and in order to reply my own post
I did for WB single player starting native last edition (1.134):
Included 32 npc`s (ruined the dialogue thow, dunno why)
Improved the loot to include the dead guy`s bodies, expanded the pool to 2.5k items out of which u get the best 96 (based on IMOD rating) (works great, little problems thow when a lot of different types of troops are involved)
What i want to implement:
multi-damage on weapons (example sword has cutting damage+ blunt= cutting is usualy stopped by the armour, but u still get some broken ribs). this should change the game-play a lot.
i wish to make the blunt damage (weapon mass*(weapon lenght/100)^2)*10 and to make the speed to be reverse of that (a low weight short dagger should have max speed).
Cutting should be similar for all (say 30c). Getting cut by a sharper or duller sword should kill you just the same if u are naked. cutting should be stopped by any metallic armor (including chain)
Piercing should also be a function of weapon mass, shape form, and weapon speed^2 (projectile speed) (1 blunt arrow should penetrate less than a ultra-fine sharp one, having same mass and speed). Piercing should also stack with blunt for the weapons (although not for arrows/bolts because of the small mass). should penetrate chaninmail (with some loss) and only stop in plate armor (some high-penetration projectiles like siege x-bow and war-bow should still pass trough). stopping a couched lance with your chest plate should still knock you unconscious although not impaled.
maybe for some armour different resistance to weapons (padded leather should have 10% to pierce, 50%to cut and 70% to blunt, chainmail should have 90% to cut, 20% to pierce, and 10% to blunt (if no padding it makes no difference when u are hit with a 10 kilo hammer)