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Tags for this mod
- Performance Optimization
- Gameplay
- Lore-Friendly
- Fair and balanced
- English
- User Interface
- Leveled Lists
- Clothing
- NPCs
- Weapons
- Power Armor
- Overhaul
- CBBE Bodybase
- DLC: Automatron
- DLC: Wasteland Workshop
- DLC: Far Harbor
- DLC: Contraptions Workshop
- DLC: Vault-Tec Workshop
- DLC: Nuka-World
- Items - Food
- Crafting
- Bug Fixes
- Quality of Life
- Official
- Armour
- FROST Survival
About this mod
A new version of the FROST Official Updates which continues the development of the FROST Survival Simulator mod.
FROST is a total overhaul of Fallout 4 set in the year 2082, over 200 years before the events of vanilla Fallout 4.
Experience a dark and atmospheric world and try to survive the Nuclear Winter....if you can.
- Requirements
-
DLC requirements
DLC name Automatron Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes FROST Survival Simulator This and the DLCs (Nuka-World, Automatron, Vault-Tec + Contraptions + Wasteland Workshop) are HARD requirements! Off-site requirements
Mod name Notes Fallout 4 Script Extender HARD REQUIREMENT. If you need help to install this mod: https://www.youtube.com/watch?v=NkKFHjY7o-I Mods requiring this file
- Permissions and credits
-
Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You 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 sold You 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 points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This mod includes several assets from other mod authors who gave me the permission to use them. So if you want to use a certain asset from my mod, you also have to ask the original creator of those assets. If you want to know who made a certain asset, just send me a direct message over Nexusmods.
If you want to make a translation of my mod, ask me first, and do it as a separate patch esp file and not as a direct change to my esp. A translation should require my original mod, and you also need to mention for which version of my mod the translation is (as translations can get outdated, so users need to know for which version the translation was made.)
If you want to use a large amount of .esp edits I made for a mod of yours, or use my scripts, or want to replicate/copy features of my mod, I would prefer if you ask me first for permission and credit me. I will very likely give you my permission, but I would like to know who and for what this is used. I might even promote your mod somewhere if it is technically well made.
You are allowed to make patches for my mod, as long as they are separate files and not a modified version of my entire mod. If you want to edit assets like textures for some reason, please contact me first, I only own partial copyright for those files (I am allowed to use them and upload them here, but might not be allowed to grant you permission to do the same).File credits
- Naugrim04 (Dude, you are fucking awesome!)
- The FROST Discord squad (you guys rock!)
- ALDIODERQUIDS
- JACQ for changes and ideas that she made in JACQ FROST
- abah for checking the notes and journals
- Crosstieger for the Doctors Bag assets
- jacknifelee for the child outfits
- Abbalovesyou for the child headgear meshes
- dinosgamez for the Survival Guide retextures
- deleted150604 for the synth armor retextures
- Xerophthalmia for the new gas mask textures
- HoneyDrops for the bear armor mesh fix
- Special thanks to Gourmetrix for the Nucleus Overhaul
- GhanimaAtreides for the Red Alliance Retexture
- Veav for the skeleton .nif models
- HalcyonAndOn for renaming certain notes with too generic names
- meigong119 for the killmove and melee changes
- Defalt for the Winterized Gunner Outfits
- DesertRanger111 and Rigell for editing the Gunner Outfits, making or reworking textures, meshes, and for being awesome
- Rigell for the glasshouse meshes, textures and scripts
- XenonsSpork for the Travis Begone soundfiles
- DeathWrench for the muted Travis introductions
- fadingsignal for the Military MREs assets
- KanonKing
- Jaberkaty
- certainOrder
- krrptd
- Hod Toward and Sethebda for all the CK crashes...
