Fallout 4
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august 12

Uploaded by

St1ck2k22

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About this mod

Collection of unofficial fixes and additions to the mod Nuclear Winter. Read more below.

Requirements
Permissions and credits
Changelogs
Fixes:
Food and Beverage system:
  • Fixed cold food giving warmth bonus.
  • Fixed frozen items sometimes duplicating and dropping from the inventory (I think so. The bug is inconsistent, so it needs further testing).
  • Fixed the system toggle in MCM not having proper effect.
  • Fixed the system not taking the temperature into account first time after enabling.
  • Integrated some missing DLC items in the system — such as bazillion Nuka-Cola variants, Fire Belly, Wolf Ribs and many more.
Weather influence:
  • Wind speed and warmth in "fake" (not loaded) interiors is properly set.
Nuclear Winter - Campsite:
  • Fixed unused components not returning after making a campfire. 
  • Example: if you took wood from a battered clipboard, the spring wouldn't return.
  • Fixed campfire not taking into account the exact amount of components used as fuel or ignition that the item has, always counting them as 1 per item.
  • Fixed the need to have a Fire Kit to re-light a campfire.

Additions:

Ailments:
  • Gangrene and Pneumonia are curable by antibiotics.
Interace:
  • Insulation values are displayed on the items (with Synthesis Patch included in optional downloads).
Food and Beverage system:
  • Strong alcohol freezes around below -16°F, not below 32°F.
  • Found food is cold. Most food, but not all, that vendors sell is warm.
  • Cold food is cheaper than warm.
Weather influence:
  • If you have cover above your head, you don't get wet in the rain. This feature was present in scripts, but not finished.
  • Warm "fake" interiors are a bit less warm.
  • Wind speed in "fake" interiors is a big higher.
Items:
  • Hand Warmers require more materials to craft, but are integrated in some spawn lists and sold by vendors. Rare chance.
For modders:
  • Added an option to specify rain weathers if they don't affect wetness, through the FormID List (happens with some non-vanilla weathers, more in details).
  • Added an option to specify warm cell instead of location, through the FormID List.
    I use them both in my FROST patch.
Nuclear Winter -  Campsite:
  • New rare item — Bag of Charcoal. This bag has charcoal for grilling, coated in inflammable chemicals, so you don't need ignition to use it. Coal weights less than wood and you need only half the amount as a fuel. You'd be very lucky to find it in the same places you'd find Bag of Cement or Fertilizer.
Report if some bugs are not fixed or you encounter new ones. Read details for some explanations and additional info.

Installation:
  • Don't use NW_FrozenOne optional file. It's broken and most functionality is already included in the main file.
  • You can use NW_Clothing optional file, but keep in mind that by default, included new clothes can't be found in the game and don't have insulation. I didn't patch it because I don't think they're worth it.
  • If installing or updating mid-game with Nuclear Winter already active, disable and enable Nuclear Winter again, otherwise important parts of the patch won't apply. I recommend to start a new game.


Load Order: 

Campsite.esp (if using optional patch)
Nuclear Winter.esp
NW_ALLDLC.esp
Campsite - Nuclear Winter.esp (if using optional patch)
NW_Fixes&Additions.esp
Campsite - Nuclear Winter - Fixes & Additions.esp  (if using optional patch)
Synthesis.esp * (if using optional patch) 

Synthesis.esp should also be below all mods that modify vanilla (and FROST if you use my FROST patch) armors. Safest bet is to place it last in load order and regenerate it every time you add new mods that modify vanilla (or FROST) armor.

Details:
  • Rain weathers and wetness: 
    Some weathers with rain effect can be set as Snow type instead of Rain, usually radstorms (for example, some FROST weathers, and I think I saw that in Polluted Climate non-Winter too). Just know that if you don't get wet, but its rainy and you're not covered, it can be patched by adding the weather record in ESP's RainWeather FormID list.
  • Warm exterior locations and wind speed:
    Fake interiors detection didn't work. Default wind speed and warmth were too kind in my opinion, considering that most "fake" interiors are not sealed.
  • Missing items integration: 
    The only exception are Ice Cold variants of beverages. Logically they should be a middle stage between frozen and normal beverages, which would've taken too much time to implement for me. The code is already bloated. Also, this would invalidate Buddy. And them being so cold cancels out alcohol warmth bonus.
  • Why with this patch I need more resources to start a campfire?: 
    You technically don't need more, even though the number is higher. Before, when the system was bugged (read about it in fixes), you would've spent 5 items containing any amount of wood to start a campfire, right? On average, these items would've contained 2-3 wood components. So 5 items * 2.5 components = 12,5 components to start a campfire. Hence why now you need 12 components. 

Credits:
D1v1ne122 - for creating Nuclear Winter, his permission and provided script sources.
fadingsignal - for creating Campsite and permission to use his code / scripts.
Zzxyzz - for creating RobCo Patcher.
krrptd - for ideas and inspiring me to make this patch.