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Heart of Suffering

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Mod version:1.0
Game version:all
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About This Mod

Heart of Misery is an attempt to make the game more similar to the popular Misery mod for Call of Pripyat.

As an avid fan of Misery fashion and its gameplay formula, as well as the stalker in general, I just craved more Misery-style gameplay.

The goal is to intelligently increase the difficulty of the game beyond the damage values and increase the need for a real strategy.

However, we are still at a VERY early stage of creating mods for Stalker2, and this mod I would like to name and count Heart of Misery Lite until it gets more development and we get more tools to create.

Since the Misery mod for CoP is stuffed with a variety of features and gameplay mechanics such as cooking, weapons repair, sleeping bag usage, almost everything you can see in a well-modified anomaly assembly, but they did it all back in 2015-2018, and very well, I find the Misery almost perfectly balanced.

Of course, we are very limited in what we can add to the gameplay, but we can adjust current values and use different mods, such as SomberX's "Mutant Loot", for example, to add these much-needed aspects back into the game so that we can rebalance them into a pleasant gameplay cycle.

FEEDBACK

I think I'm not the only one who craves Misery-style gameplay in stalker 2. I'm certainly open to any feedback, criticism and opinions about fashion, I don't expect to be able to do it myself, so if you're interested, your feedback is welcome.

I also do a daily broadcast on Twitch MojoRising, where you're likely to find me playing and testing this mod.

INSTALLATION

This file depends on Mutant Loot from somberX

Set only textures and localization - when using "Real Weapon Names" set only textures.

Then

Download and install "Mojos_Heart_of_Misery_Lite_01.pak".

Install ~mods in the folder, if the folder does not exist, create it with ~ at the beginning.

Stalker2/Content/Paks/~mods

Play and enjoy the suffering.

CHANGES IN HEART OF MISERY LITE

SON: The need for sleep has been increased by a lot, it is difficult to check, since you need to leave the game running, or the time since the last sleep during the normal gameplay, currently I am constantly making adjustments to this.

But the vanilla value is 0.01. Changed it to 0.14. This value can be changed to perfectly balance the need for sleep, ideally I would like debaff to be obtained after about 10 - 14 hours of waking, dragging 35+ kg exhausts you.

Energy drinks, first aid kits, booze, and other miscellaneous items were greatly diminished in the chance of spawning, except for items placed in the world, the abundance of items placed in the world was taken into account in adjusting these values.

Things have become more scarce, mostly energy drinks, because in the idea they should be a consumable resource, not something you consume all the time.

STAMINA: One of the most important factors in Misery is weight management, too many things slow you down, and sprinting without a reason from point A to point B makes you vulnerable to ambush, whether bandits or bloodsuckers, weight management is an important factor and ultimately affects which operator you are.

Stamina now recovers much more slowly, you will need to make sure that while traveling around the area you are well hydrated and well fed, the difference in stamina between hungry and well fed is now very noticeable.

No longer can you run with 40 kg, you can do it, but burn all your energy and it will take you time to recover, so the consumption of endurance requires a lot more strategy, because if you panic and burn yourself, you will become worm food.

Now the default speed of movement is jogging, sprint is used only when necessary, and walking has become much more relevant.

When you are overwhelmed, your stamina is VERY slowly drained when jogging, unless you are saturated with the right amount of gear and/or drink an energy drink or some water. When I was creating these values, I kind of messed up what I think is almost a perfect system of endurance.

The lower your endurance, the faster it recovers, so when you're overwhelmed and just keep walking, your endurance will drop to about 30% and stay there rather than being completely drained, which will allow you to always have a supply of energy to move when needed, I feel it works very well, I'll make a video to demonstrate the endurance directly, over time and edit this description.

RECOVERY: The efficiency of medical cards is reduced, orange medical cards - 30-50%, army - 60-80%, eco-medical cards - 100-100.

Wolverine augmentation is deactivated.

The bleeding no longer heals on its own, and you'll have to stop the bleeding yourself with bandages. Reducing bleeding with 3 different first aid kits is now much more relevant, since you can spend time animating dressings at the most crucial moment, technically it still regenerates, but very slowly to retain the ability to use Winky.

The bloodsuckers can sometimes cut you very well, and you'll need 2-3 bandages.

