This page was last updated on 02 July 2022, 3:51AM
Changelogs
Version 0.4.1
Split as many fixes/features into a third file so introduce a mid version of this mod. Mid doesn't require other mods other than FROST, but include fixes that can't be put in CK file.
Version 0.4
Further tweaked the hazmat suit to my liking.
Realized a dirty wastelander is made of 2 whiskey and made it actually worth crafting.
Fungal purge doesn't becomes useless if you take medic.
Fixed west Rox a bit more
Got tired of antibiotics looking like psycho, made them look/sound like Rad-X.
Fixed comp vs scrap issue in the med kit leveled lists. Instead of getting the component "cloth" that can't actually be used and acts weird, you'll get the piece of scrap "cloth" that is junk and can be used for crafting. If that makes no sense to you, then just trust me I fixed a bug.
Put all food under 1 rollup because it just doesn't make sense to separate it in FROST (at least not with the right perks)
Fixed collectibles not going in their roll up.
Moved some stuff that doesn't require mods into the ck-base file to give the 'lite' version of the mod more features.
Made a Syringer ammo rollup
Version 0.3
Hazmat suit counts as a gas mask and makes immune to some types of rads outside the glowing sea.
fomod installer
Version 0.2
Added some missing icons
Labeled someperks with things they unlock in frost (like stimpaks and chemist or whatever perk they require), that way it can be seen in the perk chart and not just the chem station. Because I forget this stuff.
Fixed some existing icons
Added weight back to some items I didn't realize VIS made weightless (cuz this is FROST, so no weightless chems!)
Schematics only show up in 1 tab instead of 2
Also labeled perks to be more descriptive than "a chance to cripple" (because that isn't that helpful)
Noticed some things had their base game names, gave them back their Frost names.
Fixed some "map leaks" / "holes into the void" / room bounds and portals / or whatever the heck you wanna call them, because nothing breaks immersion like having to step out into the white-ness and trust that more of the map is there. There might be more of these? Idk.
Expanded a room bound in west rox station so you can see the man hole cover into the subway line.
Fixed (at least some of) the black spots on the ground. I checked only 2 of them, because I'm lazy. This comes at the cost of more dirt and less snow looking ground, but I don't care, I'm sick the black spots. If I find more I will see what I can do.
For the "map leaks" -
-Fallon's department store was fixed by adding room bounds (cuz frost switches it from precombines to room bounds but doesn't finish the room bounds and just leaves them the way bugthesda left them, ie incomplete). Idk if some of them are too big for low-end machines. If there's massive performance issues, let me know.
-West Rox shouldn't have issues with the trains disappearing, but again this came at the cost of what might be huge room bounds. Again idk how big is too big. My machine is at least mid-grade and it maintains smooth 60fps, so if you see otherwise let me know.
-Andrew station was an easy fix of just moving the portal into place, so everything should be great there.
-Revere Beach station should be great. There was just a missing room bound in a spot, so I made that isn't much bigger than the other ones in this cell. There *shouldn't* be rocks in the way of getting to this new bound either.