Hi Arwen, I had a chance to play some FO3 again over the weekend, so I started a new game with your updated tweaks (all three modules) and most of the mods recommended on your website. It's been great! Your encumbrance module adds both strategy and realism, to be honest I never expected it to add so much, but it does. I am a big fan of it. The recent changes you've made to the weapon effects are also an improvement. The BLTC compatability patch is a very nice addition too. All in all, things seem to be balanced nicely with a couple exceptions.
First, with the increased ammo dropped by enemies, I find myself swimming in ammo, periodically dumping it in trash cans because I can't carry it all (my character has 5 strength and 4 luck). I liked how in the old version of your tweaks I was using I'd have to periodically switch to a melee weapon in order to conserve ammo. .308 rounds are still hard to find lying around, but they're cheap and vendors seem to have lots of them.
Second, and I think I've harped on this a bit before, my character is level 4 and I haven't used the repair skill yet (except to disarm traps, my character has ~30 repair). And I don't see why I ever would since enemy loot is in such good condition and vendors will repair anything to such a high level. While caps aren't abundant, there are enough to pay vendors to keep all my equipment in top shape. But maybe this will change when I find some unique weapons that are too expensive for vendor repairs? Right now I'm mostly using the 10mm pistol and an assault rifle, both of which are cheap, as well as a sniper rifle, which is expensive but not used so often. I was using a hunting rifle for a while too, and any time it would get damaged I'd go kill a super mutant and take his, which would almost always be in very good condition.
Those are minor quibbles though. Thanks again for everything you've added to this game!
Thanks so much for the feedback . . . and you're very welcome.
I'm aware of these issues and am hoping to have both better balanced in version 4.9.
Personally I feel that my character should find more ammo on opponents that I kill in combat, since it doesn't make sense the NPCs should have unlimited ammo, and then only find 1 or 2 bullets on them. What I plan to do is reduced the amount of ammo loot that is not on NPCs. I've already made it so merchants have a lot more ammo for sale, so you should still be able to buy enough . . . if you have the caps. I'm also trying to scrip another loot change . . . but haven't been able to do what I hoped . . . yet (if I manage to get my script working, I'll give the details about it).
The repair problem is a bit more complicated. When the NPCs have armor and weapons that are in poor condition, they are too easy to kill in combat. So, now that they are more of a challenge, you gain a greater benefit from killing them. What I need to do is figure out a way to damage the NPC's armor and weapons upon their death. I haven't attemped to do this yet, so I have no idea how doable it might be.
BTW: I'm assuming that you are not using any other mods that increase the DAM of weapons, or that alter armor (or that alter Barter or Repair). If so, that might be a big part of your game play issues, as it would really mess up the game balance.
How about a quick fix like i mentioned in that post. A perk if you have intelligence 6+ you can tag a profession (Security, Barter, Speech, Repair, Science, Medicine) or something along those lines.
That might mess up my mod's game balance, as I've worked to make it more difficult to gain skills . . . and you already have Swift Learner and Intense Training (both of which require 6 INT, and make it possible to gain skill points faster). But I am working on a minor overhaul of my perk changes, so I will look into doing something . . . I may be able to change Intense Training to do something like this.