Return to the Zone in S.T.A.L.K.E.R: Wormwood, a high-difficulty survival-oriented realism modification for GSC Game World’s S.T.A.L.K.E.R: Call of Pripyat. Wormwood builds upon the core Stalker experience, enriching the latest in the cult game series with brand new survival mechanics, intense and realistic gunplay, new missions, levels, fleshed-out building interiors and much, much more.

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Report RSS Item pick-up behaviour comparison.
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Beac Author
Beac - - 1,030 comments

It's small 'quality of life' changes like these that we're making to the game that we feel will really help distinguish Wormwood from other mods. Is there anything like this that nags you when you play the game you would like to see changed?

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PlasD
PlasD - - 245 comments

Please tell me you're utilizing more creative stash locations. There are SO many hard to reach (ledge parkour included) and/or random little spaces in the world, and it's such a shame that they're never used for stashes.

Also on weapon handling, I guess it might be a bit of a larger change - Pistols should have an advantage as a sidearm for speed. When the player runs out of ammo or jams or whatever with his rifle, in order to help pistols remain handy, it would be excellent to have very fast draw times. As a simulation of the player just dropping his primary weapon (on a strap) and grabbing his pistol. Then swapping back to the assault rifle or sniper or whatever takes a longer period of time. A system like this would make weapon specifications and classes a bit better I think. (I mean, why would you ever take a sawn off shotgun compared to a drum fed shotgun later in the game, for example. If the sawn off was a very fast draw and fire, it would have a clear advantage as an exciting and quick you-have-one-last-powerful-shot-before-dying weapon) As much as the game feels better being able to slot up any weapons in the two slots, the vanilla limitation of pistols I think existed for this very reason. Swapping main firearms hindered the player, it's just that having to open your inventory each time is a pretty annoying way to implement such a hindrance.

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Devastat
Devastat - - 85 comments

Actually a lot of times I found the ability to pick up items in a cone useful for picking up items obscured by furniture or otherwise inaccessible altogether. So it is a double edged fix you have there.

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Beac Author
Beac - - 1,030 comments

We've removed all the broken stashes and things like that, so it shouldn't be a problem :)

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Lоnerboner
Lоnerboner - - 8,303 comments

I for one liked the CoP method. Is this a forced feature? I always hated to spam "F" the whole time, especially when multiple enemies were for instance piled up and their weapons laid close to each other.

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Beac Author
Beac - - 1,030 comments

Funny, I'm the opposite. I don't like picking up all the weapons at once, I prefer to pick and choose.

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Beac Author
Beac - - 1,030 comments

Oh and to clarify, it's an option :)

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Morbo512
Morbo512 - - 134 comments

I love options

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SpecShadow
SpecShadow - - 684 comments

At first I though picking some stashed from some angles would be more difficult (like in the radiated cars) but then - direct pointing is way better. Like the LR-300 assault rifle in tunnel with psi artifact, with all that dance around before lighting ball fry you out.
Only thing that might stay is highlighting the item name when F is pressed.

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Mudhut
Mudhut - - 382 comments

Good stuff. What nags me is poor quality weapon models and animations (sounds too) ;) Mods that do add new weapon models have poor quality control (Misery, even Shocker), only Gunslinger so far seems to have consistent quality.

Being able to see my feet would be cool too! With meshes that make sense for the body armour too.

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coap
coap - - 355 comments

Arsenal Overhaul has pretty good models, at least on CS.

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mp5lng
mp5lng - - 7,996 comments

Oh well, I know that's just impossible for now but I would kill for picking animations like in FAR CRY 2 =D
Also, that poor ak model makes me want to cry :|

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Beac Author
Beac - - 1,030 comments

To clarify, this will be an option! You can choose between CoP-style and this new style :)

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Borovos
Borovos - - 816 comments

Maybe the best solution is to have two commands. Press F with a small cone, and another key for a large cone.
With code source everything is possible, or almost.

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SPTX
SPTX - - 324 comments

A little condition would be neat here. Like if there is no item under the crosshair, then pick any within the cone. Best of both worlds.

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dave_5430
dave_5430 - - 2,114 comments

Why not add a double-tap-hold use method for a vanilla style radial pickup?

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Erik313
Erik313 - - 459 comments

Thank God, I hated picking up 70 different items at once after I finished looting corpses...

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Soliddoors_ZA
Soliddoors_ZA - - 1,048 comments

Finally someone has fixed this, I found this extremely annoying in vanilla call of pripyat. Good work wormwood team!

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soldiercfm
soldiercfm - - 58 comments

Wonderful! Is there a value for this somewhere that one can change easily, or is this something that cannot be changed without extensive modification?

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Description

This time we have something neat for you - a comparison video of how picking up items in the game works, between vanilla Call of Pripyat, and Wormwood.

As you can see, in vanilla, one button press will pick up all items within a large cone of the player's aiming point. This leads to picking up multiple items (say from a stash, or weapons around a body after combat) without meaning to, thereby often overburdening the player and not knowing what items you've actually picked up.

In Wormwood, thanks to one of our brilliant programmers working on the source code of CoP - Spacebrain - one press of 'F' will pick up only the item you're directly aiming at. This means you can pick and choose the items you want to pick up much more easily, bringing a little more quality of life to the game.

In game you will be able to choose between this new style, and classic CoP style if you so wish.