Tools for rough work are misery. Call Of Misery - how to survive? Tips for a newbie

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FAQ Call of Misery

A guest May 27th, 2018 1,174 Never

    For NPCs - 0.5, for mutants - 1.

    NPCs that need to be escorted stand still.

    Load an earlier save and use only the command to indicate the point to which you need to move.

    The NPC who needs to submit the task does not want to talk.

    Loading the last save and quickly sequentially pressing the “Use” (“F” by default) and “Task completed” (“1”) keys. Try to go to another location and return; wait until the NPC becomes the leader of the squad naturally (or artificially, by secretly killing the leader) in a way.

    The mission to destroy the mutant lair is not completed, although it has been cleared.

    Most likely, one of the mutants escaped from the point; he will be marked on the map as “Unknown Enemy”. Rats and jerboas usually do this. It is possible that mutants do not appear at night, that is, you need to go to the point during the day.

    An NPC from a neutral/friendly faction is hostile. When you try to kill him, the entire group becomes hostile.

    There are several options: 1) use improvised explosive devices or mines, or exploding barrels/gas cylinders; 2) take the hostile character to mutants or groups hostile to him, if any are present in the location.

    The character dies instantly after loading a save.

    It is not recommended to save before or during ejection. Another option is to temporarily enable immortality. To do this, you need to start the game in debug mode (add -dbg to the game shortcut), then enter g_god 1 in the game itself in the console. To turn off immortality - g_god 0. This often happens due to changes in weather/event settings when you are in game mode. Alternatively, you can delete user and tmp in the appdata folder and load the save that preceded the release or psi storm.

    The hostage ended up in the area between locations.

    Throw a smoke grenade at him or enter the console command demo_record 1 in debug mode, fly up to him and press the “Enter” key.

    How to cancel a task?

    Wait until the task completes itself (in the case of assassination tasks, the target can sometimes die due to natural causes) or kill the employer. It is better to always save before taking on such tasks to avoid such inconveniences.

    Important NPCs do not give new tasks.

    New tasks appear in a few days.

    The search for objects task is not completed.

    NPCs only take items with full uses. In the case of weapon quests, read more carefully, the NPC asks for exactly the weapon that is written about (the “worn out” and “upgraded” states are considered different weapons). Nimble and St. John's wort require weapons in excellent condition.

    Where can I find the tools?

    In hiding places (random location in each new game). If the cache is marked with a green mark, then the chances are significantly higher. Also, one complete set of tools is hidden in three locations. The forester in the Red Forest makes improvements without tools, but for a large fee.

    Does the game include the scientific suit and exoskeleton of Clear Sky, as well as the exoskeleton of the Ecologists?

    Too many/too few animals in the game.

    Change the spawn coefficients in the game settings, restart the game and visit the location again.

    How can I change my character's name during the game?

    Console command run_string alife():actor():set_character_name("Name").

    NPCs died at the checkpoint/base. Will others appear in their place?

    Yes, but it will take a few game days.

    Why is the effect of the controller/psi-field/radiation not visible when the NVG is turned on?

    The game mechanics do not allow multiple effects to be displayed simultaneously.

    In dynamic messages they periodically write that “A stalker named nil was spotted there.”

    The bug disappears in most cases when moving to another location.

    When trying to improve armor and weapons, the following message appears: “The technician needs additional information.”

    Bring tools to the technician as assigned.

    Is there a Heart of Oasis artifact in the game?

    Which costumes can be upgraded to five artifact slots?

    Only body armor ChN-2.

    Is it the last fight in the Arena against the Beast?

    Why are there few stalkers in northern locations?

    It is necessary to turn off the psi units in laboratories X-10 and X-16.

    Are there guides in the game?

    Where to buy/find “Product No. 62” (aka Gauss rifle) and ammunition for it?

    Can't buy. You can find it from Monoliths. Shooting batteries are very rarely found in hiding places.

    How to get the Svarog detector?

    This detector is sold exclusively from Herman in the scientists’ bunker and only if it has a friendly reputation with the “Ecologists” group.

    How to get to the Forester if spatial anomalies do not work?

    Straight through the forest. You can make the route safer if you follow the road to the bridge. Behind the checkpoint near the bridge there is another gate to the territory of the former reserve.

    The vision becomes cloudy, health is lost, but there is no bleeding/irradiation.

    If the need for sleep is enabled in the game settings, then let the character sleep it off.

    How to interrogate the wounded?

    With some probability, the wounded person will kneel down and put his hands behind his head, then you can talk to him. Wounded fanatics explode in honor of their idol rather than be captured.

    Too much time and ammo is spent on jerboas.

    Just like rats, they can be kicked by pressing the “Use” key (“F” by default).

    Will things get lost if left in a random drawer?

    No, even if NPCs give a tip to this cache.

    Where did the personal cache go?

    How to enable “Mystery Zone”?

    When starting a new game, enable "Story Mode".

    How to get to the Military Laboratory?

    “Story Mode” must be turned on, all story documents must be collected, and a decoder from an apartment in Pripyat must be found. The code for the main laboratory door is 26041986.

    Why are there several knives and a hunting set?

    The stronger the mutant, the better the knife needed to cut it. The hunting set gives a higher chance of dropping mutant parts.

    Is it possible to cook meat over a fire?

    You can't, but there are other devices.

    Where to find the Swamp Doctor?

    At the Clear Sky base, at the tower in the northwest of the base, or in a cave under the destroyed bridge in the northwest of the Swamps, sometimes he just walks around the outskirts of the Swamps.

    Can't find artifacts.

    They appear after being released, and other stalkers also collect them.

    How does the psi helmet work?

    Clone phantoms that appear from living mutants disappear with the helmet. Also, the helmet saves you from psionic influence in the laboratory. Works while in inventory.

    The character runs out of steam very quickly, even when walking.

    You can use titanium meshes - expensive, but effective. In the future, having accumulated material wealth, you can use Epinephrine. As a last resort, you can adjust the walk_weight_power parameter in the gamedata\configs\creatures\actor.ltx file. Change 0.0044 to 0.0039–0.0041, these coefficients allow you to calmly move in steps without overload (edit using Notepad++).

    How is the universal charger used?

    Its state shows the current supply of energy, which is spent on certain items:

    1. PDA. Extremely low power consumption.

    2. Headlamp. Low power consumption.

    3. Detectors. Power consumption depends on the type of detector - from low to high.

    4. Artifact application modules. Extremely low power consumption.

    5. Night vision device. Average power consumption.

    If the charge runs out, you will not be able to use the above devices.

    Why can’t you invite stalkers to join the squad?

    It is necessary to have a “Friend” attitude towards them. Complete secondary tasks, help the wounded, increase your reputation.

    Who can I sell junk and weapons in poor condition to?

    Trash - Skryaga, Sidorovich, Maslina, Ashot and stalkers. Broken weapons cannot be sold.

    Where did the cache go if it is not in the place marked in the PDA?

    This means the cache is hidden underground.

    Is there a way to open closed doors?

    A bug - approach the door point-blank and throw weapons into its hinges until it opens.

    Why are there no suits such as “Seva” and exoskeleton on sale?

    Each group has tasks. By completing these tasks you receive 50 “Relationship Points” of the group for each. When “Attitude” exceeds 400, “Seva” and “Heavy Gang Suit” will be available for sale from the Gang’s main merchant. If the ratio is greater than 800, an exoskeleton appears. For each failed task, 25 “Relationship Points” with the employer’s group are deducted.

