I don't see that as a very good option, as it would mean that only the users of my Med-Tec module would be able to use a slower than default Timescale, wtihout having the die-in-your-sleep issue. Plus my Options Menu (which includes my timescale selections) is in my Realism Core module . . . where it belongs. My main goal is to finish my mod and to do this in the way that works best for my Full mod (using all my modules, not just 1 or 2 of them). My Med-Tec module is my own Needs module, and that is the one that the rest of my mod is designed to work best with (since this is what my mod is balanced for). If users don't want to use my Med-Tec module, that's their choice, but I cannot ensure that the rest of my mod will work with other Needs mods, and I am not going to nerf my own mod just to make it more compatible with other mods.
So, I'm sort of wondering how you're going to go about with Energy Weapons now, seeing as this fix will be implemented in the next patch. Will you keep your current changes the way they are so that they overwrite the new changes, or will you take the changes into consideration and perhaps build off of them to enhance them even more?
I figured that the weakness of the energy weapons was a bug/oversite. I'll have to see what the pathc changes and then see if I prefer the Dev's solution or mine. If they attach the DT reducers to the ammo, like I did, it will be very easy to just remove my DT changes.
