Saidenstorm got there before me, but...
Starting with base tab:
- Traits tab looks the same, but there are more Combat Styles now - seems like a wild variety. The Class tab is also chocked Full of different class options
That's all basically a non-issue, as class/combat style are created in the GECK and take almost no time to do so. Obsidian have just added a bunch of their own.
- AI Data is changed, there is a Responsibility option now, bunch of moods and "Aggro Radius Behavior?" Not familiar with that.
Responsibility was in Oblivion, if >gamesetting minimum actors wouldn't report crime by friendlies. Aggro radius was in FO3, the actor will aggro on any neutrals who enter that radius.
- AI Packages - Hold the Phone - this is crazy kool, digging in as I think some of this is new:
Use Weapon - Gives me options to set the Fire Rate, shots per volley, pauses between shots, Fire count, etc - Massive control, looks like we can precisely control NPC weapon fire for specific situations now.
Not one of those was new. Useweapon is old and pretty crap as we can't specify target references on the fly, and actors using it don't fire on the move.
E: Oh, and creatures without crouch anims using a "Crouch to reload" package could never reload. Wonder if they've fixed that.
Lots of new Flags in the Flags Tab, over 30 now. HeadTracking Off?!
Pretty sure that was in FO3.
- Inventory - Now each item an NPC has can have an Owner, Faction, Global Variable and Required Rank - WOW. This must be how they are controlling faction changes when player dawns faction-specific armors.
No, that's entirely wrong. Those control who
owns it. If a faction rank is specified, anyone in that faction of that rank or above can use it.
- New Armor Affect List tab - Allows specification of Unarmed Attacks and specific animations.
That's all old. It's the
actor effect tab. It's where you put abilities, and the unarmed ench/anim doesn't restrict or specify anything- if they use that particular anim, then it applies that particular actor affect. For example,Glowing Ones have an ability that's 'self: place radioactive burst' set as their attackBackPower.
Wow, looks like definite upgrades and things to explore. I need to write a manual about this one day.
There's plenty of upgrades, you've just neatly sidestepped around them all. Like SaidenStorm says, you should probably get more familiar with it before you actually write a manual.
Now this...
Also the FONV CS is able to update FO3.esp's to NV.esp's just load it up and resave it... Fairly common practice for a moving target game like NV was during development to have the CS used to be able to auto update files.
...this is something interesting. That will save a heck of a lot of time and effort.