Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
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Misery Guide | Locked | |
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Sep 5 2013 Anchor | ||
EDIT: Guide now available in better format and far more detail on Steam: 'A Misery Handbook (2.0.2)' Because Misery is awesome but also fairly distinct from vanilla COP, I feel like we should really have a little guide or handbook that can help ease people into the mod. I'm not necessarily suggesting stash/tool locations; we can add them in, but finding them oneself is half the fun. I therefore humbly suggest we cooperate in creating a community guide for Misery beginners. I have a little something started, so if you all want to add things, criticise and make suggestions, I'll credit you at the end. I've submitted it to gamefaqs, though I don't know whether they accept mod guides. Hence the format, though I have changed it from 79 char for easier reading. A MISERY Handbook 0000000000000000000000000000000000000000000000000000000000000000000000000000000 Contents: I. General Tips ..... Gen/ 0000000000000000000000000000000000000000000000000000000000000000000000000000000 General tips [Gen/]: Save frequently. Use hard saves, not just quick saves. If you can, have four or more hard save slots and save over the oldest whenever you feel you’ve done something that you really don’t want to repeat, e.g. running all the way across the map, killing a nest of snorks, etcetera. Stashes have been moved and contain entirely different items. Tools have not only been moved, but are in different locations depending on which class you choose to play [this may not be the case anymore, anyone confirm?] Mouse over stats and resistances in your inventory screen for a very detailed description of how they work. Stamina, and therefore fullness (hereafter 'satiety'), is very important in Misery. The icon indicating hunger looks like an intestine. If it’s grey, you’re getting hungry and your stamina regeneration is suffering. If it is yellow, you should eat as soon as possible. If it is red, such as just after waking up, you will lose health slowly and die of starvation without food. The wind-up flashlight (default O) needs one free hand. You will hear a siren shortly before a blowout/emission, but there are earlier warning signs. It will get darker quickly and a huge, dark, mushroom cloud-esque formation will be visible in the sky. If you see it, start running for cover. Buy a headlamp as soon as you can and double click it to equip (default L to use). If you’re playing Black Road, you’ll need a UPD too. The lower your weight, the longer you can run and the faster your stamina will recover. With a low enough weight (~10kg) it is possible to run forever. This involves wearing little to no armour however. By carrying under your weight limit and remaining satiated, you will be able to run until your stamina is at 1/3 and then regain it by moving at normal speed. Low crouch is crouch (default ctrl) plus walk (default x). You will need low crouch to get to many stashes. If you seem to be walking very slowly for the stamina you are using up and are under weight, you may be crouching and not realise it. Identification Friend or Foe (IFF) is turned off by default. This means your aimer will turn neither red to identify enemies, nor green to identify friends. Only bandits will fire at you on sight, unless you have previously made enemies or friends with another faction. If a mission says ‘Help the stalker by doing X.’ You will actually have to do X to complete the mission. For example, if you do not actually help your chosen faction intercept the trade deal in Zaton (by killing some of the opposition), you will not be given a reward. Consumables [Con/]: Don’t use anti-rads, they hurt you and reduce satiety. Use rolling tobacco, which does neither and lasts longer. Sell cigarette packs. Don’t use anti-psych drugs, use marijuana instead. Sell individual joints. Always have rolling tobacco on you to pre-empt or counter radiation. Stimpacks are much better than medkits, but will reduce satiety. Don’t carry stims without some food to bring your stamina back up. Cocaine is the best. It weighs nothing, has no downsides and gives you satiety, temporary adrenaline, increased carry weight and reduced bleeding. Protein bars are an excellent food, as they weigh very little but give you good satiety. Keep a half used or full (military) battery pack on you at all times unless you like the idea of your flashlight and PDA being useless halfway through a challenging mission. Don’t buy imported food. Instead, save drinks like beer, water and vodka and drink one with boar beef or another irradiated food that gives 300+ satiety. The drink will offset the radiation from the food. Bandages need to be used as soon as you start bleeding. The longer you wait, the more worthless they are. Sell all consumables you’re not planning on using, except for food/medkits/stimpacks/bandages. Weaponry [Wea/]: Always carry a main weapon and a secondary for durability as well as practical reasons. When you have the funds, consider getting a third, light weapon, such as a pistol and making your secondary a shotgun or SMG. It is rarely, if ever, necessary to buy a weapon from a vendor. It is often far less expensive to find a weapon in 40%+ condition and repair it. Broken weapons aren’t as bad as you might think. If you’re in a position where a single weapon jam will kill you, you should probably rethink your strategy. If you upgrade a scope to have night-vision, it will have it permanently. Keep this in mind for weapons with scopes that cannot be removed – it is very difficult to see with night-vision during the day (herp-derp). Silencers increase your accuracy and reduce NPCs’ awareness of where you’re shooting from. However, they will pinpoint you eventually if you don’t move. Save all the ammunition you find. Sell ammunition as a last resort or if you have decided never