10.07.2023

Stalker call of misery 2.1 1 tools. Call Of Misery - how to survive? Newbie tips. Gear and equipment


Name: Call of Misery: xMod

Platform: Call of Chernobyl

Description:

The mod is aimed at creating gameplay in the style of maximum realism. Installed strictly on top of Arsenal Overhaul 1.1.2.

Contains the following modules:

Advanced Mutant Looting

Description:

1. The interface for butchering mutants (in the original, it is generally useless and not needed) now allows (more precisely, obliges) to select only one part of the mutant, which is cut, but the rest remain on the carcass, they can still be cut. Plus, you can activate the cut by double-clicking on the desired part or exit the menu with the ESC button without cutting anything.

2. The chance of skins falling out (in the original it is quite small for everything) - 70%, meat - 80%, other parts, the most expensive and lightest - 90%. Not 100% just because there is a chance of damaging part of the mutant when killing him.

3. The hunting set and the "Mutant Hunter" achievement increase the butchering speed by 2 times each (if you have both - by 4 times). To achieve "Mutant Hunter" you need to kill 500 mutants or cut 1000 parts.

4. Time of "decomposition" of a mutant corpse - 3 game hours, instead of 45 minutes in the original.

5. An advanced hunting knife blunts to zero in 200 cut pieces.

Covered with a copper basin chip in your car key? Do not want to contact different offices in order to fix it? If you own a soldering iron and beginner soldering experience, just buy a 4D 60G chip if your car is 2010 or younger and solder it!

Arranged Artifacts Properties

Description:

The mod removes the terrible "blur" of the properties of artifacts, when each artifact has almost all the properties with a "+" or "-" sign. As a result, it turned out that it was not clear that most of the artifacts in practice turned out to be useless for wearing on a belt. Yes, the combination of positive properties of artifacts with negative ones looks interesting from a game point of view, but its implementation is absolutely illogical: if an artifact has protective properties relative to the thermal anomaly with which it was created, why on earth does it reduce protection against electrical and psi anomalies to which it has nothing to do with it? Why not chemical?

The properties of artifacts have been brought into strict dependence on the type of parent anomaly: each artifact protects against the type of anomalous activity that created it, and only from it. There are also special properties for each class:

1. Electrical Anomaly Artifacts - increased stamina.

2. Artifacts of a chemical anomaly - restoring health.

3. Artifacts of thermal anomaly - wound healing.

4. Artifacts of the gravitational anomaly - increase in the maximum carry weight.

Fixed radiation emission for several artifacts so that they all fit into the concept of three levels of "coolness" of artifacts, which is expressed in the strength of the effect, the price and the minimum container advancement required to neutralize the radiation.

Killed the description of the most expensive container for artifacts, PMA: "It has a very low weight." 4.63 kg. When an ordinary lead container has 5.48 kg. The difference is less than a kilogram, indeed, "This is a symbol of wealth in the Zone." Therefore, the weight of all artifacts and containers has been rebalanced - artifacts are much lighter, containers weigh:

SIMK - 4 kg

SPM - 3 kg

PCA - 2 kg

PMA - 1 kg

All items placed on the belt no longer give an increase to the maximum weight at the expense of their own weight.

Arranged Weaponry and Armory

Description:

Tidying up the damage of all Arsenal Overhaul ballistic weapons: a strict dependence of damage on the caliber, muzzle velocity and ballistic characteristics of the bullet, the damage of all weapons is calculated according to one formula. Gauss and binoculars have been upgraded to the lifeform detector. Removed all upgrades to change the caliber, because they break the system. Weapons have damage listed in their description.

Vulnerability to NPC and GG bullets is made the same and increased. For NPCs, the "EXTREME BLEEDING-BASED" damage system was returned (which Rainford for some reason cut / did not transfer from the original Misery), without which the penetration of NPC armor essentially did not work (when it still works for the GG anyway).