- Cameron McKinley because his music inspired me and kept me motivated
- People who post CK tutorials on YouTube
- Everyone from the FROST Discord Server (Patchmaster, DSJ, clantz, krrptd, stayla, Old' Un, Lonewanderer345 and many more)
- textures.com
- jefw
- chacomain for the idea to add a compatability ini file for PipBoy Tabs
- Old'Un
- Argonn
- Alison
- grewdawg
- Juano
- Mark Immortell
- Greslin
- Samantha (Samcakes)
- Patchmaster
- Wanderer
- Cryss
- Helen
- And many many others
If I have forgotten to credit you, send me a DM me and I will add you to the credits.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 2.2.5
- Fixed a small display issue with the menu of the Doctor
- Fixed a small display issue with the menu of the Doctor's Bag
- Deleveled several armors properly which were not properly deleveled (mainly Metal Armor, Raider Armor)
- Deleveled several weapons properly which were not properly deleveled (mainly the Combat Rifle and Assault Rifle)
-
Version 2.2.4.3
- Fixed an issue causing save file bloat and long loading times
- Updated the Oberland Rebuild FCF check of the in-game load order checker
- Fixed an oversight of a loading screen
-
Version 2.2.4.2
- Fixed some issues with ammo crafting
-
Version 2.2.4
- TLDR: Fixed a few bugs and issues with some loading screen. terminal and note texts, and a few other small things. A New Game is NOT required for this update, it only contains small bug fixes, and can be safely installed mid-playthrough
- Removed most XP gain from crafting things at the Robot Workbench
- Fixed a loading screen falsely claiming that Stimpaks heal limb damage
- Fixed a loading screen about schematics getting cut-off and some spelling mistakes
- Fixed a loading screen falsely claiming that Rifleman increases the damage of rifles
- Removed Shoulder Launcher weapon crafting options from the Robot Workbench
- Fixed a mistake in a terminal in Malden Center which accidentally mentioned "storages" instead of "shortages"
- Fixed a spelling mistake in a main story terminal about research logs accidentally writing PRC instead of PRG
- Fixed a character display problem in a main story terminal
- Fixed a bug with the Warrior Monk perk causing a UI display bug for certain chems, credit goes to @Outcognito for finding and fixing this issue
- Fixed a mistake of the Far Harbor Shopping list mentioning "west" instead of "east", and accidentally mentioning a battery
- Fixed the description of Duck n' Cover Rank 3
- Fixed a mistake in Nuka-World accidentally breaking lore about the time of the nuclear war
- Fixed a door in Lexington Station glitching into another door
- Fixed Recycled Fusion Cells not being craftable
- TLDR: Fixed a few bugs and issues with some loading screen. terminal and note texts, and a few other small things. A New Game is NOT required for this update, it only contains small bug fixes, and can be safely installed mid-playthrough
- Removed most XP gain from crafting things at the Robot Workbench
- Fixed a loading screen falsely claiming that Stimpaks heal limb damage
- Fixed a loading screen about schematics getting cut-off and some spelling mistakes
- Fixed a loading screen falsely claiming that Rifleman increases the damage of rifles
- Removed Shoulder Launcher weapon crafting options from the Robot Workbench
- Fixed a mistake in a terminal in Malden Center which accidentally mentioned "storages" instead of "shortages"
- Fixed a spelling mistake in a main story terminal about research logs accidentally writing PRC instead of PRG
- Fixed a character display problem in a main story terminal
- Fixed a bug with the Warrior Monk perk causing a UI display bug for certain chems, credit goes to @Outcognito for finding and fixing this issue
- Fixed a mistake of the Far Harbor Shopping list mentioning "west" instead of "east", and accidentally mentioning a battery
- Fixed the description of Duck n' Cover Rank 3
- Fixed a mistake in Nuka-World accidentally breaking lore about the time of the nuclear war
- Fixed a door in Lexington Station glitching into another door
- Fixed Recycled Fusion Cells not being craftable
-
Version 2.2.3
- Fixed Gunslinger Perk
- Fixed Armored Alliance Armor
- Changed a script related to intimidation
- Fixed a turret of a certain big heavy door of the Frost main quest
- Fixed two loading screens (Well Rested and Redeemers)
- Fixed Mentats crafting recipe
- Reduced chance of vendors having a fully repaired hazmat suit
- Fixed bug where Redeemers wouldn’t attack US Army Remnants
- Fenway Swinger Perk was properly removed
- Fixed Damaged Hazmat suit not protecting from ghoulr adiation cloak
- Fixed Federation Elite Fatigues Ballistic Weave
- Fixed typos in a certain holotape/terminal
- Nerfed the first two ranks of idiot savant a bit
-
Version 2.2.2
- Fixed an infinite loop in the tutorial scripts from FROST
- Fixed Power Armor issue at the Compound
- Added proper sound boxes to the compound because Bethesda forgot to do that. Big thanks go out to Outcognito who noticed this issue and fixed it.
