Just got back home from a long windy/rainy drive to my medical center, and it is really great to see all the feedback here. Now if I can just catch up.

May I suggest to tie knockdown chance to amount of hp lost relative to target's max hp? So if explosion barely scratched you, there would be no knockdown, and if there was a blast for like 50% of your hp, and especially took your leg or two in process, knockdown is certain

So it will be OK to drop down a deathclaw to ground with something that almost killed him anyway, but will not allow you to pin them down with random farts and whistles

Thanks for the suggestion, II may end up doing something like that eventually, if my current approach doesn't work. Currently my 3 Weapon Effects are all based on Fatigue, which is a nearly unused stat, so I would really prefer to keep this separate from a highly used stat like Health (HP), as I have more flexibility this way (and I'm going to need room to expand the importance of HP, when I add more injuries in my Med-Tec module). Plus, by being fatigue based, my three effects all work together and build off each other. For instance, unless my fatigue has been reduced below 50%, an explosion is not going to knock me out . . . but if I get shot up enough, and then a stick of dynamite goes off close enough, I will be knocked out. Plus low Fatigue is not something you can fix by injecting a stimpak . . . you have to give it time to regenerate. And, unlike HPs, you don't know what your current fatigue level is . . . which makes things a lot more unpredictable (which I feel is a good thing).
Good job but i prefer version 1.4.2 over version 1.5, to much is changed in the game with 1.5 so i stick with 1.4.2.
EDIT: One thing tho, what did you change to give the Pip-Boy a better light?, want to add that to your 1.4.2 version of mine.
This is an overhaul mod . . . it is suppose to make a LOT of changes to the game. That's sort of the whole idea. The main difference between v.1.4.2 and 1.5 are the 10 new NVSE scripts that I added . . . and 6 of these can be toggled off in the Options Menu. My previous Smarter AI and Stealth changes are not even complete without the addition of my Dynamic Stealth script, which the most complex NVSE script that I added to v.1.5. And my new Needs Script is a LOT more comprehensive than my old Sleep quest (which I just added as a temporary fix until the NVSE was ready).
There's no simple way to explain my changes to the Pip-Boy light . . . that involved several different small changes in a number of places, plus I created a new Base Effect, and had to add a couple of lines in my Dynamic Stealth script. If you just want to make the light brighter, all you have to do is increase the magnitude under Actor Effect/Ability/PipBoyLight.
The thing I'm not to thrilled about,a priori, is jumping and opening doors affecting stealth. But I think I can live with that; heck, I might even like it, still haven't tested it. STALKER:Call of Pripyat and RL keep dragging me away from NV XD
Why do have anything against the addition of detection events? Making stealth and that AI more realistic is probably the most requested item users have asked me for (right up there with reduced loot, and overhauling energy weapons). And detection events are one way to do this. You really should give my changes a chance . . . as you wrote, you may like them.
Back on topic, I guess from the slight issues I'm seeing, it would be wise to hold off on upgrading for now?
The only issues I'm aware of so far are minor ones with my Weapons Effects, but all three seem to work fairly well in most cases . . . all they really need is a bit more fine tuning. Plus you can turn each one on or off in my Options Menu, if you feel that these minor issues are too bothersome. After playing with version 1.5, there's no way that I would want to go back to v.1.4.
It sounds like you can turn off almost all of the new changes via the options menu, the only exception that I saw is the needs quest scripts. I would suggest upgrading to 1.5 and just shutting off the new features you find to be too different. Saves you from having to mod her mod to get the new light and and will net you some bugfixes in the process.
@Arwen Thanks again for your great work. FONV wouldn't be nearly as interesting without your Realism Tweaks. I probably won't get a chance to play around with 1.5 for awhile but I'm looking forward to it.
You're most welcome. The 4 new NVSE scripts that you cannot turn off are: the Needs Quest script, the Dynamic Stealth Quest script, the Damage Loot Quest script, and the Jump Quest script. The last one will likely be moved to my Encumbrance module, once I release it; and the other three are sort of important, and they are all tied into too many other settings/changes.