The armor protection classes of all suits have been redesigned, made in accordance with GOST "R 50744-95" of 2014. 6 armor classes, 6th - exoskeleton, only Gaussian can penetrate. With any suit and helmet, upgrades can raise the armor class by one level.

All upgrades of all weapons and armor can be installed simultaneously and without tools (I will never believe that throughout the Zone, not a single technician has ever done upgrades to anyone, until it was GG who brought him some magic tools, which he also found in some stump in the swamp, it's too wild). But the tools are still useful, for the delivery of each set of technicians they will give a 5% discount on maintenance (by the way, it has also been fixed, in the original there is some kind of mess with technicians' discounts), which is quite worth it, because the upgrades themselves are quite expensive. If you do not need the ability to upgrade without tools - do not install the folder "gamedata/configs/misc/upgrade_infos".

Reduced muzzle velocity penalty from silencers. The silencer will not cut 30% of the bullet speed.

Inventory Radiation Expanded

Description:

If something in the GG's inventory emits radiation, then all commodities (food, drinks, medicines) lying there are irradiated. Upon reaching a certain exposure threshold, they become irradiated, when consumed, they infect GG with radiation and cannot be traded.

On the other hand, suits and helmets now protect the health of the GG (not food in the backpack) from the radiation of artifacts in the inventory, but helmets do this only at 25% of their "Radio protection" parameter. The stock "Seva" can completely neutralize the radiation of 3 "Goldfish" or 11 "Jellyfish" in the inventory. Artifacts on the belt still give the full dose of their radiation.

Smart Artifact Spawn

Description:

The mod changes the artifact spawning system towards realism. List of changes:

1. After being dropped, artifacts will respawn throughout the Zone, not just at the player's location. Before respawning in anomalies, all previously uncollected artifacts are first destroyed.

2. After every hour of playing time in each anomaly (again, throughout the Zone), with some chance, all artifacts can be despawned - a simulation of the fact that they are collected by other stalkers. Yes, stalkers collect artifacts anyway, but not always. The chance of despawning at night (22:00-6:00) is five times less than during the day.

3. The chance of respawning an artifact in an anomaly is 100%.

4. The further north the location - the greater the chance of spawning expensive artifacts and the less chance of spawning cheap ones. In the limit - on the generators you can find only the most expensive artifacts in their class.

5. For each anomaly, its own time is set, during which, on average, its artifacts are despawned. The closer the anomaly is located to the places of accumulation of stalkers, the shorter this time is, and vice versa.

6. Integrated and fixed the mod for dynamic news about the release (now it correctly indicates the time before the release, the frequency of messages is reduced).

7. The frequency of emissions is strictly fixed (regardless of what is set in the weather settings) - on average once every three days.

8. Disabled forced spawning of certain artifacts when taking the quest to search for artifacts from Beard.

It also brings the following changes:

Character parameters have been changed. Carry weight and fatigue parameters will be drastically rebalanced, currently only a real weight carry limit of 35kg (suits don't count, they compensate for their weight by adding to the maximum).

Slightly increased the visibility distance of the bloodsucker.

Reduced the survivability of the pseudo-dog (which was comparable to the survivability of the boar) and reduced the damage.

Significantly reduced Psi Dog Phantom damage.

All quest items can be removed from the inventory, because they are not glued.

Reworked trade:

The types of merchants are strictly divided into classes: general - weapons, equipment, armor, items (garbage, repair kits, etc.), devices; bartender - artifacts, parts of mutants, food; physician - medicines; ecologist - artifacts, parts of mutants except meat. The merchant does not buy or sell goods that are not of their category. At the bases where there is no any class of a merchant, his assortment combines the one that is (that is, Sidorovich, for example, is a general, and a bartender, and a medic).

Merchants do not buy used items. At all. Not all items in general, but those that, when used, greatly lose their presentation (for example, cartridges, unopened repair kits and medicines are still bought).

Nearly all items that are in perfect condition can be traded with NPCs. Moreover, trading takes place in a 1:1 format, the player buys goods for 100% of the cost and sells for 100%, because trading takes place on an equal footing, both are just stalkers.

