Call of Misery started as an unofficial port of Misery 2 to Call of Chernobyl but has since gone on to add its own features and changes. There are now many addons for CoM itself, most of which are released in Russian. This mod has CoM and some of the popular addons for CoM along with some of the translations for them. Credit will be given in each mod and addon to the creators and translators.
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Suggestion and ideas. | Locked | |
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Apr 15 2017 Anchor | ||
Describe your ideas. What do you think would be a fitting addition? If possible, try to think about balance and technical implementation too. If you have very detailed ideas, create a separate thread here, on the Suggestions board. Russian suggestions thread: Vk.com |
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Jun 29 2017 Anchor | ||
More junk or items in the NPCs pockets, few rubles coins would not hurt. And some papers (journals, decks). I have more chance to find rouble coin in the crows than NPC in his pocket. Way too often NPC have empty pockets, even zombies in original Misery got more items. NPCs carrying artifacts too (except Military). Monolith and Mercs have very low chance to carry high tier artifact (they don't deal with low and middle tier). Bandits rarely carry them and when they do - it's low tier one, surely from robbed stalker. NPCs can have some rags or oils in their pockets, and maybe some sewing tools (no toolboxes tho). With exception of Bandits, they work on rusty junk. Some trophies or meat and food in general. Maybe spare bandages? Edited by: SpecShadow |
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Jun 30 2017 Anchor | ||
ive been toying with the idea recently of making a mod for COM or COC that will add different NVG models to the game. things like the PNV-57E Tanker goggles and the like. this will come with removing nv from all headgear and upgrades so you have to use the nbg item. i would also like to add different headgear too. as like the STSh-81 SPHERA and a Ballistic Riot Helmet also would be a impossible prospect to rewrite the entire library of how stalker loads and works in regards to weapon attachments? so instead of a weapon being AK-74 and its details and then a subset of a ak-74 and an attachment. why doesnt the attachment have its own library and the ak loads from that library of code that include weight of its self added onto the weight of the weapon. so the weight is a changeable variable that the attachment library can change is this possible ? |
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Jul 3 2017 Anchor | ||
So far only one suggestion - either decreasing the deterioration rate on knives when harvesting mutants, or increase the effectivness of sharpening stones. Here's a tiny bit of low-level math skills: (Clear Sky) - Large Hunting Knife, cheapest of those suited for thick-skinned mutants, is about 5,5k. Hunting tools - esential to make hunting profitable - are about 6k. That's initial cost. Probably the lowest in game, certainly Loners have it more expensive. Now, Sharpening stones - 2,2k for 4-use kit, that's about 550 per 11% of durability that it repairs. Knife loses 11% in about 4 or 5 harvested mutants. With the Hunter's kit, you get on avereage 1 piece of meat and one part from Boar, three to four parts from Flesh, tail and meat from Dogs and meat or head from Tushkanos. Don't have suitable ammount of data on high-tier mutants like Bloodsuckers or Pseudogiants. But on average - around 10 parts and meat cuts for 1 use of Sharpening stone, assuming you don't want to risk your knife dropping under 50%, where it's almost cheaper to buy a new one. Let's not count quests for meat, so far I've had bad luck getting those from stalkers. Let's also not count cooking and then selling the meat, those are whole now price ceilings and those are for another topic. For this scenario, we sell all the parts and keep the meat. On average, you sell mutant part for 250 to 300. That makes around 1,5k rubles for parts. Now we need to take away said 550 rubles for Sharpening stone, and, say, 10 buckshot rounds - most cost-efficient way of killing mutants. On average, those are, say, 500 (now I'm not sure about the exact pricing, feel free to correct me). That leaves us with 450 rubles of profit, not counting in the weapon maintenance and potential injuries and outfit repairs. I realize that this hypothetical scenario doesen't include meat (raw or cooked) income, but still - 400 rubles profit for 4-5 mutants killed feels really low, especially if you consider the commitment you take when buying hunting knife, hunting tools and sharpening stones. Maybe it's just me, but I like the hunting part of Stalker. And maybe I'm playing this all wrong, who knows. Either way, one of the two options of hunting "buff" I'd very much appreciate. Not something that would allow player to abuse hunting for generating quick cash, just to make it a little more profitable without hauling extra 30kg of mutants parts around the Military to scientists in Yantar. |
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Jul 3 2017 Anchor | ||
