Since I have no talent or skill at modding and this thread has been de facto dedicated to Fallout modding so far, I have some dream mods I've wanted the thoughts of others on for a while:
>The Oasis of Vault 22
A port and rewrite of Oasis from Fallout 3 as being above Vault 22 with Harold's heart contained within it. Keeney would have received Harold's permission to enter the Vault because of her being a ghoul from Gecko. Her companions Koch and Bohr would be restored as well. Harold's progression into a tree in such a short time from New Vegas would be explained by him being infected by spore carriers after Bob had reached a point of hobbling him. After waking up from his attack, he would have turned into a tree and integrated with the vault, reminiscent of the Master. Having heard the dangers of Vault 22 from Keely and wishing to die. The Treeminders would still exist, but the hallucinogen from Bob would be because of the influence of Vault 22 seeping into his sap in a diluted form, something Harold could purify if he consciously allowed Bob to spread through the Wasteland. The rest of There Stands The Grass would play out the same, but the ultimate fate of Oasis would be dependent on whether you gave Vault 22's data to the OSI and whether you allowed Bob to spread. If you gave Vault 22's data to the OSI and didn't allow Bob to spread, OSI scientists come to examine him and test on the Treeminders. If you gave Vault 22's data to the OSI and allowed Bob to spread, the OSI would massacre the Treeminders and burn Oasis. If you didn't give Vault 22's data to the OSI and allowed Bob to spread, OSI researchers would come with NCR troops to examine Harold and keep the Treeminders from interfering. If you didn't give Vault 22's data to the OSI and didn't allow Bob to spread, a NCR garrison would be established at Oasis for supply purposes. Alternatively, you could inform the Legion that Oasis is real or make a deal with them to trade with the Followers as an alternative to the Van Graffs. On the Legion side, you would convince Laurel she and the rest of the women of Oasis would be given religious positions within the Legion and that Harold/Bob would be rightly venerated. This is a lie, of course. Caesar would never allow someone other than himself and Lanius to have such a title. However, the natural terraforming abilities of Harold would be useful to the Legion if he were made to slumber and Bob allowed to grow. Thus, you would be tasked with rendering Harold comatose and destroying Vault 22's data. On the Followers side, Harold would vouch for them from his experience in the NCR and knowledge of their aid to the protagonists of previous games. Unfortunately for the Followers, they would find out too late that anything medicinal produced from Bob would be addictive and hallucinogenic. Oasis would swell in population as citizens of Freeside flock to it. Ironically, one of these new followers would be Dixon, who tried the medicine to formulate one of his knockoffs from it and unintentionally became an addict. This would indirectly aid the quest to fix Freeside's water situation. If the player killed everyone at Oasis, it would become a nest for spore plants and spore carriers. These would spread into the surrounding area. Another ending for this would be if the player told Hardin about Vault 22 without completing There Stands the Grass. Hardin would send paladins to gut and burn Vault 22, regardless of resistance by the Treeminders in an action that would waste Brotherhood resources.
>38 and Feelin' Great
An expansion of the Lucky 38 to make up for missing aspects of the Strip's management and characters. Particularly, you would be able to meet Mr. New Vegas. After clearing out Sloan and entering Red Rock Canyon for the first time, you would receive a new radio signal from Lone Wolf Radio that would stretch across the Southern side of the map from the Mojave Outpost (which would jam it, lowering morale there) to the Cottonwood Cove (who would turn off their radios). The host would be an anarchistic conspiracy theorist broadcasting information against all sides of the conflict while being sympathetic to the Khans, Kings, Followers, Brotherhood, and other minor factions. He would rail against Kimball and the NCR's abandonment of the gold standard, Caesar and the Legion's repeated incompetence with its revolving door of Legates, and House and his negligence toward the Omertas and White Gloves. A special target of his would be Mr. New Vegas, who he would regularly parody. Upset by the competition and its flouting of his directive to inspire people to come to Vegas, Mr. New Vegas would task the Courier with ridding the Mojave of the pirate radio station. Similar quests would exist to get rid of Black Mountain Radio and the DLC radio stations. When the player reaches Lone Wolf Radio, he finds a bunker filled with traps constructed by its original owner beneath it. The player would find bodies of various faction members scattered throughout the bunker, each killed by the traps. The owner has writings about the Pre-War government, the Resource Wars, among other things. Hidden deep in the bunker are two notable characters. First, the original owner of the bunker, now a glowing one with an apparatus similar to the Forecaster's on his head and a body covered in tinfoil. Second, a large broken monitor displaying the stars of America's flag. On the ground beside it would be distinct cigarettes. After answering a quiz about the "truth" of each faction and the Pre-War government, the screen would greet the player in the Lone Wolf host's voice before switching to Yes Man. This would either be the introduction to Yes Man or a reveal of one of Benny's many schemes to undermine House, a radio host who would act counter to the existing factions of the area but turn on a heel to praise Benny and the Chairmen after their takeover. Here, the player could shut down, destroy, or override Lone Wolf. Since Yes Man has to follow the orders of whoever he's assigned to, he would, if this wasn't his only form, still be able to be used for the Independent path. If this was his only appearance, the player would have to be careful to not soft lock himself from completing the game. The NCR and Legion would have alternate ways of starting this quest, sending the Courier from Cottonwood Cove or the Mojave Outpost. The NCR would have the player secure the bunker for its use by a human DJ or supply management while the Legion would turn the bunker into a base for Frumentarii. Ending the quest for Mr. New Vegas would see the bunker taken over by Powder Gangers or raiders until the Securitron army is upgraded. Alternatively, you could reroute Lone Wolf's signal to Black Mountain where he would repair the dishes and boost Lone Wolf's signal. Leaving Lone Wolf intact would also let the player control how much its host talks, giving options for 150%, 100%, 50%, and 0% or completely shutting off the station while leaving Yes Man around.
