This mod is not meant as a standalone, but to live in symbiosis with the original Frost content. That means this mod also include part of Frost original cut content, aswell as adding new functionalities in order to diversify yet expand optionally your gameplay decisionmaking. It does not require F4SE.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Other than me, the Frost Team for making [Frost] #bliazy for Voice Acting the Federation Officer.
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 0.2 Armor: Added New
Navmesh: # 26 Interior Cells Re-Done (Covering most of Frost added subways, if not all)
Bugfixing: Downtown Door to Marchand dissapearing is now fixed.
Conditions: Re-Adjusted some dialogue conditions
Sounds: Added and fixed some lip files
Balance: Ghoul Mask Rebalanced - Update suggested from Reddit User
NPCs: Few Npcs spawning naked in locations such as Acadia or Warwick Homestead, now fixed - Thanks to Nexus user: Undernier for reporting!
Vendor: Added voiced meat vendor at Crater house for the Ghoul Playthough (No caps, only barter)
Economy: Edited the buying price of mirelurk Eggs from 0 to minimum 2.
Trigger: Removed Restricted area from Downtown, since it caused more confusion rather than immersion for some users.
New System: New system to reveal NPC name's dynamically (only 7 NPCs for now) from reading specific books.
Temporary Test of a New War System: Themis War triggerable from the Themis Pastor as end quest for the Themis Playthrough. (Ghoul Player)
Version 0.2
Armor: Added New Enclave Scientist Suit (Recolored version of Hooded Cleanroom suit)
Version 0.1
Miscellaneous:
- New Items! MREs: Small, Medium, Large meant to be used as a balanced reward + Glowing Mushroom, which was a cut content from [Frost]
- Changes few Item prices: 10mm from 20 to 15, Bandage now cost less than Blood pack,
- Adds New Journals/Books and fix some incorrect dates of few. (+19) Including Quest Objects.
- New Levelled Items, mostly intended as rewards.
- Restored the old cut content messages that would appear based on which door you activated in the Intro.
WorldSpace:
- Navmesh fix for certain subway where the enemies were unable to reach you. Mostly in the Blue Line and Red Line.
- New Model and Visual Effects for the Flamethrow; now able to incinerate the bodies of dead enemies into dust.
- Adds new environment hidden objects, as well as disabling specific damaged environment Objects (such as light) , when destroying a specific Tunnel.
- Restricted Area of the Federation are now treated as such and will start alarming the Soldiers that are trespassing including potential Companions.
Armor:
- Applies ImageSpaceModifier for Blindfold and Smiley Hood.
Factions:
- New Factions: AllianceChild faction, new Frost Companions faction and RescuedSoldiers faction.
BugFixing:
- Fixed the previous Character Customization Intro with a new personalized one.
- Fixes the issue with the Lantern non appearing or giving PA light instead of dim fire effect lights
- Modify certain quests in order to deliver a fix, such as Barney Rook House and Codsworth.
- Fixes the Pastor NPC in Salem Church, also including a new unique dialogue. (If player is a Ghoul)
- Fixes the disabled Boss in Kingsport Lighthouse who had a Synth Voice, into a Unique NPC also including a new unique dialogue.
Magic Effects:
- New Magic Effect making the new Item: Glowing Mushroom able to fortify rads half as strong as Bandage.
Actors:
- Adds New Actors, including potential three Companion each with features.
- Restored the Cut Content of regular servicing Doctor + Souveniring in Downtown.
- Adds a new Unique Doctor for Sanity related treatments or Weather predictions.
- Swapped and fixed 2 NPC Boss able to speak their lines and fixing the dialogue of Barney Rook into a compatible Themis one.
Race:
- Human base player has now the chance to become a Ghoul, if the correct conditions are met.
Perks:
- Modifies the perk Inspirational to meet the condition of the new "Frost Companion Faction" which will affects certain followers and companions.
- Add a new Perk Ghoulie's Benefits it will remove the base race ability "Radiation Immunity" to give space for the "Rads Absorb" ability.
Quests:
- New Quests: including Companion quests, Faction quests, Radiant quests and more.
- Built new dialogue System which allows to execute condition based dialogues including the player being able to Diagnose, "Followers" and "Companions."
- Adding 2 new unique Weapons
- Swapping the Reba II (In Barney Rook Basement) with the new Reba I which also swaps the previous legendary effect with the new Themis Enchantment.
Using the New Save files is recommended, although It's not a requirement unless:
If you use the original Frost save, it'll be a requirement to use the new saves that I uploaded, in order to experience the full mod features, as Frost original saves themselves do not contain the fully updated game information of latest Frost version itself. (Most notably at The Crater House in Salem, there will be "turrets" if you use the old save of Frost. Which I have no way to remove them because in Frost they are already removed yet they still remain saved in the old Save File.)
# Incompatibilities: I yet do not know any compatibility, but I can write a quick list of things that I know will break some functionality: - Any Mod that changes Frost default Faction relationships. - Any Mod that will give you permanent the default Radiation Immunity as an ability, will be converted as the new "Rad Absorb" after loading a save and if you're a ghoul race. - Any other mod that edits the default doors with the starting room (only the already existing ones).
# Advised load order:
1. [Frost.esp] 2. 3.(Everything that you think is compatible with Frost but not with this mod) 4. 5.[aFrostMod.esp] 6. 7.(Everything you think is compatible with Frost and this mod) 8.
# Notes: - None of the NPCs added by this mod are Essentials, not even the Companions/Followers or the Main Quest givers. That means it's up to you to decide which opportunity are you going to take and which not. - Looking for someone with a Mic or writers. In order to make new plausible stories or to give current Frost npcs a unique voice. - Any feedback is appreciated. - Thank you for reading and I hope you'll have fun playing this Mod even in its early development.