A. no conflict at all
B. insignificant conflicts
C. game-breaking conflicts
D. ctd
a single letter answer is enough for me
Unfortunetly I can't answer with a single letter. Something like Project Beauty, which edits many NPC records, will conflict with FWE + MMM both, because those mods edit many of the same things. If you load Project Beauty AFTER FWE/MMM, it could cause significant problems, as the gameplay/mechanic changes to those NPC's would be overridden by the cosmetic changes. If you load Project Beauty before FWE/MMM, many of the cosmetic changes won't be applied for NPC's that are also edited by FWE/MMM. NPC's not touched by FWE/MMM would have project beauty's changes in this case.
Getting compatiblity patches pulled together for project beauty is what needs to happen. It's fairly straight forward for MMM + FWE, and it's close to the top of my agenda =)
This is simply a feature built into Darn's UI latest version. However note that many skills actually don't have an affect when you level them past 100, unless you install a mod like Wasteland Mastery. Weapon skills might be an exception in that case, as they are a multiplicator for a few things (like spread and damage), but I'm not entirely sure on that. So either way, just get Wasteland Master from Nexus.
Interesting. It would make sense (to me at least), that this feature in Darn's UI be toggle-able, and set to OFF by default for this exact reason. I wasn't aware that it did this. I can bring it up with Darn, because I agree it's confusing!
Despite this, the latest version is fantastic! Nice job to everyone involved!
Interesting. A few versions back we implemented a hidden perk that increases explosive damage more for every 10 levels of explosive skill. This is to make up for the fact that weapon skills don't effect damage nearly as much as in the original game, which resulted in the explosive skill being a lot less useful.
It sounds like the multipliers for the hidden perk levels are goofed up or not being applied to the correct level. I'll take a look at this, and thanks for pointing it out!
I keep going back and forth in my mind about the best way to handle follower weapons. I agree that it's somewhat of a "penalty" to have followers with ranged weapons right now, since they require such an extra investment in terms of ammunition, which they often waste. There are a couple of options I've been considering:
Option #1
Revert follower weapons to their original function, where they don't consume ammo but the player can't use the weapon either. Damage for follower weapons might want to be reduced to compensate for their unlimited ammo capacity.
Option #2
Revert follower weapons as above, but allow them to be used by the player still. When the player has the item in their inventory, it could be switched behind the scenes for a version that consumes ammo. When you give it back to the correct follower, it would get switched back to the ammo-less version.
Option #3
Implement some system that would reflect having to continuially "resupply" your followers, but once supplied they would have enough ammo to last them for say 3 days or a week. It might work by having your followers periodically ask for some money for "supplies" If you fork over the cash, they get unlimited ammo for their guns for a while. If you give them a weapon other than their preferred weapon, they'd still need to use ammo regularly. This would be a slightly more immersive approach i suppose.
Any opinions on these ideas?