My only question is, what was you're thinking behind this? Unless I misunderstood what you were doing here (and it sounds like any weapon/armor an NPC has equipped on death, loses durability), isn't implementing this a bit excessive? I thought NPC items already lose durability as they are being shot? At least I know weapons do, as many times I've sniped weapons out of enemy's hands (before your 1.5 change) and gone to pick them up, only to find that I nearly destroyed them in the process.
TheDamned
The NPCs' armor is damaged on their death, both to add a bit of realism and for balance. If a person is shot up or whatever enough to kill them, then it stands to reason that their armor would often be damaged pretty badly in the process. Armor is damaged in the game, but this damage is very moderate. I increased this some, but to do so to a realistic degree would be frustrating and require constant repairs (realistic perhaps, but way too much micro-management for most users). So this is a compromise.
Now to the balance part: You have to remember that I also improved the condition of all the NPCs' Armor and Weapons . . . considerably in some cases. While this put the NPCs' equipment more in-line with that of the PC, it also made looted armor and weapons more valuable . . . and it is already way too easy to get wealthy in this game. Damaging the armor puts it roughly back to the condition it would have been if I had not improved it. In addition, if my Blast effect is enabled, the player's armor is now damaged more when you are caught within the radius of an explosion (the percentage of damage depends of the current DT of the armor). This only affects the player's armor, so I had to do something similar to the NPCs' armor, but in a way that would not nerf them (as they do not seem to repair their armor). My script does also attempt to damage equipped weapons upon death, but because of the way that equipped weapons are often unequipped upon death, this only happens like 20 or 25% of the time.
I played some vanilla NV very hard hardcoe at a mates place and I must say I can't wait to give this a shot. Steam dl is at 68% and I got everything waiting and ready to install.
I saw that Nevada Skies wasn't compatible. Anyway we could get some weather in this mod as well? If it's already implemented my apologies but in my defense that's a whole lot of text to go through

Fellout is compatible though right?
Cheers for your time on this. The time I had to play NV was short but even at that very hardcoe didn't give me the feel I was hoping for, I would have done some tweaks myself but after seeing this and how much detail you put into it you save me a little time and add a whole lot more then what I could have come up with.
Just remember that my Tweaks are meant to be played on Normal difficulty: "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. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects."
I don't know if my mod is compatible with Nevada Skies . . . I have heard that my Timescale changes make the two incompatible . . . which doesn't make sense to me, but I haven't tested this. Fellout is 100% compatible, in fact, I used Fellout's darker nights when I was improving the Pip-Boy light . . . both for making what I felt was a realistic (playable) range, and in the light's color changes.
I know that a lot of stuff can be turned on/off i your menu, but not everything. With a mod like this that makes such a change to the game that would be preferred.
Just take this with the food/cocking, i was cocking some coyote meats to stakes and the stats changed to +3 radiation for 3 sekonds?...nothing that reduces hunger??
EDIT: It's the game that acts stupid, even when i start a new game and chose "hardcoe" with Doc's menu i have to go in to settings in the game and enable "hardcoe" ???
I cannot possibly make every single change in my mod optional . . . my Realism Core makes hundreds of changes. Everything that I add to my Options Menu requires quite a bit additional work, and Menus are limited to 10 choices (0-9), so I would have to make a LOT more menus. Plus removing most of my changes individually would totally mess up the game balance that I have worked so hard to improve. I have made the changes toggable that I felt were the ones that most users would want to be able to add/remove, and none of these changes upset the game balance to any great degree.
My Med-Tec module will be altering the effects of ingestibles . . . and hopefully this will include the way crafting (cooking) changes food.
Well, maybe the coat has little medical tools in its pockets that make the job easier, or maybe it comes with Oxford's Clinician's Pocket Reference that the PC can consult. Whatever. It's not mentioned in the game because F3/NV have no object descriptions any more, but it's not hard to come up with some reasonable explanation why wearing a lab coat would help with you science or medical skill. It's certainly easier to imagine than say, the Naughty Nightwear helping you convince Lanius not to fight you (really, if anything, it should anger him more).
If you think about it, levelling in Fallout makes no sense at all. You kill geckos with your gun, and then you level up and suddenly you're 15 points better at science? So using guns makes you better at science? Really? The ES series, for all its faults, had a much more reasonable system where the skills you used increased ...
Skill magazines aren't realistic either. How does reading a magazine help you do some damage with guns and hold them steadier? And why do you forget it a minute later?
I'm not complaining about these things, but keeping them in mind, having reward items that give you a small skill bonus obviously isn't the biggest problem with the NV stat system. If anything, it's kind of nice.
I removed most of the skill-based bonuses from armor/clothing because this weakens the need to improve these skills. My Hard-Core module (which I'm hoping to include with my next update) will do two main things:
1.) Reduce the abundance of found loot (and add a very basic overhaul of the NV economy).
2.) Make stats and skills MUCH more important, with 5 less initial SPECIAL points, much less skill points to disperse at level up, an overhaul of books, traits, and perks.
The initial release my Hard-Core module may not include my complete overhaul of books, traits, and perks, but it should have all the rest . . . and it may include some of these changes as well.