Call Of Chernobyl Misery

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There are lots of survival games, but there are also lots of games which could be survival games with the right mods installed. Over the course of Survival Week we’ll highlight a few of those games and i) write a diary of our experience playing with it ii) explain how to do it yourself.

STALKER Call of Pripyat MISERY 2.0 Walkthrough YANOV Kill the Swamp Bloodsuckers Radio Equipment P19. Call of Pripyat: Special Edition v0.9 - Options Pack Mod Posted about 3 years ago; 2 downloads; This is an optional content package for the Call of Pripyat: Special Addition mod, version 0.9. This package is designed to tweak, and enhance the base mod, and it is full of suggested content from players of the mod (the community).

Chernobyl

Honour is for better folk than I. Honour is for the short-lived. Honour is for the people not playing MISERY. Accordingly, I choose to play as a Sniper. I’ll pick off monsters from the safety of a nice, cosy bush, although odds-on that’ll eat me too.

MISERY is a mod for STALKER: Call of Pripyat, two all-caps games which combine to form an experience which shouts death and despair at anyone who tries to play it.

I’m unscrupulous alright, but not one to derelict duty. This time, at least. I’ve never completed Call of Pripyat’s storyline. As in all open-world games I just piss about collecting MacGuffins for miscellaneous MacGuffin lovers and seeing the sites. Not this time. I’m Special Forces, and I’m going to cannonball my mission without hesitation: finding the hell out of five missing Stingray choppers. Oorah!

Call Of Chernobyl Misery

I’m lost. Well, disoriented. The start point is ostensibly the same, but STALKER’s default opening is a country garden by comparison. Gone are the cheery browns of irradiated soil, no more welcoming wave of blasted pines. The landscape is a resolute grey. Twisted willows bedeck the riverside ahead, and something massive is moving among them, something that I shouldn’t be seeing until much later: a pseudogiant. One swipe can kill a man. One tickle can kill a sniper. I decide that the best place to begin my mission is with Stingray 5. Because it’s in the opposite direction.

No game does rain like Pripyat. Fingers of cloud reach down to earth and water tumbles in sheets. MISERY includes an AtmosFear 3 variant to make it bleaker yet. My stamina recovery drips away with the downpour. I can’t say if they’re connected, but I sure feel drained by the washout.

After an arduous trudge, I’m surveying the swamp inhabited by Stingray 5. The scuttling of an unknown quantity echoes across the wretched pools. Rifle away, shotgun out. Unknown quantities get the special “still accurate while panicking” treatment.

There’s a sizzling sound. Oh, that’s my flesh. I’m within two metres of the anomalous bog when toxins begin nibbling at my health. You know, that stuff that bandages no longer replenish. Default STALKER would have let me get a pool party started before I showed symptoms.

Unsuspend your disbelief in my fireside tale for a sec, because it’s only thanks to Fraps footage that I can account for what happened next. At 23 seconds, I begin to pivot, alerted to some pernicious rustle. At 25 seconds, it’s over; I am comprehensively dead. That my shotgun went off is news to me, but a bloodsucker’s corpse sails past around 24 seconds. Then his mate decloaks and expresses an interest in my entrails.

Restart.

I stand once more on the lip of the stinking swamp, alert for camouflaged foes. Through my rifle scope, I scan each reed clump for disturbance, but nature intervenes before I complete my sweep. Fog rolls in. Anything which might have been an enemy becomes so much lint on a background of fluff. I crawl onwards in what I consider a stealthy fashion. A little mist don’t inhibit a bloodsucker though. There is a roar, a rush, a loading screen.

Restart.

My current approach amounts to feeding the wildlife. I need to be sturdier, or build toxin resistance to wade the long way round to the Stingray. My intent is still to follow the main mission, but MISERY is pressuring me into optional content like a discount holiday tour guide.

So I go raiding, scaling a water tower at the Sawmill to pick off slow moving military zombies with my rifle. It’s about time I sniped something. Trawling through corpses adds ammo to my stockpile, but there’s nothing wearable among the stray bits of soldier.

There is an unholy rumble, and the sky assumes an awesome beauty. Towering clouds spew god rays with shimmering wakes. An Emission – a radiological event which renders stalkers into glue. Sightseeing assumes a low priority. I dive through doorframe of the ruined sawmill and hunker down. I’m actually excited! There’s deep satisfaction in outlasting something MISERY throws at you.

Then two pseudodogs run in, chew out my heart and fuck off again.

The obscenity of the death almost breaks me. When you jack up the AI, opaque cover sometimes crumbles to its intellect. It’s not an unusual issue, but it’s the first death to leave me feeling miffed.

Restart.

