About time i write something here, so were in 2025 now, happy new year everyone, to those that have been playing and enjoying HoM i love to hear your feedback, regardless if i reply i read every comment here so all the appreciative comments have been a pleasure, glad people are enjoying it.
I been working on creature lethality lately, mainly buffing the controller, working with the other mod author that released the Lore Accurate Controllers mod, been attempting to buff them into the legendary mutants they are, made a small bug fix and reverted a feature until i get it sorted out and working as intended, controller is still very much a foe to be respected now regardless.
I plan to continue working on the mod here in 2025, this small update was for a bugfix mainly to insure things are stable and working all around.
Integrating the "slowed movement speed" mod into this would be amazing as his mod reduces sprinting speed by around 1/4 or 1/3 and let's face it base movement sprinting speed is ridiculously fast, you can outrun all mutants even bloodsuckers.
Also if you have tested Bulats or exos especially with the phyresist artifacts you'll see that you are still terminator in comparison to average ward/military/mercenary guy and you tank so much damage its crazy.
The way I tested is I just go save game and enter duty or freedom or ward base and shoot everyone up to see how long I will last and with the high end gear you last still incredibly much especially if you use high end artifacts.
So I'd advise if you'd tone down phy resist of all those high end armors by about 20-25% minimum or just increase armor pen of AI
i messed with adjusting sprinting speed, and i didn't like it, the animation speeds up the slower you go, so it looks weird imo, also bloodsuckers and other creatures have been tailored to those speeds, you sprint about the same speed as a blood sucker.
My gripe with vanilla sprinting speed isn't only so that you can outrun mutants or make it easier to fight them but because you can run to cover and zigzag human AI much more easily.
Just test yourself how badly accurate AI on max difficuly is when you start zig zagging or sprinting around them, they hit 1 out of 20bullets and mind you sprinting is so fast in vanilla if you aren't overencumbered.
Sure the animation is sucky but im using mod from Rykane and it's tolerable at least to me but with 1/3 less sprinting speed roughly, makes you feel much less potent in gunfights especially cause you can't just run cover from cover or zigzag that easy anymore and mind you Human AI never does either or when it does it's scripted in main mission Human AI and even there happens quite rarely (like running straight to cover).
Thanks for the mod! Based on it, I made a big video with my own story outside of the main storyline of the Stalker2. Thanks to your modification of the game, I want to play it and I want to spend time in it! I hope for updates and support :)
I've tried integrating reduced fall damage, and it somehow doesn't work anymore since 1.1, but anyways main thing for HoM right now is I think stashes overal are too full? marked stashes from quests anyways, they're not too common throughout your playthrough but some can still have 100+- AP rounds in them... a lot of AP ammo isnt sold by traders though so I guess it's the main source
Decent fix for this is to download this mod alongside Modular Hardcore's "Even Less Loot Module" and the Remove Tin Cans and Other Stuff Static and Dynamic Loots. This reduces what you loot from dead NPCs and removes almost all the placed loot in the world. It evens out the fact that stashes are still loaded, and makes them a treat to find.
Looting stashes is a large part of the stalker experience and economy, its old school, i know peeps that play the old games and are just stash hunter gods, imo what needs to be done is they need to be moved and hidden far better instead of reducing there quality.
But thats gonna take some work and no how, were talking coordinate numbers unless i can somehow load the world in unreal editor or something, possible but its a feat im seeing it as.
I'v actually reduced them quite a bit, and made alot of there loot based on RNG chance based, there is some stashes that are coded in the quest data, and i haven't changed any of those.
As for modular hardmode, i consider it a requirement for the user to unpack the pak files of both mods, and inspect what files are being used, and see if modular hardmode overwrites anything, at best its modifying files i didn't touch, but at worst, and most likely, its modifying files i did touch.
There is a way to build your mod with separate files and inject code into the main files, allowing the main files to not be modified, unless its built like that it most likely will result in an incompatibility that may break a large portion of intended features and either revert them to vanilla and/or to what Modular hardmode set them as, several files also reference each other so there's a chance stuff could just also break entirely due to the references not matching.
I plan myself to rebuild the entirety of HoM using separate files for the sake of maximum compatibility, you'll see an update announcing such in the future, that said taking a small break from stalker modding, but i plan to rebuild it sooner then later.
