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!
For MISERY 2.0 we did a complete overhaul of units and measurements to correspond with real life mechanics and terms. We did this for all items, gear physiology and biology mechanics.
UI category PREVIEWS:
Armour Attachments
Media.moddb.com
Artifacts
Media.moddb.com
Bleeding and Ionizing Radiation
Media.moddb.com
Electricity
Media.moddb.com
External Radiation
Media.moddb.com
Items (random)
Media.moddb.com
Psy Influence
Media.moddb.com
Thermal Radiation and Acid
Media.moddb.com
Toxicity
Media.moddb.com
Drugs and consumables
Media.moddb.com
- - -
Thanks to BioShocker for providing the inspiration for this visual.
I hope you agree that it is perfect in combination with this feature reveal.
This is the 'kcal idea' that started this whole UI fire in trojanuch:
Moddb.com
This is the thread where we asked for input and insights on real life terms:
Moddb.com
Some of you will notice that there are blurred lines of text in some of the item descriptions. We decided for this as these lines are related to a another feature yet to be revealed for you (it is wip).
Oh I'm surprised I'm on the list!
Didn't think I've helped you with my post back then.
Thanks for minding me here, it means a lot to me :).
EDIT: I've found small grammar error in the QR description.
Build in GPS it should be Built in GPS or GPS built in.
+
Changing the alcohole to fasten the bleeding would be nice feature.(Blood is moved to the blood vessels in the skin - faster bleeding)
+
Is it possible to change adrenaline in a way that when you have small bleeding(ruptured skin) it reduces it(blood is moved from the skin to the muscles and internal organs), but when you have hemorrhage it makes it worse(due to higher blood pressure)?
Is scripting it so possible?
I suppose Ganja in the zone is Indica*.
If so, it should decrease your stamina really badly.
Indica has very big effect that reduce your endurance.
If you dont want to change it? Just let's say it's Sativa and everything will be ok.
And yes I'm smoking from time to time so believe me, it really makes physical exercise hard.
Well this is exacly why it lowers the 'satiety level'. This will have an immediate effect on stamina depletion rate as it is lineary, directly connected with 'satiety'. So - after smoking or shoting a stim, your character actually but very really 'feels weaker'.
So in context of cannabis, this UI entry should be interpreted as: smoking a bag of weed makes you subjectively as 'less strong' as if you would have 'lost' equivalent of 294 kcal (small-medium meal).
Oh - and its worth mentioning that most params are set differently per each playable PC class:
Moddb.com
For ex. recon will become more hungry and sleepy after smoking but it will also hit him harder resulting in boost to duration and anti-psi effect.
Smoking 1g(average joint) by average person would make it very exhausted after a short run(Can you script it that stamina gets lowered right after smoking and you get sleepy after ~30 in-game minutes?)
And thanks for reply.
An average joint?! LOL strong joints you smoke the average joint is about 0.5g...I would like to see that when you smoke weed you get hungry or something
Smoking 1g in 1 joint is like smoking 13dollars, €10/joint people
(NO ONE does that)
I don't know if this is the right place to note/suggest/ask, but one of the most common 'hallucinatory' effects associated with cannabis is the feeling of colours being bright and oversatured; are you going to implement something like that, or is that too much work? :D
Nice find..lol^^
It depends if you have your own plant, I had last year.
10g from bong with my friend and 'stone', eh.. no way I would be able to run from bloodsucker. I still have low tolerance.
Anyway, nice to see something like that in the game.
It could be nice if Hawaian sells it! (Otherwise I'll be forced to hunt down those poor freedomers...)
Looks very intersting... Great job :)
Nice avatar ;)
Thanks. I took it from one of these beautiful arts, as you see :)
Some of these are pretty cool guys, others I would say are just overly complicated (like the way electric-protection is displayed). But cool :)
Keep up the awesome job, guys. Just please don't fail us and release it on time.
This looks quite impressive as expected!
This is really interesting. It makes the non-combat items so much more interesting and people might actually learn something!
I hope you guys enjoy all of the exiting new descriptions and features (text wise) that will/is being implemented. Basically for those of you Stalkers fans out there who want a more authentic read or feel to the Stalker universe you can now read the new text descriptions for Artifacts, tools, objects and UI etc, that we (the team) have implemented. If you don't want to spend the time reading all the new information (as there is a lot of it) you can just look at what the objects do (there statistics) and continue exploring the Zone! ;)
About the Beard's Tea. Are you sure this is not a Metro 2033 reference? :P You know, the trademark tea of VDNKh Station is being made by dried mushrooms.
Beards Tea is a tribute reference to Metro 2033 as stated here:
Moddb.com
With food price u have to spent all money in food really: for a day if eat militar ration, that is expensive i know, u have to spend 8000 RU, 200€/day to eat is a bit to much. Based on 2000 kcal/day.
No one ever said the Zone is a cheap place to life in.
You have several options in misery, be it you buy food from dealers and traders, or you follow the rules of the zone ... who dares, wins. Other stalkers carry food on them as well ;)
Its not the absolute RU values that are important - its a relation between spendings and earnings which has to be balanced.
So generally - the economy got a sort of an 'inflation' effect - all RU spending and incomes are conducted with higher ammounts of RU than in vanilla (and perhaps modern value of ukrainian currency).
Every single price thou has been set manually (there is nothing random in this regard anywhere) to provide challanging experience till the end of the game.
