Depends if time permits. A large number of mods "suffer" from this, but it's not a big deal.
[...]
No plans to change that.
Thanks for your answers.
I wouldn't say that it isn't a big deal... we owners of old computers are people too
But I understand that it isn't top priority.
Concerning the second answer - well the main question was if there is an easy way to change that. I'm a mod tinkerer, and if I don't like something, I simply change it (something that is highly encouraged in Oblivion's modding scene, don't know how popular it is in the FO3 community). However, I couldn't load FWE in my GECK, because apparently it has problems with mods that have more than one master files... and I figured that it's smarter to ask you how that feature had been implemented before I download dozens of additional tools and read hundreds of tutorials. Because if it turned out that, for example, every door reference needs to be changed in order to remove the feature, then I simply wouldn't bother with all of this.
(And when you're saying that you have no plans to make this feature optional, then I guess it IS more difficult than just adding an if clause to a script.)
Really like the mod so far, by the way. The new drugs are very nice - I wonder when my character will become addicted to 10% more XP!
I also like the new weapons, a lot of which make Energy Weapons a more useful skill right from the start (in vanilla FO3, you were pretty much stuck with a weak Laser Pistol until the Enclave shows up, as far as I can tell). Getting two skill points for each skill point spent on one of my three favored skills is very cool, too; just like the changes to the bobbleheads and the skill books (I do find it a little bit weird that my 10 INT character is bored by them because his Speech skill is too low, but it's balanced, so I'm not complaining).
One thing I noticed:
I'm using the Optional Worn Weapons.esp module, and the damage values are a little bit off it seems. I found both a Chinese Pistol and a Worn Chinese Pistol (might have had a different prefix, but definitely one of the "worn" weapons), which had around the same percentage of damage. However, while the Chinese Pistol had a damage value of 5, the Worn Chinese Pistol had a damage value of 24. In comparison to other weapons, both values seem strange - the Chinese Pistol seemed to have its vanilla damage value (i.e. very low and not useful at all), while the Worn Chinese Pistol did even more damage than a non-worn 10mm-Pistol, if I'm not mistaken.