The official release of Fallout 2287: Nuclear Winter is here! Feel free to leave feedback, and please consider endorsing so it gets some visibility, thanks!
If you would like to additionally support me, I have a Paypal.Me and Patreon
I've also created an article for Compatibility Patches, leave comments with links to your patches and I will add them to the appropriate section so others can find it.
Join our Discord for support and further discussion.
- NEW Furnace Backpacks can be crafted at chem stations to provide heat benefits and upgraded to improve its heating potency. HUGE thanks to Mattesp89 for creating the models for the backpacks! - NEW Holotape settings option added to include Frozen Ones in the feral ghoul leveled lists. (settings in the holotape under Difficulty) - NEW Apocolyptic Winter mode that drastically reduces ambient temperatures (available in the settings holotape under Difficulty). - NEW Settings to turn on damage from Rain, becoming Wet, and Swimming (settings in the holotape under Gameplay) - NEW Setting to turn on a Time of Year temperature modifier that increases or decreases temperature with the seasons. (settings in the holotape under Gameplay) - NEW Every 10 seconds Core Body Temperature change is displayed briefly to provide information on the rate of heat loss/gain. - CHANGE Reworked the food/beverage system so that it is more consistent. - CHANGE Modified the Core Body Temperature algorithm. - CHANGE Increased the Insulation cap from 45 to infinite. Insulation now has diminishing returns the higher it is. Power Armor provides reduced insulation (still very high) to give it parity with other armors. - CHANGE Universal Insulation armor ratios: General : Rad Resist 10%->5% | Armor Resist 66% -> 70% | Energy Resist 66% -> 70% PA: Rad Resist 10%->1% | Armor Resist 66% -> 15% | Energy Resist 66% -> 15%
1.0.4 Patch Notes
Spoiler:
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Changes: - Realistic Insulation: Fused Universal Insulation functionality into Realistic for armors that are not already supported. - Decreased Maximum Insulation to 100->45 by Default Note: I will later be introducing perks to increase this, but in general I found that once >60 insulation was achieved, it pretty much nullified the temperature mechanic. - Changed mod initialization conditions to begin AFTER leaving Vault 111 (by whatever means that is) - Ailments can be tracked in Effects tab in the Pipboy and heal duration can be shortened by sleeping/waiting for the recovery duration assuming the Player is not and does not become hypothermic. - Reduced the alcohol penalty from -30 Insulation to -10 Insulation - Moving water to a container while the temperature is above 32F 0C or in range of a heat source, will not freeze the water. - Cold food no longer conflicts with mods that change the warm food variant, their effects will now be mirrored. - Fixed a bug where frostbite would not dispel. - Fixed a bug where amnesia would permanently change the timescale. - Fixed a bug in which Frostbite would reduce insulation by -80, has been scaled down to -5. - Fixed a bug in which water may not unfreeze after 30 mins in game times. - Fixed a bug in which dropped food and water would not become cold after being dropped.
1.0.3 Patch Notes
Spoiler:
Show
- Bug Fix: Some ailments were not applying their effects - Bug Fix: Water was not unfreezing - New: Insulation is increased by Frost Resist with a 1-to-1 ratio - New: Nuclear Winter Universal Insulation system (Optional)
- Insulation is 1/3 Radiation Resist 2/3 of Damage and Energy Resist + Frost Resist
- New: MCM options for inc/dec maximum insulation from armor, related to Universal Insulation System - New: Added a crate with a warm outfit and hand warmers to the entrance of vault 111 to ease early game - Change: Heat Source heating rate increased from .615 to 1.5 every 10 sec - Change: Ailements - Trench Foot: Can't Sprint -> 2.5x Ap Sprint Cost Left/Right Leg DMG 30 -> 50
- Pneumonia: Chest DMG 50 -> 100 Added -50% AP
- Chilblains: Added +30% Cryo and Fire DMG
- Gangrene/Frostbite: Will not Worsen/Spread while recovering, but will still inflict limb damage periodically
1.0.2 Patch Notes
Spoiler:
Show
- Added a compatibility patch for Polluted Climate - Winter - Bug Fix: Robots will have correct collision and stop trying to distract the player from settlement tasks. (I'm looking at you Codsworth) - Change: Delayed mod initialization by 10 seconds.