    Where is Shustry? Is it possible to order weapons from him?

    At the Cordona farm. You cannot order, but you can immediately buy some unique samples.

    Health does not restore itself! First aid kits are extremely expensive!

    Doctors and scientists have significantly lower prices for medicines. In addition, doctors themselves can completely cure or remove radiation for a reasonable price. If you are lucky enough to find the Swamp Doctor, he will improve your health for free.

    What is the reason for the appearance of only broken weapons in hiding places and among stalkers without the slightest chance of weapons appearing in perfect condition?

    The chance of a weapon appearing in perfect condition is impossible for two reasons:

    1. If you set the chance of appearance closest to the minimum, the circulation of weapons is such that even with this chance a lot of weapons in excellent condition will drop out.

    2. If you set the chance of appearance to the minimum, weapons in good condition will never appear.

    It is impossible to find a middle ground.

    What is the reason for this spawning of mutants?

    There are two options:

    1. Mutants spawn near the player immediately after loading a save.

    2. Mutants spawn dangerously close to the player.

    For gameplay and the option of complicated saving, the second option was chosen, it seems not as painful as the first.

    How to enable the spawner?

    In the properties of the game shortcut, add -dbg to the path. Example: "D:\Games\S.T.A.L.K.E.R. - Call of Misery\Call of Misery.exe" -skip_reg -dbg, in the game menu press the "S" key.

    How to adjust head swing?

    In the user.ltx file using Notepad++, edit the lines:

  1. cam_slide_inert 0.25

    Where is the save folder?

    appdata\savedgames

    How to take screenshots and where are they stored?

    On the "F12" key, stored in appdata\screenshots

    Why does a headlamp shine so narrowly?

    You can change the parameter yourself. To do this, open gamedata\configs\models\objects\light_night.ltx using Notepad++ and replace the value spot_angle = 35 with 75.

    Is the modification configured to use 4 GB of RAM and use multiple processor cores?

    The engine is patched for memory usage and can run on multiple cores and threads.

    “The program cannot start because MSVCR120.dll is missing from the computer. Try reinstalling the program. »

    MSVCR120.dll - component Visual C++ Redistributable Package for Visual Studio 2012, if it is already installed, go to Control Panel, Programs and Features, uninstall it, download and install Microsoft Visual C++ Redistributable Package 2005–2015.

    Error “A S.T.A.L.K.E.R.: Call of Pripyat installation has not been detected. Call of Chernobyl requires you to own a valid copy of GSC Game World's S.T.A.L.K.E.R.: Call of Pripyat. »

    Download and install: fayloobmennik.cloud/6954561

    To avoid errors in the properties of the game shortcut, add -skip_reg to the path. Example: "D:\Games\S.T.A.L.K.E.R. - Call of Misery\Call of Misery.exe" -skip_reg

    Crash when going to the Vehicle Graveyard, “...Out of memory” error or “stack trace:” error

    Load austosave after going to the location, if it doesn’t help, then lower the graphics settings and close background applications. Uninstall update KB2670838 in Windows.

    How to fix error 0xc000007b?

    Methods for solving the problem:

    1. Update your video card drivers, especially if it is NVidia, or reinstall them.

    2. Try running the game as an administrator.

    3. Install/update DirectX, Visual C++, . Net Framework. Download all files only from the official Microsoft website.

    Attention: when installing DirectX, be sure to go to the system folder SysWOW64 or System32 (depending on the OS version) and delete files starting from d3dx9_24.dll and ending with d3dx9_43.dll. After this, install DirectX.

    4. Use the Win + R key combination and type sfc /scannow. Using this command, your PC will scan system files and fix some errors.

    5. Restore the system to an earlier state when error 0xc000007b did not appear.

    Crash when loading save "Arguments: Not enough storage is available to process this" (imgur.com/4KbtZMN).

    Use the Win + R key combination and type “regedit” to open the registry editor. Let's go to the address:

    HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management

    Create "PagedPoolSize" or "PoolUsageMaximum" if missing.

    Set the maximum pool size to 4 GB: "PagedPoolSize"=dword:ffffffff

    Trim memory when pool is 40% full: "PoolUsageMaximum"=dword:00000028

    (instructions: imgur.com/a/EgE46).

    In the video settings, set the shadow quality, grass density, and visibility range to half.

    Switch to static game lighting.

    Disable all extraneous processes.

    Increase the swap file.

    Defragment the partition(s, if the game is not installed on the C:\ drive).

    After the file name in the properties of the game shortcut, put a space and write -noprefetch

    Impact of graphics settings on FPS:

    Visibility range. Medium impact on performance.

    Detailing of objects. Virtually no impact on performance. The difference may be noticeable on older video cards.

    Texture quality. There is an impact on performance if there is little video memory and the hardware only supports DX8. If icons in the inventory or other interface elements are not displayed correctly, it is recommended to increase the quality as high as possible.

    Texture filtering. Virtually no impact on performance.

    Anti-aliasing (choice 2x–4x–8x). Strong impact on performance.

    Smoothing (slider bar). Does not affect performance.

    Grass density (r2_detail_density). The performance impact is exponential.

    Grass distance (r2_detail_radius). Medium impact on performance.

    Grass height. Performance impact is below average. Low and medium values ​​will have almost no effect on performance, but high values ​​will have a noticeable effect.

    Shade from the sun. Strong impact on performance.

    Grass shadow. Performance impact is below average.

    Player shadow. No performance impact.

    Lighting range. Performance impact is below average.

    Quality of shadows. Medium impact on performance.

    NPC lantern light. For modern maps There is no impact on performance.

    Detailed relief. For modern cards there is no performance impact.

    Steep parallax. For modern cards there is no performance impact.

    Quality of the sun. Performance impact is below average.

    Sun rays. Medium impact on performance.

    Ray intensity. No performance impact.

    Shine intensity. No performance impact.

    SSAO mode. Medium impact on performance. HDAO is recommended for AMD, HBAO for NVIDIA.

    SSAO quality. Medium impact on performance. Smoothes out the shading, making it more accurate. Controversially, it may seem that with a better option the graphics become worse.

    Soft water. No performance impact.

    Depth of field. No performance impact.

    Volumetric light. No performance impact.

    Wetting of planes. Low impact on performance.

    Vertical Sync. The impact on performance depends on the video card.

    Frequency 60 Hz. No performance impact.

    Notes:

    "Weak" impact on performance - 1–3 FPS.

    The "average" impact on performance is 5–7 FPS.

    "Strong" impact on performance - 10+ FPS.