theres a mod that makes knifes more durable. its part of one of the game play tweak mods for com |
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Jul 4 2017 Anchor | ||
Knives in STCoM are near indestructable. Makes sharpening stones useless. I tried to tweak knives in vanilla CoM manually but nothing worked. I could tweak most values and they worked but for the live could not make knives more durable. Edited by: SpecShadow |
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Jul 8 2017 Anchor | ||
NPC's sudden spawn and backstabbing near player. More of a bug than an idea as it is fixed in recent CoC patches. |
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Sep 24 2017 Anchor | ||
I really wish DoctorX's Questlines addon for CoC could be made compatible for CoM... perhaps I should ask "the man himself". *in the voice of Sultan* |
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Sep 24 2017 Anchor | ||
TruBluAussie wrote: DX's Questlines has been integrated into CoM since ~0.99. While starting a new game, you can either enable Story Mode (default CoC questline) or leave it disabled and have DX's Questlines instead which will guide you through the labs and so on. Edited by: bi0nicman |
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Sep 26 2017 Anchor | ||
Ah shit I didn't realise that. What's with drugs like cocaine and weed having only one use now? They had several uses in original Misery... Any way to fix this? |
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Oct 2 2017 Anchor | ||
TruBluAussie wrote: Apparently it's a nerf. Yes, go into gamedata/configs/misc/items/items_medical.ltx, find cocaine and set its "max_uses" to whatever you fancy. |
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Oct 11 2017 Anchor | ||
My idea: but me not think is easy to make... animations and possibilities to cling, like Dying Light; but whit rope, and items to use ropes, like a grapple. Another idea: whit the fork, of shaders, in game (already in develop), variable shaders settings that fit the health of the character, and environmental changes. Not a very idea, just an option: collaborate whit GUNSLINGER, The Armed Zone, HD Models, Noises of the Zone, Call of Chernobyl, teams, for more immersion; we have Internet... and if need my help, I'm ready to help a bit whit my few skills. Edited by: asdwtanyrn |
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Nov 2 2017 Anchor | ||
Hey fellas, here's a suggestion I always thought would be neat if at all possible, but here goes: So when you die you 'respawn' back at the nearest friendly faction base or just a relatively safe area like the Emission safe-zones. However you lose some cash and/or items of equal value if you didn't have any cash to cover the fee - as in, a little tax your fellow stalkers were kind enough to relieve you of in exchange for hauling your worthless ass to safety. The actual cost should be fairly hefty in my opinion and perhaps differ depending on the area you're in. Anyway just something I wanted to throw out there... |
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Nov 8 2017 Anchor | ||
TOVOT wrote: Yes, you're correct. Animations are not easy to create and work with. Grapple hooks seem a bit too much for gameplay, even though they are not unrealistic. Something very close to the case you described is already implemented - specific shaders depending on player's status. Unfortunately, it's not that easy for other reasons. Of course every big team in the world could collaborate and create something that some might describe as STALKER 2, but those teams are separate for a reason. They are working at what they are good at and even in a relatively small established modding team, some inner differences and conflicts often occur. TruBluAussie wrote: So something akin to Dark Souls and Azazel mode? It doesn't sound too hard to make, save for adding all the coordinate points for the player to spawn on; perhaps someone with modding skills is virtuous enough for that deed. I would add that it should be a gamemode that you choose when you're starting the game and not only money should be lost, but some items as well, so that big cash doesn't automatically mean less risk. Edited by: bi0nicman |
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Jan 2 2018 Anchor | ||
Some missions fails after a rest, a fast travel or a certain amount of time, it wood be great if those mission were permanently available without time limitation. It could be done maybe just by modifying one ligne or two in the missions scripts. |
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Feb 4 2018 Anchor | ||
I'd do it myself if I knew how, but I have never modded this game before. The G36 (Not G36K) only uses the red dot sight. without messing with the modifications, it should be able to take the Acog sight so that it can "switch" to the other scope |
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Apr 28 2018 Anchor | ||
Help me, I don't understand, how should I sleep in Laundry in the Eastern Prypiat? |
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Apr 29 2018 Anchor | ||
Donkey_Fru wrote: Wrong thread, I think. |
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