This mod continues the development of the FROST Survival Simulator from Naugrim04, with bug fixes, removal of oversights, balancing, and the addition of new things (Hallucinations system, journals, items,...).
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
See description page for credits. This mods uses assets from other mod authors, please ask them first if you want to use those assets!
File credits
See description page for credits. This mods uses assets from other mod authors, please ask them first if you want to use those assets!
Donation Points system
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Translations
No translation available on the Nexus
Changelogs
Version 1.3
- Some of these new changes might not be active/noticeable right away if you install this update mid-playthrough. - Added New Settlement Objects: Hydroponic Glasshouses! All with custom meshes and scripts
- Fixed some oversights related to Far Harbor creatures.
- Antivenom now dispels Poison Effects instead of only providing poison resistance (@grewdawg you might have to adjust the IAF patch)
- Once a day, the player is protected from dying through poison damage. This feature can be toggled on and off in the FROST MCM menu. It is activated by default. The player will survive with around 5 HP if this effect is active. This effect does not work if the player is below 5 HP and gets poisoned due to game engine limitation. Cooldown is currently every three days
- Removed/Changes bird sounds in Sanctuary Hills
- Edited two Terminals in Parsons for immersion purposes and for clearing up some confusion
- Adjusted Deathclaw forward movement speed
- Renamed the University Point Interior Cell to just "Sedgwick Hall"
- Fixed the black screen bug from explosions. The visual effect is now a bit different.
- Maldenmen can't be intimidated anymore with the Intimidation perks
- Removed dismemberment/limb explosion from certain weapons. Mutcrabs and Radroaches no longer can make limbs explode, same goes for batons.
- Fixed a bug that allowed player's to stack the bandages effect
- Enabled Kenmore Station Map Marker
- The Wanderer Perk doesn't kill/damage the player anymore when they take the wanderer perk and use the settlement workbench. Instead, a warning will appear, and the menu will be closed. If the player takes the Wanderer Perk, a confirmation message will warn the player about the consequences, and offers an option to not take the perk at all. Description of the Wanderer Perk was changed.
- Fixed a small naming issue with the Wanderer Perk
- The decontamination arc at hallucigen can only be used once, and is active for 20 seconds. This was done because the decon arcs could be abused easily to always get 0 rads, especially because Hangman's Alley (a very popular settlement) is nearby, and Kenmore Station (which is connected to downtown over several tunnels) is also nearby.
- Renamed Mama Murphy's stash in Quincy
- Replaced surface Yum Yum Deviled Eggs on the surface with irradiated versions
- Added a new sewer tunnel which leads to the location where the Covenant Experiments in the vanilla game happen. A manhole needs to be found to gain access to the tunnel.
- Adjusted Handmade Rifle Crafting Recipes
- Terminals can now be used even if NPCs with a "radiation cloak" are nearby.
- Switched the static cooking workbench in FourLeafFishpacking02 with an actual workbench.
- Made the ripper, super sledge and Shishkebab louder to make sneak attacks with them less viable
- Made Nuka-Cola Loot from Vending Machines less common, and added Nuka-World Cola variants into the Commonwealth.
- Changed crafting recipe for incendiary grenades to require a bit of oil and less fertilizer
- Changed the recipe for Homemade Fusion Grenades so that they don't require Fertilizer anymore. They instead require circuitry.
- Fixed the two Pale Horses problem
- White Horse has now Havok Disabled, which ensures that the player doesn't have to find it in the water if it falls down
- Buffed Blight Brew, it now cures 150 rads
- Harpoons now have 60% Armor Penetration
- The Harvester doesn't have the stagger effect anymore. It might be the case that this change only applies if you start a new game
- Nerfed Big Jim as well
- Made chems slightly less common. Further loot reduction will happen at some point
- Added Chicken and Rabbit meat/cooked versions into leveled lists
- The VIM! power armor in the truck in Far Harbor is now locked behind a door to make it harder to access
- Combat Armor Pocketed Mods now requires higher Armorer Ranks
- Less good Combat Armor mods can be found on existing armors from enemies
- Slightly buffed Raider armor because why not?
