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MojoRising

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MojoRising420

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About this mod

Heart of Misery is attempting to bring the game more in line with the popular overhaul mod "Misery" for Call of Pripyat.

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              Heart of Misery is a Hardcore Overhaul Modification

Designed to increase the difficulty intelligently outside of damage values and demand the need for long term strategy, almost all aspects of the game have been carefully balanced, tested and tailored to rectify the vanilla games issues and strengthen the delivery of difficulty during the main story and traversing the zone, creating an experience that will challenge even the most seasoned players, you will need to carefully manage fatigue, equipment weight, and focus on essential gear & ammo, and insure your rested and sated to survive, life in the zone is misery.


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As an avid fan of the Misery mod for Call of Pripyat and its gameplay loop, and of stalker in general, i simply was craving more Misery style gameplay within stalker2, this is merely attempting to mimic misery's gameplay loop the best i can make it with what is available to us to mod.

We are still VERY early in the modding era for Stalker2 and this mod as of now i'd like to call and consider this Heart of Misery Lite, until it develops more and we get more tools to build with.

As the actual Misery mod for CoP is PACKED with features and added gameplay mechanics, such as cooking, repairing guns, utilizing sleeping bags, practically everything you'd see in a well modded anomaly build but they did all that back in 2015 - 2018, and very well at that, i find Misery to be almost perfectly balanced.

Of course we are severely limited in what we can add to the game gameplay wise but we can adjust current values and utilize various mods like "Mutant Loot" by SomberX for example to add those much needed aspects back to the game, so we can rebalance them into an enjoyable gameplay loop.


FEEDBACK

I imagine i'm not the only one who's craving a Misery style gameplay experience out of stalker 2, i am certainly open to any feedback, criticism and opinions of the mod, i dont expect i'll churn this out on my own, so if your interested, your feedback is welcome.

Also i Livestream daily at Twitch MojoRising where you can most likely find me currently playing and testing this mod.



INSTALLATION

NOTE: This mod is free to be installed & uninstalled mid playthrough.

This file depends on Mutant Loot by somberX

Only install the Textures and Localization - If using "Real Weapon Names" Only Install Textures.

Then

Download and install Heart of Misery

Install into the ~mods folder, if the folder doesn't exist, create it with the ~ at the beginning.

Stalker2/Content/Paks/~mods

Play & Enjoy Suffering.


HEART OF MISERY LITE CHANGES


SLEEPING: The need for sleep has been increased, you will need to sleep every night unless you want sleep deprivation debuffs that consist of slower movement, animation speed, reload and poor aiming.

You will aquire the first sleep debuff around 8 to 12 hours after rest, and quicker if you use alot of medication, lugging around 35+kg all day drains you.

Timescale is set to 2x from vanilla, meaning 1 hour day 1 hour night, 2 hours for a full day cycle.

Energy drinks have been tailored to fit the new stamina and fatigue values, no longer does it replace sleep if you drink 5 of them.




LOOT SCARCITY: Energy Drinks, Medkits, Booze, and other miscellaneous items have been severely reduced in there spawn chance with the exception of items placed in the world, the abundance of world placements was taken into account when adjusting these values.

Stashes inventory have been altered to spawn items on a more RNG basis.

The full sets of 100% armor have been reduced by a 3rd, and the remaining armor sets have significantly reduced durability.


Everything is more scarce.



STAMINA: One of the biggest factors in Heart of Misery is weight management, having too many things will slow you down, along with sprinting for no reason from A to B, leaves you vulnerable to an ambush be it bandits or bloodsuckers, weight management is a relevant factor and ultimately effects what kind of operator you are.

Stamina now regenerates slowly, You will need to ensure you are well hydrated and sated when travelling the zone, occasionally taking breaks or walking will be needed, the difference in stamina between starving and sated is also very noticeable now, jogging is now the default movement speed, sprinting is only done when needed, and walking is far more relevant.

When overburdened stamina consumption is slowly drained when jogging unless well sated with the right amount of gear, i have attempted to simulate hydration to a degree, ensure you have water at all times and remain hydrated as there will be a difference in the way you operate.

You recover energy faster while under 30% the first bar, when you're overburdened and just continue to walk around, you're stamina will fallout to about 30% and stay there, rather then fully depleting allowing you to always have emergency bursts of energy, i feel it plays out really well, i will get a video to showcase the stamina directly in time.

