Issue Data
|
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
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
"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
Showing Comments 1 - 1 of 1