1.0.1 Patch Notes
Spoiler:
Show
- Added 3 new settlement objects. The Ceiling Heater, Radiator, and Space Heater. When placed in an interior, these will make an interior space a Warm Location. ~70F | ~21.1C Textures created by Wanaming0 - Added a compatibility patch for Vivid Weathers in the fomod installer. - Added biped slots for left/right/shield (gloves) - Added DLC heat sources for a fire barrel and campfire. - Bug Fix: Removed an unnecessary effect shader for hypothermia/frostbite. - Bug Fix: Snow shader would not be removed unless another shader was applied.
Future Features:
Spoiler:
Show
- Settlement Heating Overhaul System : In Development
As we can no longer get Fallout 4 Seasons on the nexus, I've looked at a lot of alternatives and come up with a short list of ones that seem interesting.
D1v1ne122 I'm begging you, please don't make us scroll through the posts here to find textures, just pin someone's recommended mod up here and let us rest
Winter Redone by flecked, Featuring interiors without snow and snow on the ground Winter Overhaul by MassShep, Featuring snowy trees, ground, and weather Icepick Overhaul by Spiffyskytrooper, Featuring a realistic snowy environment with options for Far Harbor and Nuka World
This one by napoleonofthestump is a bit different but will still fit in if you have been in northern Canada (The territories and the northern parts of most provinces, not places like central Alberta where I live)
BOREALIS - Landscape Retexture Sure, it isn't snowy, but if you've been to the Canadian North, you'd know that it doesn't have to be snowy to have lethal temperatures.
Then again, I have many people in my neighborhood (Myself included) who can, and WILL wear shorts and a t-shirt outside until around 15 below (celsius, that is)
Hi those having issues with audio driver crashes for this I made a fix here 😀
this is my first ever mod, I'm not sure about how posting links to my own mod works here I'm just trying to spread the word so others don't spend days troubleshooting like I did.
it is cool, what about adding opposite thing to mod? with seasoning mod i had different seasons and not just winter plus project mojave had dusty warm weather so why not to add overheating? or smts like that
I can't get the food and beverage system to disable. The MCM option doesn't seem to do anything. When I use the holotape, it turns whatever cold food I have back to normal but will continue freezing anything I'm carrying over time. Is there a way to fix this or is the mod broken?
I'm looking at those heater backpacks and I'm thinking, dam I can't wear a normal backpack too. Has someone made an adjustment for those heater packs maybe make them like tube that fits on the left side of a backpack? Most people now probably use CHW old version and so gun goes on right side of a backpack. Also just had an idea... what if you could drop a heater and it had a range? stay within that range and you get benefits from it. Would come in handy with interior cells while looting and make an additional gameplay mechanic requiring the player to move the heater to the next area they want to explore and then set it down again. Enemies could attack it too so it would require repair to get it going again.
Once the updating settles down with london I hope this mod and seasons mod can be adapted to london. Get all that working and you got yourself a euro metro fallout 4 going on.
According to the mod author: "I do have a time of year modifier implemented. If you are on the realistic temperature mode then the temperature will attempt to replicate that of Boston during the time of season. "
I tested these both out together, totally can work! I would set the game to "realistic" when the mod first launches, then look through the settings holotape, go into gameplay, and there's a setting that changes temp month by month. Don't forget to look at MCM settings too! Idk if this would work on the other presets that aren't "realistic". Super excited to play more of this
Hi, I can't use any of the heaters or workshop items in some indoor places like the "basement living" areas, only outdoors (they don't show up in the workshop menu). Is this normal and if it is, is there a way I can change this?