-
Version 2.2
- - Medic Perk lets Fungal Purge remove more Radiation (Fungal Purge and Medic Perk have been edited)
- - Fixed some perk references and a description of the Strong Back perk
- - Adjusted Stimpaks and Medic Perk. Stimpaks heal between 30-70 HP (depending on medic perk), and the Medic Bobblehead adds an additional +10 HP on top. Medic perk does not make Stimpaks work faster at rank 4, only Radaway is faster.
- - Dirty and Boiled Water now give 10 rads to the player (=1% of the max health of the player)
- - Reduced explosion splash damage from certain turrets from 25 down to 10
- - Reduced the value of most schematics
- - Fixed Mama Murphy's Stash name
- - Added the AnimCoversMouth keyword to a few gas masks that were missing that keyword
- - Fixed Explorer Rank II
- - Action Menu can't be used if the player is sitting or using a workbench
- - Fixed Traveler's Coat, a bandana can now be worn with it
- - Nerfed Day Walker Perk (= Solar Powered Perk).
- - Renamed Sanity tab to Info tab
- - Added Medical Info Option to the Action Menu
- - Fixed Randomized Start and Sanity script
- - Buffout Items return Empty Buffout upon usage
- - Added Radiocative air to the Holy Mission Conregation interior location
- - Nerfed Marine Armor Carry Weight modifications
- - Deer Hide Outfit gives leather instead of cloth when scrapped
- - Certain containers will never respawn by default now, and the loot chances of certain containers have been adjusted so that they have a lower chance of having certain loot
- - Fixed Party Boy/Girl loading screen, as well as the ones for the Commando Perk, Gunslinger Perk and the Heavy Gunner Perk
- - Renamed Nuka-Cola Addiction to Caffeine Addiction
- - Adjusted several Nuka-Cola items to fix some technical oversights
- - Fixed Typos of a terminal at Bunker Hill
- - Fixed Commando Perk Rank 2 description
- - Changed Opal's name and Kelly's name, as well as their outfits
- - Adjusted head explosion of Feral Ghouls
- - Added "workshoppowerconnection" keyword to glasshouses, hopefully fixing the energy/power connection issue with glasshouses
- - Livegiver Rank 3 doesn't give health regen anymore.
- - Added additional features to the in-game load order checker
- - Fixed a bug with portable crafting items like thew Survival Kit "swallowing" items and components.
- - Trinity Church has radioactive air now
- - Fixed two bugs with the Wanderer Perk.
- - Changed Boat Fuel and Mine Detector Charge crafting recipes. Boat Fuel is less expensive, and for both items you can now see how much of them you actually get when you craft them.
- - Added Ammo crafting Framework
- - Change Gun Nut's descritpion to indicate ammo crafting possibilities
- - Changed Lover's Embrace and Well Rested. Their buffs are now weaker
- - Fixed random encounter where Feral Ghouls escorted a prisoner. The Feral ghouls have been replaced by Survivors.
- - Replaced or removed most food from the Boston Airport Ruins
- - Marine Helmet can now be obtained
- - Looney Wander was slightly changed. it only is active during sprinting out of combat, and not active all the time out of combat. The limb damage penalty was also reduced.
- - At the bottom of the perk list in the pip boy stats section the player can now see all schematic knowledge perks
- - Fixed Red Horse. Apparently it was never possible to obtain it without console commands
- - Fixed "Chancel" typo in the Boat travel menu
- - Changed The Last Plank to contain more chaos and gore
- - Changed Glasshouse crafting recipes and Goop crafting recipes so that all crafting recipes are visible for the player in the workshop menu
- - Black Horse has now a special effect like the other 3 weapons of the apocalypse. The Black Horse has a 5% chance of disarming opponents if you block their attack
- - In order to grow Mushrooms in Settlements, the player now needs to find a "schematic" (it looks like a burned book). It has a small chance at spawning in certain containers, and has a few fixed spawns
- - Removed "Far Harbor" Map Marker that would appear in the commonwealth after the player visited far harbor.
