Sorry for the earlier file i forgot the remove the DLC master files this one should no longer require DLCs to run. As this was part of my merged patch with other mods and stupid me forgot to clean the masters after i finished.
Sorry again. Any other bugs or overlooks let me now.
I found your mod because my enemies in interiors started "respawning in a dead-like state" (like your description says) but for me it was because of the paralyze effect from the iron fist unarmed perk. It freezed enemies for ~8 seconds after a crit. If they died during the paralyze, they respawned frozen, just lying on the floor. I never used cryo weapons etc.
Does your mod cover that too or only cryo-related stuff? Maybe you know a mod that does.
Funny enough this was never fixed in the unofficial patch.
Prob a bit late to the party but not a fan of the robots *running away* for 10 seconds makes fighting them way too easy and robots don't get scared atleast imho. Any chance of a version without the running away stuff because otherwise this mod is awesome.
"robots don't get scared" it's not actual "fear" but a malfunction causing them to behave like this. Think of it as if their IFF glitched and they are unable to attack anything for the duration.
"makes fighting them way too easy" that's the idea. EMP should be very devastating against robots and cause multipile malfunctions. Even still this isn't as powerful as you think. They are not even close to being broken as the Fallout 3 EMP grenades were that could delete any robot that dared to cross your path.
At least give it a try before judging :) cause i see you didn't even download the mod.
Hello :) Not sure if you can still see this, if I combine your mod and the cryofreeze fix mod, will the legendary freeze effect be fixed? or can I just use your cryo freeze effect in the legendary freeze effect? Thanks :)
My mod just changes how the cryo grenades/mines work and in addition fixes the bug with their effect. The Cryolator and Legendary cryo freeze effects are still bugged.
But yeah you can use both my grenades mod and Cryofreeze Fix. I used them both in my game too however i am not 100% sure if it fixes the Legendary effect too and not just the Cryolator one. (They are separate too) havent had time to completely test this as Legendar Cryo effect can be triggered on demand so it wasnt much of an issue to me. Important thing about this bug is that your target must not die at the same time as the effect triggers. Freezing them before they die (even like a nano second before they actually die) causes no issues.
Hello Lythael, can you make pulse grenades affect Coursers (Flee effect you added), because they are human race, they don't have actor type synth KYWD? None of "pulse-synth" mods i found affects them because of that.
Coursers are mostly organic just like Gen 3 synths tho. Making them being affected by Pulse weaponry beside just the stagger would make no sense however yea it does seem they lack the Synth keyword if i wanted to make the Pulse Grenades affect them i would have to put the Synth KYWD or make a custom one for them and i didn't wanted to mess with anything else to keep this mod lightweight.
Awesome mod! I've been using this in my playthrough and it's been a lot of fun. I can't believe pulse weapons didn't do anything to robots in vanilla - what a huge oversight. I went into the Galactic Zone in Nuka World and got stomped by some of the NukaTrons - went back in with some pulse grenades and managed to stun them long enough for my shotgun to finish the job. Big thanks for this.
Marvellous. The Rust Devils have been mobbing my settlements of late and this improvement to the pulse gear is just the ticket. Time to go sow some minefields...
SwissSanchez, Lythael, Moses Pendergrass feels your pain! Listen to GNR Boston and discover what happens when a synth loses a limb and sounds like... Just listen.
24 comments
As this was part of my merged patch with other mods and stupid me forgot to clean the masters after i finished.
Sorry again.
Any other bugs or overlooks let me now.
Does your mod cover that too or only cryo-related stuff? Maybe you know a mod that does.
Funny enough this was never fixed in the unofficial patch.
Mine is more of a bandaid workaround and yep it sadly is only for the cryos.
"makes fighting them way too easy" that's the idea. EMP should be very devastating against robots and cause multipile malfunctions. Even still this isn't as powerful as you think. They are not even close to being broken as the Fallout 3 EMP grenades were that could delete any robot that dared to cross your path.
At least give it a try before judging :) cause i see you didn't even download the mod.
The Cryolator and Legendary cryo freeze effects are still bugged.
But yeah you can use both my grenades mod and Cryofreeze Fix.
I used them both in my game too however i am not 100% sure if it fixes the Legendary effect too and not just the Cryolator one. (They are separate too) havent had time to completely test this as Legendar Cryo effect can be triggered on demand so it wasnt much of an issue to me. Important thing about this bug is that your target must not die at the same time as the effect triggers. Freezing them before they die (even like a nano second before they actually die) causes no issues.
None of "pulse-synth" mods i found affects them because of that.
Making them being affected by Pulse weaponry beside just the stagger would make no sense however yea it does seem they lack the Synth keyword if i wanted to make the Pulse Grenades affect them i would have to put the Synth KYWD or make a custom one for them and i didn't wanted to mess with anything else to keep this mod lightweight.
And since i have no idea if Unofficial patch changes anything in cryo/pulse grenades/mines and their explosions
i can't tell anways.