Ecologists do not sell almost anything, it's not good, they should do their job, and not make a profit.

Significantly increased the amount of money from NPCs depending on the rank, so that at least veterans can buy at least something expensive from the player.

Reduced energy consumption by 4 times (temporary measure, it is planned to rebalance the energy system).

In the initial equipment of the stalker there is a "Response" detector. It's still a stalker. He collects artifacts.

For worse, the indicator of cartridges was removed, only the indicator of the fire mode remained.

Starting a rework of stuffing NPCs with items. So far the following edits:

The realistic condition of NPC weapons and items, depending on the faction and rank, is set immediately, and not after death.

More ammo for NPCs.

Enabled and changed lootmoney.

Increased the chance of NPCs owning consumables.

NPC items are given immediately, not upon death.

Added a debug autosave option that can be disabled: during the game, every minute of real time (it is possible to increase the interval up to 7 minutes) automatically saves in case of a crash.

A switchable system for limiting and automating saves has been implemented:

Random saving of the game (via the pause menu) is blocked.

A special artifact has been added for game saves. Issued at the start of the game with a full charge. The maximum charge is 7 units. Each save consumes one charge. If the entire charge is used up, the artifact will disappear. The charge is restored by itself, one unit per 13 game hours.

After loading a save made with an artifact, it is deleted. If there is a charge left, then this save is immediately automatically recreated.

When you exit the game, an autosave also occurs, which is then loaded when you return to the game.

Loading a save deletes all saves made after it. When you enter the game, you can only load the last save.

If the artifact is not in the inventory, then you cannot load its saves.

If the artifact is not in the inventory at death, then all saves made by it are deleted.

Enabled a-life simulation in the entire Zone.

To start a new game, only southern cordon locations and Amber for the ecologist are available.

general information

Title: MISERY 2.2.1.
Developer: MISERY Development Team
Platform: Call of Pripyat 1.6.02
Language: English, Polish, Russian, French, German, Italian.

System requirements.
Minimum Configuration
Processor type: Intel Core i3 - i5 / AMD equivalent processor (2.5 GHz or more)
3 GB RAM
512 MB DirectX® 8.0 compatible card

Recommended Configuration
Processor type: Intel Core i5 - i7 / AMD equivalent processor (3.2 GHz or more)
6 GB RAM
1024MB (1GB) DirectX® 10.0 compatible card/ nVIDIA® GeForce™ GTX-2xx, GTX-4xx, GTX-5xx, GTX-6xx and GTX-7xx / ATI Radeon™ HD5xxx, HD6xxx and HD7xxx series

Features and innovations.

In the modification, you will notice with the naked eye how the zone studied by all of us has changed beyond recognition.
You will plunge into a perilous world where you will have to save your life from greedy bandits who, at any opportunity, will resort to attacking you in order to steal your swag, from various remains of living beings who will be happy to dine with you. You will have to survive in the harsh conditions of the zone, resorting to various methods of survival.
Get food, find clean water, take care of your equipment, keep it in good condition, repair weapons in time, hunt wild animals and so on.
Your life depends only on you, Stalker!


Key features of the modification.

  • Completely redesigned graphics: modified versions of Atmosfear 3 and Absolute Nature 3.01 graphic modifications, as well as a complete redesign of the environment, including the interface, weapons, mutants and stalkers under the general decadent style.
  • Over 200 unique weapons, including about 80 completely new models, five knife variants, as well as new profiles of standard weapons (worn, camouflage, new, custom, etc.).
  • Reworked life simulation system and artificial intelligence: use of shelters, new relations between the game world, reputation system, alternative spawn points, stalker professions: patrolling the area, cleaning mutant lairs, artifact hunters, mutant hunters, unique inventory and loot of stalkers, dependent from the type of activity, rank and grouping.
  • Chilling sound part: +350 new sounds, own written background music on locations
  • SBU class system: Scout, Attacker, Sniper. Each class has unique skills, starting equipment, stats, and where the game starts. All of them are very different from each other, which makes the game more replayable and varied in style of passing.
  • Total redesign of the interface with stylization for a minimalistic and sophisticated style.
  • A tight balance - both in the economy and in equipment.
  • New scheme for upgrading armor, weapons, add-ons, repairing with improvised means using natural items to increase the efficiency of repairs (textile sheets, repair kits, and others)
  • Innovations: kamikaze monoliths, a system for hunting all mutants, the ability to find out the coordinates of stalkers' hiding places by threatening to kill them, upgrade armor with modules (mutant skins, Kevlar plates, containers for artifacts, etc.), 12 stages of the state of each helmet, optional hardcore start of the game , hundreds of new individual caches, field inventory repair, crafting, the uniqueness of each stalker and others...

