Sorry for not keeping up in the replies . . . I'm doing the best I can to reply to everyone. And I love all the feedback I'm getting, since it will really help me in my efforts to improve things.
Since you typically recommend a fixed timescale you should be OK, but trying to adjust the needs rates via script looks tricky. I can think of one sort of inelegant way to do it, but am hoping there's a way around it.
I do have a request though, is there any chance you could add power armor to the list of things that casinos confiscate from you when you enter?
I wrote a really simple script, so once NVSE is released I'll be able to see if it actually does what I hope.
I'll like your confiscate PA idea. I'll see what I can do, but I don't know how to change that yet.
I've never understood that part myself, but if you don't (or cant, without NVSE) make it configurable, that's fine, I'm handy enough to make a single value override in the GECK
Also, what kind of changes are you planning to make to gun/armor wear in general? First thing I did was tone it way, waaaaaay down - a Beretta M92 in 9x19mm takes, in real life, roughly 17500 shots from new before it break down, using US military charge.
Sorry, but I cannot make everything configurable. This is my vision of what I think the game should be, so you either have to convince me that my change is not good, or you have to edit my mod. As far as weapon wear goes . . . this is a game, not real life . . . trying to base wear rates on real life rates just removes the need to repair things, which negates the repair skill. I tend to slightly increase the wear rate for most weapons, with a greater increase for melee weapons. As for VATS weapon wear: VATS is a combat cheat (especially with the default VATS settings). . . so there should be some penalty for using it. In Fallout 3, your weapons deteriorated at 5 Times the normal rate while in VATS, so a 2 Times wear penalty is pretty mild.
For FO3 you made the enemies less likely to shoot you in the head all the time, in NV I think I'm still getting this a lot. Are you planning on adding the same tweak to NV?
It is in v.1.1
The 'outfits' in NV are weaker than they were in FO3. The http://fallout.wikia.com/wiki/Merc_outfit_%28Fallout_3%29 in FO3 for example. In FO3 you can see enemies wearing it and it offers some protection (DR 13), but in NV the DT is just 1. So those outfits are barely good for anything. I know it's clothing and not real armor so it shouldn't be that good but I think it could use a little extra protection. Especially if you plan to remove the 'magic enchantments' later on.
The AI is a bit odd at times. They like picking up items from dead friends, but it takes them quite long and again they prioritize that over their own safety.
I also feel like they're a lot more accurate with their shooting than FO3's NPCs, and quick to start shooting once they get around a corner. Much faster than I can aim myself, and I even know where they're about to appear. I'm having a pretty tough time (in my merc outfit, yes.). I'm fighting 4 convicts with half of my health (6 END) a DT of 3.0, a 9mm pistol, varmint rifle and caravan shotgun in decent condition, and a lot of dynamite, and I just can't win. I shouldn't have taken that fire 20% slower for extra accuracy trait.
It would be great to have a larger blast radius for explosives again, with knockdowns. I threw some dynamite at a couple of enemies which exploded pretty close to them but they barely noticed.
I'm going to be going through all the individual armor and weapons (including explosives). But this will not be part of v.1.1, as it takes me a really long time to balance all that stuff . . . plus I need to get make sure that the current Core changes are balance before messing with the Armor DT and the Weapons. It is going to take me some time to get the AI right . . . I'll keep tweaking AI changes a bit in each release . . . hopefully it will gradually improve.
Arwen keep up the good work. This mod is loads of fun and I love the way its headed. On the 'dead enemies' issue, Im fairly certain it is due to the new adjustments to HP and damage in your mod. The enemies like to fight among each other while your character isnt around, and enemies like the powder gangers are getting killed by stuff they are scripted to encounter before the player arrives to see them.
Also a question. Are you recommending a new game be started when using your mod for the first time, or is it alright to load it up into a saved game? I ask this because you mentioned your 'options menu' is scripted to appear after you complete "aint that a kick in the head" and it made me wonder if using the mod on a save where its already done could cause it to fail? (Only tried the mod on a new game, figured id ask before loading it into my main save)
You don't have to start a new game, as my mod will kick in as long as that quest is flagged as completed. When I release v.1.1, you may want to start a new game, if your current game is using v.1.0 of Tweaks . . . just to make sure that any 1.1 bugs are not left in your game.
I'm pretty sure that I've fixed the dead NPCs issues . . . and that seems to be the only major bug in v.1.0.
I'm about half way through my Localized Damage changes, so my next release could be out as soon as late today. So, if anybody has any ideas about simple changes that they want to see in v.1.1, please let me know soon, and I see what I can do.