On the off I steer south for the main hub of Skadovsk. I’ve had it with my bandanna for breathing apparatus. I am going to gear up and neither man nor beast will stop me.

Social injustice scuppers me instead. The vendors stock some delicious gear, but MISERY’s oppressive economics sit me in the 99%. I volunteer to accompany Skadovsk mercenaries onto a stalker ship to shake the place up. A bit of honest night-time raiding for extra funds.

Sniping makes it my sombre duty to stay at the back while the muscle runs in. I didn’t ask to be a hero, but someone’s gotta take that hit. My mercs become splatters within seconds. The mission is cancelled, but I’m calling it a win because the other stalkers are impassive as a lone sniper emerges from enemy lines, loots the corpses of his mates and drops a sleeping bag on their porch. MISERY has not made a sportsman of me.

Eight hours’ sleep stimulates a fearsome hunger. I knew I should have had that post-raid kebab. Snipers are resistant to starvation and sleep deprivation, but I’ve still snacked my way through my starting rations. I need to ‘acquire’ some unsecured sustenance within minutes.
For the first time since arriving in the Exclusion Zone, MISERY opts not to screw me over. Scaling the rusted container ship I kipped in, I inch around the forward mast to discover one of STALKER’s hidden stashes. It contains the best goddamn chocolate bar I’ve ever looted. I annihilate my breakfast, radiating self-satisfaction. It’s a crime against Cadbury World. Once sated, however, there’s no shaking the thought that I would have withered away as a heavier soldier.

It’s a fresh morning and I’m unaccountably alive. I skip my way back to Skadovsk and sell their own guns back to the vendor. In a pleasant turn, the lesser beasties I felled en route yielded hides which can be flogged for more dosh. What at first appear to be impassable obstacles to the main objective instead channel players into organic RPG progression. Start with feeble creatures, check off some easier side quests and just maybe you’ll amass cash to survive something more serious.

Call Of Chernobyl Trainer

Too many rubles later, I’ve got myself a gas mask. In unmodded STALKER it’s a starting item; in MISERY it means more to me than a human child.

For third time I mount an assault on Stingray 5. I test the water, although the fact that I can get near means the mask is doing something. Tentative paddle changes to wading. Shrill warnings blare, but toxicity is still minimal. She’ll hold.

Crack.

She won’t hold! This was unexpected, and a nice touch in a ‘you’re screwed’ sort of way. Masks in MISERY have a visible overlay. Dark rims bound the screen and breath condenses. Mine now features a hair fracture. The quagmire has voided my warranty.

Twelve hours I’ve been at this, and as I’m up to my nipples in acid, there can be only one way forward. I’ll either die a hero, or get dissolved in a swamp much sooner. This is it. I take another stride.

Crack crack!

Toxins are in the yellow. I’m unsure whether my detector is beeping or just screaming in agony. What would MISERY least expect? I summon what’s left of my hamstrings, stare down the Stingray and charge the Anomaly like a berserker. Toxicity enters the red, my gas mask looks like it’s been through a blender.

I make landfall. Two feet (sans toes) touch down on the single safe islet in a sea of cruelty. Suck it, MISERY. I inspect Stingray 5 from tail to blade. Mission accomplished! Okay, one-fifth of a mission accomplished, but I’m in exceptional spirits. MISERY has had quite the unexpected effect. The survival overhaul isn’t a bolt-on, and I’d argue it makes STALKER far more than it is in isolation. Hunger, sleep, and bastard toxic swamps transform Pripyat into a deep RPG in which each system- hang on, I hear something.

Call Of Chernobyl Vs Misery

A dog hares past. Nice try, dog, I’ve fallen for that one before. If I leave you be, you’ll be back for a taste. The shotgun comes up, and both barrels find their mark.

Stalker Mod Call Of Chernobyl

As I was saying, each survival tweak forms part of an ecosystem in which each moment is significant. If you see a swamp, you need a gas mask. And if you kill a fleeing canine, you inherit its invitation to the bloodsucker on your six.

You can read more Survival Week articles over here.


