Issue Data
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Issue #22710: Enemies killed by cryo weapons/freezing respawn motionless
I haven't verified this myself, but it seems like plenty of folks do.
There's an alleged fix at https://www.nexusmods.com/fallout4/mods/10000 which also links to a number of threads where people discuss the issue. I tried looking for reports of this already in the tracker, but I failed to find any. |
There is now also a newer fix at: https://www.nexusmods.com/fallout4/mods/49383
The author left the following explanation:
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."
The author left the following explanation:
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."
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