>Arizona Dreamin'
An expansion of the map past into its flanks to show life under the Legion and modern NCR, allowing the player to have a better idea of what life would be like after Vegas is conquered. Both would have dummy endings where the player leaves New Vegas to its fate, departing for either the Legion or NCR. Outside of making use of the vacant two thirds of the map, this would also make pre-Lonesome Road Dry Wells and Long 15 playable and expand the more organized raiders by giving them NCR-side bases. Some examples of quests and activities are boxing, working for brahmin barons, and manipulating elections for the NCR and gladiator fighting, slave recapturing, Frumentarii investigation of towns not officially part of the Legion for the Legion. Quests would fail depending on which side the player nukes in Lonesome Road, and the areas would be completely devastated by the nukes. Many of the NPCs in these areas would become ghouls. However, not everyone would instantly know the player was at fault. Many now ghoulified characters there would be lost or hopeless. The player could tell them they did it for bad karma. After a few weeks, the OSI and NCR troops would set up camps around their territory but have skirmishes with Marked Men coming from the Divide, Tunnelers, ghoulified survivors, spore carriers, and raiders while being sabotaged by Frumentarii. Tunnelers and Marked Men would also start leaking into the southwest of the Mojave. On the Legion's side, it would be complete devastation. Woefully unprepared for use of extreme technological force against them and socially divided, Legionnaires would battle their ghoulified brothers, incursions from a Mexican expedition, and, after Restoring Hope is completed, NCR rangers and heavy troopers. The player would be unable to complete the game for the faction he nukes. If the player nukes both, he can no longer complete the game for House either. On a lighter note, and one more plausible to make, the player could clear hostile but strategically useful territories in the Mojave so factions could repopulate them. For the NCR, these would be Nipton and its Rest Stop and Pit Stop, the Nevada Highway Patrol Station, the NCRCF, and Sloan. For the Khans, these would be the Tribal Village, Vault 19, and Bonnie Springs. For the Legion, these would be Nelson, the various mines, and Searchlight Airport. I would include the Fiend-controlled areas of Outer Vegas for the NCR, but the sheer number of Fiends there and their geography would make them impossible to immediately occupy. Additional aspects of this would be caravans coming from Legion territory and trains coming from the NCR as certain quests are completed.
>Junked Up
An expansion of the effect of drugs and drug production on Outer Vegas, including a questline to seize Freeside from the King and work with the NCR given by Dixon, whose drugs would no longer be "Dixon's X" but knockoff names that would expand as he's given more recipes. The player would sabotage Freeside's various vendors to either evict or buy them out. The Van Graff's could be replaced by one of their dimwitted cousins, the King with Pacer, and the Atomic Wrangler with a restaurant led by Genaro. Dixon would take over Mick and Ralph's. The only places left intact would be the Strip Gate, NCR Relief Center, and Followers. The Followers would have a huge amount of people coming in to be treated, but the Relief Center would, outside of its leadership, see the influx of Freeside residents seeking food as a good thing. Westside and North Vegas would dry up as Freeside becomes a junkie's paradise. That said, people would still be able to reach Vegas because of Orris. He would use Freeside's thugs to run a hiked up protection racket for visitors. On the flipside, the player could get rid of Dixon and expand the Khans into Outer Vegas with the option of having them work as an alternate partner for the Followers if the NCR was kicked out, the Khans were provided with recipes for medical chems, and the Legion's link to the Khans was broken. While Khan presence in Freeside would be minor due to Camp McCarran, they would come in from the north in small numbers. The Kings would welcome the Khans as long as they got a cut of the action, something the Khans could be convinced of as a necessary evil.
>Sunset Reserve
An alternate outcome to the Crimson Caravan's request to get rid of the Sarsaparilla Bottling Plant: seizure by the NCR to fund its war effort and plummet the exchange value of the cap relative to the nation's dollar or establishment of a munitions factory, the latter potentially repeating the mistakes of the past by using prison labor. Yes Man and House could use the site to control the cap as the Strip's official currency, restart the creation of Sunset Sarsaparilla, or use it to make parts necessary for further repairs to the Strip. The Legion would always destroy the press. While flooding the market with caps to favor denarii would be a good idea, Caesar would never allow the use of factories in territories the Legion directly controls until the Legion had advanced to the point of its own industrial revolution. After seizure by the NCR, the price for items in caps in the Mojave and the surrounding area would inflate over time until the cap became worthless, and multiple vendors would switch to NCR dollars. Exceptions to this would be Freeside, if it was hostile to the NCR, and Outer Vegas, which is naturally hostile to the NCR. The Khans would switch to denarii. The Strip would universally accept NCR dollars, but Legion-sympathetic casinos would accept denarii too. Legion-aligned casinos would only accept denarii. Of course, this is assuming the Strip wouldn't have its own currency backed by electricity.