RAW Paste Data

Recommended FOV. 67.5, 40. Recommended spawn ratios. For NPCs - 0.5, for mutants - 1. NPCs who need to be escorted stand still. Load an earlier save and use only the command to indicate the point to which you need to move. The NPC who needs to submit the task does not want to talk. Loading the last save and quickly sequentially pressing the “Use” (“F” by default) and “Task completed” (“1”) keys. Try to go to another location and return; wait until the NPC becomes the leader of the squad naturally (or artificially, by secretly killing the leader) in a way. The mission to destroy the mutant lair is not completed, although it has been cleared. Most likely, one of the mutants escaped from the point; he will be marked on the map as “Unknown Enemy”. Rats and jerboas usually do this. It is possible that mutants do not appear at night, that is, you need to go to the point during the day. An NPC from a neutral/friendly faction is hostile. When you try to kill him, the entire group becomes hostile. There are several options: 1) use improvised explosive devices or mines, or exploding barrels/gas cylinders; 2) take the hostile character to mutants or groups hostile to him, if any are present in the location. The character dies instantly after loading a save. It is not recommended to save before or during ejection. Another option is to temporarily enable immortality. To do this, you need to launch the game in debug mode (add -dbg to the game shortcut), and then enter g_god 1 in the game itself in the console. To turn off immortality - g_god 0. This often happens due to changes in weather/event settings when you are in game mode. Alternatively, you can delete user and tmp in the appdata folder and load the save that preceded the release or psi storm. The hostage ended up in the area between locations. Throw a smoke grenade at him or enter the console command demo_record 1 in debug mode, fly up to him and press the “Enter” key. How to cancel a task? Wait until the task completes itself (in the case of assassination tasks, the target can sometimes die due to natural causes) or kill the employer. It is better to always save before taking on such tasks to avoid such inconveniences. Important NPCs do not give new tasks. New tasks appear in a few days. The search for objects task is not completed. NPCs only take items with full uses. In the case of weapon quests, read more carefully, the NPC asks for exactly the weapon that is written about (the “worn out” and “upgraded” states are considered different weapons). Nimble and St. John's wort require weapons in excellent condition. Where can I find the tools? In hiding places (random location in each new game). If the cache is marked with a green mark, then the chances are significantly higher. Also, one complete set of tools is hidden in three locations. The forester in the Red Forest makes improvements without tools, but for a large fee. Does the game include the scientific suit and exoskeleton of Clear Sky, as well as the exoskeleton of the Ecologists? No. Too many/too few animals in the game. Change the spawn coefficients in the game settings, restart the game and visit the location again. How can I change my character's name during the game? Console command run_string alife():actor():set_character_name("Name"). NPCs died at the checkpoint/base. Will others appear in their place? Yes, but it will take a few game days. Why is the effect of the controller/psi-field/radiation not visible when the NVG is turned on? The game mechanics do not allow multiple effects to be displayed simultaneously. In dynamic messages they periodically write that “A stalker named nil was spotted there.” The bug disappears in most cases when moving to another location. When trying to improve armor and weapons, the following message appears: “The technician needs additional information.” Bring tools to the technician as assigned. Is there a Heart of Oasis artifact in the game? No. Which costumes can be upgraded to five artifact slots? Only body armor ChN-2. Is it the last fight in the Arena against the Beast? Yes. Why are there few stalkers in northern locations? It is necessary to turn off the psi units in laboratories X-10 and X-16. Are there guides in the game? No. Where to buy/find “Product No. 62” (aka Gauss rifle) and ammunition for it? Can't buy. You can find it from Monoliths. Shooting batteries are very rarely found in hiding places. How to get the Svarog detector? This detector is sold exclusively from Herman in the scientists’ bunker and only if it has a friendly reputation with the “Ecologists” group. How to get to the Forester if spatial anomalies do not work? Straight through the forest. You can make the route safer if you follow the road to the bridge. Behind the checkpoint near the bridge there is another gate to the territory of the former reserve. The vision becomes cloudy, health is lost, but there is no bleeding/irradiation. If the need for sleep is enabled in the game settings, then let the character sleep it off. How to interrogate the wounded? With some probability, the wounded person will kneel down and put his hands behind his head, then you can talk to him. Wounded fanatics explode in honor of their idol rather than be captured. Too much time and ammo is spent on jerboas. Just like rats, they can be kicked by pressing the “Use” key (“F” by default). Will things get lost if left in a random drawer? No, even if NPCs give a tip to this cache. Where did the personal cache go? Failed, it is not recommended to make personal hiding places on roofs. How to enable “Mystery Zone”? When starting a new game, enable "Story Mode". How to get to the Military Laboratory? “Story Mode” must be turned on, all story documents must be collected, and a decoder from an apartment in Pripyat must be found. The code for the main laboratory door is 26041986. What are several knives and a hunting set used for? The stronger the mutant, the better the knife needed to cut it. The hunting set gives a higher chance of dropping mutant parts. Is it possible to cook meat over a fire? You can't, but there are other devices. Where to find the Swamp Doctor? At the Clear Sky base, at the tower in the northwest of the base, or in a cave under the destroyed bridge in the northwest of the Swamps, sometimes he just walks around the outskirts of the Swamps. Can't find artifacts. They appear after being released, and other stalkers also collect them. How does the psi helmet work? Clone phantoms that appear from living mutants disappear with the helmet. Also, the helmet saves you from psionic influence in the laboratory. Works while in inventory. The character runs out of steam very quickly, even when walking. You can use titanium meshes - expensive, but effective. In the future, having accumulated material wealth, you can use Epinephrine. As a last resort, you can adjust the walk_weight_power parameter in the gamedata\configs\creatures\actor.ltx file. Change 0.0044 to 0.0039-0.0041, these coefficients allow you to calmly move in steps without overload (edit using Notepad++). How is the universal charger used? Its status shows the current supply of energy, which is spent on certain items: 1. PDA. Extremely low power consumption. 2. Headlamp. Low power consumption. 3. Detectors. Power consumption varies depending on the detector type, from low to high. 4. Artifact application modules. Extremely low power consumption. 5. Night vision device. Average power consumption. If the charge runs out, you will not be able to use the above devices. Why can’t you invite stalkers to join the squad? It is necessary to have a “Friend” attitude towards them. Complete secondary tasks, help the wounded, increase your reputation. Who can I sell junk and weapons in poor condition to? Trash - Skryaga, Sidorovich, Maslina, Ashot and stalkers. Broken weapons cannot be sold. Where did the cache go if it is not in the place marked in the PDA? This means the cache is hidden underground. Is there a way to open closed doors? Bug - approach the door point-blank and throw weapons into its hinges until it opens. Why are there no suits such as “Seva” and exoskeleton on sale? Each group has tasks. By completing these tasks you receive 50 “Relationship Points” of the group for each. When “Attitude” exceeds 400, “Seva” and “Heavy Gang Suit” will be available for sale from the Gang’s main merchant. If the ratio is greater than 800, an exoskeleton appears. For each failed task, 25 “Relationship Points” with the employer’s group are deducted. Where is Shustry? Is it possible to order weapons from him? At the Cordona farm. You cannot order, but you can immediately buy some unique samples. Health does not restore itself! First aid kits are extremely expensive! Doctors and scientists have significantly lower prices for medicines. In addition, doctors themselves can completely cure or remove radiation for a reasonable price. If you are lucky enough to find the Swamp Doctor, he will improve your health for free. What is the reason for the appearance of only broken weapons in hiding places and among stalkers without the slightest chance of weapons appearing in perfect condition? The chance of a weapon appearing in perfect condition is impossible for two reasons: 1. If you set the chance of appearance closest to the minimum, the circulation of weapons is such that even with such a chance a lot of weapons in excellent condition will appear. 2. If you set the chance of appearance to the minimum, weapons in good condition will never appear. It is impossible to find a middle ground. What is the reason for this spawning of mutants? There are two options: 1. Spawn mutants near the player immediately after loading the save. 2. Mutants spawn dangerously close to the player. For gameplay and the option of complicated saving, the second option was chosen, it seems not as painful as the first. How to enable the spawner? In the properties of the game shortcut, add -dbg to the path. Example: "D:\Games\S.T.A.L.K.E.R. - Call of Misery\Call of Misery.exe" -skip_reg -dbg, in the game menu press the "S" key. How to adjust head swing? In the user.ltx file, using Notepad++, edit the lines: cam_inert 0 cam_slide_inert 0.25 What is the path to the save folder? appdata\savedgames How to take screenshots and where are they stored? Press the “F12” key, stored in appdata\screenshots Why does the headlamp shine so narrowly? You can change the parameter yourself. To do this, open gamedata\configs\models\objects\light_night.ltx using Notepad++ and replace the value spot_angle = 35 with 75. Is the modification firmware to use 4 GB of RAM and use multiple processor cores? The engine is patched for memory usage and can run on multiple cores and threads. “The program cannot start because MSVCR120.dll is missing from the computer. Try reinstalling the program. » MSVCR120.dll is part of the Visual C++ Redistributable Package for Visual Studio 2012, if it is already installed, go to Control Panel, Programs and Features, uninstall it, download and install the Microsoft Visual C++ 2005-2015 Redistributable Package. Error “A S.T.A.L.K.E.R.: Call of Pripyat installation has not been detected. Call of Chernobyl requires you to own a valid copy of GSC Game World's S.T.A.L.K.E.R.: Call of Pripyat. » Download and install: fayloobmennik.cloud/6954561 To avoid errors in the properties of the game shortcut, add -skip_reg to the path. Example: "D :\Games\S.T.A.L.K.E.R. - Call of Misery\Call of Misery.exe" -skip_reg Crash when going to the Vehicle Cemetery, "...Out of memory" error or "stack trace:" error Load austosave after going to the location, if that doesn’t help, then lower the settings graphics, close background applications. Remove update KB2670838 in Windows. How to fix error 0xc000007b: 1. Update your video card drivers, especially if they are NVidia 2. Try running the game as an administrator 3. Install/update. DirectX, Visual C++, .Net Framework. Download all files only from the official Microsoft website. Attention: when installing DirectX, be sure to go to the system folder SysWOW64 or System32 (depending on the OS version) and delete files starting from d3dx9_24.dll and ending with d3dx9_43. dll. After this, install DirectX. 4. Use the Win + R key combination and enter sfc /scannow. Using this command, your PC will scan system files and fix some errors. 5. Restore the system to an earlier state when error 0xc000007b did not appear. Crash when loading the save "Arguments: Not enough storage is available to process this" (imgur.com/4KbtZMN). Use the Win + R key combination and type “regedit” to open the registry editor. Go to: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management Create "PagedPoolSize" or "PoolUsageMaximum" if missing. Set the maximum pool size to 4 GB: "PagedPoolSize"=dword:ffffffff Cut memory when the pool is 40% full: "PoolUsageMaximum"=dword:00000028 (instructions: imgur.com/a/EgE46). Reboot your system. It is also recommended: - In the video settings, set the shadow quality, grass density, and visibility range to half as low. — Switch to static game lighting. — Disable all extraneous processes. — Increase the swap file. — Defragment the partition(s, if the game is not installed on the C:\ drive). — After the file name in the properties of the game shortcut, put a space and write -noprefetch Impact of graphics settings on FPS: — Visibility range. Medium impact on performance. — Detailing of objects. Virtually no impact on performance. The difference may be noticeable on older video cards. — Texture quality. There is an impact on performance if there is little video memory and the hardware only supports DX8. If icons in the inventory or other interface elements are not displayed correctly, it is recommended to increase the quality as high as possible. — Texture filtering. Virtually no impact on performance. — Anti-aliasing (choice 2x-4x-8x). Strong impact on performance. — Smoothing (slider-bar). Does not affect performance. — Grass density (r2_detail_density). The performance impact is exponential. — Grass distance (r2_detail_radius). Medium impact on performance. — Grass height. Performance impact is below average. Low and medium values ​​will have almost no effect on performance, but high values ​​will have a noticeable effect. -Shadow from the sun. Strong impact on performance. - Shadow of the grass. Performance impact is below average. — Shadow from the player. No performance impact. — Lighting range. Performance impact is below average. - Quality of shadows. Medium impact on performance. — Light from NPC lanterns. For modern cards there is no performance impact. — Detailed relief. For modern cards there is no performance impact. — Steep parallax. For modern cards there is no performance impact. — Quality of the sun. Performance impact is below average. - Sun rays. Medium impact on performance. — Intensity of the rays. No performance impact. — Shine intensity. No performance impact. — SSAO mode. Medium impact on performance. HDAO is recommended for AMD, HBAO for NVIDIA. — SSAO quality. Medium impact on performance. Smoothes out the shading, making it more accurate. Controversially, it may seem that with a better option the graphics become worse. - Soft water. No performance impact. - Soft particles. It is recommended to disable. Should soften the edges of the effects, making them more pleasing to the eye. In fact, some details, for example, sparks from a shot, disappear completely. - Depth of field. No performance impact. - Volumetric light. No performance impact. — Wetting of planes. Low impact on performance. — Vertical synchronization. The impact on performance depends on the video card. — Frequency 60 Hz. No performance impact. Notes: "Mild" performance impact - 1-3 FPS. The “average” impact on performance is 5-7 FPS. “Strong” impact on performance is 10+ FPS.

