If anyone wants larger inventory grid size, there's a script in this mod add on: Moddb.com
If anyone wants larger inventory grid size, there's a script in this mod add on: Moddb.com
Is there any way to make the icons or grid tiles bigger in the inventory?
The changes were good, and made the game more fun than tedious especially with the flashlight change. As for the upgrade percentages being real vs artificially 5% to 10%, that should be left up to you since you're the one designing the tweaks and translating. Having the real values was pretty cool too except for the fact that the armor values were different for CoM.
I installed your 1.0d tweaks and the 1.0.12 patch but now all my armor upgrade descriptions are not showing up at the mechanic and in the inventory/text. Any ideas what went wrong or how to fix it?
Also, the weapon upgrade descriptions are no longer in 5% increments, but I think that's how you wanted the weapon upgrades.
Appreciate the work you put into these updates!
Can you still get the Man of Balance achievement in Misery 2.0?
While playing, important quest NPCs die during the sandbox portion of the game when I'm not around. Spartacus died early on from random attacks (he survived "The Hit" mission at midnight though) before the "interrupting the trade" quest. Hatchet died twice while I was trying to get food for his squad. Topoi and the squad working for the scientists were ambushed by two psuedogiants at the bunker and they all died, including the bunker mercs.
Each time I've had to reload a earlier save and rush to their aid. Spartacus died so early on I had no idea until I was too far into my game so he is simply gone.
I would of thought they would be equipped to defend themselves until their respective quest lines were completed. Any reason as to why they're prone to death now?
Also it seems impossible for me to approach Hatchet now since there is a rogue squad of mercs camping out with them and they open fire on me whenever I get close. Can't talk to them for the scientist quest line.
I think that's just the A-Life clashing with the scripted quest. Just try it a little later or on a different day so you don't run into the pack of dogs. When I did that quest I did not get any extra mutants to fight except the scripted chimera.
It's bugged at the moment. Don't talk to anyone on the ground. This crash can also corrupt a save. I tried quick saving and then talking to someone the ground to test it and my quick save was corrupted. Just a word of warning and multiple dedicated saves are the way to go!
What would you set in Nvidia Control Panel?
Override application settings, 2x AA, and 2x super sampling for transparency seem to be the closest to what you mention. Is this the right combination?
This mod is very hard! Avoid fights until you can scavenge some equipment, supplies, and a better gun. Pick Assaulter class if you prefer a head on play style as they're better equipped for combat at the start of the game. Avoid mutants as well until you have a shotgun.
CoP seems to only be dual threaded I think? In SGM, I saw up to ~35% CPU usage among two cores, but any excess cores were unused.
Can CoP scripts be modified to be distributed across more than two cores via modding? I ask because I saw that ~35% after adding in modified render files for increased draw distance. Without the increased draw distance files, I saw ~25% usage IIRC.
I assume shooting out a light source is permanent so the next time you return to a location it'll be dark?
Did a clean reinstall with only AF3 bin and all in one gamedata. I still get the crash and bug trap doesn't open properly so I have no idea what is causing this.
It looks like this will not work for me and I can not play SGM 2.2.
The strangest thing is that this was working fine for me a month ago. I used to be able to play for a few hours at a time and not get any crashes, perfectly stable. Now I crash within 5 to 30 minutes of play after starting a new game.
There will be a menu option to change classes so no need to reinstall. It will need a save file with the right class to work or you'll start a new game. If you've only been playing sniper and switch to recon, you will have to start a new game because you don't have a previous save as recon.
More info here: Moddb.com
The crashes started when I had your All in One, Zaton Start, an EAX sound fix (these 3 worked fine together), and I added the SGM 2.2 Difficulty Patch from youtube and the increased grass draw distance.
After receiving crashes non-stop, I reinstalled Call of Pripyat, your All in One, and added only EAX sound fix and Zaton Start. I still get a crash and the bug trap can't open to tell me what the exact error it. The crash log in My Documents is improperly read.
