I do not recommend to use any Nexus Collections for FROST, as they all have problems with mod conflicts, redundant mods or even downright outdated or broken mods.
If you use a FROST Nexus Collection, you will not get help from me and your bug reports will be ignored as I can not determine if the bug is caused by a faulty nexus collection.
1. Please read the description and check out the article section before commenting.
2. If you still have questions, head over to the FROST Discord for further help.
3. If you want to report a bug or encounter a CTD/crash, please post your load order as a link to pastebin or visit the FROST Discord Server and report it there. Crash and bug reports without a load order and/or a Buffout 4 crash log are useless, and might get deleted. 4. Before reporting a bug, a crash, or asking us to check your load order, use this Automatic Load Order Checker first! It will tell your load order has problems.
Bethesda updated their game today. This broke many mods and mod setups. Whatever issue youa re having, it is related to the update. We will update FROST, but FROST relies on other mods which also need to be updated.
Yes, it does. Every FROST mod works like 99% oft all other mods. There is nothing special about FROST mods from a technical perspective, they all work with the GOG version of F4.
Weird bug in Fort Fenway. There's a vertibird parked overlooking the LZ with a minigun and it seems to randomly spawn in a door on it at times. Restarting seems to make it go away, but dying makes it wig out and switch positions. Load order attached, same with images of bug images load order
Hey Prisca, I told you already in the Frost discord to post this on the Frost Plus nexuspage :D The reason for that is that Fort Fenway is content from Frost Plus. I can't fix this as my mod dosn't even touch Fort Fenway at all. You should have already known that because you looked into the issue with xEdit.
Your load order looks fine though, I would guess that this is either an engine bug or a bug with Frost Plus. I'm afraid that fixing it would require using the Creation kit and investigating Vertibirds further, xEdit might not be enough to troubleshoot this. I wouldn't waste time on it though if I were you, I think this might just be an engine issue that can't be solved by us.
So for the LevelUpMenu compability, is it okay to use Be Exceptional - Skills Only mod to add the Skills function to my modlist? I did a small test with it and it seemed to function alright, only looked like it changed the sorting of the perks but I'm not 100% since it was just a short test. Anyone have experience with this?
Yes, you can make a translation for your own personal and private use. If you want to publish the translation somewhere though, you have to ask me first for permission.
So, I was a bit curious regarding the load time of my frost save file (150+ hours) which takes it more than 5 minutes to load (dying is so painful as a result) so I did a play thru of vanilla to see if it was a vanilla thing and it turns out after about the same playtime, and roughly the same size save file, vanilla save loads in under 15 seconds still. So then I started removing Frost mods to narrow down which one is causing this, and it turns out RedsFrostFixes.esp is the offender, once removed the game file load just as fast as in vanilla. I may take the time to figure out which part of the .esp is causing the issue.
EDIT: OK, I narrowed it down to this quest: RFF_LevelUpHealthManager_Cache "RFF Level Up Cache" [QUST:08AEB470] - removing this quest from the .esp fixes the load time of the save file. No more 5+ minutes to load the save, back to under 15 seconds. Hope this helps, as my fix for now is to leave it removed as I don't want to take the time to figure out the "why" of it.
The quest you've mentioned would only cause problems if you use other mods that increase script load immensly, or added other mods that are tied to the quest trigger system. Can you give me your load order? Like mentioned above, such bug reports are very unreliable without any further information.
If you used quicksaves at any point, than those might be your problem. Quicksaves generally don't work well with mods and tend to corrupt save files.
Additionally, this might also be a vanilla hug. If I remember correctly, both Skyrim and Fallout 4 have this issue you described sometimes, and recently for Fallout 4 someone made a mod to fix this exact issue.
So far no one else reported this problem, and in January I've talked to people with over 100 hours on their frosy saves.
Another cause could be you changing your load order during hose 150 hours.
As you can see, there are many variables here, and you removing the quest could only be an accidental solution.