Fixed thirst quenching and radiation damage from water fountains
- Party Boy/Girl perks don't provide full alcohol immunity
- Blight Brew doesn't use the Ware Brew mesh anymore
- Fixed a small bug introduced by yours truly, me, that added a wrong unsuable "Ware's Brew" item in Bar Harbor to ghouls. I apologise for this mistake
- Glowing Creatures don't drop meat anymore
- Changed Redeemer and Hunter Dialogue so that they don't mention the far harbor fog anymore if the player is in the commonwealth
- Red Horse doesn't havok settle, which means that it won't be lying on the ground but in the skeleton hands of an Angel Totem
Drinking from water in the glowing sea or trying to fill bottles there does not work anymore. That water is simply too irradiated to drink
- Edited Instance Naming rules for Power Armor to rename the RailroadPower Armor paint properly into Metro Power Armor. If you use and item sorting tag mod, makes sure that it does not conflict with the new changes!
- Edited Thorazine. Upon consumption, it kills nearby halluciantions
- Added Homemade Neuroshocker: Damages health by 10, but kills nearby hallucinations. Can be crafted with the science perk
- Renamed Crater House to Crater Temple. I still need a better name for it. Crater House is a boring name, not sure why Bethesda thought that it would be a good idea for a name for a CoA location.
- Certain Locations are now flagged as having heavily irradiated water. The player can't drink the water there or fill water bottles.
- Nerfed Raider Power Armor a bit
- Nerfed Opal...again.
- Added Radioactive Air to the Vault 81 entrance. It's just a cave, so it has radioactive air.
- Added Radioactive Air to the upper level of Parsons
- Added Radioactive Air to Fallon's
- Crafting Heavy Receivers requires Gun Nut Rank 1
-Changed Optical Gas mask to be heavier and to have a bigger monetary value.
- Added new and very cool armors for US Army Remnants
- Added a new Hallucination to Far Harbor (it's not scary, I promise)
- Bleeding damage has been fixed again.
- Fixed some stuff in Easy City Downs (terminal oversights and a sound bug)
- Settlement Beacons require 3 instead of 1 power now.
- Syringer is more useful and more common. Chanegs are still WIP, and might have to be adjusted
- Certain Settlement objects don't get repaired automatically and require the player to repair them
- Blocking now costs Action Points
- Nerfed Slim
- Unleveled one power armor that wasn't unleveled and made it possible to get X01 Power Armor
- Added optional plugin for deactivating explosion effects
- Reduced Announcement Frequency of Subway Stations and DB Tech (and for Nuka-World as well). They were set to make an announcement every 15-45 seconds. It makes one insane after being there for more then two minutes
Version 1.2
- Fixed a few terminal and holotape oversights
- Merged "travis Begone" into the Frost Official Updates with permission from the original mod author
- Merged "Mute Travis Introduction to Songs" into the Frost Official Updates with permission from the original mod author
- Packed a few sound files into ba2 archives
- Added an option to disable certain VX because they cause problems for VR players due to an engine bug
- Removed the possibility to interact with the Railroad HQ password ring thing
- Added a workaround to avoid the VATS Freeze engine bug under certain circumstances
- Added a fixed Robobrain spawns (half of them spawn dead for lore reasons)
- Adjusted Mutcrabs. They now deal less damage (for some reasont hey had a x5 damage multiplier on their non-poison attacks), but I buffed their health a bit. The glowing Mutcrab and the Mud-coloured Mutcrab have a bit of ballistic and energy resistance now, but normal Mutcrabs don't.
- Added more Eyebots because in the Commonwealth were like 8 EyeBots (GG bethesda...)
