I have to agree re the, IMO, sub-par textures for some weapons, including the CAWS and Pancor (or are these intentionally made to appear totally decrepit?). These, and those mentioned above, really stand out... and not in a good way.
Request: The night vision modes included in http://www.fallout3nexus.com/downloads/file.php?id=9802 are exceptionally nice (love the red filter). I really don't care for the night vision filter included in 4.1.1- maybe it's realistic (don't know) but it is a pain to view and isn't particularly effective... and for some reason it kills a few FPS fps me. Maybe, like in STALKER, a "good" and "bad" NV could exist on different quality gear. Otherwise, ANVG works well with FWE.
Any chance of this ^?
Well as you say Animated NV is pretty compatible with FWE(there are a few minor conflicts, but nothing really worth mentioning), so there's not a real need at the moment to include them at the moment.
There are lot's of great NV mods out there that work perfectly fine with FWE, so it's not really a pressing matter to expand it in FWE at the moment(however of course it's always a possibility). Also the applied ISFXs are always a matter of user taste. Some want it more realistic, some want it to be better visible, you can't really make everyone always happy.
Would also like to retain the WMK durability per mod kit increase. One of the FWE readmes says this was disabled... some weapons (ex. 10mm submachine gun) weaken annoyingly quickly. Maybe this would be worth and option?
No, it was a conscious decision to remove this.
Edit: Seems that you've set up the G11 to be a low damage, high ROF, precision small gun. Seems to have a worthy role... and was a staple of FO2. :nerd:
Yes that's what it's intended to be and we balanced it accordingly, overall the G11 is a pretty good weapon. Again all weapons in FWE fulfill some unique roll. There's also a good deal of difference between the FN FAL, chinese and regular assault rifle. But the model of the G11 and G11e is currently a small issue.
Maybe when considering what weapons to include, it would be good to start with what ammo your including. For example: I was exploring along the southern border of the map, on the way to Tenpenny Tower, and found the Raider Hideout (a large cave). Was running low on my primary ammos so ended up switching to the Tommy Gun since the .45ACP was accumulating. Without the TG, what use would that ammo be?
No it's actually the other way around. We decide what weapons are included and base the ammo off of that. Adding ammo is simple enough, balancing weapons is more difficult.
Naturally if a certain ammo type isn't used anymore it would be removed from the game. In this case the .45 ACP is also used by the grease gun just fyi.