Major changes and innovations from Misery 2.1.1.


Realism

Added a small health bonus to all clean and high quality food and drink (depends on class)
All classes are slightly more resistant to bullet damage;
All classes must eat more to be fully satiated, as well as gain a stamina bonus from being satiated;
Weight and stamina have been adjusted across all classes (meaning stamina depletes slightly more slowly)
NPC vision range set to 250 meters;
NPCs see much worse at night;
All costumes now have a disguise effect (not just Ghillie)
Aspects of Stealth (stealth) are strengthened;
: Camouflaged weapons and helmets provide a bonus to stealth (in addition to costumes);
: Heavy rifles and shiny firearms (silver/gold) reduce stealth percentage.

Optimization and fixes

Several big and small bugs fixed (still working on all the rest);
RAM optimization;
CPU and memory optimization by 4-9%;
Quest in the Kindergarten: the corpses of scouts remain until you pick up the explosives;

The late game should be greatly improved with a new script that clears all unused units on other maps (thanks to kcs);
Weather no longer changes abruptly after loading a save (thanks to kcs)
The game should no longer crash when opening a refrigerator with a soldier in Kindergarten (thanks to kcs);

And many other changes in this regard ...

User interface

Updated installer;
Now the start date of the game will be 2015;
Implemented real Ukrainian names;
Displayed number of cooked mutant parts;
All UI is now more sensitive to player actions;
All UIs have received a bonus to stealth, such as hints;
And other updates...

Visual changes

Fixed BumpMap for OTs-33 TT33;
Added missing bumpmaps for Colt 1911 and SVU
Optimization of dds, mipmap and bumpmaps format textures (reduced texture size by 32 mb);
Fixed icon_equipment.dds (background cleaning, SVU specific);
Optimization for all consumables and prop textures;
Optimization for some weapon textures;
Reduced texture data size by 55mb;

Balance

Medic and bartenders now also sell partially depleted consumables and drugs;
The bartender sells the things he specializes in for less than the weapon supplier;
Most mutants are slightly less resistant to damage;

Enabled spawning of civilian zombies (from the original game);
Tremor has 33% less medical supplies to sell to reduce the cost of loot that can be obtained after his suicide;
Increased spawn units of stalkers (various factions) by 33%;
Participation in a shootout on Shevchenko or in a deal on the Forestry for one side, reacts to the spawn of friends / enemies;
Now it's easier to become friends with stalkers/bandits (very big changes in this thread);

Units of factions that are neutral to you can travel all over the map, while hostile units are limited to the zone of their faction (with the exception of elite units, which can still be found outside the territory of the enemy);
If the GG is neutral with the bandits, the mercenaries are also neutral. These units are allowed to visit Skadovsk and Yanov, thus these camps will be more filled in terms of NPCs.
Units can have a goal in the form of "attack a certain place", which can be a camp / permanent base of an enemy faction or other dangerous place.

