@Red Eye: I'm glad you feel it's much better than the previous versions. I guess this means this build may be a likely candidate for BETA status, or maybe even FINAL.
Awesome, glad to hear, might get some more downloads in a beta/final state, even though it is perfectly stable.
The penalties for combat skill were put high to make sway effects more noticeable, as skill determines sway. Pretty much the idea I had is that only the most skilled will be able to have enough instinct to fire a weapon adequately while fatigued. So being good at it is the only way to offset a brunt of the penalties. It's also the reason why I lowered the damage/critical penalties, as lowered combat skills already affect damage output.
That is what I expected when I started thinking on it more, but hadn't retracted my statement yet
As for the menu text, I'm afraid I'm going to leave it as it is. I feel I'm doing it for the sake of immersion.
Ahhh, no worries, like I said, I make manual adjustments myself to the name of the item, and the menus are really no big deal overall.
In regards to NPCs having fatigue effects, I'm afraid it may be difficult to implement. As far as I know, while there is a Fatigue component left over from Oblivion, I doubt there is any real way for NPCs to monitor fatigue levels.
Kind of what I had expected here.
As for the next version I was considering making a scaling HP damage effect for extreme fatigue. Damage that starts small when reaching below 21% of AP, then getting worse the more the player stays extremely fatigued. I may play around with the idea for a bit, then I'll decide if it's a good fit. But for now I'm going to play a bit of the original Fallouts. I need some inspiration for the next project I wish to work on.
Sounds interesting, keep us posted.