This latest version of SoB's Real Concussions uses a realistic fatigue system and a semi-realistic, heavily abstracted injury system at this stage.  Next iterations of the mod will include more specific injuries and game FX as one would expect from weapons, as well as vehicle crash injury effects and more.

CHANGELOG: 1048K Removed the false tag from set random cops-- it neuters RDE when turned false, and makes it apparently impossible to encounter cops in the wild if they aren't looking for you.  Added the old screen blur FX from previous versions to extreme low health states.  Repaired the broken 'set max armor as 10' tag.  Oh, by the way, now your max armor level is 10%.  This is the last version before a radically advanced dll version emerges in a few short days implementing important new features. Also importantly, this version removes the resource-heavy scripts #3 and 4, which attempted to alter peds' movement styles in response to injuries. This script-set not only worked at a cost of framerate, it also stripped the world of much of the variety NaturalMotion and Rockstar built into it, substituting only a few walk-styles for all.  That's unacceptable, and will have to be re-designed.  The entire process is being overhauled over the next few days, so this portion of the script has been removed.  If you need it, check the 'old versions' folder.  

Your character's gait will change with fatigue.  if you use all the mods at http://pastebin.com/ZdbBthB1, your experience will be interesting.

Latest version adds screen effects and randomization when injured.

BUGS:
low stamina characters like Trevor can run themselves to death fairly easily. 
Switching player models such as with a trainer can result in death due to default health values conflicting with player health.
ragdoll mod?  set a gate on it as suggested in the pastebin, or your character will fall over all the time


Optional files:

my choice of handling.meta as of 8 April 2016, as well as a no - UI version of the main script.


