Let me preface this as saying it's not a vanilla playthough and I am using a few mods, so far no complaints there. I've grabbed a bunch of TTW mods or mods altered specifically for TTW, Project Nevada (minus the suggested removal of the equipment module) and am using some of the optional posted ESPs.
Some of my reactions are as follows:
Super Mutants = Scary. In the fact they really do hold up to all the NPCs say about them, they are big, bad and nasty. Perhaps a little too hard since you are pressed into encountering them early in the games quest line, however I feel making them weaker might be a little too much.
The TTW_XPReduction.esp: IMHO should very likely be included into the TTW proper, NV already gives you 50 exp levels to hit, and more then enough total skillpoints that even the most INT deficient character can max everything eventually. I'm also combining this with the EXP reduction feature from Project Nevada which further brings real challenge and thought into placing those level up skillpoints. You're not getting another level in 45 min, you might get another in 4 hrs. So playing with less skills for longer brings quite a bit more challenge back to the game. Playing from an "in character" standpoint, you are fresh out of a vault, the world outside is a hostile, nasty, and deadly place. The skills and general knowledge of a wastelander is quite out of your daily routine. Slow and careful leveling adds a lot of tension to the game.
The TTW_Bobbleheads.esp: Another change that I feel might be better served as included into the TTW base. Skill points are easy to get in the NV engine given how many levels are in the game, FO3 made better use of those points with the lower level cap, and less skill points to gain. The "mini perks" the esp provides are pretty neat, though i'd love to see a pipboy icon for them, or perhaps even a "report" on their function if you click the display stand? I am aware the icons where being discussed for the future however.
Karma indifferent followers from FO3 are a nice touch, allowed me to actually try out several that I wouldn't normally get to use. I'm mixed on the opinion about using them without that patch, in NV only Cass ever seemed to care about the Karma your player had. Boone and Veronica cared more about faction reputation, which was logical for the game play. The Karma system in NV in general is broken, killing in self defense against Raiders or Ghouls gets you +Karma why? Always seemed silly to me. I don't expect the TTW team to "fix" the bad way the game calculates Karma so perhaps FO3 companions might be better served with some form of bonus for a specific Karma? No requirements to hire them, but a special perk given based on their correct Karma needs from vanilla? IE maintain neutral Karma and Butch gives you "perk X" as a suggestion.
[i]Ammo, ammo, my kingdom for some .308 ammo![/i] In other words, things in the capital wasteland are scare. I found myself counting shots, and trying to avoid fights if I could. If I could only bludgeon the enemies to death with the mountain of those hunting/sniper rifles I found. The few rounds of ammo they had on them was always better then the rest of the guns or armor they had. 20K caps, and great... Flak and Shrapnel's has a whole... -4- .308 rounds in stock! Made the whole experience a much more survival affair.
Looking at some of the other threads about the coming and going from and too NV and continuity challenges. I will say that even though i found the train station very early on, and had caps to go. I didn't since that's not what I pictured my character doing. I'd say let the player themselves decide if they care about continuity. I played right up though the conclusion of Broken Steels "main quest line" before things I felt "settled" in the captital wasteland to make my trip to Nevada. But I don't think everyone would or even should be required to do that much. One other thing I saw discussed was locking or preventing things from being completed on the trip over, or even requiring certain quests to be done. That I'm against on a player freedom aspect. We all know the "Wasteland Survival Guide" has spread as far as Nevada come the time when F:NV starts, but the quest also allows for the possible outcome of "Dream Crusher" for the player. I think if the player does complete the quest by that challenge, they discouraged Moria for sure, but who's to say that she didn't find someone interested in being her guinea pig at a later date? One possible suggestion for the team once your on to the beta stage. Is it possible that the games date system accurately reflect the "current date" from game start though to the present day taking into account the "9 years later" and perhaps the "2 weeks later" messages? I found myself leaving the Capital wasteland in late 77, (which would have made it late 86 in "correct" time) but woke up at the default NV start time. However I'm not even sure if such a thing is possible.
I'm having a blast playing though TTW, and I'm looking forwards to each new update the team will put out. I fully thank everyone involved in making this mod, I can only guess the hours and time spent making it work like it does. My hat is off to you TTW Team, keep up the great work.
Respectfully, Anvil.