Although this mod, together with Frost Plus, continues the development of the Frost Survival Simulator Mod, 50% of what this mod does is to fix oversight and bugs from Frost and even from the vanilla game. I literally made thousands of manual edits to correct oversights, bugs and to adjust things. Listing every one of those changes is not a good idea, so if you want to get a full overview, check out the esp file itself.

From the number of fixes, features, adjustments etc. that my mod does, it has the scope of around 30-100 mods (depending on the size of the compared mods). This is also one of the reasons why the esp file is very big in cpmparision to other mods: It has almost 21.000 records, around half of them were done manually by hand. My mod combines the ideas and features of several other mods or mod suggestions. So please keep this in mind when you read the articles here, and when you use my mod, and when you make other mods for FROST.


Several general bug fixes and oversight fixes are included in this mod. This list might not be complete!

  • Performance improvements (by for example reducing condition checks)
  • Fixed several vanilla bugs
  • Renamed locations, items and NPCs to fit better into the setting of FROST and to make them more lore friendly
  • Fixed several notes, journals, messages and terminals that refered to vanilla F4 content that doesn't fit in FROSTs timeline
  • Renamed Settlement Objects
  • Deactivated vanilla interactions/quests that didn't make sense as they were based on vanilla events or factions like the Minutemen
  • Changed the apperance of some items to make them more immsersive for FROST
  • Fungal Purge damage & sanity bug was fixed
  • Blight Brew bug was fixed
  • Previously inaccessible locations were made accessible
  • Fixed the Alliance Armor bug that caused issues with the Pip Boy
  • Fixed and changed instance naming rules so that certain Weapons and Armors have correct and lore-friendly names
  • Added missing Gas Mask Filter effects to certain Power Armors
  • Fixed the K9 Trainer Rank bug and several other perk bugs
  • Enabled Perk Ranks that were previously not enabled
  • Fixed the doors at Acadia
  • Removed Ownership of certain objects so that the player can take or use them
  • Renamed Rad Rabbits to simply Rabbits
  • Removed still existing legendary spawns
  • Added some material swaps to remove refernces to factions like the BoS
  • Fixed several smaller NPC problems
  • Some settlements have been renamed to have lore friendly names
  • Fixed several bugs that could cause CTDs
  • Fixed and changed scripts
  • Fixed other bhugs caused by FROST
  • Enabled previously not accessible items, like weapon paints, bobble heads and perk magazines
  • Changed some perk magazines to make them more lore friendly
  • Un-leveled tons of armors and weapons which were not unleveled due to some oversights
  • Fixed the invisible perk bug in the pip boy menu
  • Removed exploits/cheesy strategies from the vanilla game and OG FROST
  • Changed and/or enabled certain loading screens
  • Fixed a bug with the Insanity Perk
  • Enabled previously not-useable settlements
  • Recycled the Diamond City Homeplate by renamign it to Survivalist's Bunker and putting it to another location
  • Certain items like Nuka-Cola and VIM! can quench a bit of thirst
  • Removed NPC dialogues refering to vanilla content or events
  • Cleaned up the cooking menu section by adding more categories and removing useless/uncraftable recipes
  • Tweaked leveled lists and container loot
  • Edited/Changed Random Encounters
  • Renamed Diamond City Radio to Scavver Radio
  • Edited several messages and desriptions of objects and items
  • Removed ambient cricket sounds
  • General changes to ensure lore-consistency
  • Changed the weight and value of some ammo types (mainly to fix oversights from OG FROST)
  • Flagged some locations as "No Reset" to avoid the Cell Reset bug (which still exists, Bethesda did not fix it correctly)
  • a ton of other changes...

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