To begin with, it’s worth saying that the blog is designed for adequate people who simply could not adapt to the realities of the modification, and not for haters who are simply dissatisfied with the popularity of the mod. Maybe this memo will help change the minds of some people who could not understand what was required of them, and therefore the modification left a negative impression on these people.

In general, it’s worth mentioning that I didn’t particularly like hardcore either. Somehow Misery passed and forgot about hardcore as a nightmare. I didn't like to exert myself too much either. All these new gameplay features and new things seemed unnecessary to the game then, and when I found out about NLC I was completely horrified. Then I came to the conclusion that hardcore is simply unnecessary gaming conventions that only make things more annoying. At some point, I fell in love with the complexity, again playing Misery, which I previously disliked. I began to perceive it as an adventure, as a challenge. I began to miss the three ZP locations, and I joined those who were waiting for this modification even before its release (version 0.9). The first version comes out: With a bunch of bugs, crashes, flaws, holes in the balance - but it was really something new. Call Of Chernobyl together with Misery is played in a completely different way, with completely different colors. Gradually adapting, understanding the balance, I took a completely new look at hardcore: “Hardcore is interesting. You just need to figure it out, then you begin to truly enjoy all these difficulties,” I thought then.

So, the long and uninteresting backstory is over, let's move on to the mod itself. When you have already downloaded the mod and want to start a new game, you will be asked to select a group. The choice of group will directly affect the degree of hardcore, due to the relationship between them. For a beginner, “Ecologists”, “Stalkers” and “ Clear sky" Why these particular groups?