No longer will you be able to sprint around with 35Kg constantly, you'll be able to do so, but you will burn up all your energy and it will take time for you to recover, making stamina consumption require far more strategy, for if you panic and burn yourself out, you're worm food.




HEALING: Medkits effectiveness has been reduced, Orange Medkits 30-50%, Army Medkits 60-80%, Eco Medkits 100-100.

They also increase fatigue on use, using too many drugs at one time will literally zonk skif right out, be careful.


Wolverine augmentations deactivated.

Bleeding no longer heals itself on its own and you will need to stop bleeding yourself via bandages, the bleed reduction of the 3 different medkits is far more relevant as you can waste time to bandage animations in the heat of the moment, it does technically still regenerate but very slowly to retain Vinca's use case.

Bloodsuckers can sometimes cut you open REAL good needing 2 - 3 bandages.



FOOD: Food healing has been adjusted to heal much slower and much less, energy drinks last much longer to reflect there new level of rarity, and utility.

Food satiation has been lowered by 40% for all items requiring you to eat bigger meals.




RADIATION: I have attempted to improve the way radiation feels, by removing natural dissipation almost entirely, Anti Rads and Booze effectiveness has been reduced by 60%, and its far more relevant to carry more then 5 around.

As well as radiation effects being removed at low levels, to alleviate there annoyance with being irradiated alot more.




ECONOMY:  Gear and repair prices are vanilla, prices of mutant loot have been adjusted and balanced to work with the current economy which is pretty tough and you will need to occasionally set out solely to make money, and develop strategies to comfortably acquire everything you need.

Traders only buy there respective items they specialize in, as well as the costs of consumables has been increased.


The economy in the base game is sufficiently difficult for the gameplay loop thats available, that said, theres room for improvement, the goal is to make overall zone progression slower by slowing down your economic growth, with this being such a big part of the game, this feature will be fully balanced near 1.0



COMBAT: The frequency that enemies use grenades has been lowered to a more reasonable value, as well as the headshot sound has been removed.

Overhauled Ballistics, did about 2 and half days of research around 18 hours total, learning about bullet velocity, how barrel length effects it, the difference between 9x19 and 45, the true effectiveness of 9x18m, 308 vs 762x54 ect.

I attempted to be subtle in the way i changed the guns, observing and taking into account the way there used in game, damage, penetration, the way penetration works on mutants and armor, correlating what i learned into the existing values set by GSC, in an attempt to not reinvent the gun system, but simply tailor it in a logical direction from the foundation GSC built.



AI EQUIPMENT: Has been adjusted to include more variety among stalkers and faction members, there is a hidden rank skif has based on story progression that dictates the tier of AI spawns, this has been adjusted to allow high & low tier characters to spawn all throughout story progression, to ensure a traditional stalker feel when interacting with the locals.




A-LIFE: I have made zero changes to A-Life, some people say the zone is dead, but thats the way it is sometimes, there is a lot of lonely walking, but the increased difficulty and the fact your slower in general has you within areas longer and allows for the AI director to play out its scenarios more effectively as opposed to the player sprinting around with great speed all the time, i have noticed A-LIFE play out in game very well sometimes despite its current state, the inability to constantly sprint certainly has a factor in aiding its delivery.

Making changes to it requires ALOT of testing, and there is already a handful of modders that have already made great headway on improving it and have tested things alot more then i would be able to.

That said, from what i have learned, it has a long way to go and all improvements accompany issues of some kind or another, i'm always keeping an eye on said mods to see what their up to how they conduct and improved things, currently i'm going to refrain from even suggesting any A-LIFE mods, as they are very PC Build depended, CPU bottleneck is already an issue for most, and that only exacerbates the CPU bottleneck.

A-LIFE mods also tend to break story mission triggers, and this mod is attempting to prolong and strengthen the delivery of difficulty during the story, so i personally dont recommend using any until things improve on GSC's end.



BLOOD: Blood decal amount limit and lifetime has been adjusted, to allow for more simultaneous blood decals/splatters and increasing the length they stay around, from minute and half to about 4 and half minutes.

Note, walking away from a scene and returning will sometimes remove the decals, but remaining within the area and everything should work as the values are set.

I am able to stop and have a smoke for a few minutes and admire the way a dead NPC is layed out with the wall painted behind him without any of the decals disappearing in front of my eyes. "I like the way you die boehh"



TWEAKS: Interaction dots were removed, and increased camera movement on ladders.




WARNING!

