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Wenderer

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  1. Wenderer
    Wenderer
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    Notes of apologies: Looks like all this time fomod installer for this mod was broken, and folks that installed it not manually reported that it's not working. And i admit my dumb mistale and sorry for not taking care about it all this time. My ears are burning now as i reveal my mistake, stop blaming damned, i know what you thinking there! 'Stupid Wenderer, screwed up with so small mod, and didn't write his nickname properly'. Well, anyway i hope now it will work for ya.
  2. ThisIsMe84
    ThisIsMe84
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    For anyone wondering, this bug fix should no longer be needed if the CFM is installed to your game.
  3. velwu
    velwu
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    Hey there,

    Has anyone been able to verify whether this fix also applies to weapons that dropped with the “Freezing” legendary effect?

    The freezing for those is usually triggered when you land critical hits using said legendary weapons
  4. bluemoonies
    bluemoonies
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    Hi, I was wondering if this is still required or was it eventually fixed by unofficial patch?
    1. Laptoprocker
      Laptoprocker
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      Still not in UFO4P
    2. meigong119
      meigong119
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      happy to announce guys this is till required in 2022!!!
  5. Sharazar256
    Sharazar256
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    Don't know if this helps, but you can fix bugged enemies with modav 2f2 (Paralysis). getav 2f2 should return -1, and modav 2f2 1 should move it to 0. Then disable, enable and they will be fixed. Fast traveled away and returned and they were still fixed, but don't know if it persists past respawn yet. Hope this is of some use.
    Edit: After thinking about it for a few minutes I think I may know the source of the bug. setav 2f2 0 does nothing. The 2f2 actor value is not modified by the setav command at all, which is why I had to use modav 2f2 1 to fix the problem. If the 2f2 actor value is never checked by a conditional statement and modded on actor death or respawn that may be the entire source of the bug. I am unfamiliar with the creation kit and have only ever tweaked mods in tesvedit and fo4edit, so unfortunately I'm probably not the most efficient person to be verifying or disproving this. Hope it helps though and thanks for all the work on the problem so far.
  6. hisazul
    hisazul
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    For technical info, bug comes from setting critical stage via
    Victim.SetCriticalStage(Victim.CritStage_FreezeStart)
    Victim.SetCriticalStage(Victim.CritStage_FreezeEnd)
    or to be more specific, dying while affected by that critical stage.
    Console equivalent "SetCriticalStage freezestart/freezeend" actually can be unglitched via console in game. Script version can't, it is no longer a critical stage game recognizes after respawn even if you use "IsInCriticalStage". I think those are SE command tho.

    If you want an all-in-one fix via lose scripts you can simply simply put ";" in front of all "Victim.SetCriticalStage(Victim.CritStage_FreezeEnd)" and "Victim.SetCriticalStage(Victim.CritStage_FreezeStart)" in cryoFreezeSCRIPT.psc and FXCriticalCryoScript.psc

    This will fix it for cryolator, legendaries, criticals and explosives. Things wont get paralyzed anymore via critical hits with freezing legendary weapons tho... Cryolator uses a spell for paralyzing, "CryoFreezeSpell" I think onblock legendaries also use that spell, actually that spells is used by a lot of things.. even burning? and freezing legendaries... uh... well anyway, there is a lot of stuff that is immune to that paralyze even when the unarmed crit perk paralyze works, while using same magic effect and having no checks on the spells, I guess that is what makes it magic... I can't make heads or tails of this mess most of the time.

    Btw this mod does exactly this but only for cryoFreezeSCRIPT.psc, which only supposedly ends the effect yet somehow does work... Uhhh... anyway.All the other stuff is affected via the other script.
    1. ericwu102
      ericwu102
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      Thank you for the detailed explanation.

      So, following your logic, is it correct to say that both versions (Regular and Optional) in the FOMOD will work, for the Cryolator however it is modded at the Weapon Workbench?
  7. Sarcasm
    Sarcasm
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    3+ years after release and this crippling bug is still in game, RIP Bethesda it's not like they've been making these games for 20 years or anything, how do these things keep slipping past them. Luckily modders are always here to pick up their slack, so thanks for this. My cryominigun settlers glitched out a bunch of supermutants, not that many but enough for me to wish it was retroactive.
    1. Lythael
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      Sadly this mod doesn't cover all the cryo/paralyze effects that cause this bug.
      and Author seem to have forgotten about this mod :(

      Cryo mines / grenades still cause this bug.
      I had to improvise and come up with my own "fix" for this by changing how effects of these mines/grenades function without completely ruining their intended functionality.