Clear Sky: Perhaps the easiest grouping to start with. Start on the basis of ChN. The area around is rich in anomalous places, mostly bandits prowl around, and the military rarely stop by. Of the mutants, the most you can meet in most cases are snorks and bloodsuckers. Although this is a zone, you can’t be one hundred percent sure of anything here... There is a medic, a merchant, and a bartender at the base. The last two always have work, plus they can work for local stalkers. You won’t spend a lot on medicines, since there is a doctor (IMPORTANT: Doctors have much lower prices for medicines than other merchants) and the Swamp Doctor will always help. After your first earnings, spend money on a gas mask, a bear detector and a container for art (you can take 2 containers). The next purchase is more advanced equipment, which we will talk about separately later. When all the quests are completed, you can go for a walk through the swamps, look for art and shoot animals with gopniks. When you get used to it, you can sometimes go to Agroprom and Cordon. Thus, when there is nothing left to do, go to bed and sleep for several days in a row until messages about working for traders begin to arrive on the network. Thus, by completing quests and doing raids, you will save up for both a suit and normal weapons.

Ecologists: The ease of playing for them is that they have a lot of friends, including military men and mercenaries. Thus, you can take on many neutral quests (which do not harm other factions), for completing which you will receive some kind of reward. Start on Yantar. The place is just like that - just one accessible anomaly, a sea of ​​zombies and dangerous mutants, so we do everything that can be done there (a walk collecting valuable loot, about which later), and with a clear conscience we go to Agroprom. There are anomalies at Agroprom, and a military base with a medic and a merchant. We save up for a gas mask, detector and containers, and go for a walk through the anomalies. When there is absolutely nothing to do at Agroprom, we go to the swamps, there are again anomalies and work for the locals, then the same cordon. Then we go through the dump (the main thing is not to get involved in shootouts with gopniks, there are a lot of them there) to the bar. At the bar we go to the arena, walk through completely and are already bathed in shekels, with which we buy ourselves normal equipment.


Stalkers: Balance of relations with groups, there are both friends and enemies. Start at Cordon. We take all the quests from Sidor and the Wolf, if convenient - quests from the no-name stalkers, we go to complete them. It is advisable to clear the ATP from criminals, because it is both loot and goodies on the second floor in one of the buildings. When everything is done, we go to the Swamps. There is a standard scheme of tasks, anomalies and hunting. We’re saving up for a bear, a gas mask and containers, and we’re starting to get art. Then, when we have already risen a little, we go to the bar. At the bar we immediately head to the arena, where we go through all the battles and get rich.

I think you understand what connects these 3 groups - the opportunity to make money relatively quickly. After completing the first stage, the second stage begins, when you already have a suit, a normal bagpipe, and a supply of experience. Let's take a closer look at the first two aspects:

Suit: Here everything directly depends on the amount of cash in your pocket, but still, I advise you to endure it for a while and buy a really good suit that will be your faithful friend until you buy an exy or Seva, or even until the end of the game. Among the most accessible and good samples are:
1)Wind of Freedom: Its main advantage is its upgrade capabilities, good characteristics, and relative accessibility. After certain upgrades, it weighs only 5 kilograms, and allows you to carry an additional 2 kilograms. This, coupled with special meshes that you will need to buy in the future, will allow you to be very mobile on the battlefield, without being overloaded, always being able to retreat and get around the enemy. In 70% of cases it holds a 5x56 bullet without causing bleeding. With protection from mutants, everything is a little worse - from a couple of blows from the monster’s clawed paw, it will certainly protect you, but no more. It is advisable to equip it with a “Barrier” helmet for better anomalous and radiation protection.
2) Jumpsuit from the “CHN” series: There are several models, but I advise you to take the most perfect one. Very good protection both from bullets and from mutants, good protection from anomalies. The disadvantage is that it weighs 15 kilos, which does not allow you to move quickly. Treated with upgrades. The helmet, again, is “Barrier”.
Later exa or Seva. Well, here who needs what, to be a tank or to climb anomalies (although Seva is like herself in this mod).


Weapons: It's a matter of taste. Some have a machine gun, some have a shotgun. A sniper will make life quite a lot easier at the upper levels, and with a machine gun you won’t even have to run from anyone. In short, take what you need, just take into account the cost of money on ammunition, which is quite expensive, but more on the economics below.

Economics: One of the main aspects why some people quit modding. The prices are crazy, the traders don’t buy everything, the loaf costs like a jellyfish. Because of this economy, some have already begun to equate NLC7 with Call Of Misery, although this is fundamentally wrong. In NLC there are more conventions than realism, and in CoM the situation is more opposite (although there are also plenty of conventions there, but there are far fewer of them than in the aforementioned NLC) The main complaints are that merchants do not buy everything, 90 rounds cost more than 12 thousand , and the jellyfish costs as much as a loaf of bread.

It’s worth starting to look at this aspect with the fact that you need a base. Yes, no matter how trivial and obvious it may sound, many perceive the base simply as a place where you can buy or sell something, although this is a little wrong. For the base, the first thing that is best suited, of course, is a bar. Abundance of stalkers, and therefore work, convenient location, not far from one of the 3 merchants who buys everything. Yes, yes, there are traders in CoM who will buy everything from you. Namely Olive ( Dark Valley, criminal base), Skryaga (Freedom base) and Sidorovich. These merchants can carry anything at all (except broken weapons), they will buy it. Or you can sell things that most traders don’t need to ordinary stalkers, even for next to nothing. In the bar, in addition to the box itself, you need to have a place near the transition to the warehouses, where you will carry unnecessary garbage that other merchants refuse to buy. When a lot of garbage accumulates in the hole, you hand it over to the Hoarder, and so on all the time. It is worth remembering that this is not the main, but an additional source of income. Your main income will come from artifacts, ammunition, mutant parts and unnecessary medicine. It’s worth looking at what Petrenko and Bartender buy in addition to cartridges and art and parts, and handing over this loot to them. You will give the bar technician all the tools you find that are needed for upgrades. Setting up a point on Military is also a good option: There is a variety of rare living creatures, for which you can get a good profit, and anomalies, and Monoliths from which a lot of tasty things drop, and the Red Forest is nearby, where you can also make raids. In short, it's up to you.

When traveling, take the bare minimum of ammo. If you have two barrels, then the cost of ammunition at a time should not exceed 20 thousand, if one barrel - no more than 10 thousand. The exception is when you go to the laboratory, you can take more there, because the ammo runs out there very quickly.

To discover a new assortment from merchants, you need to complete quests from that same merchant, or tasks from members of his group. Thus, by accumulating reputation, you will unlock new weapons with overalls, and eventually Seva along with an exoskeleton.


Always keep your weapons and equipment in good condition, because your budget (especially at the beginning of the game) may not be able to support the purchase of a new suit or machine gun, and you will be left hungry and without ammo, but with a new jacket.

Regarding the animals: Hunting them is quite profitable, but requires preparation. You will need good weapon, 2 knives (one for small game, the second for large game), a hunter’s kit and special drugs that protect your body from the psionic effects of certain mutants. I wouldn’t say that this is an absolutely necessary supply for hunting, because you can always go shoot dogs with a rusty Makarov and without any kits, but when you start hunting and understand how profitable it is, it’s already difficult to stop, and you will inevitably buy everything These gadgets are for making even more money.

Artifacts: In the south of the Zone there are only the cheapest ones, for the price of a loaf of bread from Sidorovich, so real income they begin to bring only in cases when they:
A) A lot, and you went to collect them immediately after the release.
B) Artifacts closer to the center of the zone are more expensive. You need a good detector.

