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:

Despawning Enemies and Mines after Player died (Deathloop Protection)

Despawning Enemies and Mines after Player died (Deathloop Protection)
This is not an issue caused by FROST or any other mod, it is rather a feature from the game's engine that we named "Deathloop Protection".
When the player dies, and loads a save file which was made near the location of the death and during a certain time span, the game will despawn many nearby NPCs, weapon porjectiles and mines. This was added by Bethesda so that the player doesn't die right after loading a save (i.e. because they made a save while triggering a mine). Most people are not aware of this Deathloop protection, because they almost never die in the vanilla game or most modded setups.
The player dies a lot more often in FROST then in vanilla or other modded setups.

So far we did not find any game setting or ini setting that would deactivate this "Deathloop Protection". It might be possible to deactivate it with a F4SE .dll plugin, but making such a plugin is out of my timeframe and current skill level.

How can this problem be solved/avoided? If you notice that this happens to you, close the game, and reload the save. Closing the game and reloading a save does not trigger the deathloop protection and will therefore not let enemies and mines disappear.

Mine Detector detecting mines that don't exist

Sometimes mines glitch under the ground and can't be triggered by anyone anymore, but are still detected by the mine detector. Sometimes mines glitch only a bit into the ground, but can still be triggered and kill the player.
When a min despawns because of the Deathloop Protection thing, the mine detector will still think the despawned mines are there.
Those three things are all caused by the engine, and it is outside of the scope of FROST to fix this, if it is even possible to fix this.

"Hold Breath" Aim Glitch
This is a glitch that is existant in the vanilla game as well, but I can't fix it. Its an engine thing.
When you hold you breath while aiming with scopes to gain maximum aim stability, then run out of AP, wait a few seconds while not looking through the scope, and then look throught the scope again and instantly press the "hold breath" button again, you will have full accuracy instantly. In the vanilla game this glitch is not as noticeable because the aim stabilising time is less then a second.

Nuka-World Map Marker Icon Bug

Behind the scenes, Nuka-World is one technical web. Bethesda added tons of scripts, enable parents, global variables and quests to control a lot of stuff behind the scenes of this DLC. One of the chanegs I made let's some script run wild, overwriting the Map Markers of some Nuka-World locations.
I was not able tro figure out how and why this happens. In my humble opinion, Bethesda did a lot of stuff in Nuka-World that they shouldn't have done in my opinion. Hundreds of scripts and activators, several hundred objects tied to enable parents, unessecary things that make objects persist in memory due to scripts, etc etc: All of this is a lot of technical strain on the game. The game can handle it, but it really puts some strain on the entire game. They put a lot of this stuff into the DLC, and in my opinion, they wasted their time and resources for adding stuff that wasn't very well thought out.
So this is partially my fault, but Bethesda is to blame as well to a degree here.
There are no known problems with this bug besides that soem map marker icons in Nuka-World are wrong.


Feral Ghouls Damage Bug
Some people have reported that they sometimes don't deal damage to Feral Ghouls when shooting at their head. I could not replicate this issue, and all people who reported this bug had weapon mods installed and some other mods as well. I noticed that this bug is probably caused by modded weapons. A lot of the people who reported this problem also uninstalled or installed mid-playthrough, or used some mods that tempered with damage related stuff in some way or another. I don't know if this bug is caused by FROST, but so far all evidence points towards other mods or users having problematic load orders.


Survival Kit Usage Bug

Sometimes when using the Survival Kit, the player can get stuck. This is partially an engine problem. If you get this problem, use the console command "player.moveto player"

This bug should not happen anymore.

Gorilla Bug

Gorillas can be encountered in the Safari Zone park section of Nuka-World, and they use the Ghoulrilla Mesh. For some reason Gorillas tend to bug out, stopping to attack the player or other NPCs. I assume that this is caused by Bethesda messing something up which is outside of the scope of the Creation Kit (animation or mesh related). I could solve this issue by reducing the size of the Gorillas. The bus sometimes still happens. It is outside of the scope of my mod to fix this issue. I assume that it wasn't discovered yet by others because the rarely fights against gorillas in the game.

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