Mod articles
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Outdated FROST mods that should not be used anymore
Here are the four main reasons why I listed these mods here:
1. A few of the mods listed here were made by amateur modders who made
some rookie mistakes with problematic consequences. The often have ITM
records or did not even set Frost.esp as a master file. As a
consequence, those mods often don't work or even conflict heavily with
other FROST mods
2. Some mods on this list were really well made, but alternative and newer mods replaced them.
3. Some of the mods listed here patch a mod for FROST. The problem is that
they often do not nearly enough to properly patch a mod for FROST, and
often forget to edit and patch important things, like level values in
LChars, Leveled Lists and omod collections.
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Several perks have been renamed and re-balanced to make them more viable.
New Perks have been added (can only be accessed by using the LevelUpMenuEx mod).
Additionally some (vanilla and OG bugs) from those perks have been fixed. This list is not complete, it only gives an overview.
Strength
Armorer: Is now required to repair Power Armor and craft ballistic weave
Perception
Duck 'n Cover: Adjusted damage reduction from explosions
Sniper: Reverted back to vanilla as the OG FROST version of the perk had a bug
Pickpocket: Has been renamed to scoundrel. Allows to recruit special settlers and to built certain settlement objects.
Refractor: The Perception requirement of the perk was lowered
Locksmith: Instead o... -
Update instructions from version 2.1.X to 2.2.X
The new version requires you to start a new game. This version is not save-game compatible with versions below 2.2.
This version includes a patch for the Survival Configuration menu (SCM) mod. Please sue that patch if you want to use SCM. SCM has to be loaded before Frost.esp, and the SCM patch has to be loaded after the UFO4P FROST patch.
== OLD UPDATE INSTRUCTIONS ==
Update instructions from version 2.0.X to 2.1.X
I changed the boat travel scripts, as a result the boat travel system might break for some users on a current playthrough. There is no safe way for me to update the scripts due to how the engine, scripts and save files work. It should technical... -
Survival Disease and Meds Changes
Diseases
Diseases have been changed to add more complexity and depth to the game. Certain diseases are now stronger or have additional effects, and there are more items to cure diseases.
Cure-X: Cures all diseases
Antibiotics: Cures infection
Fungal Purge: Has a chance to cure Parasites
Buffout: Has a chance to cure Weakness
Scavver's Stew: Cures Insomnia
Fungus Tea: Can heal Lethargy
Tran-X: Negates the effects from infections for a fewe minutes
Other Meds Changes
Bandages don't stack anymore
Antibiotics can be crafted, but Cure-X can't
Rad-Away is slightly more difficult to craft
Stimpak's don't cure crippled limbs
Doctor's Bag and Arm/Leg braces can heal crippled limbs
A... -
The Mine Detector item can be found at any starting location. It is a misc item and can not be equipped. You can toggle the Mine Detector on and off in the Action Menu of FROST. You can set a hotkey for the action menu in the MCM menu of FROST.
The detector consumes a "Mine Detector Charge" each minute, and sixty charges are provided at each starting location.
The detector can detect all mines and certain traps (like the electrical arc), and makes a sound every few seconds while a mine is nearby. When the detector finds a mine for the first time, it will also play a special detection sound, and when you are too far away from a mine or trap, it will also play a sound.
The mine detector and its charges can be crafted in the Tools section of the Chemistry Workben... -
Although this mod, together with Frost Plus, continues the development of the Frost Survival Simulator Mod, 50% of what this mod does is to fix oversight and bugs from Frost and even from the vanilla game. I literally made thousands of manual edits to correct oversights, bugs and to adjust things. Listing every one of those changes is not a good idea, so if you want to get a full overview, check out the esp file itself.