- - Fixed a typo in Clementia's journal
- - Fixed Scrapper's Note to something FROST lore friendly.
- - Fixed a few notes/journals which used a torn note model that cut of parts of their text.
- - Blamco Mac and Cheese now needs dirty water to cook.
- - Increased spawning chances of Molerats
- - Added Snow Marine Armor to Far Harbor
- - Adjusted Baseball bat6s
- - Fixed zero health fusion core in the Mt. Desert Island Naval Facility
- - Fixed a ladder that was activatable for no good reason
- - Reduced infection disease time. It is now only +50% longer than in the vanilla game, and not +200% longer
- - Changed College Square Stations. There are now two Federation Flags on the surface providing players a better indicator that this station belonged to the Federation. Most corpses there also are now named "Federation Soldier" and also look differently.
- - Changed Announcement times in Subways and Nuka-World
- - Removed Open Wounds mechanic
- - Removed Stim-Bandage as an item
- - Fixed Just-Be Note in the access tunnels
- - Disabled Havok Physics for aatextScollayDowntownSkeleton and it's related SKeleton so that they don't glitch around anymore
- - Added Survival Configuration Menu patch
- - Certain Random Encouunters now have a cooldown of half a day
- - Unleved all Random Encounters, reduced general chance of random encounters by 25%
- - Enabled Nuka-World Hair Colors and Hair styles by default
- - Fixed About Vault 81 note
- - Fixed Husky Family Holotape oversight
- - Fixed Bloodstained Journal
- - Saw Highschool is harder to access and has more locked doors now
- - Removed Hacking and Lockpicking upgrades from Automatron Robots. They were simply too OP
- - Fixed Arlen's Manifesto Holotape
- - Fixed Toxic Molotovs. They were not working as intended
- - Removed the Fenway Swinger Perk. It had a bug that is not possible to fix via normal means due to a small engine bug
- - Fixed AI Hallucination bug
- - Reworked Mine detector. he player can't equip the mine detector anymore, and the mine detector is not an equipable item anymore. It is a misc item now. To toggle the Detector on or off, you have to use the Action Menu of FROST
- - Added Tutorial Holotape
- - Arm Braces and Leg Braces only heal one limb.
- - Overhauled the Doctor's bag in a similar fashion
- - Fixed Level-Up Healing glitch that increased loading times
- - Added FROSTs mines to the Vanilla Tutorial triggers
- - Adjusted several tutorial messages
- - Removed Protected STatus from Junkyard Dog and renamed it to just Dog
- - Reduced Ammo drops from scrounger
- - Fixed Nuka-Lixir and Nuka hearty
- - Changed model of the Bent Bobby Pin Key
- - Reduced Craftin Requirements for Boat Fuel
- - Changed Radioman's note(s), they were still vanilla and didn't make much sense
- - Fixed Angel's Hood bug that made it impossible to pick it up
- - Adjusted MCM menu
- - Fixed Nuka Free exploit
- - Fixed Survivalist's Bunker note typo
- - Certain vendors should now sell Robot Armor
- - Added Main Menu Video replacer from the mod "Complaint of the Commonwealth" with the permission of its creator
- - Added Elise's FROST trailer video as the default New Game video
- - Several other dozen changes that I forgot to document properly
-
Version 2.1
- - Updated Papyrus Load Order checker. It can now detect more things that are wrong in your load order.
- - Changed the Coward Perk: 20 Damage Resistence and 20 Energy Resistence, +1 Luck, +1 Agility, + 1 Perception, you sprint 10% faster.