As for the reduced fall damage, i'll take a look at that mode, and see if i can see how it tweaks fall damage and integrate the tweaks, as i agree sometimes you break your spine or something falling 20 feet, at best i'll just make it all based on health damage, and allow full death on fall be something reasonably high, Half-Life 2.
Hello, I had a question, and feedback I guess, relating to the regularity of sleep requirement.
Question - If I have understood correctly, the day night cycle is 2 hours total (real time) per 24 hours (game time), and you need to rest every 8-12 hours (presumably game time). Does this mean rest is required every 20-30 minutes of gameplay (even less if over-burdened)?
Feedback - There can be a thin line between enjoyable difficulty and busy work. My opinion is that this is much too frequent, but appreciate that it would be best to keep the sleep requirement in line with the actual game day length for immersion reasons. It seems the only option would be to increase the length of the stalker day, perhaps with different real time options of 4 hours, 6 hours and so on. What do you think?
Even so, this is wonderful and I'm looking forward to seeing how the mod develops.
You can last 24 hours before the last debuff kicks in, its the use of medkits and medical items that increase your fatigue, and if you use too many you'll be fatigued much more earlier in the day.
Obligating the use of better quality medkits, which are more rare, and more expensive, of which is what i recommend, as well as try to eat and heal slowly from that as well.
Its designed so that taking 4 orange medkits takes its toll, i mean i do it as well in game, you have to sometimes, but debuffs follow along with those large doses.
So the actual sleep cycle is in line with actual day length, if you play SUPER safe and never take medkits and stuff that makes you tired you'll see that, i did so myself to test, its actually quite forgiving like i said you can last 24 to 28 hours before the last exhaustion debuff kicks in, its the drugs, lay off the drugs stalkers.
any possible chance to make this compatible with this? https://www.nexusmods.com/stalker2heartofchornobyl/mods/204?tab=files using the lower and even lower versions adds a huge spark to gameplay. I had it working once but ii forgot how lol.
Mayyybe, i plan to rebuild the mod to use separate files that inject into the main ones, i'll think about it for the sake of user choice, imo i chose to not use that mod as it made the game alot easier, allows you to escape sudden danger faster and more reliably and more commonly, which is a problem in my opinion.
You need to die, you need to die a horrible death bleedout in a ditch preying to the zone that doesn't care, lol, and being able to just climb up on a van roof when surrounded by 3 bloodsuckers really takes their lethality away.
So, as for integrating it into the main mod, hail no, but i may create an optional addon to include it by user choice when i rebuild the mod, as its your choice to embark upon vanilla Heart of Misery or not.
Several scenes in the game are designed around your limited ability to climb, if i do make an addon, i may just modify the climb distance myself, so that its not so high, but higher the original, otherwise you'll straight up be able to cheese certain scenes.
Can someone tell me please, I see that enemies not bullet sponge with mod, but I feel like player get about 5 hit before die and enemies can take up to 3-4 bullets before they get killed, is this intended or I screwed up something while merged mods? Playing on Veteran
depends on your current armor, but overall HoM is balanced in a sane way, the fact this is a game is still taken into account despite the aim for masochistic hardcore, misery.
I'd like to try this mod but for some reason my character doesn't heal when I use a medkit I don't know if it's a bug or if there's a conflict with another mod I'm using
Its a conflict, there are files that reference eachother, if one is changed by some other mod, it changes the references so they dont match, resulting in stuff straight up not working.
Loving the mod so far, but I found out that the Duty Seva on top of the construction site was removed. Does it appear for sale later on? Because if not, there is nowhere else it spawns and removing a suit from the game entirely seems abit too harsh even for what you are going for with this.
258 comments
Changelog updated.
About time i write something here, so were in 2025 now, happy new year everyone, to those that have been playing and enjoying HoM i love to hear your feedback, regardless if i reply i read every comment here so all the appreciative comments have been a pleasure, glad people are enjoying it.
I been working on creature lethality lately, mainly buffing the controller, working with the other mod author that released the Lore Accurate Controllers mod, been attempting to buff them into the legendary mutants they are, made a small bug fix and reverted a feature until i get it sorted out and working as intended, controller is still very much a foe to be respected now regardless.
I plan to continue working on the mod here in 2025, this small update was for a bugfix mainly to insure things are stable and working all around.
I'll get a video up soon. (lol eventually i will)
Also if you have tested Bulats or exos especially with the phyresist artifacts you'll see that you are still terminator in comparison to average ward/military/mercenary guy and you tank so much damage its crazy.
