It probably would also have been nice to double check before you have made the 1.4.1 release, so users wouldn't have to update twice... :rolleyes:
I do my best to check my changes, I even view my mods in FNVEdit after making making my changes in the GECK. And then I play test my own game, in an effort to catch anything that I miss. But I cannot possibly checked every single change that I make in the GECK to ensure that it is functioning exactly correctly in the game . . . if I tried to do that, my updates would be months apart, instead of weeks apart. Do users really want to wait until the new year for my next update, in order for me to better ensure that I made no errors? I am only one person, not a mod team. The error is one of words, or actually letters: where I selected "Damage Mod" instead of "DT mod" when I created my custom Ammo Effect. I have major language issues and am unable to even think words . . . so it is nearly impossible for me to notice errors like this particular one, since I have to translate words into images to process them. In this case, I translated the words wrong. Even if I had taken days to rechecked every change a dozen times, I still probably would not have found this error
i actually did post about it in the last thread if you check back. it was near the end though so you might have missed it with the thread change. sorry, i shall endeavor to be more annoying about stuff i see in the future.

its probably nothing but i downloaded a mod awhile back called energy weapons denerfed or something and it had a -5.00 DT effect and more for the overcharged and max charged ammos i think it scaled to -10.00 and -15.00. i noticed that your mod uses a multiplier. correct me if im wrong but doesnt the .5 multiplier have a greater impact the higher the armor rating. for example it woudl take away 10 DT from a legion guy wearing 20 DT armor but it would take away 15 DT from a radscorpion or deathclaw that had 30 DT armor. was that a design decision to have it scale upwards instead of a set amount being subtracted, essentially making the weapon more effective the harder the enemy? just curious.
Sorry, I missed that post, and I wasn't upset with you, I just wanted to let you know that this is the sort of stuff that I really NEED to know about. My Baseball bat DAM error was reported over and over, and so was the issue with the FOV changes on some of the modded scopes . . . but I was not aware of this issue at all. In the future feel free to pester me until I get that you are trying to let me know about a possible error that I made.
I chose to make my DT reducers a multiplier because it seemed to fit the way energy weapons should work . . . and it also makes them more effective against higher DT armor.
2. I was merely reacting to the fact that Arwen was indirectly making @squeekers1234 responsible she had to upload a second update, and users are forced to download the second update, because of a bug she missed in the first update...read carefully:
Perhaps you should also read what I write more clearly, instead of jumping to conclusions about what you 'think' I mean. Did you totally miss what I had written just a post or so above?
Sorry about that. This is why I held off from updating yesterday, as I wanted to give time for any other bugs to show up . . . I guess I should have waited a bit longer. :facepalm:
This is first time I play with Arwens mod, I finished FNV on Very hard with hardcoe before, and now I am trying it again on normal (as suggested) with unarmed brawler. But games seems trivial so far. Its just just my feeling and things get tougher as I move on? I am quite HC gamer myself so I am just wondering

Thanks Korthag
I don't know what you are expecting from my mod, but I am not a game designer, and I cannot work miracles. I can and have made a LOT of little improvements to the way that game plays, but it is still the same game. Most users of my mod feel that it makes the game much tougher then just playing the default game on Very Hard difficulty. You also have to understand that this is still just one of four modules . . . so things will get tougher, as I complete more and more of my Realism Tweaks. It has taken me this long to get what I feel is now a good balance in my Realism Core . . . this is the toughest part, as everything else builds on this module's foundation.