1) RobCo Certified - Let's face it. Everyone loves robots, and this mod is awesome. It was great in DC and it's great in Vegas. We need it to be great in both again. Is there anyone who would be willing to tackle this project? We are talking merging RobCo Certified with all it's great bots, junkbots, cyberdogs, cyberroaches and lobotomites. Mechanist Power Armor. The Highwayman. Even add in Mr. Smith's Scrapyard. (I'd also like to see Wasteland Whisperer for FNV/ToTW, it's basically RobCo certified with critters, by the same author and they are made to work together.)
2) More Perks - This one needs to be done. Take the Ultimate Park Pack of FO3 and merge it with New Vegas's More Perks/More Traits. A single .esm would be cool, to cut down on load orders.
3) Amy Wong Companion - I've been testing Amy and so far she works somewhat, but has a few issues with her trade route, giving you items she buys, and setting the home marker. Advise I have been given is to recompile her scripts, but I really have no idea what I am doing, and messing with that type of stuff I'm more likely to screw it up, so I am asking for help. If anyone has the time this one would be appreciated.
4) NVEC Enhancements - I fully realize a mod like NVEC Complete will kill ToTW dead, since it removes a lot of the FO3 stuff in FNV as bug fixes. However, the Enhancements section of NVEC doesn't include the bug fixes or reduce CTD of the Complete version. No, all it contains is loads upon loads of awesome content updates (too many to name here, but here is the list: https://dl.dropbox.com/u/5194280/NVECPages/EnhancementModInclusions.html). NVEC itself doesn't need to be modded really. What we need is a patch that triggers all of NVEC Enhancements content that would normally trigger upon leaving Doc Mitchells when we leave Vault 101 on a ToTW start. I can't stress enough how much awesomeness is included in this mod package; it's literally dozens and dozens of content mods in a working, bug-free compilation.