Gear and equipment

Armor is now more effective against mutant attacks by 25%-33%;
Armor degrades from 1.33x (light armor) to 2x (heavy armor) faster from mutant attacks;
Science helmet now has level 2 night vision;
NEW: Memo "equipment status", which will give you instant information about the status of everything you have;

Weapon

New weapon:
- SVD camouflage;
- NEW: AK-47 in several variants;
- NEW: AKMS in several variants;
- NEW: MP-412 Rex;
- NEW: AKM Svoboda;
- NEW: AKM Debt;

New weapon textures:

  • Alternative Beretta;
  • All kinds of Colt;
  • Both Thunderstorms;
  • White and Well-Worn Desert Eagle;
  • SVD Shustrog;
  • Alternate SIG550;
  • SIG550 Arrow;
  • SIG220;
  • walther;
  • PKM Zulu;
  • VSK-94;
  • UMP-45;
Weapon Updates:
- FAMAS: new sights;
- SVU: correct model that shows if the muffler is screwed on or not;
- IMI Galil: new sights;
- STG-44: new sights;
- VSK-94: new model, similar to the original, + sights with luminous signs;
- UMP-45: new sights + the ability to attach ACOG sights;
- SVD alternative: a model that shows if the sight is attached or not;
- NEW: SIG550 mirror models;
- NEW: GSH-18 - new model;
- NEW: AKM - new models;
- NEW: AKS74 mirror model + new accessories;

New weapon animations:
Abakan, AKS74, AKS74u, Beretta, Colt, Desert Eagle, FN2000, Fort, G36, Groza,
HPSA, L85, LR300, Mossberg500, MP5, PB, Makarov, Protecta, SIG220, SIG550,
USP45, VAL, Vintorez, VSK94, Walther, Winchester1300, APS, OC33, PKM,
Scorpion, SPAS12, Dragunov, Tokarev, UMP45 and Karabiner 98.
NEW: GSH-18 + AKM.

As I said in the mod review, Call of Chernobyl is massive and not exactly beginner friendly, which makes the desire to explore the Zone shatter against the difficulty of survival. In this article, I will provide you with ways to simplify the game process, work around some gameplay flaws, and generally play the way you want.

You don't have to follow these tips, as some of them may be considered exploits, but it's my job to provide you with the information, and how you use it is up to you. These are not cheats, this is not a spawn menu, so all the methods mentioned below keep the game interesting in one way or another.

1. Basic and advanced weapon tools(Gunsmith toolkit & Advanced gunsmith toolkit). They are required one copy for each technician. The basic weapon tool is found in various caches, it is easy to buy from merchants and generally gets it quickly. The improved tool is so rare that I still haven't found one. Theoretically, it should also be sold in stores, but I did not find it anywhere. Fortunately, tools can be dispensed with altogether (see below).

The Forester in the Red Forest repairs and upgrades weapons and armor without the need for tools And no time cost but slightly overpriced. True, we still have to reach him, but this is already the tenth case. But now there is always a reason to visit the old man!

2. Finance. There is a sure but rather slow way to earn an arbitrary amount of money. It includes a trader Owl (Owl) from Zaton and a certain number of artifacts. If you remember, in Call of Pripyat, he could sell a Gauss rifle and immediately buy it back, and at a profit for himself. In Call of Chernobyl, it works exactly the same, but, in addition to the rifle, also with monster body parts, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if it is defined) and profit from one purchase and sale:

– Drop / Droplet, spawn in fiery anomalies (100 rubles)

- Thorn / Thorn (100 rubles)

– Slime / Slime (100 rubles)

– Crystal thorn / Crystal thorn, spawn in chemical anomalies (250 rubles)

– Slug/Slug (250 rubles)

– Spring / Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including the regular sellers of Debt and Freedom. And these guys pay twice (!) times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment by unrealistic amounts. Which, by the way, will be needed - repairing the pumped, but smashed into the trash exoskeleton of Freedom will cost up to 200 thousand rubles.

IMPORTANT! During clever financial frauds, you need to be extremely careful with saving and loading. If you boot up when the artifact is in your inventory, for example, with Owl, then it will disappear, since the goods from merchants are completely updated after downloading.

3. Artifacts. Again, Zaton. It’s easiest to farm artifacts there if you set bursts every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot lies there. But due to the lack of achievements, artifacts do not appear so often, especially for rare items.