This modification focuses on making the game much more difficult, given the popularity of the mods that make the game easier, i imagine this is not going to be everyone's cup of tea.

This style of gameplay is not enjoyable by some but loved by others, this mod is essentially a love letter to CoP Misery.

If you have never played Misery before then "GET OUT OF HERE SALGER !"

Then this might seem quite difficult, i myself have adapted to the difficulty well, i am only going to be making it harder and balanced, as i get better at the game and learn its in's and outs, if i can do it, you can too.

Stalker Call of Pripyat Misery is a gruelling experience, that kills off most of its players, that obligates you to apply yourself and adapt, breaking it in and adapting to it where i dont even find it difficult anymore is one of the more memorable gaming experiences i'v had, i am attempting to recreate that style of difficulty with Heart of Misery within Stalker 2.




PLANNED UPDATES TO HEART OF MISERY

LOOT SCARCITY

The games loot system is well, It needs alot of work, imo the stashes are far too abundant and need to be nerfed, all the full suits of armor and 900 bottles of vodka, that said i haven't yet figured out how to edit the stashes themselves, or more like i haven't got around to looking too hard for it yet, too busy playing and testing things out.

I'd like to severely reduce the amount of "free loot" the game gives you and increase the relevancy of buying equipment, IE Medkits, Energy Drinks, Armor,

I want you to buy armor, that poor freedom armor lady probably hasn't even sold a single suit to the entirety of the playing playerbase yet as its utterly roleplay to do so and pay 50K for a suit you can find for free if you check a dozen rooftops till you do.

One day, you'll spend all your rubles to buy a Sunrise suit and finally leave your rookie jacket behind, one day.


Economy: I'd like to make progression much slower, have you doing Eco runs to hunt mutants, guns, artifacts ect, and have you set up home base somewhat in the various towns as you progress.


RADIATION: I want this to be a far more relevant factor in the game, more radiation, less severity, make it far more abundant and increase the relevancy for gasmasks and radiation protection suit upgrades.


ALIFE: Of course, but it needs to cook and develop more before i can get scope of whats potentially possible.

Various other aspects, ima keep working on this as time goes on.

Rusty Gun Variants: In time, hopefully.

Cooking: In time, hopefully.



COMPATIBILITY

The following cfg files were edited to build this.

CoreVariables.cfg
EffectPrototypes.cfg
ObjPrototypes.cfg
CombatSynchronization.cfg
DifficultyPrototypes.cfg
ItemGeneratorPrototypes.cfg
ItemPrototypes Folder ---->   QuestItemPrototypes.cfg
ObjPrototypes Folder ----- > Blinddog.cfg, bloodsucker.cfg, Boar.cfg, Burer.cfg, Cat.cfg, Chimera.cfg, Controller.cfg, Deer.cfg,
                                                Flesh.cfg, Poltergeist.cfg, PseudoDog.cfg, Pseudogiant.cfg, Snork.cfg, Tushkan.cfg

ItemGeneratorPrototypes Folder ---> 
DynamicItemGenerator.cfg


RECOMMENDED MODS

Real Weapon Names by madmanskiii

Also Includes a patch for Mutant Loot Compatibility, adhere to the instructions on the mod page to install.

More Tolerable Anomaly Detector Beep by AzzFat

Painter of the Zone Better Blood Wallmarks
                            &                                                by suunnnnn
 Painter of the Zone Bloody Wounds 

Animated Cursor by tictaks - Adds the animated cursor used in actual CoP Misery

Stalker 2 - Atmosfear 3 emission sounds port by kpv8


SPECIAL THANKS TO

SnNakeEe The Medkit rebalance mod was the first i used and paved the way for finding the variables i needed to find, and providing a good starting ground values for me to work with when i initially started playing.

VAXIStaa For showing me what variables i needed to tweak to increase blood in the game with what they did in there mod.

Taxen01 For showing me how to hide the low level radiation effects with what they did with there mod.


v3fish     For providing the Stalker Pak Tool in an easy to use format so i was able to be a lot quicker with unpacking and
paking pak files.

TechPriestSL For his work on Better NPC Progressive Loadouts has been fully merged.

RomulusXIII For his work on Better Survival the changes they made to increase fatigue on vodka/beer educated me.

Zivaka For his work on World lying equipment rebalance helped me find the decently hidden file locations.

Xarabo For his work on Lore Accurate Controllers communicated with him directly and buffed the controller together.