Just to mediate between Jax and TJ (also touching base on what RiseWild said), maybe it is best than, we don't touch the xp for vanilla TTW but really advertise this xp mod. listing it as not only a 'popular' mod, but as a HIGHLY Recommended mod for ttw. Perhaps it will be more built for ttw in the future with mcm compatibility (As tj and I discussed), so something we'll maybe see in the future towards ttw completion.
As for reset upon FNV, i just don't agree with that. It brings me back to why I looked into this mod after seeing RFCW, ppl just want to go from 1 place to another. We can RECOMMEND balance, but can't force it upon players.
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As for this WSG business, i only mention this since I've brought up the bit, "force it upon players". I've seen debate over whether the WSG quest must be completed before being allowed to go to new vegas. including speculation of dropping a skill lvl, or removing some perks and things along those lines.
fuck all of that. no offense at all to the ppl who pitched those ideas, but you need to understand the weight that holds...how significant of a change that is to Fallout as a whole. Allow me to explain:
In vanilla FO3, as it would appear when playing ttw, we all know that one can simply waltz out of 101 and go straight to Tranquility Lane and skip a massive chunk of story. The player is allowed to do this, BECAUSE.. fallout is an open-world environment with as little limitation as possible on what the player can do and where the player can go. It's a sandbox, a do-as-you-please game. Why else are the modding tools permitted to us? So we can change what we want, have what we want, do what we want, go where we want...in all its originallity.
To perceive this in a TTW standpoint: New Vegas is like a dlc, with dlc's of it's own. A very, very large game..as we all already agree. Now notice, some of these dlc's within FO3(?) and FNV have recommended lvl's to achieve before entering. ex: lonesome road. However these dlc's are not inaccessible to the player, because the player can go where they please, when they please. Recommendations are all we see, so why force something upon a player now?? Why take away a possible decision that a character of the fallout universe can possibly make?
That's why this is a big no-no, it's the first and only thing that stops a player from making their own decision.
As for my own proposition: if you don't want to see the WSG's around FNV if the quest wasn't done, I'm sure it's a lot easier to remove them. Likewise for purified water.