Actually, you already know the very basics, and you will never be confused about what to do if you have just started playing Call Of Misery, and have absolutely no idea what to do. I hope that people who didn't like Call Of Misery and didn't play it properly will be able to adapt and this mod will start to bring them real pleasure.

Thank you for your attention!

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 cutting mutants (in the original it was generally useless and unnecessary) now allows (or rather obliges) you to select only one part of the mutant, which is cut out, but the rest remain on the carcass, they can still be cut out. Plus, you can activate cutting 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% only because there is a chance of damage to part of the mutant when killed.

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

4. The “decomposition” time of a mutant corpse is 3 in-game hours, instead of 45 minutes in the original.

5. An advanced hunting knife becomes dull to zero after 200 cut parts.

Is the chip in your car key covered with a copper basin? Don’t want to contact different companies to get it repaired? If you have a soldering iron and some basic soldering experience, just buy a 4D 60G chip if your car is 2010 or younger and solder it!

Arranged Artefacts Properties

Description:

The mod removes the terrible “blurriness” of the properties of artifacts, when each artifact has almost all the properties with a “+” or “-” sign. As a result, it turned out to be unclear and most of the artifacts in practice turned out to be useless for use when worn on a belt. Yes, the combination of the positive properties of artifacts with negative ones looks interesting from a gaming point of view, but its implementation is absolutely illogical: if an artifact has protective properties relative to the thermal anomaly it was created with, why on earth does it reduce protection from the 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 abnormal activity who created him, and only from her. Also available special properties for each class:

1. Electrical anomaly artifacts - increased stamina.

2. Chemical anomaly artifacts - health restoration.

3. Thermal abnormality artifacts - wound healing.

4. Artifacts of gravitational anomaly - increase in 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, price and the minimum advanced level of the container required to neutralize the radiation.

The description of the most expensive container for artifacts, PMA, killed me: “It has very little weight.” 4.63 kg. When a regular 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

PKA - 2 kg

PMA - 1 kg

All items placed on the belt no longer provide a bonus to maximum weight due to its own weight.

Arranged Weaponry and Armory

Description:

Bringing the damage of all Arsenal Overhaul ballistic weapons into order: damage is strictly dependent on the caliber, initial velocity and ballistic characteristics of the bullet; the damage of all weapons is calculated using the same formula. Gauss and binoculars have been given an upgrade to the life form detector. All upgrades for changing calibers have been removed, as they break the system. The weapon's description indicates damage.

Vulnerability to NPC and GG bullets has been made the same and increased. For NPCs, the "EXTREME BLEEDING-BASED" damage system has been returned (which Rainford for some reason cut out / did not carry over from the original Misery), without which breaking through NPC armor essentially did not work (while for the GG it still works the same way).

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

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

The initial bullet speed penalty from silencers has been reduced. The muffler will not cut 30% of the bullet speed.

Inventory Radiation Expanded

Description:

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

But suits and helmets now protect the health of the player (not food in the backpack) from the radiation of artifacts in the inventory, but helmets do this only by 25% of their “Radiation Protection” parameter. A stock "Seva" can completely neutralize the radiation of 3 "Goldfish" or 11 "Jellyfish" in the inventory. The 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 released, artifacts will respawn throughout the Zone, and not just in the player’s location. Before respawning in anomalies, all previously uncollected artifacts are first destroyed.

2. After every hour of game time in each anomaly (again, throughout the Zone), with some chance all artifacts may despawn - simulating the fact that they are being collected by other stalkers. Yes, stalkers already collect artifacts, 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 an artifact respawning in an anomaly is 100%.

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

5. For each anomaly, its own time is configured, during which, on average, its artifacts despawn. The closer the anomaly is located to places where stalkers gather, the shorter this time, and vice versa.

6. The mod for dynamic news about an outlier has been integrated and fixed (now it correctly indicates the time before the outburst, the frequency of messages has been 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. Forced spawning of certain artifacts has been disabled when accepting a quest to find artifacts from Beard.

Also brings the following changes:

Character parameters have been changed. Carry Weight and Fatigue parameters will be drastically rebalanced, this moment only a real limitation of the carried weight is 35 kg (suits do not count, they compensate for their weight by adding to the maximum).

The visibility distance of the bloodsucker has been slightly increased.

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

Significantly reduced Psi Dog Phantom damage.

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

Trade reworked:

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

You can trade with NPCs almost all items that are in perfect condition. 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 equal terms, both are just stalkers.

Environmentalists don’t sell almost anything, that’s no good, they should mind their own business, not make money.

The amount of money NPCs have depending on rank has been significantly increased, so that at least veterans can buy at least something expensive from the player.

Energy consumption has been reduced by 4 times (temporary measure, rebalancing of the energy system is planned).

The stalker's initial equipment includes the "Response" detector. It's still a stalker. He collects artifacts.

The ammo indicator has been removed, leaving only the fire mode indicator.

Start of reworking the filling of NPC items. At the moment the following changes:

The realistic state of NPC weapons and items, depending on the group and rank, is established immediately, and not after death.

NPCs have more ammo.

Enabled and modified lootmoney.

Increased the chance of NPCs owning consumables.

NPC items are given out immediately, not after death.

Added a disabling debug autosave option: during the game, every minute of real time (the interval can be increased up to 7 minutes), a save is automatically made 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 saving the game. Issued at the start of the game with a full charge. Maximum charge - 7 units. Each save costs one charge unit. If you use up all the charge, the artifact will disappear. The charge is restored automatically, one unit per 13 game hours.

After loading a save made using an artifact, it is deleted. If there is a charge remaining, 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 entering the game, you can only load the latest save.

If an artifact is not in the inventory, its save cannot be loaded.

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

A-life simulation is enabled throughout the Zone.

To start new game Only southern border locations and Amber for the ecologist are available.

Description:
List of changes in the Call of Misery addon from patch to patch

List of changes:

1.0d
- Fixed a huge number of typos in the text (thanks Avgust1n!)
- Zombies can again be killed with a knife
- Fixed exploit with binoculars resale
- Fixed a bug with the loss of entire weapons
- Fixed a crash due to Monolith overalls
- Food and pills have been removed from random caches
- Corpses no longer disappear too quickly
- Fixed weight of application containers
- Improvements to textures and weather
- New graphics options - density, draw distance, grass height, grass shadows, intensity of sunlight from LostAlphaRus
- New doctors based on the military (Agroprom) and mercenaries (Dead City)
- Nimble moved to a farm near the technician
- Herman doesn’t walk anymore. At all.
- Noah is ignored by mutants, the SPAS-12 that was accidentally lost somewhere is returned
- Fixed a bug that caused the map to slow down (thanks to Hunter_090 for the tip)
- Mutants can no longer be robbed after an NPC has done so
- Fixed a bug due to which some mutants did not see or attack the player
- Slightly increased Chimera's resistance to explosions
- The bartender doesn’t talk too much
- Silencer wpn_addon_silencer_762x54 removed, because did not have adequate application
- The “beautiful” display of upgrades has been returned (edit by LostAlphaRus)
- NPCs and mutants do not go blind if the player is hiding in the bushes
- Add-on “gatherings around the fire” included (by turoff82?)
- It is no longer possible to increase your rating by taking an artifact out of a container
- The trading system has been rebuilt from scratch. All existing and future resale exploits are excluded. A relatively strict classification of traders has been introduced. (thanks for the idea JIttersShadow)
- Artifacts in a container have the same properties as without it
- Removed the wrong icon from the charger when it is “repaired”
- Fixed missing or incorrect texture bumps. The earth looks much better and more voluminous
- “Daytime radiation” no longer affects underground locations
- Fixed exploit with endless interrogation
- Ashot’s voice acting from CHN has been returned
- Additional lighting presets have been added to the weather settings
- The object gloss intensity parameter (gloss_factor) has been moved to graphic options
- Fixed a bug that allowed you to use a broken knife indefinitely
- Reduced the amount of food after killing military personnel
- Replaced hospital entry points
- A psi-helmet was added to Sakharov’s corpse