From the number of fixes, features, adjustments etc. that my mod does, it has the scope of around 30-100 mods (depending on the size of the compared mods). This is also one of the reasons why the esp file is very big in cpmparision to other mods: It has almost 21.000 records, around half of them were done manually by hand. My mod combines the ideas and features... -
Gameplay Changes and New Mechanics
Power Armor
Power Armor is harder to repair (require more items and perks)
Power Armors are harder to find, often requiring certain perks like the Hacker perk
The vanilla game multiplied damaged to Power Armor parts of NPCs by x3, I reduced it to x1.5
Power Armor requires training to use. The player needs to find three power armor training holotapes, each enabling the player to use power armor better
Training Holotapes are scattered around the map (around 20 locations)
Bigger locations and Military Locations often have Power Armor Training Holotapes
Power Armor drains less Fusion Core Energy
Certain actions liek jumping now drain Fusion Core Energy
Armor Settlement Vendors sometimes sell Fusion Cores and Power Armor parts
S... -
For mod users
A new and immersive fast travel system was added:
The player can now use a boat to travel along the coast of the Commonwealth.
Traveling with the boat requires Boat Fuel which can be crafted at a Chemistry Station and the Survival Kit.
Bot Fuel can also be found at several locations
Fuel consumption depends on the distance traveled.
Traveling in Power Armor doubles the fuel consumption.
It is not possible to travel during certain weathers like radiation storm
A map marker will always indicate where your boat currently is
You need to discover the locations first before being able to fast travel to them (with the exception of a certain ship)
Boat Fuel is located in the Ammo Section of the... -
Automatic and Optional Mod Support
If following mods are installed, new features of the Frost Official Updates will be available.
LevelUpMenuEx
If this mod is installed, new perks are available for the player to use.
Mod Configuration Menu (MCM)
If this mod is installed, a FROST MCM menu will be available which allows the player to change certain settings of FROST and to set a hotkey for the Action Menu.
PipBoy Tabs
If this mod is installed, a "Sanity" Tab is displayed in the pip boy that shows the current sanity of the player character.
Campsite
Requires the user to install the optional Campsite patch during the installation of the Frost Official Updates mod.
It will add a portabel duffle bag, and add the campsite items to the Action Menu so tha... -
The Action Menu can be opened by pressing a hotkey. The hotkey must be set in the MCM menu of FROST.
With the Action Menu, the player can make noise to get the attention of nearby enemies, gather wood, place/use certain items, use mobile crafting objects like the Survival Kit, scrap items with a Scrap Kit and do other things.... -
Information about Nexus Collections and Incompatabilies or my explicit recommendations
Please use the Automatic Load order checker of the Below Zero guide.
It checks for mods that are incompatible with my mod.
This is an official instruction to not use my mod together with incompatible mods detected by the Below Zero load order checker, or to use my mod without main FROST mods like Frost Plus and Frost Cell Fixes.
As a curator, it falls onto you to handle the mods referenced in your collection in a respectful manner. The collection name, description, media, as well as notes/instructions may not be used in a way that could be construed as disrespectful to the mod author(s) of the mods in your collection.Examples of unacceptable behaviour:
Giving a collection a disparaging name like, for example, “Collection of bad mods”, “... -
Read this first
Although this mod fixes hundreds of problems, there are still some issues, either caused by the mod itself, OG FROST or the vanilla game/Bethesda. I would be lying if I told you that my mod can solve every issue.
However, let me assure that this mod has a higher quality then many other mods on the nexus. If you do not believe me, just check out the script differences between the original FREEZE Intimidation mod and my implementation of the Intimidation Perks, or at the thousands of edits and fixes that are included in this mod. My mod was also screened by several other mod authors and mod users, and I fix bugs/problems as soon as someone reports them.
I would like to provide some transparency about certain issues that I noticed and could not fix yet:... -
This article is about mods that are unrelated to frost, but incompatible with Frost. Some of these mods can be patched for FROST, but nobody
made a patch.
A few mods here have a patch for FROST, but that patch is either outdated or bad/incomplete and should not be used.
I won't go through all of the thousands of Fallout 4 mods that are
incompatible, I will only list those that people commonly install
without knowing that they should not be used with FROST.
Some of these mods might be patched in the future!
Some of these mods here are compatible with FROST, but are not recommended as they will break balance or lore.
A few more notes about FROST and compatibility can be found here
You can also use this load orde... -
Adds 6 (+1) new starting locations for FROST.
(The three original starting locations are also still there.)
The "canon" Access Tunnel" FROST start is to the right of the "Let Go" graffiti.
If this is your first time playing FROST, take this starting location.
The new starting locations:
Museum of Witchcraft
Train Car
Glowing Sea
Concord Civic Access
Natick
Basement near Malden
Secret Start
What's the catch?