Compass is located where we found it on the quest from the forester - in the Red Forest, in the mine, right on the table. Heart of the Oasis I did not find it, although it should take place.

4. Shootouts. Try to set monsters on stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of which are masters in exoskeletons. Why, a couple of rats can bite NPCs to death, since stalkers almost never hit small opponents! In front of my eyes, a citizen in an exoskeleton was eaten to death by a trio of impudent jerboas. Exceptions, of course, are quest characters to whom you have not yet handed in quests. These need to be protected. The rest can be fed to land fish, yo-ho-ho and a bottle of Cossacks! It's a shame, of course, for the craftsmen who reveal themselves to small rodents, but these are their problems, but their loot is yours. Unless, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you don’t deserve good loot.

5. Gauss rifle. Finding it just lying will not work, as well as cartridges for it. They are not for sale at any merchant. Theoretically, it can be sold by Monolith merchants, but this is only theoretical. But there is still a rifle in the game, and it is quite possible to farm it. The first time I came across it was in Limansk, near the transition to the Hospital. The Monolith's levitating sniper was armed with it (don't ask, I'm in shock myself), they managed to knock it out the second time. The second copy was found in the Hospital. The third and the rest are in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place where it can be farmed. Where the exit from the Monolith control room is located, units of the monolith periodically spawn. They are heavily armed, have G36, RPG-7 and guns under 9x39, while the Gauss rifle comes across rarely, but accurately. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm, by the way, is an exoskeleton. Its location is also indicated in the picture:

Other tips and fun facts:

- Being a stalker, the Sultan can be safely killed. He has a Nighthawk, a pretty rare weapon, and no one else cares about killing. Yes, you can now run with weapons in Skadovsk. As well as on Yanov.

- The machinations with several things at the technicians are not carried out in parallel, but in turn. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So if you turn in four assault rifles for repairs and one armor for upgrading, be prepared to wait many times longer. Up to several hours. I have one pistol in Skadovsk for two hours repaired.

– Laboratories, dungeons and other basement areas are significantly less populated than in the original games. Let's say that in the laboratory with Megamind there is not a single enemy at all. Loot, however, is also scanty - Beryl-5m, and that's it.

- To increase the duration of the run, you can use not only energy drinks and artifacts to increase endurance, but also the Hercules preparation. Endurance recovery depends on what percentage remains before the maximum weight load. “Hercules” pushes the load bar by 20 kg, so that even with a load of 80 kg, you can achieve an endless run.

- The most valuable monsters in terms of loot are the controllers, their arm / brain costs 500 rubles apiece from almost every merchant.

- An RPG-7 with a couple of missiles lies in a weapons depot inside the Volkhov air defense system, the door there is initially open. The detector "Veles" is bought from merchants-scientists, I never saw "Svarog", although it should be. Finding Veles, playing as a stalker and not going to the scientists, is quite difficult, it is only found with zombies in exoskeletons. As, by the way, and a machine gun.

- Grenades for underbarrel grenade launchers are very rare, merchants almost never have them, in caches too. It's no joke, rockets for RPG-7 are easier to find!

– Butterfly mines can be placed in the quick slot, as can medkits/bandages/drugs. They are activated 3 seconds after being placed and are good for luring opponents, although they are not as effective as we would like. At first, I recommend having two or three pieces in stock, since they weigh a lot, but it will be easier to drop the tail from a pair of mutants.

Frequently Asked Questions

The MISERY mod is a very ambitious project that makes drastic changes to STALKER Call of Pripyat. Obviously, this raises a lot of questions on all areas and this page will cover some of the most frequently asked questions.

Do I now need a lighter to smoke?

Yes, this is an element that we kept as a surprise (amongst others) for MISERY 2.2 for the sake of immersion. We considered the option of implementing a half empty lighter in starting gear for all classes, but ultimately decided that it would be fun to make the players figure out what to do themselves.

