This is yet another MAJOR update (which is why it has taken me two weeks to complete this one). Here are the major changes (and fixes):
1.) New Weapon module: Includes more realistic explosions and projectiles, two new knock down effects, improved grenade physics, more realistic death force effects, enhanced repair lists, and other tweaks to default weapons. (I think you'll really like what I did to the shotguns.)
2.) Improved SmarterAI module: makes the NPCs "smarter" and tougher than ever . . . mostly by speeding up their decision making time settings. Also further reduced the chances of an NPC/Creature continuing an attack on an unconscious opponent . . . instead, they will focus more now on conscious enemies.
3.) Armor module Improvements/Additions: Many small tweaks, including the removal of my additional agility penalties from Power Armor. Also expanded the default armor/clothing repair list.
4.) Character Movement Tweaks (Main module): slightly faster turning speed (now 20% faster than default); tweaked crippled legs speed penalty (my two crippled legs speed was more realistic, but I felt that it was a bit too harsh, so I reduced the penalty a bit).
5.) Completely New HP Adjustments (Survival module): Player characters (PCs) start out at higher Base Health than with earlier versions (but still 14% lower than with default settings), but PCs don't gain any HPs on leveling up. Your number of HPs are now based almost entirely on your END (30*END + 10 Base Health). NPC start out with less HPs (7% less than PC), but gain 5 HPs per level (but half as many as with v.2.7) at END 5, PC and NPCs are equal by level 5; at level 20, NPCs have 47% more HPs than PC.
6.) Healthier NPCs (Survival modules): their combat reduced health will now be restored back to 80% (default was only 60%).
7.) Adjusted Gun Spread (Survival module) - should now be a bit less overall than with earlier versions:
- Low skills penalty is now more linear (an a bit less harsh).
- Weapon Condition Penalty: now a progressive penalty when less than 50% (poor shape), but a progressive bonus when condition is better than 50% (this is factored in with low skill penalty).
8.) Better MMM Compatibility (Survival module): During combat, MMM can cause lag (and even CTDs), I've adjusted a number of settings that should reduce both considerably.
9.) Reduced Enemy "Radar" (Stealth module): they will still come running when you shoot off your gun nearby, or when an explosion goes off ... but they will now have to be a little closer to "hear" you. Also attempted to reduce the enemy alerts for "silent" sounds (like when you place a frag mine).
http://www.fallout3nexus.com/downloads/file.php?id=7565
I'll update my opening post in this thread in the morning . . . Right now I REALLY need some sleep. :snoring:
Edited: My opening post is now updated to version 2.8.