While this patch does massively help with the FPS issue, it also appears to completely break Park Street station (underground) where I'm basically just looking at the lightbox with a few working models swimming in it. This basically means I currently have to toggle the mod when I'm going above and below ground through Park street station, is there a fix to this issue?
Great mod, without it frost is completely unplayable. Bro, can you make this patch https://www.nexusmods.com/fallout4/mods/50618?tab=description and https://www.nexusmods.com/fallout4/mods/50008?tab=descriptionit's against your mod so it has to be placed on top of the frost fps fix, and that means ? hit quite a lot of fps, but the work is so beautiful that it's a shame not to use it. Please bro make a patch ;)
Just have to throw this out there... I did a bit of tinkering and managed to make Frost work on FO4 VR... I have to admit, its friggin BADASS IN VR!! The initial start in that cell... all the way to certain lil tidbits you added personally. Makes it quite the rush. Not to mention the battles against the hordes of ghouls... Definitely recommend trying it out if any of you have or pick up FO4 VR. Its tricky to set-up... but well worth it once all is said and done.
is there any chance for the mod to be converted into esl-flagged esp (or at least compressing the new form ids to use the first 2048 numbers so users can flag it themselves without the possibility of creating save corruption on each mod update)? from what i see it only uses a handful of new form ids, well within the 2048 hard limit, so it should be fine to reorder them to conform to 800-fff, and it being esl-flagged esp it'll still function as any normal esp except with reduced new form id capacity and it won't take up an extra slot.
also any chance to port unofficial fallout 4 patch's fixes into the parts you modify? it's mostly small things like wrongly defined locations, but they help.
I noticed that in FO4Edit there were a bunch of errors (unable to resolve references).
I then noticed that FROST isn't listed as a Master.
I had to add FROST.esp as a master, then manually edit the form ID's for each of the unresolved references, changing the first two digits to point to FROST.esp's position in my load order (happens to be 26 for me, so for example I had to change 05006632 to 26006632). The references then resolve and turn green, and a check for errors turns up clean.
Im not entirely sure what causes this to happen in the first place, but I have noticed the same kind of unresolved reference errors in FROST itself, the FROST AWKCR patch, and also in Some Assembly Required. I was able to fix them the same way, by manually modifying the first two digits to point to the appropriate master for the intended reference. In a few cases I had to trial and error test each of the DLC's to find the one where the reference resolves correctly.
Its very strange, almost like at some point masters have been manually modified in the plugin headers and the change wasn't carried over to each individual reference to said master.
Think that must've come about when I generated previs/precombined mesh data for a few interior areas FROST caused trouble with (Vault 114, Malden Center, and Malden Memorial Hospital. All had painful fps drops and/or vanishing walls). From what I could tell the Creation Kit just up and removed FROST as a master file after doing this for whatever reason and all the unresolved references belong to these cells.
That being said, thanks for letting me know. I should probably get on that and do the same.
creation kid will remove any master that's not using esm extension on saving, corrupting any mod that does that. one way that works is having a second copy of frost renamed+flagged to frost.esm, temporarily modifying your mod's header to edit frost's master extension to esm with xedit, doing the modifications in creation kit, then reverting the name change in your mod's header back to esp. another is fixing the problems by hand using a spare copy of the mod to compare and xedit.
Starting out with a fresh install with only frost and this fix and with the fix enabled Scollay Square seems to revert to a mostly vanilla environment (Almost no snow, Kleo and Daisy's stores have signs upfront advertising them as such) yet without the fix loaded this all seems to look as it should in frost (Area is mostly covered in snow instead of slightly and the shops are unmarked)
156 comments
https://www.nexusmods.com/fallout4/mods/59652
Thank you <3
old ps4 really need this for the amount of enemies and crash i get for there in boston.
This basically means I currently have to toggle the mod when I'm going above and below ground through Park street station, is there a fix to this issue?
Please bro make a patch ;)
Endorsed Tracking Kudo'd
also any chance to port unofficial fallout 4 patch's fixes into the parts you modify? it's mostly small things like wrongly defined locations, but they help.
I then noticed that FROST isn't listed as a Master.
I had to add FROST.esp as a master, then manually edit the form ID's for each of the unresolved references, changing the first two digits to point to FROST.esp's position in my load order (happens to be 26 for me, so for example I had to change 05006632 to 26006632). The references then resolve and turn green, and a check for errors turns up clean.
Im not entirely sure what causes this to happen in the first place, but I have noticed the same kind of unresolved reference errors in FROST itself, the FROST AWKCR patch, and also in Some Assembly Required. I was able to fix them the same way, by manually modifying the first two digits to point to the appropriate master for the intended reference. In a few cases I had to trial and error test each of the DLC's to find the one where the reference resolves correctly.
Its very strange, almost like at some point masters have been manually modified in the plugin headers and the change wasn't carried over to each individual reference to said master.
That being said, thanks for letting me know. I should probably get on that and do the same.