For anyone interested, I figured it out. The workshop items for some reason are extremely limited as to where they can be placed, it seems they are exclusively for settlement marked areas, so any mods with deployable workbenches (like SKK mobile) or custom player homes (like basement living) won't have the items as buildable objects.
A really simple way to work around this is by opening the mod in FO4edit, finding the constructible objects and changing the "Workbench keyword" section from "WorkshopWorkbenchTypeSettlement" to "WorkshopWorkbenchTypeExterior", if its not letting you do this and it keeps reverting the keyword, in the suggestions scroll all the way down and you should find the keyword with TypeExterior.
This should make the objects available for any workbench, atleast from my own experience.
hey, is this mod 2287 nuclear winter, compatible with HORIZON? ive seen a patch for the gas masks thing for this mod but no patch for this one... do i need a patch? or do i have to install the gas mask mod and that patch? i wasnt planning on using the gas masks if possible cos i used it before and found it virtually impossible to see with my bad eyesight and snowing mod and dirty gas mask thanks for info
1342 comments
If you would like to additionally support me, I have a Paypal.Me and Patreon
I've also created an article for Compatibility Patches, leave comments with links to your patches and I will add them to the appropriate section so others can find it.
Join our Discord for support and further discussion.
1.0.6
- NEW Furnace Backpacks can be crafted at chem stations to provide heat benefits and upgraded to improve its heating potency. HUGE thanks to Mattesp89 for creating the models for the backpacks!
- NEW Holotape settings option added to include Frozen Ones in the feral ghoul leveled lists. (settings in the holotape under Difficulty)
- NEW Apocolyptic Winter mode that drastically reduces ambient temperatures (available in the settings holotape under Difficulty).
- NEW Settings to turn on damage from Rain, becoming Wet, and Swimming (settings in the holotape under Gameplay)
- NEW Setting to turn on a Time of Year temperature modifier that increases or decreases temperature with the seasons. (settings in the holotape under Gameplay)
- NEW Every 10 seconds Core Body Temperature change is displayed briefly to provide information on the rate of heat loss/gain.
- CHANGE Reworked the food/beverage system so that it is more consistent.
- CHANGE Modified the Core Body Temperature algorithm.
- CHANGE Increased the Insulation cap from 45 to infinite. Insulation now has diminishing returns the higher it is. Power Armor provides reduced insulation (still very high) to give it parity with other armors.
- CHANGE Universal Insulation armor ratios:
General : Rad Resist 10%->5% | Armor Resist 66% -> 70% | Energy Resist 66% -> 70%
PA: Rad Resist 10%->1% | Armor Resist 66% -> 15% | Energy Resist 66% -> 15%
1.0.4 Patch Notes
Changes:
- Realistic Insulation: Fused Universal Insulation functionality into Realistic for armors that are not already supported.
- Decreased Maximum Insulation to 100->45 by Default
Note: I will later be introducing perks to increase this, but in general I found that once >60 insulation was achieved, it pretty much nullified the temperature mechanic.
- Changed mod initialization conditions to begin AFTER leaving Vault 111 (by whatever means that is)
- Ailments can be tracked in Effects tab in the Pipboy and heal duration can be shortened by sleeping/waiting for the recovery duration assuming the Player is not and does not become hypothermic.
- Reduced the alcohol penalty from -30 Insulation to -10 Insulation
- Moving water to a container while the temperature is above 32F 0C or in range of a heat source, will not freeze the water.
- Cold food no longer conflicts with mods that change the warm food variant, their effects will now be mirrored.
- Fixed a bug where frostbite would not dispel.
- Fixed a bug where amnesia would permanently change the timescale.
- Fixed a bug in which Frostbite would reduce insulation by -80, has been scaled down to -5.
- Fixed a bug in which water may not unfreeze after 30 mins in game times.
- Fixed a bug in which dropped food and water would not become cold after being dropped.