- - Fixed a bug with intimidation display
- - Fixed Islander's Almanach perk about Mutcrabs, and buffed it
- - Fixed Dirty Psycho not having a sanity debuff effect
- - Removed Damage boost from Robotics Expert Rank 2. (That was a vanilla bug which was not fixed by UFO4P yet)
- - Adjusted Flamer Ammo Tanks, they now have less capacity. Better modifications for the Flamer are also more rare
- -Slightly reduced Submachine Gun Ammo capacity
- - Brain Fungus doesn't restore Sanity anymore
- - Glowing Fungus removes more radiation
- - Adjusted Weapon Workbench crafting recipe for settlements
- - (Hopefully) fixed Nuka-Cola Addiction bug
- - Hunter Rank 2 let's certain grilled/cooked foods restore sanity (= Edited Hunker Rank 2 perk and multiple items)
- - Sanity Restoration effect has been disabled from certain food items unless the player has Hunter Rank 2.
- - Doctor's bag weight increases from 0.2 to 1.0, and adjusted crafting recipe to require more items
- - Edited GroundMolerat, a food item with an unique mesh file. It wasn't used by Bethesda though. I
- - A few more consumable items irradiate the player
- - Buffed Base Intimidation for the Intimidation Perk
- - Handcuffs can now be crafted at a Chemistry Station if you have Blacksmith Rank 1
- - Party Boy/Girl Rank 1 was changed. Between 21:00 and 6:00, you can't get addicted to alcohol.
- - Removed Ownership of items and containers in Bar Harbor
- - Fixed typo in Wanderer Perk. Rank 2 description now correctly states "20 Carryweight" instead of "25"
- - Green shirt and combat boots can no longer have ballistic weave
- - Adjusted "holding Breath" AP drain and stabilising time to be less punishing to the player
- - Increased Cell Respawn time and vendor respawn times back to vanilla values
- - Adjusted Intimidation perk script a bit
- - Changed the loot of locked safes to be much much better
- - Adjusted Jet Fuel and Ultra Jet to fix a problem with their item description (wrong duration description).
- - Both jet items are also heavier, and Ultra Jet gives less max AP, but gives it for twice as long
- - Fixed a naming and inventory oversight with Wastelanders. THey are now called Survivors and have proper outfits
- - Boat Fuel can be found on a few spots along the coast
- - Placed a few notes that indicate the existence of the boat fast travel system,
- - as well as a few notes that reveal the map markers of the fast travel points
- - Fixed a bug with traveling to Warwick Homestead/Waste Treatment Plant with the boat
- - Reduced the weight of the Harpoon Gun, because its ammo is quite heavy
-
Version 2.0.4
- 2.0.1 fixes a small bug with LooksMenu
- 2.0.2 fixes a bug with poison damage from Feral Ghouls
- 2.0.3 reverted Stimpak and Bllodbag changes because they restored limb condition even if they shouldn't
- 2.0.4 Fixed blodbags and poison blocks, fixed a bug with visual effect from poison to avoid the black screen bug. Open wounds are not applied to the player if they are blocking in melee combat,"kidnap scene" at the start doesn't apply open wound anymore
-
Version 2.0
- Notable Adjustments:
- Updated over a thousand technical things, like scripts, editor ids, and how things work behind the scenes - - Several plugins and mods have been merged into this mod. Read the articles section for more information
- - Surprising an enemy with a Molotov cocktail will let them flee for five seconds.
- - Edited some loading screens
- - Some workbenches in settlements are now easier to craft
- - Nerd Rage Perk got adjusted. It only triggers in combat, and has a 10 minute cooldown
- - Added a boat traveling system
- - Molotovs don't insta-kill the playe anymore
- - Missile Launcher Traps only have simply missile launchers.
- - Settlers at Nordhagen Beach are now Themis Cultists
- - Removed some carrots from the Middlesex Country Swimming Pool (= The Slog)
- - Disabled ambient Cricket and Insect sounds
- - If the player gets hit on the head with a melee weapon, it will now deal reduced damage.
- - If any NPC or the player wears a helm/helmet, there is a 33% chance of reducing the damage from guns by 90%
- - Ghouls get less damage from headshots. This makes them a bit more difficult to kill, and avoids the player killing them with their bare fists
- - Fixed "holding Breath" AP drain with scopes
- - Fixed accuracy bug that made sniper weapons way too accurate, especially with sniper weapons
- - Psycho Items only give +25% extra damage instead of +50% extra damage
- - Fixed Glowing Ones only being lootable while sneaking.
