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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Papyrus
Assigned To: Nobody
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By VaultDuke on May 8, 2021 1:25 pm
Last Edited By BlackPete on May 10, 2021 4:07 pm
Closed By Sclerocephalus on May 9, 2021 6:31 am
Resolution: Duplicate
Comment: Duplicate of #22710

Issue #31286: Enemies that are killed with cryo weapons respawn in dead-like state

 
See following mods for further details and possible fixes:

https://www.nexusmods.com/fallout4/mods/49383
https://www.nexusmods.com/fallout4/mods/10000

Related Issues: 22710  

Comments

1 comment(s) [Closed]
VaultDuke said:
 
https://forums.nexusmods.com/index.php?/topic/3810280-cryofreez-fix/page-8#entry89058923

"For technical info, bug comes from setting critical stage via
Victim.SetCriticalStage(Victim.CritStage_FreezeStart)
Victim.SetCriticalStage(Victim.CritStage_FreezeEnd)
or to be more specific, dying while affected by that critical stage.
Console equivalent "SetCriticalStage freezestart/freezeend" actually can be unglitched via console in game. Script version can't, it is no longer a critical stage game recognizes after respawn even if you use "IsInCriticalStage". I think those are SE command tho.

If you want an all-in-one fix via lose scripts you can simply simply put ";" in front of all "Victim.SetCriticalStage(Victim.CritStage_FreezeEnd)" and "Victim.SetCriticalStage(Victim.CritStage_FreezeStart)" in cryoFreezeSCRIPT.psc and FXCriticalCryoScript.psc

This will fix it for cryolator, legendaries, criticals and explosives. Things wont get paralyzed anymore via critical hits with freezing legendary weapons tho... Cryolator uses a spell for paralyzing, "CryoFreezeSpell" I think onblock legendaries also use that spell, actually that spells is used by a lot of things.. even burning? and freezing legendaries... uh... well anyway, there is a lot of stuff that is immune to that paralyze even when the unarmed crit perk paralyze works, while using same magic effect and having no checks on the spells, I guess that is what makes it magic... I can't make heads or tails of this mess most of the time."

Comment from the author of https://www.nexusmods.com/fallout4/mods/49383

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