Out of curiosity what was the problem with the dodging, since that seems to me to be much easier to implement? (aside of creating the animations of course, but overall it seemed fine when I used Oblivion acrobatic animations for testing)
Dodging for Oblivion was built in (As In already part of the game, its just it required a combo of buttons that most found hard to get to when you wanted to dodge hence the multitude of mods that altered how to trigger it), for FO3 Dodging is not supported in any way so I have to build the entire structure for it from the base coding to the animations -> but mostly I removed it because I am not done with the animations the Light Weapon Dodges are mostly done but I have had basically zero time to finish the Heavy Weapon/Armor Dodges.
The Cover Systems are not anywhere near complete in thier scripting there are just so many things to check for and script into situations -> its also tied into my OTS Camera Module which allows me to control the camera positions on the fly for aspects of the cover like looking around corners and over obstacles, I just have not had the time required to get everything working.
I then ran the esp though the FO3edit automatic cleaning procedure and removed the 17 identical to master (FO3.esm) records - still crashes. I then tested high and low in load order and it still crashes on exit.
My Girl started playing FO3 again and her computer has a similar issue but she crashes on Save (mine doesnt crash for anything using the exact same mods) so I have no idea whats causing the crashing if its the creatures themselves the scripts on them or the fact that I placed a bunch of spawners in the world and the game doesnt like one of those things.
1) The Creatures -> if this is the cause its going to be something I can not fix because all of my creatures are custom created and removing them would leave only the Brahmin and New Mirelurks even the GHouls would have to be removed because I restructured them from the ground up. :/
2) Thier Scripts -> the problem lieing in thier scripting I doubt because those scripts are basically identical to the version I used for Oblivion and not all that different from Martigans.
3) The Spawners -> this one is the most likely culprit as Oblivion had a 100% crash issue if you placed any objecs within wilderness area 3,3 and FO3 ever since patch 1.5 has been giving signs that its not liking all the objects I placed as well -> the problem being is my Computer (the one I create and test on) has zero issues with any of my mods, so I am play testing a bit mor eon all 3 of my computers to try to make sure I am not missing stuff to be honest its just hard to find the time to catch everything.
One suggestion for CC is to convert it into an ESM and just make sure it loads after FO3.ESM and SS Master File.ESM -> this is how I am testing on my girls comp now and have not crashed since I started playing an hour ago.
As for the 17 little issues I will take a closer look at those I tried to not toy with the world as I placed spawners but when you place hundreds of something...... I will look to make sure those are accidents and not something I did on purpose.
Thats a good Idea to Bracket the Mics Item.
The Orb Terminal is actually very easy to settle down just grab it place it where ever and grab and release a couple times and it will settle down, if your wanting it to sit perfectly still I designed it not to ever sit still -> though it does sometimes anyways if you leave the cell its in at the right time and re-enter it will not regain its momentum.
Any feedback on the damage done in compairison to melee weapons (too powerful, to weak, not enough secondary effects) and the like is always appreciated.
also if your interested you can hit your console button and all of the calculations will be shown so it will make some sence as to where the damage done is being taken from.