- - Reduced Power Armor Damage reduction from 5% per piece down to 1% per piece.
- - Some cows on the surface are now hostile if you get too close
- - Explosion Effect Feature is now in a seperate and optional plugin
- - Added a plugin for removing blur effects
- - Buffed Tran-X
- - Visual Overhaul of the Filling Station in Nuka-World
- - Visual Overhaul of the Bradberton Overpass in Nuka-World
- - Renamed several "burned" items to "ruined"
- - Renamed Dish Rag to simply Rag
- - Changed some weights of misc items
- - Disabled/moved a few objects/NPCs in Concord. Stuff like Fusion Cells and the Laser Muskets.
- - Nerfed ranged crit multiplier from most guns from x2 down to x1.5. I might even nerf it further, maybe down to x1.25
- - Power Armor pieces are now more durable when worn by NPCs so that they are similar to the player's durability
- - Ghouls get less damage from headshots. This makes them a bit more difficult to kill, and avoids the player killing them with their bare fists
- - Steady Aim Perk has lowered level requirements.
- - Being in a house on the surface protects against radiation storms
- - Laser Musket is less heavy
- - Laser Musket and normal Laser Gun can spawn with a different ammo type "Recycled Fusion Cell".
- - Slightly nerfed the Laser Gun
- - Adjusted the Wanderer Perk. It is now more viable in the early game, and less viable in the late game
- - Changed system for the radiactive air on the surface
- - Glass house schematics can be found more often in fixed locations with a 50% chance. In future updates I will also do that as well for other schematics.
- - Blocking Attacks from Ghouls now finally blocks poison and radiation DOTs from them
- - Adjusted Shotguns Loot generation
- - Adjusted Epic Loot chance. This might have a drastic influence on the leveled list generation of FROST.
- - Renamed Shotgun Shells to 12ga so that they fit into the rest of Fallout 4's ammo naming convention
- - Slightly reduced the weight of Railway spikes
- Fixes and smaller adjustments
- - Fixed Kendall Parking. Items are not marked as owned anymore, and the survivor there will not get attacked by the molerats/rats.
- - Adjusted Movement speed of Deathclaws again so that they don't "glide" anymore while walking
- - Adjusted explosion visual effects (to avoid seemingly random visual effects), and changed the sound level of some explosions so that NPC AI hopefully reacts better to those explosions if they are not yet in combat
- - Fixed Radio Crafting Description of DC/Scavver radio
- - Deleveled some vendor junk/scrap leveled lists.
- - Removed shipments from vendor inventories
- - Fixed two wolfs which glitched to the top of a roof at kendall hospital
- -Fixed the bug that caused Ballistic Weaves to not give a bonus to carry weight
- - Fixed the oversight regarding the "Raider" name at the East Boston Prep School
- - Removed Far Harbor Commonwealth Map Marker
- - Fixed a bug with the Mysterious Stranger Perk
- - Fixed Harvester Damage bug
- - Fixed a holotape at Corvega
- - Made Skeletons fleshy/gory that were overlooked in Frost Dark Calling
- - Added description to Settlement Water Pump to clarfiy that onyl three of them can be built per settlement
- - Fixed some armor CC keyword conflicts that I previously didn't see. All armors should now properly support CC paint jobs mods
- - Made X01 Quantum PA inaccessible and not useable to avoid a glitch where NPCs would start using it
- Notable Adjustments:
-
- Donations
-
Straight donations accepted


What is FROST?
FROST is the successor to the much beloved and much hated DUST Survival Simulator for Fallout: New Vegas.
The goal is to transform the world of Fallout 4 into a freeform survival game with an emphasis on lore and visual storytelling.
Set in the years following the Great War of 2077 during a Nuclear Winter, you will see new lore,
challenging new enemies, and many overhauled gameplay systems.
Many areas in the game world have been visually overhauled as well.
FROST stays true to the Fallout lore and is very lore-friendly.
What is the Frost Official Updates mod?