The way I tested is I just go save game and enter duty or freedom or ward base and shoot everyone up to see how long I will last and with the high end gear you last still incredibly much especially if you use high end artifacts.
So I'd advise if you'd tone down phy resist of all those high end armors by about 20-25% minimum or just increase armor pen of AI
Just test yourself how badly accurate AI on max difficuly is when you start zig zagging or sprinting around them, they hit 1 out of 20bullets and mind you sprinting is so fast in vanilla if you aren't overencumbered.
Sure the animation is sucky but im using mod from Rykane and it's tolerable at least to me but with 1/3 less sprinting speed roughly, makes you feel much less potent in gunfights especially cause you can't just run cover from cover or zigzag that easy anymore and mind you Human AI never does either or when it does it's scripted in main mission Human AI and even there happens quite rarely (like running straight to cover).
main thing for HoM right now is I think stashes overal are too full? marked stashes from quests anyways, they're not too common throughout your playthrough but some can still have 100+- AP rounds in them... a lot of AP ammo isnt sold by traders though so I guess it's the main source
But thats gonna take some work and no how, were talking coordinate numbers unless i can somehow load the world in unreal editor or something, possible but its a feat im seeing it as.
I'v actually reduced them quite a bit, and made alot of there loot based on RNG chance based, there is some stashes that are coded in the quest data, and i haven't changed any of those.
As for modular hardmode, i consider it a requirement for the user to unpack the pak files of both mods, and inspect what files are being used, and see if modular hardmode overwrites anything, at best its modifying files i didn't touch, but at worst, and most likely, its modifying files i did touch.
There is a way to build your mod with separate files and inject code into the main files, allowing the main files to not be modified, unless its built like that it most likely will result in an incompatibility that may break a large portion of intended features and either revert them to vanilla and/or to what Modular hardmode set them as, several files also reference each other so there's a chance stuff could just also break entirely due to the references not matching.
I plan myself to rebuild the entirety of HoM using separate files for the sake of maximum compatibility, you'll see an update announcing such in the future, that said taking a small break from stalker modding, but i plan to rebuild it sooner then later.
As for the reduced fall damage, i'll take a look at that mode, and see if i can see how it tweaks fall damage and integrate the tweaks, as i agree sometimes you break your spine or something falling 20 feet, at best i'll just make it all based on health damage, and allow full death on fall be something reasonably high, Half-Life 2.
I had a question, and feedback I guess, relating to the regularity of sleep requirement.
Question - If I have understood correctly, the day night cycle is 2 hours total (real time) per 24 hours (game time), and you need to rest every 8-12 hours (presumably game time). Does this mean rest is required every 20-30 minutes of gameplay (even less if over-burdened)?
Feedback - There can be a thin line between enjoyable difficulty and busy work. My opinion is that this is much too frequent, but appreciate that it would be best to keep the sleep requirement in line with the actual game day length for immersion reasons. It seems the only option would be to increase the length of the stalker day, perhaps with different real time options of 4 hours, 6 hours and so on. What do you think?
Even so, this is wonderful and I'm looking forward to seeing how the mod develops.
Thank you
Obligating the use of better quality medkits, which are more rare, and more expensive, of which is what i recommend, as well as try to eat and heal slowly from that as well.
Its designed so that taking 4 orange medkits takes its toll, i mean i do it as well in game, you have to sometimes, but debuffs follow along with those large doses.
So the actual sleep cycle is in line with actual day length, if you play SUPER safe and never take medkits and stuff that makes you tired you'll see that, i did so myself to test, its actually quite forgiving like i said you can last 24 to 28 hours before the last exhaustion debuff kicks in, its the drugs, lay off the drugs stalkers.
You need to die, you need to die a horrible death bleedout in a ditch preying to the zone that doesn't care, lol, and being able to just climb up on a van roof when surrounded by 3 bloodsuckers really takes their lethality away.
So, as for integrating it into the main mod, hail no, but i may create an optional addon to include it by user choice when i rebuild the mod, as its your choice to embark upon vanilla Heart of Misery or not.
Several scenes in the game are designed around your limited ability to climb, if i do make an addon, i may just modify the climb distance myself, so that its not so high, but higher the original, otherwise you'll straight up be able to cheese certain scenes.