      Took me a while to figure out what exactly was the culprit
      turns out when the paralyze effect ticks/applies in the same moment target dies
      It causes this bug..

      Solution was to change the explosion to deal its damage effect over time in 1 sec duration.
      Aswell to add flag to the freeze effect to not trigger when target is dead.
      (Crude solution i know but it works)
      If anyone wants to check it out i implemented my "fix" into my mod "Useful Cryo/Pulse explosives".
    2. MiyaEevee
      MiyaEevee
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      Hello :) Not sure if you can still see this, if I combine your mod and this mod, will the legendary freeze effect be fixed? or can I just use your cryo freeze effect in the legendary freeze effect? Thanks :)
  8. hieiyyh
    hieiyyh
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    the mod works fine with weapons, but aparently it doesn't works for grenades (outside of vats) critical hits... if the enemy die while frozen they will still get the bug to occur.
  9. Mikanoshi
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    Damn this bug is nasty...
    I was running the whole game with cryo grenades and gear that freezes on melee hit, now enemies sometimes just lie there in groups :D
    Some locations are 80% consists of bugged enemies. Half of the time if I shoot them game CTD, so I let companions kill.
    Really no way to fix them? I was trying recycleactor/kill/resurrect, need to go back to some locations to check if that helped, but I doubt that...
    1. Wenderer
      Wenderer
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      This mo ill not fix enemies already affected by this bug, i.e. it's not retroactive. And recycleactor/kill/resurrect will not help, i tried, everyone tried. There was some program to edit save files, i dunno where it is now tho, there one could find reference records for such bugged enemies and remove these records from save file, so enemies will respawn correctly.
    2. Mikanoshi
      Mikanoshi
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      FallrimTools/ReSaver? I can find ref there, just remove it?
      All instances related to bugged raider refid:
    3. Wenderer
      Wenderer
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      It was some another program, iirc it was something like 'fallout 4 save game editor'. Though one you found may do the work too, i dunno. Just keep a backup save and try it.
    4. Mikanoshi
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      This actually works, after removing and loading save 2 times currently spawned NPCs become noclip and just run around unable to hit you or get hit :)
      Doing recycleactor makes them killable.
  10. Moshcov
    Moshcov
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    Уважаемый автор куда правильно должен устанавливаться мод? в папку Fallout 4\Data\Scripts и по скольку это скрипты нужен ли для работы этого мода f4se?
    1. Wenderer
      Wenderer
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      Все верно, устанока в "Fallout 4\Data\Scripts", f4se не нужен.
    2. Moshcov
      Moshcov
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      тогда я не понимаю почему он не работает, установил правильно и даже начал новую игру чтобы проверить переместился в coc debugrange убиваю рейдера из криолятора возрождается новый и тут же падает как мертвый.
      у меня последняя стим версия Ф4 а из модов стоит только неоф. патч
    3. Wenderer
      Wenderer
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      Архивы инвалидировал?
    4. Moshcov
      Moshcov
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      все разобрался в чем была проблема, оказывается эти скрипты свободные файлы и чтобы они работали нужно
      Navigate to your Fallout 4 Folder at the following location "Documents\My Games\Fallout4"
      Within this folder you'll find a number of .ini files.
      Open (or create, if missing) Fallout4Custom.ini with your favourite text editor (we use Notepad++).
      Add the following lines to your Fallout4Custom.ini

      [Archive]
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=

      Save and close Fallout4Custom.ini

      проверил несколько раз без этих строчек не работает, с ними вроде все норм.
      наверно нужно добавить это к описанию мода, а то нубов как я полно :)
    5. Wenderer
      Wenderer
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      Да, добавил в описние инструкцию.
  11. dancingdonut
    dancingdonut
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    where is a good place to test out spawn?
    1. hieiyyh
      hieiyyh
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      debugrange cell

      type on console: coc debugrange


      anyway, i managed to fix this just by adding a conditional into the cryo magef and spells, "getdead = 0"
    2. Lythael
      Lythael
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      Could you go into a bit more detail what did you add to what magef to fix this?
      I would really want to try an alternative to this fix