Sorry I didn't explain my situation I suppose; I haven't downloaded and used any mods yet for New Vegas- I'm still in my first play-through which I like to keep fully vanilla so in my second play-through I can truly appreciated the additions that mods I'll be using give to the game. Plus some overhauls just work better when started in a new play-through. If given enough time, yes, I could just download and test it, but that takes a lot of time to set up in a play-through; asking the mod author on the forum gets to the issue at it's source since you know exactly what's being changed, plus anyone else who has the same concern would be answered as well.
I didn't mean to insult in any way if insult was taken, I just needed some clarification after reading how you described your changes.
I didn't take any of your previous post as an insult. My Realism Core has the most effect in a new game, or one where you haven't progressed too far. But it does not require a new game, so you don't need to do anything at all "to set up a play-through" . . . just install it, open a previous save, and you should instantly see a difference in your game play. If you like this new difference, keep my mod installed . . . if you don't like my changes, just uninstall it. Not much of a time commitment at all.
I guess one of the things that worried me was what you said the mod does in this line:
When I read "My mod already does both" I took it as "my mod makes NPCs and Creatures more difficult to kill (it will take more bullets)" implying that your mod makes them more difficult to kill than by default standards and that I'll need even more bullets to take down things like swarming Cazadors or even a lone Deathclaw who were already soaking up my bullets to begin with.
That line is after these lines" "This mod was balanced for NORMAL Difficulty. If you normally play the game on Hard or Very Hard difficulty, PLEASE set your difficulty back to NORMAL and give my mod a chance before complaining about the balance. Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill."
In the default game, many users who are want more challenging game play set the difficulty level on Hard or Very Hard, and all that does is make the NPCs/Creatures more difficult to kill, and the PC easier to kill . . . by altering the Damage Modifiers. From the Fallout Wiki:
On normal, your damage is 1/1 of the weapon damage with skill modifiers added and you take damage with the same formula. It's easy to count the modifiers for the other difficulties: Very Easy: 2/1 Damage Done, 1/2 Damage Taken Easy: 3/2 DD, 2/3 DT Normal: 1/1 DD, 1/1 DT Hard: 2/3 DD, 3/2 DT Very Hard: 1/2 DD, 2/1 DT.
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Yes, my Realism Core does make the NPCs/Creatures more difficult to kill, and the PC easier to kill . . . but is does this in a much more balanced way, that changes way more than just the Damage modifiers. That line that worries you was just to discourage users from trying to play my mod on Hard or Very Hard difficult (and then complaining that my mod makes the NPCs "bullet sponges").
I love the idea of more scarce ammo (and just about all of your other tweaks) but when I'll now have to use a larger amount of ammo from a diminished overall amount to take these guys down... I don't know, things could possibly go from having way too much ammo in the default game to having not enough when using your mod, so I thought I'd ask. (This isn't to say you haven't tested/didn't test for this sort of thing).
I'll be working on my Hard-Core module again this week, which will include the reduction of the abundant loot, like ammo . . . which I'll be reducing to match all my other tweaks. The amount of found loot will be based on your Luck stat, so if your Luck is very low, you're going to have a difficult time finding enough ammo, and might have to [gasp!] spend some caps for ammo.
I'll be tracking until you release your Hard-Core, Encumbrance, and Med-Ted Modules. Especially ready for Encumbrance since I remember reading about it for FO3 and wishing FWE would use something like it. I'll be waiting patiently for any sneak peeks on some details about any of them.

Between the Holidays and working on a long overdue update for my FO3 Tweaks, I've had to take some time off from working on my NV Tweaks. I have been working a bit on v.1.7, adding some minor changes in my NV Realism Core (as I'm making similar changes to my FO3 Realism Core). It will likely take me a week or so to finish up my NV Hard-Core module (which will be included in v.1.7). And then I'll begin work on my Encumbrance module, which shouldn't take much time (unless I run into another major difference between FO3 and FNV). Last is my Med-Tec module, which is going to take some time, as it includes my most complex scripting and a TON of edits to the default food, drinks, and chems (and the way injuries and healing is implemented).