Museum: Deathclaw
Train Car: You get a powerful "one-time-use" weapon and a gasmask. Use the weapon wisely
Glowing Sea: Escape the glowing sea with a Power Armor
Concord Civic Access: An easier start
Natick: This dangerous area is surrounded by several d... -
Mods that have been merged into this mod
Several mods have been merged into the Frost Official Updates (Redux) mod.
This has been achieved by merging the mods into the old Frost Official Updates mod to ensure that other mods that relied on the Frost Official Updates are compatible by default with the Frost Official Updates (Redux) mod.
DO NOT use any of the following mods anymore together with my mod.
The mods that have been merged or are redundant are:
Frost Nuka-World Add-On
Frost More Starting Locations
Frost Recycled Fusion Core Framework
Frost Random Start
Frost PipBoy Sanity Tab (not directly merged, rather recreated)
FREEZE Intimidation Overhaul (not directly merged, rather recreated and heavily modified to remove its bugs)
Frost Dead Feral Ghoul Head... -
Most bobbleheads are still in their vanilla locations. Some have been moved because they were in locations that are not accessible in FROST for lore reasons.
Strength Bobblehead
After reaching the Mass Fusion Building, head inside (if you haven't already cleared it, it will be full of Survivors, so be wary!). Make your way up to the top level, where you fight the Survivor wearing Power Armor. The Bobblehead is sitting on the top of the statue hanging over the lobby - climb onto the couch to collect it.
Perception Bobblehead
It is still in the Museum of Freedom, but has been moved to another table there. You will certainly find it easily if you look around a bit.
Endurance Bobblehead
Head to the south-east corner of the map to reach Pos... -
How to patch weapon mods for FROST
0. Important Information
This guide
assumes that you now how to make patches with xEdit
doesn't claim to be perfect
only works for guns, not melee weapons
There is an automated weapon patcher xEdit script for FROST, however, it is
not perfect. It can't patch everything, and sometimes does things wrong.
It will still help you a lot if you use it though. The script isn't
written in a perfect programming style, but it does it job fairly well.
You should also take a look at kjg92's weapon patches for FROST. He patched a lot of weapons for Frost, and
taking a look at them in xEdit will help you to understand how to edit
weapons for FROST:
https://www.nexusmods.com/users/34192405?tab=user+files
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How to get to Nuka-World:
Visit Ciampa's Bar in Downtown, there is a note on a barrel. Read it, and on the left side of your
PipBoy map a new map marker "Road to Nuka-World" will appear.
Tips and tricks:
NW is not for low level characters, take Good weapons and equipment with you.
Trashcans sometimes contain Glowing Fungus or Brain Fungus. They can be used to craft fungal purge.
Use an alternate way to make a save file or use the Campsite mod and use a
sleeping bag. Bethesda never really designed Nuka-World to be played in Survival mode, and therefore the number of beds around the NW map are very small, with section of the map not having a single sleeping possibility. I've added a few sleeping bags here and there, but not nearly enou... -
With the Intimidation Perk, you will be able to:
- Pacify Enemies
- Cuff them with Handcuffs
- Search their Inventory
- Inject them with dirty psycho so that they will fight for you
- Interrogate them in order to get the location of their allies
- Put a detonatable collar on them and give them commands
Those actions can be done by activating the NPC. The different actions mentioned above will show up depending on the distance to the NPC, if you sneak and if you aim through your iron sights or not.
So if you sneak before a pacified enemy, and stand very close to them, you can cuff them for example.... -
Settlements
Several settlements that were previously not useable can now be used (like the Far Harbor Settlements).
The Far Harbor and Nuka-World Settlements are a bit restricted, as Robot Workbenches and Settlements Beacons can't be build there. There are lore reasosn for this decisions. Both those DLC areas basically don't have enough "normal" survivors who would chose to join you in a settlement. It also has immersion and balancing reasons, otherwise the player could get access to resources from the Commonwealth by making supply lines between Commonwealth and DLC settlements. That would totally ruint he purpose of Far Harbor and Nuka-World in FROST. Several settlement objects and categories have been renamed and adjusted to fit better into the timeline of FROST.
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