I don't know if it is possible to add, but I just thought of something.
What if certain type of damage effect gameplay in game also. Broken/crippled limbs force the character to wait a few days or hobble around. Must be healed by a doctor or have maxed out medical skill.
Bleeding damage and then have to use blood packs to replace lost blood.
Just a thought. Since FOSE is now being used. I'm not certain if any of these things are possible though. =)
Thanks for the suggestion. My mod already increases the crippled effects. And Real Injuries (which I'm using in my own game, along with the RI patch) adds healing requirements (crippled limbs are no longer repaired with sleep or a stimpak), adds medical braces and bandages packs, and 3 levels of blood loss (if you enable its optional Wounds System).
I keep having the same thing happen with bulletproof supermutants, and the only gameplay-related mods I'm using (others are texture changes) are Mart's and Arwen's. The supermutants sometimes "blink" around a bit sort of like playing a laggy online game, and they take no damage whatsoever.
Is there a compatibility problem? I was already using Arwen's MMM patch even though her site said the two mods have always played nicely together.
GreenGriffon, I don't have this issue in my own game, with Super Mutants, or with any of MMM's creatures. So I have no idea what is causing this in your game. The two mods are fully compatible . . . especially if you are using my MMM patch.
The pipboy light tweak works perfectly. And I think you got the walking/running speed just right this time.
I think I have the same super mutant problem GreenGriffon mentioned. Sometimes they stand still and they get all twitchy with the gun in their hands. I had no problems killing them though. (Also using MMM)
For the full tweaks, where in the load order would you suggest we'd put the mod? Early/late?
povuholo, thanks for the feedback! I'm really happy with my PipBoy Light changes, which is something that has been bugging me since v.1.0 . . . and I do believe that I've finally perfected my walk/run speeds (or as close to perfect as I can get).
What you are describing for Super Mutants is different, and happens with all NPCs/Creatures. This is apparently a game bug (perhaps caused by an animation quirk, or just by the AI), which seems to become more noticeable with my Smarter AI module, since I'm tweaking their behavior beyond the game design. I really don't know of a way to get around this completely . . . but I made some AI tweaks in v.4.0, which seem to have reduced this behavior somewhat. (This bug also showed up with CEP and with other mods that have modified combat behavior).
Generally load my Realism Tweaks late . . . but load my new Reduced Quest XPR module (which is NOT part of my FULL Tweaks esp) BEFORE any other mods that make changes to any of the default quests. My own mod load order is given http://amito.freehostia.com/Fallout/FO-mods-order.htm, but I have not yet had time to update it for v.4.0.