to use it, e.g. if you have a great 9x19mm handgun and will never need one which fires 9x18 mm. Switch to armour piercing ammunition for npc combat. Stay on standard ammunition for mutants and exploration. Just because you don’t have high proficiency with a weapon doesn’t mean you can’t use it. Medium is perfectly fine, but avoid low. If you find a weapon with high durability that uses a different ammunition type than your current one, and you have medium or high proficiency with it, consider keeping it to repair later. If you collect ammunition for it, you can switch to this weapon instead of buying more ammunition when your current weapon runs out. Armour [Arm/]: The CS-3 armour from Nimble has great stats and is excellent value because it comes with a Sphere-08 helmet included. Artifact hunting suits like the SP-99 degrade very quickly from both physical damage (bullets, claws) and direct anomaly damage (fire jets, gravitational or fruit punch). If you expect to take unavoidable physical damage, you might want to take the suit off first and save some money. Repairing armour is very expensive once it falls two bars of durability or more below maximum condition. Buying repair kits, bringing the condition higher than this by yourself, and letting an NPC fix the remainder is almost always cheaper. Slots are best used for weight reducing items such as titanium frames. Mobility is survivability when in combat. Since increasing your carry capacity decreases your relative load, you're also increasing your mobility.Remember to remove them for electrical anomalies. Artifacts [Art/]: You will need an SP-99 or similar suit to hunt artifacts. Don’t even bother without one because anomalies and the areas around them are lethal in Misery. You will need one or more artifact containers to carry artifacts without accumulating radiation. The artifacts do not go inside the containers, they use separate slots. This is due to game engine limitations. Heavy artifacts aren't worth using. Personally, I think most artifacts are bad, period, except as a source of easy cash. You don’t need artifacts to make money, but you do need them to complete several side missions – consider saving them in your stash until you have more than one, then selling the excess. Combat [Com/]: You can throw grenades much farther by holding the right mouse button. The classic tactic of ‘letting the enemy come to you’ only works in Misery as long as you are laying a trap. Assuming anyone is left after the trap is sprung, you will need to change location, and keep doing so until combat is over. Staying in the same spot once combat has begun is a recipe for disaster. Enemy fire will get more precise the longer you stay in the same position (logical, eh?).Unless you are in an unhittable position, therefore, you will eventually get shot and probably bleed out. If you think you’re in an unhittable position, you probably haven’t considered grenades, and NPCs have a lot of grenades. Changing location after firing a few shots will save you from a quick and shrapnel laden death. Switch your weapon’s fire selector to single shot (default 0) and keep it that way unless you’re fighting at close range. Crouching is good. It increases your accuracy and presents a lower profile target to attackers. If you keep your stamina high, you will be able to run to cover in combat. If you can’t run to cover in combat, you will die. Listen for growls, shrieks and snorting and you’ll be prepared for combat. Snorks, boars, flesh and dogs all telegraph their presence through noise. Cats, on the other hand, are very quiet. When fighting mutants that can’t jump such as dogs, cats, boars, flesh and bloodsuckers, jumping on the nearest rock or high position will save you no end of trouble. Watch out for snorks, they can jump surprisingly high. Headshot zombies whenever possible to save ammunition, and try not to get surrounded. Alone they’re pathetic, but some have shotguns or rifles that will hurt if they hit. Psychic or flame poltergeists are easiest killed from range with grenades or rifles, though hitting them is sometimes problematic. A shotgun will work from medium range, but getting much closer is not a good idea. Loot [Loo/]: NPC vendors buy things at different prices. Beard and Hawaiian pay more for artifacts and consumables and will buy damaged weapons. Owl and Bonesetter in Jupiter will pay much more for full condition weapons, faction patches and non- consumable mutant parts. They will not buy damaged weapons. NPCs will loot corpses once combat has ended if you don’t get there first. Holding the pickup key (default f) will show you the location of nearby items. This is useful for stashes that aren’t already in containers. The sprint key (default x) will loot everything from a corpse. Once combat has ended, it’s often a good idea to run around looting everything and then decide what to keep and what to drop (like broken weapons). Weapons in very bad condition won’t sell for much and are quite heavy. Leave them on a corpse unless you like random piles of broken guns lying around. Remember to empty any weapons before you sell or discard them by right clicking and unloading them. If you can’t unload them, they’re empty. You can also remove sights/silencer/grenade launchers from undesirable weapons. They sell for reasonable amounts and don’t weigh very much. Using grenades on mutants seems to destroy their saleable parts. Stashes are often in visibly difficult to reach places, such as roofs that require moving along stretches of pipe to get to. As of 2.0.2, Not all stashes will show up as ‘looted’ on the PDA; don’t worry about it. Spoilers [Spo/]: For the SNIPER* class, tools in Zaton are: Tools in Jupiter are: *See Gen/ on tool changes. May be for all classes. Errors [Err/]: If you encounter a bug, error or CTD (crash to desktop), please first check that you have an up to date version of Misery. Currently this is v. 2.0.2 + QF. Then please check what kind of error you are having. An 'out of memory' error indicates that your pc setting are inadequate for the game and that you should lower them. Otherwise, you are encouraged to post the error reports here: Moddb.com so that the mod team know what needs to be fixed. Credits [Cre/]: Thanks to Ak47inyourface for posting pictures. Edited by: slubgob |