This mod continues the development of FROST. My mod was designed to be used together with Frost Plus and Frost Cell fixes.
It makes FROST more balanced and removes certain exploits, bugs and oversights, and while adding a lot more features.
With over 20.000 edits this mod is one of the largest mods for Fallout 4.
This mod does so many things that it could be split into 30-50 different mods.

Check out the Articles Section for more info!
- A Hallucination and overhaul of FROST’s Sanity System
- New gameplay elements and changes
- New perks and perk changes to allow more builds
- Dozens of new items
- New lore, journals, stories, terminals, and notes
- Balance changes
- Adds planned content that was originally cut
- Fixes bugs and oversights in both FROST and vanilla Fallout 4
- And a lot more!
It took hundreds of hours to make — listing everything would be impossible.

The following things are hard requirements and must be installed:
- Fallout 4 Script Extender (F4SE)
- Frost Survival Simulator
- Automatron DLC
- Nuka-World DLC
- Far Harbor DLC
- Wasteland Workshop DLC
- Vault-Tec Workshop DLC
- Contraptions Workshop DLC
Use the Below Zero Guide for load order and installation instructions!

Besides the hard requirements mentioned above, this mod optionally support several other mods:
- Mod Configuration Menu (for a FROST MCM Menu)
- PipBoy Tabs (for a Sanity tab)
- LevelUpMenuEx (for perk expansion)
- Campsite
- CBBE & Bodyslide
More info in the Articles Section

If you are making a FROST load order, it is mandatory that you read the Below Zero FROST Modding Guide first!
Follow the guide in order to make a proper FROST setup!
The guide includes installation instructions for this mod.
The guide also has two versions, an extensive Recommended Guide, and a smaller 5 minute Basic Guide.
If you need help or have questions, feel free to visit the FROST Discord Server.
We will answer your questions and help you out with installing or playing FROST.
FROST can not be thrown into any mod set-up/load order, you have to build your load order around FROST.
Community Links




Read these Articles if you want to know more about the (in-)compatibilities:
Creation Club mods (except paint jobs) are not recommended.
Fallout 4 VR is not compatible with FROST.

- Naugrim04 (Dude, you are awesome!)
- The FROST Discord squad (you guys rock!)
- ALDIODERQUIDS
- JACQ for changes and ideas that she made in JACQ FROST
- abah for checking the notes and journals
- Crosstieger for the Doctors Bag assets
- jacknifelee for the child outfits
- Abbalovesyou for the child headgear meshes
- dinosgamez for the Survival Guide retextures
- deleted150604 for the synth armor retextures
- Xerophthalmia for the new gas mask textures
- HoneyDrops for the bear armor mesh fix
- Special thanks to Gourmetrix for the Nucleus Overhaul
- GhanimaAtreides for the Red Alliance Retexture
- Veav for the skeleton .nif models
- HalcyonAndOn for renaming certain notes with too generic names
- meigong119 for the killmove and melee changes
- Defalt for the Winterized Gunner Outfits
- DesertRanger111 and Rigell for editing the Gunner Outfits, making or reworking textures, meshes, and for being awesome
- Rigell for the glasshouse meshes, textures and scripts
- XenonsSpork for the Travis Begone soundfiles
- DeathWrench for the muted Travis introductions
- fadingsignal for the Military MREs assets
- KanonKing
- Jaberkaty
- certainOrder
- krrptd
- Hod Toward and Sethebda for all the CK crashes…
- Cameron McKinley because his music inspired me and kept me motivated
- People who post CK tutorials on YouTube
- Everyone from the FROST Discord Server (Patchmaster, DSJ, clantz, krrptd, stayla, Old’ Un, Lonewanderer345 and many more)
- textures.com
- jefw
- chacomain for the idea to add a compatability ini file for PipBoy Tabs
- Old’Un
- Argonn
- Alison
- grewdawg
- Juano
- Mark Immortell
- Greslin
- IceStormNG
- Samantha (Samcakes)
- Patchmaster
- Wanderer
- Cryss
- Helen
- Elise for the New Game Video
- Titaa for the COTC Main Menu Video replacer
- ... and many more!