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. Also the Crit freezing script when i was testing it in the debug range cell seems to permanently lower the targets DamageResist, which you'd have to correct for. Hope it helps though and thanks for all the work on the problem so far.
He selected the glitched npc and used "Getav 2f2" to confirm that the value was -1, then he used "modav 2f2 1" to make the value 0 (you can check this by using "getav 2f2" again) then he used "disable" followed by "enable" and reports that after this procedure (select, getav, modav, getav, disable, enable) the npc is fixed.
I tested this mod several times in different locations, using a cryolator and grenades, it feels like it doesn't work at all. I even tried a game without mods and a new start - all the same, everything after freezing is like fish.
does this fix the critical freeze with grenades? just note that there are 2 different magical effects, one for normal freeze and other for critical freezes.
Basically this bug occures when you kill an NPC with crio related weapon. After while, after the cell respawned, you will encounter them lying on the ground still frozen like and doing nothing but still very much alive. And the next respawns will be the same thing, over and over again. For me this bug got so bad that at a point I started to encounter "frozen" respawns on enemies that I clearly remember that I killed in the conventional way, the game started to corpse freeze even enemies who were staggered or stunned. Quite frustrating, be glad it didn't hapened to you.
definilty throwing this one in my test list, hope you can do the same for the goo/ash pile bug, maybe even a combined one as that bug and cryo are god damn awful
I added a condition to cryo magic effects so they dispel on death and added a null effect to apply the freezing visuals so they remain visibly frozen after death.
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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. Also the Crit freezing script when i was testing it in the debug range cell seems to permanently lower the targets DamageResist, which you'd have to correct for. Hope it helps though and thanks for all the work on the problem so far.
https://www.nexusmods.com/fallout4/mods/40183
https://www.nexusmods.com/fallout4/images/108695
EDIT: I see, the issue this addresses that that doesn't is mines/grenades.
I haven't tested it yet, but I will. Good job.
so they remain visibly frozen after death.