- Added FOMOD Installer
- Added Campsite patch
- Added portable duffle bag for safe item storage
- Expanded Nucleus Lore
- Fixed three oversights regarding the damage of dogs - Ensure better VR compatability by allowing to disable certain visual effects
Version 1.1
- Integrates its own version of "Alternative Farming" directly into this mod. It is very similar to the existing version, but more balanced, and makes fungus workshop item actually work. The Alternate Farming mod does not do that. I will also integrate certain items related to that stuff into vendor inventories
- Merged the Survival Kit into RFF, a new version of Frost More Starting Locations will be provided so that the player can find a Survival Kit at each starting location
- Fixed the plasma weapon levelled list bug from remnants
- Buffed the Wanderer Perk. You can now craft portable Armor, Chemistry and Weapon Workbenches if you have the wanderer perk
- A few oversights were fixed
- WorkshopParent Quest was modified for the new workshop fungus items. Fungus items now actually produce glowing and brain fungus, unlike in the FROST Alternate Framing mod
- Merged Realistic Melee range and Remove Killmoves into this mod
- Added Lunchboxes to Leveled Lists (because they are fucking rare and nobody crafts the Lunchbox Mines)
- Added Diver Suits into the Worldspace
- Added a Hazmat Suit at a location
- Reworked Damaged Hazmat Suit, Hazmat Suit and Diving Suit
- Added Glowing Mutcrabs
-Textures were reworked to 4K for a certain unique enemy
- Reworked the Nuka-Cola items from the Nuka-World DLC
- Added a portable soda crafting station and other portable crafting station
- Added a Scrap Kit, that can scrap all junk items in your inventory. It skips certain items like bottles, shipments and shovels/hoes.
- 1 Wood is needed for boiling water
- Fungal Purge does not scale with Medic Perk anymore
- Frost Tomato Tato Razorgain Weed was merged into this mod
This mod is deprecated, outdated and not supported anymore. Do not use this mod anymore! This mod has been merged into the Frost Official Updates (Redux) mod, which will be released on the 28. November between 19:30 and 20:00 PM (Central European Time, CET)
This mod is not compatible with Fallout 4 VR! Only version 0.9.3 is still compatible with Fallout 4 VR, newer versions are not. Read this for more information.
This mod continues the development of FROST. This mod is designed to be used together with Frost Plus, Frost Nuka-World and the Frost Cell fixes. This mod makes FROST more balanced and removes certain exploits and oversights. It makes FROST harder in some aspects, but tweaks FROST in other ways to give the player more choices and possibilities.
Spoiler:
Show
A Hallucination System
New perks + changes to existing perks to enable more character builds
New items
New journals, stories, terminals and notes
Balance changes
Adds content that was originally planned to be added to FROST
Fixes a ton of bugs in FROST
Fixes a lot of oversights of FROST (mainly in regards to vanilla terminals and notes)
Compatible with all body replacers
And a lot more! It took several hundreds hours to make this mod, so it does a lot of stuff
The features are described closer in the Article Section.
Install this mod with a mod manager of your choice, I recommend to use MO2. If you are making a FROST load order, it is mandatory that you read this FROST Modding Guide
You can also donate through Nexus to support me. ==============================================================================
- Naugrim04 (Dude, you are fucking awesome!) - The FROST Discord squad (you guys rock!) - ALDIODERQUIDS - JACQ for changes and ideas that she made in JACQ FROST - abah for checking the notes and journals - Crosstieger for the Doctors Bag assets - jacknifelee for the child outfits - Abbalovesyou for the child headgear meshes - dinosgamez for the Survival Guide retextures - deleted150604 for the synth armor retextures - Xerophthalmia for the new gas mask textures - HoneyDrops for the bear armor mesh fix - Special thanks to Gourmetrix for the Nucleus Overhaul - GhanimaAtreides for the Red Alliance Retexture - Veav for the skeleton .nif models - HalcyonAndOn for renaming certain notes with too generic names - meigong119 for the killmove and melee changes - Defalt for the Winterized Gunner Outfits - DesertRanger111 and Rigell for editing the Gunner Outfits, making or reworking textures, meshes, and for being awesome - Rigell for the glasshouse meshes, textures and scripts - XenonsSpork for the Travis Begone soundfiles - DeathWrench for the muted Travis introductions - fadingsignal for the Military MREs assets