1.0s
- Infinite loot crows
- Various typos and inaccuracies in texts
- Crash when completing a quest to accompany scientists (lead_box)
- Chimera is again adequate, as in versions 0.99
- Sight for the Sig550 rifle (sniper)
- Night mutant raids are MUCH smaller in number
- The player’s spawn point in the Vehicle Cemetery has been given to bandits
- Crash when using a muffler on the k98
- Improved variety of hand textures
- Improved terrains k01_darkscape and l06_rostok
- You can no longer remove the entire assortment from a dead Shustroy
- Arena edits
- Slightly more interesting rewards for random quests

1.0:
- Crash when talking again in the arena after paying a fee for the battle with mutants
- Repair kits have been fixed. A knife sharpener can only sharpen knives. RPG, RG-6 and gauss rifle are no longer repairable to everyone
- The gas mask at the start of the game is issued only with “daytime radiation”
- Significantly reduced vision of blind dogs
- Replaced sprint animation with some pistols
- Fixed protection parameters for scientific suits and exoskeletons
- Reduced rewards for “find so many items” quests
- Fixed descriptions of many quests
- Fixed crashes when taking/completing some quests (technician at the cordon)
- If you press “R” when selecting a group, an instant random start will occur
- Tools for rough work come across more often, for calibration - less often.
- Fixed upgrade branches for all weapons
- Many sights have been fixed, the magnification corresponds to what is written
- Smoke grenades have been returned
- Fixed quest rewards
- Added autosave during sleep
- Expanded system for using a sleeping bag
- When the “disable manual saves” mode is enabled, it is prohibited to save, load, or exit the game during the game
- The man in the balaclava no longer shines
- The fan no longer shines
- Reduced the radius of the burning fluff. Still stings, but only for the player, not the rats
- Slightly increased NPC sight through bushes
- Dead mutant carcasses can no longer be looted after a reboot. This is better than being able to remove pieces from them several times.
- Reduced survivability and speed of pseudo-dogs
- Increased sight of many mutants through bushes
- Fixed mutants spawning immediately after loading the game.
- Using a compression bag to roll up the sleeper
- Cooking kits work like a disposable charcoal stove
- Scientists no longer sell coal, kerosene, gas
- Adapted OGR from the original Misery, replacing many weapon animations and some models. As a result, GP100 and Kar98k were returned.
- The universal charger is no longer equipped as a knife
- Removed bleeding and radiation icons from the player status window
- The Geiger counter is issued by default and cannot be thrown away/sold/lost
- Increased rewards for the quest “find an artifact”
- Returned the Mosin rifle to sale
- Reusable matches have been replaced with a disposable ignition kit
- Fixed sudden increase in drowsiness when using some items
- Prices at Shustroy have been significantly reduced
- The item replenishment exploit has been finally fixed
- Added items for sale with different states of use
- Raw meat is removed from free sale
- Artifact slots have been removed from scientific suits SSP99(M)
- Prices for first aid kits from Monolith are comparable to prices from scientists
- Increased efficiency of standard and army first aid kits (same price)
- The M40 helmet has NVGs by default (thanks to Dendy 9999 in 1)
- SSP99 has reduced protection and price (thanks to Dendy 9999 in 1)
- Display of upgrade bonuses is disabled. The fucking whiners about 0% for 10k are sick of me.
- The “wrong” loot from dead NPCs (stick_kolbasa, PDA with a flashlight icon, etc.) has been finally removed
- The button settings for saving, loading, and calling the console have been returned. It does not affect the “no manual saves” mode.
- Increased the number of save slots at campfires and during sleep
- Significantly reduced the number of mutants during night raids
- Addition included for the distribution of artifacts throughout the Zone
- Many other little things that were unfairly forgotten during the development process

0.99:
- Added 31 caches (containers with random loot) to the Zaton location, now there are already 33 of them there
- Added 36 caches in the vicinity of Jupiter
- There is practically no free loot at locations
- Added visual effect of weapon overheating during long shooting
- Fixed minor errors in weapon descriptions
- Fixed automatic fire for pistols
- Reduced zombie accuracy
- Fixed problems with notes. Lots and lots of problems with notes
- Fixed NPC grenades. They throw several times less often and less, a second more time before the explosion
- Fixed characteristics of steel and Kevlar plates
- Increased the pseudo-giant's resistance to cuts.
- Starting weapon condition is now about 75%
- Junk food harms the body
- Fixed descriptions and weight of some helmets
- Fixed text when addressing the Sultan
- Weather options are back
- Significantly increased prices for spare parts of “higher” mutants - chimera, burer, controller, pseudo-giant
- Increased damage of “12x76 zhekan” ammunition
- “Hunting Set” increases the amount of loot from mutants if it is in the inventory during butchering
- Companions and simple stalkers no longer buy dead weapons
- Enabled the “open sights” add-on.
- Geiger counter is now functional, can be used as an item to accurately measure radiation
- The Veles detector is on sale from scientists and Monolith from the start of the game
- The “Svarog” detector is on sale from Herman after achieving an excellent reputation among scientists
- Emission frequency increased
- The likelihood of artifacts appearing after ejection has been slightly increased
- Returned NVGs to the SEVA suit and its variations
- Adapted DoctorX Questlines
- Reconciled ChN and Svoboda
- Moved the “one life” option to the game options, hid the rest (because they either don’t work or are not needed)
- Disabled the beeping of the anomaly detector
- The distribution of weapons among NPCs has been rebuilt from scratch. NPC equipment is now 146% rank and faction appropriate. Thanks to Maxim the cat and regular expressions!
- Brought cigars and cigarettes to the same denominator. Restore a little bit at a time, but within one minute
- No more “No” in inventory
- Corrections to daytime radiation - with a certain infection of the body, daytime radiation stops accumulating
- Fixed drowsiness, now accumulates correctly
- Fixed statistics for collecting mutant parts
- New option - “disable manual saving.” You can save only when going to a location or near a fire with matches
- Prices for first aid kits and stimpaks from ordinary merchants have been increased, but prices from doctors and scientists are significantly lower.
- Fixed the "burning fluff" anomaly. Burning.
- Edits of the psi-dog, controller
- Fixed a bug with the actual impossibility of interrogating NPCs without reloading the save
- Prices for grenade launchers and grenades for them have been slightly increased
- Increased the price of scientific suits for ecologists
- Global spawn changes in “peaceful” locations. No more chimeras in the landfill or controllers in the agricultural industry
- The cats are screaming again
- NPCs no longer try to take a gas cylinder with them
- Removed weapons and ammunition from “Bartender” class merchants (Bartender, Librarian, Beard)
- Fixed the reboot requirement for completing the quest to accompany scientists
- ALL types of repair kits for ALL variations of use have been returned. Including for sale.
- Added the ability to disable animations for using items
- Returned hotkey to display the current job