Am having the same issue, and removing the quest Ceindynce mentioned also fixes it for my level 76 character (200 hours so far, was taking nearly 10 minutes to load after death/from the main menu), i hope it isn't game breaking to remove it. i have removed a few problematic mods/mods i personally didn't like at a couple points though admittedly.
mods I removed/tried out briefly mid playthrough: Survival Configuration Menu (i personally preferred the vanilla survival rates and found the mcm confusing) Polluted Climate Winter Edition Frozen Lakes (had some sudden cutoffs in the ice and the ice would not show up sometimes but collision would be there) FROST - Snowy Weathers
my only way of saving has been the vanilla autosaves when sleeping and exitsaves.
i know it could well be my fault for removing things. but just in case this helps i'll post anyway.
could we have a link to the mod you mentioned fixing this issue? and thanks a lot for working so hard on frost its super fun ^.^
also, one more thing, kinda unrelated but its another crash that i just spent a good while trying to figure out so I figured i'd tell you here (potential spoiler maybe)
Spoiler:
Show
i'm pretty sure i picked up an empty fusion core (0/100 charge) in the navy submarine place on the Far Harbor island, one of the two to your left straight ahead from the entrance. when my power armor's other fusion core ran out and attempted to switch to it, i got a consistent crash. full fusion cores work as normal. took me a while to figure out cos Buffout 4 crash log would only give an "Exception Stack Overflow" error and nothing else. might want to change it and any other empty cores that exist, it would seem they confuse the game a bit.
A crash report without a buffout 4 crash log, load order and mostlist is useless. Either visit the FROST Discord Server and post the crash log and the other files there, or upload them to pastebin and provide me a link. I don't remember placing an empty fusion core there, and this could easily caused by another mod. Above I've also pinned that without crash log and load order a CTD report is not very helpful :P
my load order is the same as in my previous comment.
i disabled all mods and my game still crashed the same way, when my fusion core ran out and tried to put the empty one in.
its definitely in the place i mentioned, the Mount Desert Island Naval Facility, one of the two on the shelf on the left in the main room is the empty one. i teleported myself there in a different save to check.
here's what the Buffout 4 crash log says, its weird, no plugin list, very short, crash log scanner was confused by it:
I just checked, those Fusion Cores should have normal amounts of health, and not zero. At least the Creation kit displays it like that. I removed the Cores for now. Keep in mind that others went into the Naval Facility as well, with Power armors, and probably picked up the cores as well. Whatever happened here is either a problem with the engine, a weird vanilla script running haywire in the background, or you broke your setup somehow.
As far as I can see, my mod is not to blame here, it must be something else. I however removed the cores so that it shouldn't happen to anyone anymore for this particular instance.
Did you edit the esp? In the Creation Kit the Fusion Core reference didn't show that for me. i will look it up in xEdit though. It might be either a CK bug, a bug with the CK Fixes mod, or I missunderstood your instructions on where to find the fusion core.
Edit: I looked it up in xEdit, seems like you are right. In the CK the Health settzing for the Fusion Cores was empty. I guess it is a visual bug because the CK treats 0 Health and the "No Health setting given" as the same.
I will also forward the bug to some other mod authors, maybe the xEdit team can add this partiucular check to their error spotting feature of xEdit.
What the hell is with this "room of shame"? What should I remove from the list of mods so that your "frosty standard" would work? Frost for me was a complicated version of the game, without a "collective Preston" with endless "settlements in need of help." With its pros and cons, but without this s*** - "Do you want to play? Play by my rules and only WITH MY TOYS.".. P.S. I respect your work in finalizing Frost! I liked the previous versions of the mods collected here!
1. If you are talking about the Shame Room, the terminal in that room mentions this: This has nothing to do with "What should I remove from the list of mods so that your "frosty standard" would work? ", this means you seriously messed your mod setup up.
2. If you are talking about the message that tells you that you have incompatible or problematic plugins installed: There are very good reasons why you see that message. It lies in the nature of modding Bethesda games that not everything is compatible with everything else. That's simply not how it works. If you want to know which plugins are incompatible or problematic, the pinned message above tells you to use the Automatic Load Order checker.
No, this stuff was added because people messed upo their mod setups containing FROST and my mods again and again and again, breaking their game, and blaming FROST and me for the problems. This stzuff was added to ensure that people don't break their game by using tons of conflicting mods. Like I said: You simply can't use certain mods with each other. If you have a problem with that, you are free to learn xEdit, Creation Kit and Papyrus to patch FROST and other mods to your liking. Nobody is telling you to only play "with my toys", the in-game messages were added to warn people if they BROKE something. If you end up in the Shame Room, you simply messed up things very badly to the point were the game and your installed mods would not work like intended and be utterly broken, especially when it comes to scripts.
Thank you for appreciating my work. I'm sure you can also appreciate the fact that we've added those messages and the shame room as well, because those were added to avoid users seriously breaking technical aspects of the game
Sorry, my mistake. I thought that everything would start without Frost Plus, and without using Cell Fixes. Unofficial Boston FPS Fix caused me a constant CТD when approaching the western part of the map.