FOOD: Healing food has been adjusted so that it heals much more slowly and much less, and energy drinks last much longer to reflect the new level of rarity.

RADIATION: I tried to improve the sensation of radiation by almost eliminating natural dispersion, the effectiveness of anti-radar and boulder was reduced by 60%, and now it is much more relevant to carry more than 5 units.

The effects of low-level radiation have also been removed to reduce the irritation of being irradiated much more strongly and potentially for much longer.

ECONOMICS: Prices have remained the same, repair prices are vanilla 1.01, which is lighter than 1.0, but still hard, lute prices for mutants have been adjusted and balanced to work with the current economy, everything has a fairly low price, and the rarity of mutant parts obtained from dead mutants, takes into account the number of mutant parts, so far everything is working very well.

The economy in the basic game, in my opinion, is quite complex for the gameplay that is available, but, nevertheless, there is room for improvement, the goal is to make the overall progress in the zone slower, slowing down economic growth, with increasing shortages, the need to buy first aid kits, energy drinks, etc. becomes much more urgent.

BASIC NEEDS: Currently, only drowsiness reduction has been reduced from energy drinks, now it seems normal, but over time it will be improved when I build a game and understand how to adequately change these variables.

COMBAT: The frequency of enemy use of grenades has been reduced to a more reasonable value, and the sound of a head shot has been removed.

AI is now under the scrutiny of many, mostly the GSC, and there will be many changes to customize AI, so the changes in combat will be minimal until A-LIFE is further developed.

AI EQUIPMENT: Has been adjusted to bring more variety to the stalker and faction members, there is a small chance that heavily armored characters can be found in an early game, and low-level characters in jackets at the end of the game to provide a traditional and classic stalker feel when interacting with locals.

A-LIFE: I haven't made any changes to A-Life as it requires a huge number of tests to make changes to it, and there are already a few modders that have made great progress in improving it and have tested much more than I could, but from what I've learned, it has a long way to go and all the improvements are accompanied by some problems, I always follow the mods to see what they do and how they improved things, but currently I'm going to refrain from offering any ALIFE mods as they are very dependent on the build of the PC, the bottleneck of the processor is already a problem for most, and it only exacerbates the bottleneck of the processor.

BLOOD: The limit on the number and lifetime of bloody decals has been changed to allow more simultaneous bloody decals/splashes and increase their lifetime from one and a half minutes to 4 and a half minutes.

Notice that if you move away from the scene and return, the decals are sometimes removed, but if you remain in the action area, then everything should work as set in the settings.

I can stop, smoke for a few minutes and watch a dead NPC with a wall painted behind it, and none of the decals disappear before my eyes. "I love the way you die, bohh."

TWEAKS: Removed interaction points, increased camera movement on stairs.

ATTENTION!

If you haven't figured it out yet, it's a hardcore mod that focuses on making the game a lot harder, given the popularity of mods that make the game easier, I imagine not everyone will like it.

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

If you've never played Misery before, "GET OUT OF HERE SALLGER!"

Then this mod may seem quite complicated to you, but I myself have adapted well to the difficulties, and I will only complicate it as I better understand the game and study its subtleties and features.

Stalker Call of Pripyat Misery is a grueling experience that kills most players, but entering and adapting to a game to the point where it no longer seems difficult to me is one of the most memorable gaming experiences I have had.

Problems I've had with S.T.A.L.K.E.R. 2: Heart of Chornobyl

SLEEP: In Vanilla, you only need to sleep once every 3 days, and less often if you have replaced water intake with energy drinks.

Currently, energy drinks reduce your "sleep glasses" and effectively replace the need for sleep, you can travel around the area for 78 hours, get tired, drink 4 energy drinks and then be ready for another 78 hours without sleep, just a clean machine fueled by energy drinks "Sleep of the Soldier literally for the weak".

SCARCITY: Vanilla game literally showers you with loot, first aid kits, vodka, energy drinks, which is partly the reason that no one sleeps because there are 18 red bubbles in the game.

STAMINA: Skif is the pursuer's MACHINE, he cannot stop unless you establish a mod that makes him human and deactivates his Wolverine abilities,

Currently you can sprint everywhere with 40 kg of gear, no need to rest, since you are practically a super hero, your stamina is restored very quickly and this is only exacerbated by the redbull wings that you get from the constant sips from your Energy Drink Beer hat.

