I've taken a few computer science courses in real languages like C and Fortran, and these long, incomprehensible fallout scripts fly in the face of pretty much everything they try to teach you. Cleaning them up and making them more object oriented is pretty much impossible though, so you kind of just have to bear with it :yuck:
It has been longer than I care to think about (nearing on two decades) since I took a class on actual programming -- back then they were still using TurboPascal to teach...
...but for the most part, I find I can usually grab a mod that does something "similar" to what I want to do, and easily enough figure out what I need from looking at the script in an evening. Which of course means that my knowledge is pretty limited to what I have seen done - with little to no comprehension of what else may be possible. It gets me by...
Anyway, regarding 1), the object scripts of the Lower Liquid Cooling and Thermal Regulation Override upgrades each alter speedmult directly, in I believe 3 places each (one line that increases it, and two that return it to normal). Just look for lines beginning with "rContainer.modav speedmult" (at least I think its rContainer). The script names both begin with "PPAInstalled". Interestingly enough, I checked the speed using the speedometer I made for Jetpack Mod, which should be pretty accurate - I used the official conversion factor from fallout units to real miles instead of guestimating - and you top out at about 20 mph with both upgrades active. I know it feels fast, but I think that's a totally reasonable speed for what's effectively a 45 lb., 1 person vehicle putting out upwards of 80 horsepower.
Groovy, and thank you. I'll take a look at that shortly.
As for the speed - I can certainly understand the reasonability of it from that point of view, but it is just outside of what I want in my gameplay. (I'm not looking at it from a "what spedometer reading would be reasonable" point of view, but rather, "How much of a speed increase does there need to be for it to feel valuable" - in my opinion, not much... as well as, "what value(s) can I use that will still make it a CHOICE to use PA with upgrades as opposed to sometimes dropping down to the more stealthy armor, etc" - with too much of a % speed boost, that becomes an issue)
Of course what it really comes down to is my being a massive control freak - putting more hours into making my FO3 experience the way I want it to be, than actually playing the game. That OCD need for things to be just the way I want, is why a huge number of mods that I use from others, I don't use as published... like how I'm taking the parts from your HTS mod as well as PN and SN, and writing my own HTS setup based on ideas I've had for a while (and which the basis of yours is pretty close to, just takes off in a different direction than I would have). But now I'm rambling...
Regarding 2), as far as I know if you do not install the Regenerative Overload Capacitor, your jump/fall damage settings will not be altered in any way. I'm also planning on writing a compatibility patch to resolve the conflict with Arwen's Tweaks. Also, if the mod you're talking about increases jump height substantially, you should maybe take a look at altering the PPAJumpFallFixInit quest in such a way that my workaround for that obnoxious invisible ledge still engages. If your mod decreases it or doesn't increase it much, then don't worry about it.
I haven't taken a look at it with this in mind yet, but "SPECIAL Extended" is the mod I'm thinking of, in case you want to crack it open and take a look. It adjusts your jump height based on your AGI (as well as a handful of other things)
Another thing to note. When altering any of the object effects used to alter SPECIAL and skills, take off your armor and then save before making any changes, otherwise your stats will be permanently altered (with no convenient way of fixing them). In other words, don't be wearing or otherwise under the effects of anything you are editing in any of your saves. That little phenomenon keeps me sort of locked into the bonuses I started out with, because I'm sure if I altered them, tons of people would end up overlooking the special installation instructions and mess up their stats.
Yeah, I learned about that one a while back when I was making my first tweaked version of TUPAM.
For what it is worth - IMO, don't let the fear of people missing instructions keep you from doing what you feel is right for your mod. If you're happy with the stats as they are, then leave them -- but if you want to change them, put up all the warnings you possibly can, and make the change. In the end, you're not responsible for babysitting everyone... people have to take some amount of responsibility.
Or to put it another way: This is a fan of your mod-work, requesting that you not gimp your work out of a feeling of obligation to cater to the "lowest denominator".
Either way, thanks for the input - much appreciated.