Thanks for the response! main issue i have with how they are balanced currently is that, when i was playing on survivor, super mutants took 2 full mags of assault rifle ammo to the face/chest and they wouldent die. back on normal difficulty they were still tough but nowere near as... troublesome. turning down the difficulty has made playing your mod alot more pleasent. hell, taking shots now isnt the end of everything if i got meds, were as before it was.... brutal.
been playing your mod for a bit now, i think im mostly ok with the skill system now. however... some spitball ideas to getting more SPECIAL points.
1: completing magazines should give 1 point. i think this helps with progression as when you complete a magazine series you can improve yourself even if the mag group you find is the clothier one. (lets be fair, that ones useless for the most part aside from the double clothes pocket mod schematic.)
2: enough saved skill points lets you buy a SPECIAL point instead, from somewhere in the menu. this is more for late game once you maxed your current skills, but its still usefull.
dont mean to harp on about the Skills system ya got, but i do think its the biggest thing i currently am at odds with. curiously, did you change the amount of EXP needed per level to assist this endeavour or it still at the games default ramping exp needed?
also, when can we expect the super mutant and zed mixed hordes to come back? with next update? cos thats gona be exciteing
other criticism i dont think i have... its just nice to get into gun fights and have a bla- OH! NUKA COLA CLEAR. that @%$#ing rad zombie in the cage. anything you can do to tweek that? also, a way to access the bottleing plant from a key would be nice, rather then needing to break down a door to get to the recipy room and bottler, to open it from the other side. (or a key somewhere to open that locked door in the offices would also be nice.)