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Sep 5 2013 Anchor | ||
Thanks for this. Maybe you can answer my question: What is the minimum required achievements or plot accomplishments to unlock upgraded inventories? At least to a level where Bonesetter starts offering the Green Dragon. Thus far, I have started a new game as sniper and have the Friend of Freedom and Detective Achievements. I have NOT inspected any helicopters. |
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Sep 5 2013 Anchor | |
Neat guide. Ill contrib when I have more time. -- A picture for your enjoyment: Moddb.com |
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Sep 5 2013 Anchor | ||
I haven't noticed the green dragon in any inventories. However, I have seen far more inventory progression from doing the main quest (helicopters etc) than any side quests. In fact, I would expect that main quest progression results in inventory progression over and above any faction changes. But I really don't know, sorry! Hopefully we can get the answer in here and then everyone will know. -- A Misery Handbook: Steamcommunity.com |
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Sep 5 2013 Anchor | ||
Really nice guide! I can add that is not good idea pick up the documents on the basement of the iron forest 'till later in the game (once you arrive pripyat and receive the mission for the unknow weapon), otherwise you can experience bugs because the order of the missions are messed up. |
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Sep 5 2013 Anchor | ||
Just a tip Bloodsucker Gulash is MUCH more better than any meal. ALWAYS buy them from Beard. They have the highest bang for buck and will give little radiation (300 rad versus 600 cal) The Masculine Meal is good too! Edited by: Huppey |
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Sep 5 2013 Anchor | ||
General tips [Gen/]: |
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Sep 9 2013 Anchor | ||
Thank you both, I will add these tips in one form or another and credit you. The guide is more detailed on Steam. Edited by: slubgob -- A Misery Handbook: Steamcommunity.com |
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Sep 9 2013 Anchor | |
Generally, great job with this slubgob - thanks Your guide is going to be promoted officially on the main page. Can you please post the link to Steam verion? -- |
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Sep 9 2013 Anchor | ||
Hey, thank you, that's awesome! I really appreciate you all making such a great mod. Here is the steam link. -- A Misery Handbook: Steamcommunity.com |
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Sep 9 2013 Anchor | ||
Great guide but people shouldn't need a guide to play the game! Come on what's the point in having a game based on exploring and atmosphere and all you do is look up a guide on how to play the game! You gotta explore your options on your own! Panzies! |
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Sep 10 2013 Anchor | ||
Thank you! On the one hand, I agree with you. That's why I'm not posting all the stash locations and trying to keep spoilers to a minimum. On the other hand, if reading the guide makes people want to play Misery and STALKER more, then I'm happy. Sometimes people get intimidated by the difficulty/complexity of the game and this might help. You'll notice that my guide isn't a walkthrough; I'm not telling people what to do, I'm just (trying) to make their experience less painful at first. Smoothing the ride, you know? Edited by: slubgob -- A Misery Handbook: Steamcommunity.com |
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Sep 10 2013 Anchor | ||
Thanks for helping beginners in their discovering even if i seriously think it's too early making guides after only 1 month since the release ! I don't agree with some sentences in your guide. You should always verify before writing rumors. For example, Cocaine is NOT the best drug in the mod: it's always been EPINEPHRINE SHOT. No comparison here because it's strictly superior. -Some artifacts are good even if they're "heavy" like the fire artifacts. A flame, a mama's bead, a fireball for example will help a lot during firefights mitigating the bleeding factor even against PSY muties contrary to others lightweight artifacts with a psy malus. They can help reinforcing the armor suit via a armor bonus. Player can choose the WAR PATH or the ARTIFACT PACT to make money. In fact and against rumors, the artifact path is still the best way rapidly getting cash even after their economy nerf since 2.01. Just don't start too early the artifact hunting. You need at least a BEAR detector to find better artifacts than usual ones. With inferiors detectors, no worths the try because you're spending too much money on repairing getting negligible low tier artifacts. -Advicing a shotgun or a smg as a secondary is a beginner's error EXCEPTED when you want completing a hard quest where you'll encounter many muties AND humans. These weapons are primaries in fact ! What about a MARCH usp45 or a Colt1911 normal version (better than the modern) as a secondary ? Later, a third weapon like a rpg and a rg6 will help alot against hard encounters. Excellent against muties AND humans. -Crouching decreases your accuracy contrary to the popular belief. It's a bug and needs to be fixed. Edited by: Str8Z |
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Sep 10 2013 Anchor | ||
You're welcome to think this, but 1.0 has been out for longer than a month. Also, nothing in the guide is 'release dependent'. I hope you are talking about the steam version of the guide, because this one here is outdated.