STALKER fans, get ready for a treat. True zone has released the highly anticipated 2.0 version of its amazing mod for STALKER Call of Pripyat, Misery. As you may have guessed, this is a mod that overhauls the visuals and gameplay mechanics of Call of Pripyat, and you can find some download links for it below.
Those interested can download the mod from here or here.
Misery 2.0 features:
VISUAL IMPROVEMENTS
-New sun flare effect when staring at direct sunlight and improved sky cube box rendering.
-New redesigned structure material textures for a more gritty and less colourful environment.
-New scope designs with authentic reticle designs for all weapons.
-Conceptualized version of Armory Mod that generates many new NPC looks and designs.
-Special version of Absolute Nature 3 including higher grass draw distances.
-Redesign of several mutant skins. I.e. the Pseudo Giant has a new facial design.
-New helmet HUDs with 12 condition stages for each helmet category.
AUDIO IMPROVEMENTS
-Dozens of new improved sound effects for weapons, mutants, ambience and NPCs.
-Ambient soundtracks for all areas have been redesigned and expanded.
-Breathing sfx implemented and they even relate to your movement + worn headgear.
-All main bases have radios playing real life music.
GAMEPLAY IMPROVEMENTS
-Unique version of Massive Simulation Overhaul (MSO); that makes NPC behavior more challenging and diverse. It even adds a variety of NPC professions (like these Hunters).
-Huge improvements to a-life and battle AI; NPC’s explore many new locations with many new smart terrains added to the system; NPC’s are now far more challenging and have varied approaches to firefights based on faction and rank.
-Advanced game progression ensures a challenging gameplay from beginning to the end of the game; Factions are reacting much quicker to your gameplay choices and faction relations; Whatever faction you support the opposing faction will call upon their veterans to hunt you down.
-Economy system overhauled to ensure a balanced and challenging game progression.
-A-life has been overhauled with hundreds of new smart terrains and alternate spawn points for both mutants and factions in all areas/maps. Expect a hugely variated and different a-life than what vanilla Call of Pripyat offers.
-Battery life added as new micro gameplay element that must be managed and handled with a Universal Power Device (UPD)
REALISM IMPROVEMENTS
-Weapon are auto-holstered when using items (like bandages, consumables etc.)
-Logarithmic repair system implemented for enhanced logic in the aspects of repair costs; All based on your maintaining of the gear.
-Some zombies have now dropped their weaponry to the ground and walk around just staring at you. They can now be killed with direct shots to their spine, heart or head. See teaser
-NPC’s can now fight in melee and knock you down.
-UI overhaul of all item terms, units, scales and measurements for in-depth authenticism.
-Redesigned stamina system (there is no longer a maximum weight limit). The lighter you choose to travel the longer you can run without resting.
-Consumables are divided into ‘Zone Produced’ and ‘Imported Goods’.
-Flame particles removed from gunfire for realism. This also makes firefights more challenging. See examples on Youtube
-Realistic fall damage (individual for each USS specialization).
-Medics will now charge you for their services. Nothing is for free, in the Zone.
-Minimap removed and you must now navigate with the use of terrain and your PDA map. But a damage indicator has been re-added to let you know where shots are coming from. This is done to replicate that you would have a clue in real life for such circumstances.
-NPC’s no longer have infinite ammunition for their primary weapons like rifles, shotguns, etc. So you will see them switch to backup weapons (if they have any).
-Hugely improved aspects of stealth and NPC awareness.
WEAPON IMPROVEMENTS
-All weapon sights have been aligned for both widescreen and 4:3 monitor resolutions.
-Full version of New Ordnance submod bringing multiple variations of many weapons including worn, modern and camouflaged profiles. All are tradeable, customizable and used by NPC’s.
-New Ordnance focuses on diversity of vanilla weapons but you can expect a few surprises on top of this. Watch trailer.
-All weapons overhauled in terms of stats, feel, behavior and texted descriptions. We also tweaked the muzzle flashes to correspond better with real life weapon muzzle effects.
-Weapon upgrade trees now require you to ‘choose a path’ for their customization pros and cons.
-New weapons added: FN FAL, SAKO TRG-42, 5 knives + new types of ammo
ITEMS, PROPS AND LOOT
-All NPC’s have unique inventory with new items that are based on faction, rank and profession.
-Crows can be hunted and looted along with all other mutants. There are also lots of new mutant parts to collect, including pelts and skins.
-150+ new items added, including handheld flashlight, drugs, kits, faction patches, Stims, physical rubles and even some interactive environmental props.
USS SPECIALIZATION IMPROVEMENTS
-The 3 USS classes now have even more unique strengths and weaknesses, making a much more dynamic style of game play and providing maximum mod-replay ability.
-Each class have their own unique main menu design with special musical moods and you will now be able to change your class through the main menu (no need to reinstall the mod).
NEW FEATURES
-Armour attachments; Including kevlar plates, artifact containers, titanium frames and more can be attached to your suit for special purposes.
-Mutant hunting mod; provides the ability to cut meat from mutants and sell it for scientific or consumable purposes. You can even buy cooked mutant meals at the Skadovsk and Jupiter Station.
-Create your own interactive stash with a waterproof and camouflaged backpack.
-Quick Release System for your instant drop of backpack (and all unequipped items).
-Optional hardcore game start: Chorna Doroha “The Black Road”.
-NPC’s may surrender to you during combat.
Have fun!