Hey, just finished up a playthru and would like to point out one major thing I noticed with regards to carry weight and armor mods. So Marine Zealot armor, say the arm, has a base weight of 10, putting in deep pockets adds 5 to the carry weight and 1 to the weight of the armor (so a net gain of 4), yet putting in Ultra-Light mod will reduce the weight of the limb by 8 (making the weight of of the armor 2, so essentially at net gain of 8 carry weight via armor weight reduction) and gives you 5 AP to boot. Using deep pockets (or any pockets for that matter) will give a negative return on carry weight vs. using Ultra-Light. Not sure if this was an oversight.
I will take a look at it, but can you post your load order as well? Before I look into it I would like to check if something in your load order influences this besides FROST. It might be a conflict.
Thank you very much for mentioning this though, it is very appreciated :D
Yeah, it was always a bit broken in base game as well since deep pockets gives 10 to carry weight (so a net of 9), still making Ultra-Light a better option as +5AP is a decent trade off for 1 pound carry weight, but with Frost reducing it to 5, it amplifies Ultra-Light usefulness to no-brainer status.
Also, great work on the updates eh. So glad you all decided to carry on the work, been following Frost from inception and it gets better each update. Enjoyed Nuka World, it wasn't accessible last time I played so great job eh.
Thank you for the load order and the additional information. The load order looks fine, and I checked it out, it is definitely a vanilla thing. I will fix this in the next version. This is a classic case of Bethesda using armor templates in development and not adjusting the armor properly afterwards. This isn't the first time I had to "fix" Bethesda's laziness.
Btw, consider joining the FROST Discord, its easier for me too keep track of that stuff there. Link to the discord is above in the sticky post.
67 comments
Read this guide to set up a FROST load order properly!
problems with mod conflicts, redundant mods or even downright outdated or broken mods.
If you use a FROST Nexus Collection, you will not get help from me and your bug reports
will be ignored as I can not determine if the bug is caused by a faulty nexus collection.
Please either use the Below Zero Guide or
the FROST - Below Zero Fallout 4 Wabbajack Modlist to make a proper FROST Setup.
1. Please read the description and check out the article section before commenting.
2. If you still have questions, head over to the FROST Discord for further help.
3. If you want to report a bug or encounter a CTD/crash, please post your load order as a link to pastebin or visit the FROST Discord Server and report it there. Crash and bug reports without a load order and/or a Buffout 4 crash log are useless, and might get deleted.
4. Before reporting a bug, a crash, or asking us to check your load order, use this Automatic Load Order Checker first! It will tell your load order has problems.
We will update FROST, but FROST relies on other mods which also need to be updated.
Yes, it does. Every FROST mod works like 99% oft all other mods. There is nothing special about FROST mods from a technical perspective, they all work with the GOG version of F4.
images
load order
Your load order looks fine though, I would guess that this is either an engine bug or a bug with Frost Plus. I'm afraid that fixing it would require using the Creation kit and investigating Vertibirds further, xEdit might not be enough to troubleshoot this. I wouldn't waste time on it though if I were you, I think this might just be an engine issue that can't be solved by us.
Basically the player will snowball pretty fast with it. I do not recommend to use it
So, I was a bit curious regarding the load time of my frost save file (150+ hours) which takes it more than 5 minutes to load (dying is so painful as a result) so I did a play thru of vanilla to see if it was a vanilla thing and it turns out after about the same playtime, and roughly the same size save file, vanilla save loads in under 15 seconds still. So then I started removing Frost mods to narrow down which one is causing this, and it turns out RedsFrostFixes.esp is the offender, once removed the game file load just as fast as in vanilla. I may take the time to figure out which part of the .esp is causing the issue.
EDIT: OK, I narrowed it down to this quest: RFF_LevelUpHealthManager_Cache "RFF Level Up Cache" [QUST:08AEB470] - removing this quest from the .esp fixes the load time of the save file. No more 5+ minutes to load the save, back to under 15 seconds. Hope this helps, as my fix for now is to leave it removed as I don't want to take the time to figure out the "why" of it.
Can you give me your load order? Like mentioned above, such bug reports are very unreliable without any further information.
If you used quicksaves at any point, than those might be your problem. Quicksaves generally don't work well with mods and tend to corrupt save files.
