer. I like that the designer either borrowed or made the effort to add in cool bits and pieces like a WW2-era assault rifle and the Mosin-Nagant 91/30 rifle. I like that he made the sleeping bag and repair kit work the way they were supposed to and I thought that the amusing little touch of a porn magazine giving you psychic protection was funny. As I see it, though, the mod-maker made so much effort to make the experience grittier, more realistic, and harder that he tipped into the territory of the slightly absurd. A zombie stumbles towards you emptying clip after clip from an assault rifle... but has 1 bullet if you snipe him before he starts shooting. Dressed in a Kevlar-lined vest and steel helmet, a dog bite takes out a big chunk of health. You can empty 7 .45 caliber bullets into a dog and it just makes them limp. You have a situation where every vaguely human person in an area is running around with assault rifles and no one has more than 6 extra bullets on them. The above situation and a shady black marketeer type has enough bullets that you can fire one at a zombie and one into your own head. Merchants won't buy a weapon unless it's brand new in an isolated area roughly analogous to a frontier on the edges of civilization where the only weapons that exist are in less-than-perfect condition. These things read less like "making it harder and more lifelike" and more like "tormenting the poor player for giggles". For me, this sinks a really fun and well-made mod that I like to play (as in, like to play so much that I happily restart the entire game multiple times after it crashes to desktop for unknown reasons) from "awesome" to "average."
Not only MISERY is an elitist project bound to exclude and frustrate most of the masses it’s been teasing for many months. It’s also a version of the game finally very remote from the STALKER spirit. STALKER is my favourite game franchise ever, because i have never found myself so powerfully immersed in a game, or even in any other imaginary world. MISERY looked like it was going to define nothing short of a new standard for this immersion, but it tremendously failed because its obsessive hardcorist component far outweighs all others.
Maybe this should not come as a surprise. This fundamental splitting from the STALKER spirit was actually embedded in the mod’s aesthetics. An all-grey-and-brown world is not what STALKER was about, quite the opposite: the franchise’s artistic balance relies primarily on the alternation between concentrated, filthy grimness, and explosions of greenish bucolism; between moments of intense, horrific warrior tension, and moments of enchanting, warming, poetical relief. This subtle mix is what makes these games so incredibly absorbing, so uniquely rich in terms of atmosphere, so bewitching. While the grim part clearly dominates all STALKER games, its monopoly in MISERY’s looks and feels induces something simple: this is not a STALKER game. This is the game of some guys who liked STALKER, felt like it would be better without any of the relieving and greeny bits, and thus wanted to turn it into something entirely different.
Most of the people who, like me, had the highest hopes in this mod, probably didn’t see this yet because they’re still under the influence of the massive buzz, trying to keep themselves convinced that MISERY is still the spiritual heir of STALKER 2 or something, and that it only needs some polishing. Yet sooner or later they will have to handle this painful truth: MISERY is not STALKER, it never will be, by any standard, and this should have been stated loud and clear repeatedly by the development team.
I just created an Account just to say this was one of the first Game/Mod that I was completely excited about. I really love what you have done. I love that you even took the time to adjust what is in the stashes to make sure its not too easy. I love the atmosphere. As you know there are some things that could be adjusted and I'm sure there will be a patch to adjust them accordingly. Thanks you for your time and effort. If you want to be apart of the gaming creating community then I hope someone recognizes your hard work and your focus to see a vision through.
For everyone with the CTD's and XRay crashes. I was experiencing them as well. I did everything I could to troubleshoot the issue but nothing worked. What I did to make it run like a dream was to UN-INSTALL everything. Because I have modded CoP before I couldn't even use the uninstaller and had to use Revo Uninstaller. This removed all traces of the Mods and Cop from the registry as well. The problem was that the previous mods left behind little incompatible traces that conflicted with XRay. I hope this helps.
didn't experience a single crash, performance is okay at very best, economy is one of those things that have worsened since the last version as well, don't see any point in paying 47k+ to repair and AK when I can buy a completly new one for half of that.
everything seems to just be really brown and grey though, and then there is the fog damn near all of the time, none of that is pleasing to look at.
most new items seem to do absolutely nothing, or work as rags to repair equipment with, and you don't really want to eat mutant meat.
most guns on the other hand are still completly broken, most of which show no improvement from misery 1.0, some are even somehow worse.
Galil sight picture is clipping. tokarev, PPsh, K98, and a bunch more (nearly all) are all severly misalligned. then there are all the hideous vanilla stalker guns that have gotten a new mediocre texture slapped on top, and thats just the few ones I did see, I think I'd just be in for more disappointment if I kept on.
none of the handguns so seem to have proper animations either, most of them consists of changing an invisible magazine and drawing the slide 2mm back, no locking back on empty magazine, no hammer movement, nothing.
most animations in general are really bad, actually, makes you wonder if anyone at all worked on it.
realy don't know if I want to continue playing this, already really tired of the 2 guns that were actually well implemented, from the last three playthroughs I've done.
exactly what did you spend so much time on? apart from new useless items and mutant hunting, its as if I'm playing a slightly worse 1.2.
major props for options to turn off mask HUD and infinite NPC ammo though, you're also pretty good at photoshop to show off your mod.
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 easily abused. Vendors won't buy weapons that have been worn at all, which all of them are since it is "hard to get good weapons into the zone." It doesn't make sense that all vendors would only buy and sell weapons in perfect condition if this were the case. A smuggler can get better weapons in then the military, who controls what goes in an out? Come on now.
A decent mod, the retextures look like silly grimdarkness, the designer is clearly more interested in his own opinion as opposed to the community's though.
You should probably just stick to vanilla on master difficulty.
Overall this is a strong mod with vibes of the old S:SOC mods like LURK and Oblivion Lost. But even with the increased difficulty there are some serious inconsistencies. But on the review as a whole.
OK, before i go any further i have played the series thru on Master before so the games difficulty is known to me. When the game is installed you choose 1 of 3 classes. As a previous player i prefer the long shot game, So I played the USS Sniper. The starting equipment was lack luster. Others have called out a sniper being sent on a mission w/o a scope is kinda weird, but i give that up to the game using this as a balancing feature. No biggie there. But what gets me is the inconsistency in damage and well overall AI issues. First thing, while the features mentions zombies being tougher, this proves to be wonky and unpredictable. Like early in my game a zombies more than often could shrug a 7.64x54R round like it was nothing. I'm sorry a 185grain FMJ round would take a good 1/3rd of his skull with the bullet as it passes through his skull. But no more than 3 minutes later a 5.45mm x 39mm round kills a zombie in one go. Don't even ask on pistol rounds.
While the hit damage done to enemies is overall OK (Minus Zombies), the damage done to the PC is kinda ridiculous on Normal (First time thru on a mod i wanted to get a feel on the rules at play). An enemy at easily 100m plus peppers me with buckshot and even with Military Armor (Which even IRL the lowest level vest will stop buckshot at close range) i lose maybe 2/3rds of my life and become stunned for a moment. I appreciate the stun effect but that much damage from something my vest should have stop is kinda wonky. Also some enemies seem to be snipers with handguns and get lucky one shots from near max range. And zombies stumbling shooting from the hip seem to get near 1 shots at max range. While somewhat realistic, a lot of these changes seem to be made in the name of artificial difficulty.