Fallout 4
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HiSaZuL

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hisazul

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25 comments

  1. Moshcov
    Moshcov
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    Is this bug fixed in Fallout  4 next gen? and if Bethesda, as always, did nothing, does the mod need updating?
  2. aprimer90
    aprimer90
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    Does your mod make the one from Wenderer called "CryoFreez Fix" redundant? There are a few freeze related fixes so it's a bit confusing.
    1. Cicattrix
      Cicattrix
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      No, ”Cryo Freeze Effect Supplemental Fix” is complementary, so you should use both.

      Removes the broken DamageDamageResist effect from the CryoFreezeSpell effect. Use with the CryoFix mod by HiSaZuL.
  3. Ruhna
    Ruhna
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    After testing without the fix with coc debugrange console command, I can confirm that the current version of Unofficial Fallout 4 Patch (v2.1.5) does NOT fix the bug.

    For anyone wondering what this bug looks like, any NPC having this issue will go limp when they respawn. They are not dead, but they cannot do anything either. Specifically what triggers the bug is the NPC getting killed while frozen after surviving the hit that made them freeze. Although one-shotting the NPC doesn't always lead to this bug, I did observe it happening once.

    I can confirm CRYOFIX does the trick based on the limited testing I did.

    *Note for anyone who are close to the .esp limit or the BA2 limit; Yes, you can delete the .esp, extract the script files folder, and then compress the folder into a .7z. The fix will still work.
    1. yRaven
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      Now this is useful information.
  4. smiletheteatwat
    smiletheteatwat
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    Thank you so much for making a FIX  to a bug that has been a major thorn in my side.
  5. deleted100232623
    deleted100232623
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    You should have just put this in a folder named "Scripts" and called it good. The BA2 file is overkill. Anyway, thanks for making it. Seems to work fine.
  6. shelondias
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    I bombed through Concord and the museum a few times with the Cryolator/ice nades/cryo rifle after setting the time scale to 100000- no glitched raiders in sight.
    Good work.
  7. Derwan
    Derwan
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    Pro tip: Delete the esp included in this mod and unpack its BSA. The Esp is completely empty and does nothing but load the BSA, so just having the scripts loose cleans your LO up a bit.

  8. Valour549
    Valour549
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    1) I'm not 100% sure if it has something to do with this mod causing conflict, but I have a problem where the Cryolator cannot be properly hotkeyed using FO4 Hotkeys.

    Every time after hotkeying the Cryolator, pressing the hotkey yields the message [You have no Cryo Freeze], which seems to suggest that for some reason FO4 Hotkey has bound the Cryo Freeze enchantment to said hotkey instead of the Cryolator itself.

    That mod does provide the source script but I'm far too noob to figure out how to fix the issue. Perhaps you can help?

    2) What's the difference between:

    CryoFreezeEffect01 "Cryo Freeze 01" [MGEF:0018C354]
    LGND_CryoFreezeEffect "Cryo Freeze 01 LGND" [MGEF:00249DB9]

    It looks like only the Cryolator uses the first effect, while all the Freezing legendaries use the second effect.
  9. VigilantWarden
    VigilantWarden
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    This will probably seem like a silly question: this mod does not retroactively fix enemies that are already "permanently broken", right?
    1. hisazul
      hisazul
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      No, I've never seen a retroactive fix for this, outside of a fairly guess heavy discussion on how to fix it via save editing.
    2. VigilantWarden
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      I see. Thanks for the answer.
    3. Sharazar256
      Sharazar256
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      I've found a way to get actors working in my game again. From an earlier post today:
      Don't know if this helps, but 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. Hope this is of some use. Edit: I have had that not fully work on a couple of occasions, the AI seems to be broken on the actor after the "enable" command. When that happens I just use "recycleactor" then disable enable and it has fixed it.

      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.
    4. hisazul
      hisazul
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      Now that I thought about it some more, I recalled the double meat magazine perk. It's an example of a visual perk that doesn't do anything, the real effect is done via a global setting, which is modified and not set, by picking up magazine. So if you dupe or spawn or have mods that make multiple available, as soon as you pick it up second time and after, it will further decrease I think? I don't remember, and as soon as it's not the first specific modified value it behaves the as original value... There are a bunch of variables that either behave oddly internally, the system is setup in awkward way or can only be modified or set... and so on.
       I simply re- used cryolator effect for the other ones, instead of nothing at all for legendary effects and explosives. If that charred ghoul with 3 thousand hp starts taking more damage on my 105th visit, that is an unintended benefit for me and will not bother me.
  10. anneoneamouse
    anneoneamouse
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    Can this script be used in a Vanilla (no DLC) install?  Skimming the psc files in a text editor doesn't indicate any dependencies on DLC, but Nexus indicates they're needed.  Thanks for helping out, AoN.

    PS I posted a link to this over at r/fo4 subreddit, hope that's ok.  I'm pretty stoked for a fix.
    1. hisazul
      hisazul
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      Technically, both scripts are base game, I don't remember if there was a specific reason why I flagged it the way I did. I'm having a fuzzy memories about those effects being reused in some way or something? It shouldn't really matter tho.

      The esp file is empty, it's only there to load ba2 archive and not require the whole archive invalidation and lose scripts mess. So, you could open CreationKit, go file-save call it cryofix and make your own, with any dependencies you want or none at all? I'm not sure how the game would take to something that isn't even dependent on fallout4(literally you can click save without loading anything but dependency would be blank), probably best to sit though it loading base fallout 4 and then save... but yeah, that is an option too.

      Source files also allow for lose files method, just remember that it requires making/modifying your fallout4custom.ini file with archive invalidation, read about it... and what it means for you. Nexus has faq on that, I'm not a fan of that route since it just loads everything with no control over anything making a giant mess of t