Additionally, this might also be a vanilla hug. If I remember correctly, both Skyrim and Fallout 4 have this issue you described sometimes, and recently for Fallout 4 someone made a mod to fix this exact issue.
So far no one else reported this problem, and in January I've talked to people with over 100 hours on their frosy saves.
Another cause could be you changing your load order during hose 150 hours.
As you can see, there are many variables here, and you removing the quest could only be an accidental solution.
my current load order:
Unofficial Fallout 4 Patch.esp
XDI.esm
Immersive Pickup Sounds F04.esp
CityAmbience.esp
Makeshifttextures.esp
Project Reality Footsteps FO4.esp
UltraInteriorLighting.esp
UltraInteriorLighting_DarkerAmbience.esp
UltraExteriorLighting.esp
Campsite.esp
FROST.esp
RedsFrostFixes.esp
aFrostMod.esp
FROST - UFO4P Patch.esp
FROST - It Snowed.esp
RedsFrostNukaWorldSnow.esp
RedsFrostBlurRemoval.esp
RedsFrostExplosionEffects.esp
FROST - LootableCars.esp
FROST_LLCars_Scarcity.esp
FROST - AccessibleMedTekResearch.esp
FROST - AccessibleFortStrong.esp
FROST - AccessibleArcJet.esp
FROST - AccessibleFortHagen.esp
FROST - SuperMutantLocations.esp
FROST - Hunkered Down.esp
FROST - Hunkered Down-Settlements.esp
RedsFrostCampsitePatch.esp
FCF_Main.esp
FCF_Previsibines.esp
mods I removed/tried out briefly mid playthrough:
Survival Configuration Menu (i personally preferred the vanilla survival rates and found the mcm confusing)
Polluted Climate Winter Edition
Frozen Lakes (had some sudden cutoffs in the ice and the ice would not show up sometimes but collision would be there)
FROST - Snowy Weathers
my only way of saving has been the vanilla autosaves when sleeping and exitsaves.
i know it could well be my fault for removing things. but just in case this helps i'll post anyway.
could we have a link to the mod you mentioned fixing this issue? and thanks a lot for working so hard on frost its super fun ^.^
i'm pretty sure i picked up an empty fusion core (0/100 charge) in the navy submarine place on the Far Harbor island, one of the two to your left straight ahead from the entrance. when my power armor's other fusion core ran out and attempted to switch to it, i got a consistent crash. full fusion cores work as normal. took me a while to figure out cos Buffout 4 crash log would only give an "Exception Stack Overflow" error and nothing else. might want to change it and any other empty cores that exist, it would seem they confuse the game a bit.
I don't remember placing an empty fusion core there, and this could easily caused by another mod. Above I've also pinned that without crash log and load order a CTD report is not very helpful :P
my load order is the same as in my previous comment.
i disabled all mods and my game still crashed the same way, when my fusion core ran out and tried to put the empty one in.
its definitely in the place i mentioned, the Mount Desert Island Naval Facility, one of the two on the shelf on the left in the main room is the empty one. i teleported myself there in a different save to check.
here's what the Buffout 4 crash log says, its weird, no plugin list, very short, crash log scanner was confused by it:
Fallout 4 v1.10.163
Buffout 4 v1.26.2
Unhandled exception "EXCEPTION_STACK_OVERFLOW" at 0x7FF6FFBA443B Fallout4.exe+046443B
[Compatibility]
F4EE: false
[Fixes]
ActorIsHostileToActor: true
CellInit: true
CreateD3DAndSwapChain: true
EncounterZoneReset: true
GreyMovies: true
MagicEffectApplyEvent: true
MovementPlanner: true
PackageAllocateLocation: true
SafeExit: true
TESObjectREFRGetEncounterZone: true
UnalignedLoad: true
UtilityShader: true
[Patches]
Achievements: false
BSMTAManager: true
BSPreCulledObjects: true
BSTextureStreamerLocalHeap: true
HavokMemorySystem: true
INISettingCollection: true
InputSwitch: false
MaxStdIO: 2048
MemoryManager: true
MemoryManagerDebug: false
ScaleformAllocator: true
SmallBlockAllocator: true
WorkshopMenu: true
[Warnings]
CreateTexture2D: true
ImageSpaceAdapter: true
so yeah, i think its just that the vanilla game finds empty cores confusing.
I removed the Cores for now. Keep in mind that others went into the Naval Facility as well, with Power armors, and probably picked up the cores as well. Whatever happened here is either a problem with the engine, a weird vanilla script running haywire in the background, or you broke your setup somehow.