1.0.3 Patch Notes
- Bug Fix: Some ailments were not applying their effects
- Bug Fix: Water was not unfreezing
- New: Insulation is increased by Frost Resist with a 1-to-1 ratio
- New: Nuclear Winter Universal Insulation system (Optional)
- Insulation is 1/3 Radiation Resist 2/3 of Damage and Energy Resist + Frost Resist
- New: MCM options for inc/dec maximum insulation from armor, related to Universal Insulation System
- New: Added a crate with a warm outfit and hand warmers to the entrance of vault 111 to ease early game
- Change: Heat Source heating rate increased from .615 to 1.5 every 10 sec
- Change: Ailements
- Trench Foot: Can't Sprint -> 2.5x Ap Sprint Cost
Left/Right Leg DMG 30 -> 50
- Pneumonia: Chest DMG 50 -> 100
Added -50% AP
- Chilblains: Added +30% Cryo and Fire DMG
- Gangrene/Frostbite: Will not Worsen/Spread while recovering, but will still inflict limb damage periodically
1.0.2 Patch Notes
- Added a compatibility patch for Polluted Climate - Winter
- Bug Fix: Robots will have correct collision and stop trying to distract the player from settlement tasks. (I'm looking at you Codsworth)
- Change: Delayed mod initialization by 10 seconds.
1.0.1 Patch Notes
- Added 3 new settlement objects. The Ceiling Heater, Radiator, and Space Heater. When placed in an interior, these will make an interior space a Warm Location. ~70F | ~21.1C Textures created by Wanaming0
- Added a compatibility patch for Vivid Weathers in the fomod installer.
- Added biped slots for left/right/shield (gloves)
- Added DLC heat sources for a fire barrel and campfire.
- Bug Fix: Removed an unnecessary effect shader for hypothermia/frostbite.
- Bug Fix: Snow shader would not be removed unless another shader was applied.
Future Features:
- Settlement Heating Overhaul System : In Development
D1v1ne122 I'm begging you, please don't make us scroll through the posts here to find textures, just pin someone's recommended mod up here and let us restWinter Redone by flecked, Featuring interiors without snow and snow on the ground
Winter Overhaul by MassShep, Featuring snowy trees, ground, and weather
Icepick Overhaul by Spiffyskytrooper, Featuring a realistic snowy environment with options for Far Harbor and Nuka World
This one by napoleonofthestump is a bit different but will still fit in if you have been in northern Canada (The territories and the northern parts of most provinces, not places like central Alberta where I live)
BOREALIS - Landscape Retexture
Sure, it isn't snowy, but if you've been to the Canadian North, you'd know that it doesn't have to be snowy to have lethal temperatures.
Then again, I have many people in my neighborhood (Myself included) who can, and WILL wear shorts and a t-shirt outside until around 15 below (celsius, that is)
this is my first ever mod, I'm not sure about how posting links to my own mod works here I'm just trying to spread the word so others don't spend days troubleshooting like I did.
so why not to add overheating? or smts like that
If not is there any way to make it work? Really want to use nuclear winter as it's my favourite mod 😌
Idk if this would work on the other presets that aren't "realistic". Super excited to play more of this
A really simple way to work around this is by opening the mod in FO4edit, finding the constructible objects and changing the "Workbench keyword" section from "WorkshopWorkbenchTypeSettlement" to "WorkshopWorkbenchTypeExterior", if its not letting you do this and it keeps reverting the keyword, in the suggestions scroll all the way down and you should find the keyword with TypeExterior.
This should make the objects available for any workbench, atleast from my own experience.
ive seen a patch for the gas masks thing for this mod but no patch
for this one... do i need a patch? or do i have to install the gas mask
mod and that patch? i wasnt planning on using the gas masks if
possible cos i used it before and found it virtually impossible to see
with my bad eyesight and snowing mod and dirty gas mask
thanks for info