I tested out that spawn point, there were none to be found Thank you once again for EVERYTHING. Now when you release the patch for fallout food, I may have to bow down and kiss your feet
The patch is already done. I sent it to Coleen so she can upload it on the Fallout Foods site
(1) Talon Combat Armor has damage, weight, value characteristics of 52 / 25 / 902 respectively at 100% condition... Not only do I feel that the DR and value are insane, but compare these to the statistics of the Mark II variant, which is the bigger and bulkier, and I guess more advanced version: 35 / 29 / 443. Now, surely something is amiss here? How can the heavy Mark II armor have 17 DR less than its lighter counterpart?
You have some old file loaded somewhere that you shouldnt have(or another mod loaded that is overwriting FWE's settings). Like Del says the Talon Combat armor stats were reduced. Have you made sure that you removed the FWE UFP patch.
The Talon Combat Armor has stats that are inline with the other armors, the problem lies on your end. The stats for any regular combat armor are 32 DR, 25 weight and 400 condition. You can check in FO3Edit for yourself.
(2) Why was the weight of the Recon Armor increased from 5 to 15? Now there is absolutely no incentive to use it, since its DR rating svcks.
Because it's DR was also increased to 24. Not to mention is also has night vision. There is MORE incentive to use it now. And you do know that the Recon Armor already weighed 15 in vanilla Fallout, right?
(3) I'm having a weird issue where I can't repair any item not at 100%, using an item which is at 100%. Actually, it seems like the item health bar for the item which is at full health is even beyond 100% in my game. Here, I took a screenshot: http://img717.imageshack.us/img717/1793/50311909.jpg
Again a problem because you didnt update correctly. Also some items health was reduced and it's possible that if you already had those items and had them fully repaired, they will still have those health values, until they've been reduced through combat.
(4) I'm not sure whether this bug is present in v5.03 (haven't had the chance to test it) but with v5.02, the Gauss Pistol seems to persist making this strange ambient noise even after the player has picked it off the ground or off a corpse. That is, when the player stands near the location where the pistol or the corpse of its beholder fell, the sound is audible, and as the player moves away from that spot, the sound fades. I haven't tested whether a reload fixes the problem.
The Gauss Pistol does not have an idle sound. It can't make any sound while lying around