It is too easy to find lighter refiller on loot and it is cheap to buy. It won't take long to figure out what quest you need to solve, to be able to buy lighter. Also, you can travel to Jupiter map early in game and buy lighter from Hawaian and buy green suit from scientist.

It is intended that players go to Jupiter map early in playtrough, solve some easy quest there and return back to Zaton. But in previous releases players were not encouraged enough to leave Zaton early in game, hopefully the absence of green suit and lighter might help to consider this as an option. At least, this is what we settled upon within the development team.

How can I prevent the occasional scan(f) crash due to saving while some zombie has been alerted and no longer has a weapon?

A Prepare for battle, and save before it begins. Finish off the enemy before saving again. Saves made while unarmed zombies are alerted will cause crashes. Workaround: Lower switch-distance temporarily, leave the area and save again. Restore switch distance, and reload. Finish the battle this time.

Can I play multiplayer with the MISERY mod?

No, unfortunately you can't. Mods in S.T.A.L.K.E.R. don't usually work in multiplayer.

Is the MISERY mod compatible with Steam version?

yeah sure. You just have to pay attention to the installation process, and you'll be fine.

What is FOV?

FOV stands for “field of view” and refers to the extent of the game world you’re able to see. For quick reference, we've prepared a list of FOVs recommended for some monitor formats:

83' or 85' is recommended for 16:9 monitor formats.
75′ or below is recommended for 4:3 monitor formats.
90′ is unrecommended as some weapon animations aren't compatible with it (not a bug).

What is switch distance?

Switch distance is a distance at which artificial intelligence in the game enters its on-line mode, which means that it will behave taking into account the presence of the player. When the player is outside the range of AI (beyond switch distance), off-line mode is initiated and the world will move irrespective of the player. What this means is that off-line does not use your computer resources in such an extent as on-line because the behavior of AI in off-line is extremely simple: it acts purely as code and doesn't require any sounds, animations or advanced scripts. On the other hand, when the player enters AI switch distance, it will use all resources available and necessary, meaning sounds, animations, etc. For this reason, owners of weaker systems should choose lower switch distances. Because of the new camouflage system’s dynamic adjustment to changes in the switch_distance setting, lowering the switch_distance will not negatively affect game play. Only the ultimate distance at which you can see and fire upon enemies will be limited. You can always adjust the distance up or down without needing to start a new game or reinstall.

Can I change USS class during a game?

No, you need to deal with your chosen military background all throughout the game or start a new game.

Are unofficial add-ons compatible with MISERY 2.2?

In almost all cases, No. Authors will have to update and test their add-ons for compatibility. Please see add-ons page for mention of compatibility with MISERY 2.2 specifically before attempting installation.

I have edited the mod data, and now having problems. Any help?

MISERY, as you all know, is a mod, in other words a modification created by gamers for gamers. The basic need for mods stems from the fact that certain features in the vanilla games come as unsatisfactory, so modders strive to change them to make the game suit their preferences to a higher degree. And you don't only mod a game, you can also mod a mod. And you most certainly can mod MISERY. We are aware that some of the additions we've made are not to everyone's taste, and you're more than welcome to modify or even delete them. However, we can't stress this enough, we are not responsible for any crashes you get from the game modified in this manner. If you've installed any unofficial add-ons or patches, report your problem to their author(s). If you've tweaked the files yourself, ask yourself what you might have done wrong. For this reason, if you have modified anything, don't send us crash logs. Save yourself - and us, by the way - some time.

I have crashes - any help?