I'm getting a crash randomly about 2-3 minutes after loading a new game/save. This crash creates a messed up crash log that isn't very easy to read with a lot of symbols.
The mod_crash_log in the STALKER directory has something though.
[start]
Attempt to register unknown item [wpn_abakan_m3] in secret [esc_hiding_place_16]
[end]
Using your All in One with EAX fix. Can't play it at all. Your all in one was working fine before I tried adding the grass draw distance files. Even after I've re-installed STALKER and your mod and I still get a crash.
"Interesting to see what the team thinks about this feature."
I did read the FAQ question superprion mentioned. I meant that it was interesting to finally know what the team thought about such a magazine system as I have not read any official statement on it before today. Didn't mean to make you repeat yourself.
I know a few people were hoping for such a feature to be in Misery. For those people, the best case scenario now is a stand alone magazine mod for CoP and hoping it's compatible with Misery.
Interesting to see what the team thinks about this feature.
In COP, you can right click a gun in your inventory and if it has ammo in it an option to unload it will be selectable (along with drop, remove attachment, etc).
It's a pretty nifty context menu. I don't know about SoC though. It takes about 3 seconds to check all the guns in your backpack for loaded ammo before you sell it in CoP.
Fairly sure that this is included now that MSO is a part of Misery.
Misery focuses a lot on combat oriented AI changes. TFW seems to focus on immersion oriented AI features (NPC threatening you for their loot, NPC looting stash boxes, NPC PDA communications).
Did the Misery team ever consider or discuss immersion AI changes in place of combat changes during development?
I know for sure that one thing I'll miss from TFW are all the NPC and PDA features listed above. I'm worried that NPCs will feel less alive and active in any other STALKER mod that I will play.
I'm sure I can speak for others when I say, "....Ah, ****".
In SGM, you can hire bodyguards from a base if you pay them enough money. It is a single NPC, not a squad, and I don't recall any problems saving the game with the NPC following me like with squads in MISERY 1.1.
They respawn where you found them after they die in SGM, but in Misery I assume they would stay dead after they die in game.
If you do implement such a feature, it may be a good idea to add in a dialogue option to tell the NPC to move out of the player's way as they can block doorways causing you to be stuck.
Loading magazines before use and dynamic NPC PDA news?
Dynamic PDA news from NPCs can make the game more immersive. Stalkers in the zone are bound to communicate with whatever friends and enemies they have made via PDA messages from time to time. Some friendly NPCs can send messages or warnings to just their faction or to everyone.
Getting a message every once in a while from an NPC can give the sense that others are moving around in the zone while we are about our own business.
PDA news could be purely text based so it sounds fairly simple. Other mods like faction wars spawn NPCs to sell things in conjunction with the Dynamic News, but I doubt NPCs in Misery are willing to part with their possessions so easily
I am starting to see quite a bit of synergy among all the features you have revealed such as mechanic repair time, logarithmic repair costs, and the new helmet HUDs.
I'm genuinely curious as to what you guys have NOT changed from Misery 1.1. If you've gone as far as re-writing all NPC dialogue and even changing the gloves that the personal character uses then I believe the team has left "no stone unturned" during development.
Here is more information on D3DOverrider and how to get it for those interested.Make sure to leave Triple Buffering enabled.
Nvidia cards can just enable Adaptive Vsync from the Control Panel for working Vsync.
Upgrading your video card (graphics chipset) would be the biggest upgrade and allow you to play on Enhanced Full Dynamic Lighting (DX9 or higher, depending on your budget). The HD 5450 is very slow by today's standards and only passable as very light gaming. You would also need to take into account your computer's power supply and if it would be able to power it as well as if the new video card can fit inside your PC computer case.
We're basically getting a development report update at the end of the week via the update polls. We will find out then.
Misery 2.0 will be similar in performance demands (I think), if not a bit more efficient with the new texture pack. The dev team recommends to run DX10.1 because DX11 was really new at the time and isn't efficient.
Misery is only one difficulty, if I remember correctly. Changing difficulties in the menus do not work.
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