RECOVERY: Current treatments are very simple, and thanks to the abundance of first aid kits in some cases, you can simply take damage while you are being treated, and you can survive 70% of the total outflow if you do it fast enough.

RADIATION: Currently, the radiation system is very weak, 1 antirad ravages your radiation, vodka is almost as good, and it is more of a boundary limiter than anything else, and it can only get a little better until some real tools for mods are provided.

A-LIFE: It is currently broken, according to the GSC, the removal of ALIFE from the steam page apparently happened because of one marketing officer who took the liberty of changing it because most new players had no idea what A-LIFE was, and obviously the scale of what was originally described is still under the gun.

The current system is very limited and will be subject to many updates and changes.

ECONOMICS: Misery and other inspirational fashion, such as Dead AIr, are known for their harsh economy, the current economy in stalker2 imo is quite good, it is difficult, road repairs and is the main culprit of this, and imo needs only a little rebalancing to make it more difficult and slow down the development of gameplay.

ANOMALIES: Nowadays, in my opinion, they are easy to master, I have seen some people just break through the extreme abnormal fields, although they know them well, I believe it sheds light on the current problem with them, the lethality.

BASIC NEEDS: Skif is a well-lubricated machine, and machines need fuel, a lot of fuel, even if it's just redbull.

COMBAT: it feels good in the game, but of course, it needs to be improved, at present, everyone who clearly scored a high point in the target practice carries about 10+ grenades, even the skiff is the most.

This is completely due to the underdeveloped ALIFE and I'm sure will be improved in updates for this release, but nevertheless it can still be a little improved, there are several ALIFE mods that make great changes to how the battle goes, but they suffer from flaws and problems that

AI EQUIPMENT: There is currently a hidden rank in the game that is raised based on the completion of key story quests, at low levels only "novice" stalkers and characters are generated, whether bandits or faction members, only the lowest levels are generated, and vice versa, at high levels at the end of the game, eventually everyone has an Exo costume, each single person has an SEVA costume, etc.

LUT IN THE GAME

The system of loot in the game is as it is: 500 first aid kits, 500 energy drinks, 20,000 bandages, 10,000 antirads, etc. Basically I'd like to set up spawn in the world, as well as loot from corpses and loot from hiding places.

He needs a lot of work, imo, the caches are too plentiful and need to be reduced, all these full armor suits and 900 bottles of vodka, but I haven't yet figured out how to edit the caches themselves, or rather, I haven't yet searched too hard for it, too busy playing and testing things.

I would like to greatly reduce the amount of "free loot" that the game gives you and increase the value of buying gear, such as first aid kits, energy drinks, armor,

I want you to buy armor, and this poor lady selling loose armor probably hasn't sold a single suit to the entire game base yet, since it's not a role-playing game at all, and pay 50,000 for a suit that can be found for free if you check out a dozen roofs until you do it.

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

Economics: I would like to make development much slower so that you run eco-races, hunt for mutants, weapons, artifacts, etc., and that you create a home base in different cities as you develop.

RADIATION: I want it to be a much more significant factor in the game, more radiation, less gravity, make it much more plentiful and increase the relevance of gas masks and radiation protective suits.

ALIFE: Sure, but it needs to be cooked and developed before I can get a sense of what is potentially possible.

Various other aspects, I will continue to work on it as time goes on.

COMPATIBILITY

The following cfg files have been edited to create this game.

CoreVariables.cfg

EffectPrototypes.cfg

ObjPrototypes.cfg

CombatSynchronization.cfg

ItemGeneratorPrototypes.cfg

ItemPrototypes Folder —> QuestItemPrototypes.cfg

ObjPrototypes folder —> Blinddog.cfg, bloodsucker.cfg, Boar.cfg, Burer.cfg, Cat.cfg, Chimera.cfg, Controller.cfg, Deer.cfg,

Flesh.cfg, Poltergeist.cfg, PseudoDog.cfg, Pseudogiant.cfg, Snork.cfg, Tushkan.cfg

ItemGeneratorPrototypes Folder -> DynamicItemGenerator.cfg


Authors: MojoRising

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Game Version *

all (Heart_of_Misery_Lite-670-0-1-1733283084.7z)