If you read the guide, you will see that I write: Cocaine is the best (er, in Misery). It weighs nothing, has no downsides and gives you satiety, temporary adrenaline, increased carry weight and reduced bleeding. Epinephrine also does this, but is far rarer. I prefer to sell Epinephrine because it's worth a lot and cocaine does the job just fine. The 'best' comment is a joke; cocaine doesn't restore much health, so it can't be the best in every situation, can it? To stop confusion, I will mention that epinephrine is technically better...
Once again, if you read what I said: ...I think most artifacts are bad, period, except as a source of easy cash. There is no doubt that artifacts are the fastest way to make money. But they require a suit, which is a pricey investment if you're going for the cs-3 first. Incidentally, you don't need any of those artifacts to not bleed, or for resistance. It's better to a) not get hit, b) use a bandage or c) dose up with any drug that reduces bleeding. You then don't need the weight? I will add the part you mention getting a higher level detector for better artifacts. It's the same as in vanilla, but people new to Stalker may not know this.
Wrong. It's not an error, it's an opinion. Misery is a game open to interpretation and once again if you read what I wrote: Always carry a main weapon and a secondary for durability as well as practical reasons. When you have the funds, consider getting a third, light weapon, such as a pistol, and making your secondary a shotgun or SMG. Meaning, use a pistol as a secondary until you have the money to get something better. Incidentally, if you're using an rpg or grenade launcher, you're a beginner yourself. Those weapons are totally unnecessary to almost any encounter. Hand grenades are plentiful and perfectly effective. Why would you waste money on explosives and launchers (except for fun)?
This is very interesting! It's surprising because I have no problem making headshots while crouched. Then again, I generally play sniper. Regardless, crouching still reduces your hit box size, no? I will definitely add this to the guide if it's true. Regarding your other suggestions, perhaps you are not talking about the steam version? Edited by: slubgob -- A Misery Handbook: Steamcommunity.com |
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Sep 10 2013 Anchor | ||
Yes I see. Some people don't like constantly dying (unlike me, I find it just utterly hilarious) You have a point, hopefully even more people will play this mod after reading this! Also have you found a SG sniper (the 550 sniper variant)? I'm playing through this again and I want that for my assualter, just to try it out. I'm using a different gun for every mission so I would like to find this one and use it. |
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Sep 10 2013 Anchor | ||
I find it funny how easy it is to die too! I'm glad you agree, I think Misery has really revitalized Stalker, and it needs the attention since GSC went 'bust'. I found the SG 550 sniper once only, from the mercs in waste processing. Some of them spawn with quite high level weapons. The sight has a nice illuminated dot too. I have found the XM8 way more than the sniper, sadly. -- A Misery Handbook: Steamcommunity.com |
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Sep 10 2013 Anchor | ||
I hate the XM8, gimme an AK-105 anyday! I'm probably going to go get it from Grouse, people says his body will contain it sometimes. So I'll just keep reloading a quick save untill he has it! Is there also an SG 552? It's a carbine variant of the SG 550. I would really love that since assault rifle don't make sense to use since most engagements take place within confined spaces. Edited by: AssassinMonLV |
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Sep 11 2013 Anchor | ||
I'd like to add that the north of zanton is the best area to get much money and usable loot. To deal with a group of up to 4 enemies just save next to them and try to kill them all with a Single grenade. This way it's pretty easy to use nearly than norhing from your own stuff and you will earn A LOT. Edited by: spes |
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Jan 21 2014 Anchor | |
I've notice that if you wound a mercenary and he surrenders you get his weapons ( pistol + rifle ) in full condition. Edited by: deadlytower -- Valar Morghulis! |
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Apr 16 2014 Anchor | ||
THIS IS A NOTE REGARDING STASH LOCATIONS AND AS SUCH IS A SPOILER: In my most recent playthrough of Misery 2.1 as the sniper class, I've found the calibration tools in a different location. For me, the cal tool set was in the attic area of the saw mill building, where you start by default if you are playing Black Road as the sniper (although I was playing normal mode). Anyone else had this? |
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Apr 16 2014 Anchor | |
That been that since 2.1 beta... -- Avoid using autosaves, use hard saves only. Logs are located in "C:\Users\Public\Documents\S.T.A.L.K.E.R. - Call of Pripyat\logs\xray_....log" |
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