We are aware MISERY is not without its problems (the most up to date list of bugs can be found here: https://www.dropbox.com/s/d1zh4knsu9dyjm5/KnownBugs.pdf?dl=0), and we're going to great lengths to make sure every one of them gets remedied. However, you can make this process much simpler for us. This will benefit you as well because the faster we identify what's wrong, the faster we'll get it fixed and the faster you'll be able to enjoy being Miserified. So, if you really want to help us out, follow the guide given below:

1. Find a crash log. If you are using the retail version on Win XP or, Win 7 or Win 10 you will find it here: C:\Users\Public\Documents\S.T.A.L.K.E.R. – Call of Pripyat\logs
2. Search for “FATAL ERROR” phrase.
3. Copy/paste the part below this phrase and send it to us along with an explanation of how/when the crash happened. Uploading your save would be a life-saver. You can send it all here: http://www.moddb.com/groups/MISERY-development-team or through by e-mail to: [email protected] contact menu on our page (http://www.MISERYmod.com/?page_id=74), or post it in our ModDB forum in the bugs thread right here: http://www.moddb.com/mods/stalker- MISERY/forum/thread/bugs
Bear in mind though that X-RAY Engine is quite known for hiccups and other various problems. It may happen that your crash is not our fault, but rather the engine's. If your game crashed randomly or you’re getting “out of memory” crashes, it’s the indication that the game can’t cope with your settings, and that’s why we encourage you to lower them. This way you’ll not only be able to play sooner, but also we won’t be chasing ghosts and we’ll be able to deal with matters that require immediate attention. In other words, send us messages only if your crash is recurring.

My game keeps crashing when I put x (whereas x is an item) in a quick use slot.

Yes, we're perfectly aware of that, and it's a question of the engine. Simply put, X-ray is hard-coded to allow only items that occupy one inventory slot (1:1 items) in quick use slots. All other items, like weapons (which are always larger than 1:1), cooking equipment, suits, etc. will make the game crash. The only solution is not to insert such items to quick use slots.

I have come across some other technical problems that are the result of the engine not working properly and which are thus irreparable. What can I do to battle them?

There are some things you might do, but we cannot guarantee that they will take care of this issue. These are:

1. Go to a different map for some time.
2. Go to sleep.
3. Approach a quest from a different angle (when the bug is quest-related).
4. Lower a-life switch distance.

The game's stuttering like hell. Why's that?

The game can't cope with what's going on in the scripts and with the textures and the like. To battle this issue, you can install optimized texture packs (see above), lower your game settings, shut down programs working in the background and only use hard saves instead of quick saves. Not much can be done about it aside from that, and we apologize for any inconvenience.

Have you noticed that the Zone just freezes sometimes? It stutters, and everything else stops for microseconds. We call this the Stutter. Some say it's an echo from the first Chernobyl explosion, coming back to remind us of the horror. Some say it is neurological, and our brains, under the influence of the Zone, have problems processing sensual information. And the latter has been proposed by those scientists in the bunker. They’ve studied the phenomenon and are still baffled by some aspects of it. I have a theory that the stutters are actually microemissions, happening so fast that they can't hurt anyone, but are annoying as hell, especially in the middle of a fight. If some genius Stalker comes up with a way to negate that effect for himself, he'll have a massive advantage over the rest of us. Alas, such Stalker has not yet appeared, and the Stutter always keeps us company. I really hope the Stutter doesn't cause any neurological damage, I don't want to leave this place retarded or something.

Are you planning to keep updating MISERY, for example by introducing new features or extending the storyline?

We would really like to and we're sure we're more than capable, however it's not that easy, unfortunately. We have plenty of real-life obligations and working on a project on a scale comparable to MISERY is extremely time-consuming. We’re not saying “no”, we’re just not certain whether our schedules will allow us to work for free and in leisure time on MISERY in the future. So, time will tell. However, you may rest assured that we're going to update the mod by fixing crashes, bugs and other annoyances.

The door to the workshop under the Iron Forest seem to be open prior to the respective quest associated with the Gauss gun. Am I allowed to enter or should I rather refrain from doing so?

This is a well-known vanilla glitch. You should under no circumstances enter this place, let alone take any documents as doing so may make the main quest unplayable (it simply will not spawn). For more information, check this page: http://stalker.wikia.com/wiki/Gauss_gun#Bugs
For additional careless stalkers who are not aware of this bug, MISERY now spawn anomaly field that prevents passage until you reach proper story plot event. Once you should be able to open door trough story plot, that anomaly filed will be removed and you will be able to continue as usual.


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