My Localized Damage module seems to reduce the high rate of receiving head shots during combat . . . but I'm only basing this on my own game, as no one has given me any feedback on this module . . . so I'm still not sure if my changes are actually making the difference.
I ask the following question here (a page or so back), which no one's attempted to answer yet:
Does anyone know how NPCs actually target the PC (and other NPCs and Creatures)? I have to wonder if they are using using the game VATS targeting, which could explain a lot of what is happening.
Currently I'm working on yet another update (which is nearly finished).
This one will include (among other things) a new Armor module . . . which will likely replace my Power Armor module.
It bugs me that the weight and value of various armor is so inconsistent.
Most of the default armor/clothing has been changed (not including Power Armor, which is a special beast, that gets it's own special tweaks):
1.) The weight of armor is now based on its AR . . . using a 5WT/8AR ratio (AR/1.6=WT). In most cases, I used the default AR and adjusted the WT.
For instance, most Raider Armor weighed 15 pounds, yet it only has an AR of 16. With my Armor module, it now weighs only 10 pounds.
2.) The value of most armor is now also based on its AR ... since I feel that armor which will protect me better, should be worth more than armor with less AR.
This was calculated using AR*10=value (there are some exceptions, mostly because the value of a unique armor should not only be determined solely by its AR).
3.) in most cases I retained the default AR and made the adjustments to the WT and Value.
There were however some cases where I changed the AR when the values seemed to be way off when compared to other armor (Vault 101 Security Armor had a much lower AR than Raider armor).
I also changed the AR of Vault jumpsuits from 1 to 2 (it was 3 times lower than dirty pre-war clothing, which made no sense to me).
4.) I reduced the AR of most of the non-armor type of clothing (all the prewar outfits were reduced to an AR of 1), while leaving the default weight for most.
5.) I'm also overhauling the Object Effects (the enchanted clothing settings), and have made changes to about two thirds of the effects. This should make things a bit more realistic (and more balanced)
In most cases, you will no longer gain much of an increase in skills like Small Guns or Repair or Science, just by changing your clothing (now you will only gain a point or two).
I've also increase some effects like Radiation resistance. I also added or increased some effects to some clothing (like Sneak, Endurance, Perception, and Agility), and a few pieces of armor/clothing that previously had no effects now has some.
Power Armor will still nearly carry itself when you are wearing it (just like in my Power Armor mod, which this new module is replacing), but I've removed the additional reduced agility penalty (since it seems to be slowing down the Power-Armor-wearing-NPCs too much), and made some other changes instead.
With any luck, I should have this next update completed in a day or so.