Fallout 4
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Sharazar256

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Sharazar256

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15 comments

  1. xxxSYNNxxxx
    xxxSYNNxxxx
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    hi thx for the mod,  i am trying to test this to see the effect in console at debugrange but im not seeing any change in the actor values after giving them a piece of armor.  they stay at the same armor resist during being hit and after freeze and when respawned. 
    i am on horizon 1.9.3 so idk if this has a fix in it or not, couldnt find any info if it did.  how to know what this is doing or test to see if i actually need in it horizon playthru?  ty
  2. livipup
    livipup
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    Does this work with FATE or does it rely on a specific plugin?
  3. Gruftlord
    Gruftlord
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    Instead of removing the effect, would it also work to apply the EndangerolDamageDamageResistEffect [MGEF:000628E5], which applies EndangerolPerk [PERK:0024754A] to the target, which has the entry point "Mod Target Damage Resistance"?
  4. MrLightless
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    Apparently Bethesda fixed Marked for Death in AE. From what I can tell they did it by adding recover flag in 0010319D. Or maybe there is some scripting work done also.
  5. VigilantWarden
    VigilantWarden
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    For the most part, this has worked like a charm. I figured there surely had to be some kind of in-engine fix using the console, knowing just how much it can do.

    Thank you very much for providing this crucial info!

    Enjoy a kudo!
    1. Sharazar256
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      You said for the most part, have you had an actor it didn't work on? A few weeks ago I ran into a ghoul that had the bug and had been decapitated that had a really weird bug where his head never respawned properly. I eventually got him fixed by sneaking up on him, running the usual commands to fix, and after the RecycleActor; Disable; Enable I moved away never breaking stealth, fast traveled and waited a few days, and after cell respawn he was fine again. Only ever happened once to me though, so I wrote it off as an odd texture bug. The AI and actor seemed to be working fine, just running around with a bugged out missing head before the fix.
    2. VigilantWarden
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      Been a hot minute since I've played on Fallout 4, but I can run down what I meant by "most part" a bit more in-depth from memory still:

      I'd say that your suggested fix worked approximately 4/5 times. Mind you, this is on an ancient save from just after launch, early 2016, with extensive modding throughout. Plugins have been added and removed over time and the save periodically cleaned, but otherwise still fully functional despite the years. (Several years had even passed in-game time!)

      Some actors would simply refuse to completely reset, usually remaining motionless still or "T-posing". Certain creatures seemed especially susceptible too, like mirelurks and some turrets for example.

      Generally speaking, humanoid NPCs would restore without much fuss. I managed to restore the entirety of Dunwich Borers' exterior without any problems, turrets included!
  6. Squareboy97
    Squareboy97
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    Excellent mod and very helpful guide on how to fix NPCs affected by the cryo bug. If anything should be in the Unofficial Fallout 4 Patch, it's this!

    I have no idea how this bug managed to stay in the game but Bethesda does Bethesda do.
    1. Sharazar256
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      Thank you. I wish it was part of UP, but I think it is outside the scope of what they normally do as far as the scripting in CryoFix. Kinda like Flora Respawn Fix for Skyrim. I really hope Bethesda does away with the old DamageDamageResist code and starts over for Starfield, it has always been completely broken. Fingers crossed.
  7. angryglock
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    That other mod has an empty esp used to load the script change. I simply put your change in that esp, changed it to an esl and saved it. If you named your esp the same name as his (flagged as an esl) then this could over-write his empty one and save a slot.
    1. Sharazar256
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      Thanks for the info, that's a great idea. If I were to add mine as an ESL alternate download and rename it would it work out of the box with his BA2? I'm not familiar enough with the files to know if they have some hidden association properties beyond just the file name. And should I also include a warning that using my file in that way would make it unsafe to uninstall CryoFix because it will then be editing a vanilla form? I might add two versions, an ESL with the original name and another renamed to overwrite his empty one if anyone wants it. I think you can have well over a thousand ESLs active at once, so I'd like to give people the option of leaving CryoFix as is if they want while keeping slots open for other ESPs. Any advice you can offer is welcome, I'm pretty new at working with the CK and mods so I'm happy to have it.
    2. angryglock
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      BSAs are loaded based on the file name. So a mod named myMod.esp would load myMod.BA2, myMod - Main.ba2, myMod - Textures.ba2

      If you name your esp to match his (and flag your esp properly as an esl) then your mod would overwrite his empty esp and still load his script changes.

      I don't know why he did not flag his esp as an esl especially since it's empty and is really simple to do.

      His mod edits scripts so it has the same issues uninstalling as any other mod would. Just because you don't change a form does not mean you have not changed something important. Uninstalling any mod mid game is not recommended with the exception of textures/meshes and some game settings.

      But then again explaining all this to the average user of your mod may be more trouble than it's worth.  The simple truth is his esp is empty and putting your change in it saves an esp slot.

    3. Sharazar256
      Sharazar256
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      Thanks for the info. I appreciate it. I'll go ahead and upload the new files as soon as I get time to sit down with FO4edit and make the changes. I think I just compress formIDs and set the ESL header flag correct?
    4. angryglock
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      Yes but it may already be within range. I can't remember.  If you make a shortcut to xEdit with this attribute -PseudoESL it will show all files that are already within range of an esl flag. They FormID next to the name will start with [FE

      I wish Nexus would allow screen shots. I'd put one up but I don't want to have to upload it to another site and then link it because I need a nap.
    5. angryglock
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      The other guy has open permission on his fix and the source scripts. You could just put them in your mod and have one file that fixes both issues. That's what I'd do. You can use use his BA2 for that matter. As long as you give credit and don't try and monetize it. Just read his permissions.