The only thing that i've changed to accomodate to this gameplay style was decreasing the deadliness of psi fields of mutants like controller. Much more tense when you return to base with tons of junk on yout back slowing you down, and you actually use quick release system, bleeding prevention meds, you are more slow, you don't sprint anywhere, look out the surroundings, use binocular. I haven't made any script for that, but just restrict myself to play like that.
Misery is more tense and playable in free to play mode, after completing all quests and main storyline, with limited saves -saving only when in safehouse like laundromat, yanov station, skadovsk, or while making tent/sleeping. You can sprint to anywhere in under few minutes. Misery 2.x is easy peasy, its hard to make survival game on stalker maps, when they are so small. Since this is a freeplay mod, it wasn't scripted so it was a pretty great experience to realize that AI isn't braindead and can actually lay ambushes and stuff. Bastard probably sat around the corner for an ambush. As I turn around to find the culprit, I see a bandit aiming his barrel at me from point blank range and before I can react he blows my brains out. Noticed a contact popping up but no friendlies on the map so usually I started sneaking and noticed 2 bodies by the campfire, one bandit, one freedom, both of them were stripped to nothing. Lots of weapons and outfits to satisfy every gun nut and the feeling of just exploring Zone at your own pace is pretty great. Started as a fresh rookie in Cordon and wow, I'm having a blast.
game.Äownloaded CoC and started playing it after tweaking it with few mods (Faction Relations, Questlines, Arsenal Overhaul, Realistic damage and ballistics).
I stopped playing CS since it just turned into a team deathmatch with bots and I have no interest for that in a S.T.A.L.K.E.R. Mind that this is the first time I am playing anything CoCh related and since Last Day is basically a modpack I don't know who is responsible for such system. It's funny how the game acknowledges that and sometimes when some random stalker dies there will be a message pop up from somebody "Oh good, he is dead, didn't even have to do anything, Sydorovich you are going to pay me anyway". One of the weirder things about the mod is wealth accumulating, you are barely going to sell anything that stalkers drop most of their loot you are going to keep to yourself because selling prices are laughable, but on the other hand missions, and since they are randomly generated there are plenty of them, award you with good money and it might easily happen that you wouldn't even need to do anything because zone lives and stalkers/mutants you were supposed to kill might end up dead way before you get to them. So stalkers (and player) wearing heavier armor turn into walking tanks when attacked without sufficient equipment, it also makes it much easier to select the right ammo for mutants, since they don't wear any armor you want as much tissue damage as possible. Tissue damage regulates how much damage is dealt to the target if armor is sucessfuly bypassed. Every outfit additionaly to it's hazard protection has two parameters as well: absorption power and armor type, so if outfit's armor type is higher than caliber's armor penetration the damage dealt to the target is negligible, but if shooter is able to penetrate armor the damage is reduced depending on the absorbition power. I really like how they've handled armor and ammunition, each caliber and it's types (like FMJ or hollow point) have two parameters: Tissue damage and armor penetration. I've seen people complain about idiotic grind in Misery, but authors included a good deal of mods in their package, each of them can be installed in just 2 click, they are basicaly flavour tweaks and if you want to you can easily town grinding aspect down.
Although I can't say why people give it so much shit, the only downsides I've encountered are: Too many mutants even at lowest spawn setting, Misery's item bloat is still there but it's not that annoying after you know what is junk and what is worth keeping.