As far as I can see, my mod is not to blame here, it must be something else. I however removed the cores so that it shouldn't happen to anyone anymore for this particular instance.
here's what shows up when i put this mod into FO4edit, notice the 0% health. the one next to it has 100
i did delete that level up quest earlier that was causing the long loading time, but apart from that i haven't changed anything.
i know issue's already been dealt with, am mostly just curious at this point.
Edit: I looked it up in xEdit, seems like you are right. In the CK the Health settzing for the Fusion Cores was empty. I guess it is a visual bug because the CK treats 0 Health and the "No Health setting given" as the same.
I will also forward the bug to some other mod authors, maybe the xEdit team can add this partiucular check to their error spotting feature of xEdit.
The FOMOD installer tells MO2 that the mods version is 2.0.4.
I forgot to tell the FOMOD installer that the current version is 2.1.
For some reason MO2 trusts the FOMOD more than the nexus version.
The next version will of course not have this tiny problem anymore.
Thank you for teporting this though! It's always appreciated if people report problems and provide feedback.
P.S. I respect your work in finalizing Frost! I liked the previous versions of the mods collected here!
1. If you are talking about the Shame Room, the terminal in that room mentions this:
This has nothing to do with "What should I remove from the list of mods so that your "frosty standard" would work? ", this means you seriously messed your mod setup up.
2. If you are talking about the message that tells you that you have incompatible or problematic plugins installed: There are very good reasons why you see that message. It lies in the nature of modding Bethesda games that not everything is compatible with everything else. That's simply not how it works. If you want to know which plugins are incompatible or problematic, the pinned message above tells you to use the Automatic Load Order checker.
No, this stuff was added because people messed upo their mod setups containing FROST and my mods again and again and again, breaking their game, and blaming FROST and me for the problems. This stzuff was added to ensure that people don't break their game by using tons of conflicting mods. Like I said: You simply can't use certain mods with each other.
If you have a problem with that, you are free to learn xEdit, Creation Kit and Papyrus to patch FROST and other mods to your liking. Nobody is telling you to only play "with my toys", the in-game messages were added to warn people if they BROKE something. If you end up in the Shame Room, you simply messed up things very badly to the point were the game and your installed mods would not work like intended and be utterly broken, especially when it comes to scripts.
Thank you for appreciating my work. I'm sure you can also appreciate the fact that we've added those messages and the shame room as well, because those were added to avoid users seriously breaking technical aspects of the game
Thank you very much for mentioning this though, it is very appreciated :D
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
GCM_DLC_Far_Harbor.esl
GCM_DLC_Automatron.esl
GCM.esp
SCM.esp
Immersive HUD.esp
FIS-Naming-Weap-Armo-EN.esp
M8rDisablePipboyEffects.esp
CBBE.esp
dD-Enhanced Blood Basic.esp
UltraInteriorLighting.esp
Campsite.esp
FROST.esp
RedsFrostFixes.esp
aFrostMod.esp
FROST - UFO4P Patch.esp
RedsFrostBlurRemoval.esp
RedsFrostExplosionEffects.esp
FROST - It Snowed.esp
FROST - LootableCars.esp
FROST_LLCars_Realistic.esp
FROST - AccessibleArcJet.esp
FROST - AccessibleMedTekResearch.esp
FROST - AccessibleFortStrong.esp
FROST - AccessibleFortHagen.esp
FROST - SuperMutantLocations.esp
FROST - Hunkered Down.esp
FROST - Hunkered Down-Settlements.esp
RedsFrostCampsitePatch.esp
FCF_Main.esp
FCF_Previsibines.esp
Yeah, it was always a bit broken in base game as well since deep pockets gives 10 to carry weight (so a net of 9), still making Ultra-Light a better option as +5AP is a decent trade off for 1 pound carry weight, but with Frost reducing it to 5, it amplifies Ultra-Light usefulness to no-brainer status.
Also, great work on the updates eh. So glad you all decided to carry on the work, been following Frost from inception and it gets better each update. Enjoyed Nuka World, it wasn't accessible last time I played so great job eh.
The load order looks fine, and I checked it out, it is definitely a vanilla thing. I will fix this in the next version. This is a classic case of Bethesda using armor templates in development and not adjusting the armor properly afterwards. This isn't the first time I had to "fix" Bethesda's laziness.
Btw, consider joining the FROST Discord, its easier for me too keep track of that stuff there. Link to the discord is above in the sticky post.