Got it installed non-FOMOD ok, and the HUD works. Seems well balanced. Had a couple of suggestions, jumping should maybe increase strain. Also, you could maybe add strain lowering properties to jet and ultra jet.
Thanks co much for the feedback! I thought about adding some Strain every time you jump, but I've already have Agility tied to jump heights, and I removed the ability to jump when a leg is crippled. Plus I greatly expanded the way Strain increases and decreases in this release, and I sort of need to make sure that is all balanced before adding Strain increases for jumping. So perhaps in my next release, if it seems to fit in ok.
The jet bonus makes total sense, but I really, really don't want to start making changes to foods or drugs, as I've resisted doing that, due to all the compatibility issues.
at last! thanks for the update! i had an issue in the previous version where after i was knocked down by strain, (way below encumbrance limit) my character wouldnt get up anymore. hope my character fares better with the new version.
Hopefully v.4.6 will work much better for you. If you use the DarN version of my Encumbrance module, there's very little lag at all between the displayed Strain % and your actual Strain %, but you have to also remember that my Strain is not the same as Fatigue (it just uses Fatigue, to cause you to collapse when your Strain exceeds 100%). Fatigue is also reduced by other things (such as my weapon effects). If you get Whacked by an enemy after collapsing because you exceeded you Strain limit, you're going to be out for a while (since your fatigue will be negative value, and it will have to regen back above 0).