Sorry for the absence. After reinstalling my OS, I ran into some legal difficulties on the Nexus and just plain forgot about this thread. On the official board, no less. Bad modder, bad... :shocking:
I have now moved this link to my toolbar so I cannot forget to visit here anymore. :fallout:
I also have explicit permission for my mods from Bethesda, so everything is go again.
Now to respond to the issues:
Mesh clipping - Unfortunately if you want the full benefit of 0% compression then you either have to make 0% BSAs (since it takes two for meshes when they have no compression) or else you have to use loose files. If you leave any of the original BSAs in their original folder or fail to rename them (either tactic will hide them from the game), then the game engine will still check for every file in them. This amounts to no gain from 0% compression.
If you are on a power system then this will not matter much. If you are on a lower end system, then it is a matter of balance. Theoretically they should be fixing this, as it did not happen in F3, so must be a FNV bug. Realistically, the have so many other mesh issues (just the 100+ floating landscape mesh bugs I have personally run across in the first half of the map) that I doubt this will be patched any time soon.
My rule for dealing with BSAs is that you should not make them larger than 1.5GB or else you can get decompression errors during the game. With meshes this will likely cause crashes. With textures it only causes chameleon textures (swapping to the nearest neighbor), black, or pink textures. On if a loading screen is corrupt will it ever cause a crash.
HiRes cannot be packed into 0% BSAs as there is a limit (about +4GB - 5GB if I remember correctly) to the amount of additional material that can be added as a BSA. This came from my personal tests.
The last thing you need to know about BSA packing is that the folders must be done alphabetically. You cannot move the folders around to make a better fit (e.g. get a BSA that comes out closer to 1.5GB). So for the decompressed meshes, you will need two BSAs. If you were to take the weapons folder and put it into the first mesh BSA then this would crash at startup. The engine does not like that. This is not much of an issue unless you have many BSAs (I think it took 7 for HiRes textures).
@crash_oxide - Extra benefit of loading NMC's over mine?
If you are using my Landscape ReTex addon then it would actually copy over many of my textures and probably make things look a little strange, since they would be from a different color palette. I made this comment a long time ago (mod-wise). I think that with my HiRes Landscape ReTex with patch 3, you will be pretty satisfied.
@illuknisaa - Crispy effect - This is likely a conflict with another graphics mod that alters the shaders. If you are running anything like that, try disabling it and see what happens. Keep in touch and I will help you track down the cause. I have had a few people think it was my mod only to discover this type was causing the effect. The major problem is that these textures (originals and mine) were created with the original shaders in mind. Some, like Fellout, just hue-shift (change the colors). Others get more creative, but that usually leads to problems.
If there are any other issues, please let me know. Unfortunately there is not much alteration that I can do on textures, as my main system (CPU, motherboard, RAM, and Sound Card) all died. Luckily my PSU and HDs are all fine (as is my case).

I will be spending more time online to help fix any issues.
https://sites.google.com/site/iam4aces/Home/mods/fallout-new-vegas has more info and optimizations that can be made to make the game run more smoothly.
Cheers,
4Aces