0.979:
- There is practically no free loot at locations (NI)
- NPCs contain partially used items
- Removed SSP-99/M Ecologist from the sale of most traders, replaced it with a cloak (this time for sure)
- Fixed updating of the trade assortment depending on the player’s reputation and grouping (NI)
- Made friends with mercenaries and bandits and quarreled with stalkers (NI)
- Knives no longer repair everything
- Removed the muffler from the Saiga
- Deleted k98
- Changed the caliber of PPSh and TT33 to 9x19.
- Frying mutants is slightly profitable again. For example, the sale of three raw pieces of meat is 600 rubles, fried - 1700. Coal for three uses costs 1400, a total gain of 300 rubles. And this is cheap meat of lower animals (dogs, flesh)
- Fixed wear resistance of mercenary overalls
- The psi-field in laboratories can be muffled with good equipment (SSP-99 + tablets)
- Chimera edits
- Pseudo-giant edits
- Super-secret bug fix that extends from Misery to KoK to KoM
- Wounded Monolithians explode for the glory of the Monolith
- Removed the sound of “closed” breathing when wearing a steel helmet
- Prices and availability of hellish breadcrumbs of hatred
- There is definitely no oasis now. (NI)
- Jerboas are a little more aggressive
- The sound of the Walter and Beretta muffler has been fixed with the CoC patch 1.4.15
- Fixed grenades, prices, added thermite to purchase and sale. For example, selling RGD-5 costs 150-200 rubles, buying - 600-900
- When issuing a quest, NPCs no longer say in advance which artifact they need. The exploit was fixed in CoC 1.4.16
- Resetting a backpack no longer throws out many needed items
- Merchants of the Monolith, bandits, military and mercenaries sell significantly more food
- Improved starting equipment for ecologists, monolith, freedom, mercenaries (NI)
- Loot from dead NPCs has been completely rebuilt from scratch. Now their content depends entirely on both grouping and rank. More than 10 thousand lines of core autism. Thank you, cat Maxim
- Increased damage of Mossberg shotgun
- Reduced weight of empty backpack and quick release system
- Sakharov no longer buys Shustroy's weapons
- The reward for the “find a weapon” quest has been significantly reduced
- Technicians give a little more money for the “find the tools” quest
- Increased rewards for most other quests in general
- Fixed repair of SVD (usual) using knife sharpening kits
- Made the transition to 1.4.16

0.971:
- Fixed crashes when upgrading costumes once again
- Regular edits to cheating tricks
- Replacing starting equipment
- Return of missing textures
- Disabled the ability to switch to a third party
- Fixed wear and repair of knives
- Slightly fixed ammo loot
- Slightly fixed food loot
- Partially returned DoctorX Desolation (does not cause crashes)

0.97:
- Added multiple uses to the repair kit for large caliber rifles
- Corrected descriptions and modifications of the TOZ family
- Fixed the impossibility of repairing helmets with repair kits
- Fixed the use of patches with repair kits
- Replaced drug making kit icon
- Fixed missing damage from F1 grenade
- Corrections in interface sizes
- Translation of lines about the disconnection and absence of the Universal Charger
- Fixed reset of some game parameters
- Fixed a crash when wanting riches from the Monolith
- Fixed the price of binoculars from Sakharov
- Fixed some exploits with resale of things (PDA, rubles)
- Various texture edits
- Radioactive water has been corrected so that SEVA is the absolute minimum for being comfortable in it.
- Fixed the characteristics of the stalker suit of ecologists
- The reward for the “find a weapon” quest now directly depends on the status of the order
(example: order for Winchester. Ideally whole = 30k, 60% = 6k, 30% = 1k)
- Added food for sale at Sidorovich
- Removed unused cartridges from KSVK
- Fixed repair prices for Kruglov
- Doctors no longer treat for free
- Fixed parameters and display of maximum carry weight
- Removed Russian-language strings from scripts, replaced them with st_string variables
- Fixed animations for using anabiotics
- Fixed the quest to collect artifacts from scientists on Jupiter. Now payment is equal to 1.2 price per artifact, not SEVA or ecologist
- Swiss knife, hammer and crowbar are not wasted during repairs
- Small fix by Herman
- Slightly increased fall damage
- Increased sprint speed (from 1.68 to 2.08)
- Returned documents to the Phantom's corpse for story mode
- Added cigarettes, energy drink, old bread x2 to starting equipment
- Eliminated food from breakable boxes, replaced it with garbage
- Replaced the texture of the character’s hands (thanks to LostAlphaRus)
- Removed SSP99/M from the sale assortment for non-environmentalists, adding a cloak instead
- Added a hint “a knife is required” when examining mutants
- Increased prices for PSI helmets. 40k for good, 25 for bad, 18 for calibration
- The Swamp Doctor treats for free. Does not remove radiation
- Fixed rewards for some quests. Less weapons, more money and artifacts.
- Corrected description of the PMC helmet
- Added a small delay when turning on the hand-held flashlight
- The threshold for drowsiness has been increased, sleep blocking due to energy drinks has been removed
- Transition to CoC 1.4.14 has been made
- Updated Russian translation
- Editing the characteristics of all mutants
- Added additional ambient music from the original Misery (again)
- Replacement of easily accessible expensive items at locations
- DoctorX Desolation is disabled, because caused crashes in survival mode
- Added radio to Skadovsk, Yanov, Dead city, Amber
- Removed difficulty selection list from gameplay options
- Removed Compass and Heart of Oasis
- Added knife wear when cutting, restrictions on the loot of certain mutants (https://youtu.be/lwg3E0AVdao)
- There are significantly fewer phantoms if you have a good psi-helmet, and the damage from them is halved.
- Reduced the standard radius of alife to 350
- Fixed inability to loot monsters after loading the game
- The Winchester1300 (Maverick) shotgun is no longer repaired by all sets in a row
- The controller's psionic strike no longer turns inside out when flying behind textures
- Editing cheating spots
All large warehouses of first aid kits, vodka, and food have been removed. Where there were 4-8 pieces there are only 1-2 left at best
All weapons and armor were damaged. Some things have been removed.

0.925
- Fixed bind_monster.script - jerboas and rats are looted, red does not spam the console.
- Hands in a standard exoskeleton match the armor
- Shustrogo's quest can be completed with a PDA
- Fixed encoding in the menu Options - Management - Restore
- Fixed rare crash due to weather
- Fixed a crash when modifying armor
- Added missing rifle repair kits from traders
- Picked up weapons can be unloaded
- "Rough" edit to NPC survivability
- Nimble, instead of delivering directly, just sells special equipment

0.92
- Regular edits to item descriptions
- Encoding edits
- Final arena changes
- To cut mutants you need to get a knife
- Orders from nimble are temporarily disabled
- Fixed characteristics of some mutants

0.91
Corrected:
- Crash when using UDP as an item
- Difficulty getting into the attic and other narrow places from the stairs
- Crash when using an anabiotic
- Crash when receiving a cloak
- Dialog window texture curves at low texture resolutions
- Exoskeleton parameters
- Endless energy
- Minor basic edits for 4:3 resolutions
- Numerous changes to descriptions and icons
- Returned the ambient from the original Misery
- Repaired the arena



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