There's a spelling mistake in the description of the QRS. It should be "built in GPS", not "build in GPS".
Anyway, great work guys! I like how much detail the mod team is giving to everyting.
There is also a spelling mistake in the "drugs and consumables".
It's "doses", not "dosis". I believe this be will fixed especially with the Misery's released and subsequent player inputs.
We indeed have "Trikzter" for this job, gents. He will take care of the little spelling mistakes in misery, which is quite an endeavor. These aren't the standard 1 to 2 line descriptions vanilla STALKERS had.
Cheers!
I think some heavy revisions are necessary. The fluff text is great and really adds to the atmosphere...but a lot of the descriptions are nonsensical and too wordy.
Thanks for the input, but "drugs and consumables" as well as "armor attachments" are still to be proofread, so rest assured, all such small mistakes will be corrected. :)
BigTinz: what do you mean by nonsensical? The point was not only to add immersion to the project, but also to make the Zone a more "coherent" place, with its own laws (defying the standard laws of physics) and logic. So yes, they may seem nonsensical, but it's not a well-grounded impression - the Zone is not your normal place and standard modes of reasoning do not apply in every case.
Let me say, I do love the flavor text. It obviously took a long time to plan and produce.
I think it's just a bit daunting to see that wall of text. then read through it and discover that many of the sentences are too long, awkward or completely unnecessary.
For example, the first sentence of the Camelbak is too wordy and redundant. The first sentence and second to last sentences of the Soul artifact are awkward and the first sentence of the QR system is poorly worded.
No offense intended, I really dig what you're doing...these things just really stood out to me. My point is, I think they could benefit from a community revision.
Ok, thanks for your opinion, will definitely take it into account. Just three things.
1. All of the features in the mod are quite self-explanatory, so you don't have to read the text to understand the mechanism behind them and how they work. Hence you can consider this an additional feature that is added for immersion.
2. All the pieces you mentioned have not yet been corrected nor proofread, so they will be better worded in the game when it's released.
3. Well, that's exacly the point of this preview: to let the community speak its "mind", to let us know whether you like it or not and what in your opinion could be improved. So, if you're willing to help, we'll be extremely happy and greet you with open arms. Just post in the thread on Misery forums or PM me.
Cheers!
No problem - please drop a detailed post here:
Moddb.com
It will surely be carefully analized.
In the artifact pic, the one about Mama's Beads, there's written that "The danger of electrocution is much higher while wearing this artifact during STORMS and while wondering electric anomalies..."
So you can be hit by a thunderbolt?
Excellent!
wow, I'm rarely impressed but NICE!, I love you guys okay, I just want ya'll to know that! *two thumbs up* This is one of the most amazing video game community's that I have ever seen develop. I've been into stalker mods for over 5 years and this is what I have been waiting for. I'm so glad that you all came together to create Misery 2.0 I have been a fan or several of the modders on this project for years and it's awesome to see how many of you and which of you that have come together to create this monster mod. So many great influences, collaboration and dedicated hard work. I wish I could write you all a fat check. You guys are the A-team of stalker mods right now. We may never see a group like this again. There is a vision many of us see in the potential of this game world. You guys are succeeding at realizing this collective dream into a reality. Thank you again for your dedication. I wish you guys could get a group photo. Somebody should Photoshop a in-game depiction of all of you standing together like a platoon with your gear load-outs, lol. Cheers gentlemen!
Wow, really thank you for that :) Its really great to be able to read something like that once in a while.
Well...amen to that.
Amen! :D
This is epic I do not know about any game/mod that touches the realism hard as Misery. Nice job!!!
Very cool! But why use a word like "satiety" ? Wouldn't "nutrition effect" or "nutrition level" work?
"Satiety is a state or condition of fullness gratified beyond the point of satisfaction."
Will take that into account, thanks. :)
Man you guys went above and beyond with this mod. But I must say, 8.06 kg is a lot for Mama's beads.
Awesome!
There are a few spelling mistakes, and a couple of lines that should be reformulated.
Also about acid strengths: it would be better to use molar.
But else this is cool!! :)
Oh.. and i would switch the sleepiness for marijuana and vodka, and add a slight sleepiness to the cigarettes (if you smoke a pack or more, you should be able to feel it). If you could make an effect like the one seen in metro 2033, for when getting really high, that'd be cool!
Love the idea of that quick release system, but whats that about equipped ammo?? I think what Misery needs is a magazine system now that I'm really thinking about it, idk if thats possible on the xray engine though. Would be cool to have to buy new mags when you lose one and have to make sure they're stacked before you head out, then you wouldn't need to keep track of how many rounds you have left. I think I remember seeing something like that for SHoC on GSC's forum a while back, idk if it was ever finished though.
Redux mod is working on something like a magazine system, last news I saw on it was pretty experimental though. Hopefully the two mods get in touch to figure it out.
Please tell me things are not expensive just to add artificial difficulty to the game, I doubt soaked and bloody underwear would be worth 1000RU, I don't mind if that's expensive, but only if it's easier to earn ruples, or quest rewards are greater. Please tell me it's balanced, or that the prices are simply placeholders.
This has been explained few posts up.
In short - yes - higher prices are in coherence with higher earnings.
I wonder what the effects of the Compass and the Heart of Oasis will be like now.
Since the improvised stims have varying amounts of ingredients in them, would it be possible to make the amount of health they give back random within a reasonable amount? If you get what I mean.