FMOD would be great. Also I would like to know how your mod works for the set up compared to FWE. Is it just a easy? I have not played New Vegas yet(Just finished Two Worlds 2 and Risen and about to start Gothic 3), I have the game but even when I do play it I will play without mods(except interface mods) to see what I want to change,etc. But I have been scouting for for mods in anticipation, mostly hoping for FWE 5.0, but there not doing it and you are doing something similar. I am hopeing with this mod to get the game to be like FO3 was with FWE 5.0, so you have the same breath of options as that mod and is easy to use/understand(which is why being clear i.e telling exactly what mild,hard,etc means).
The mod installs and runs very differently from FWE, but the original XFO was the backbone for FWE, which actually began almost like an XFO compatibility pack, but took off from there. The overall breadth of options is actually much larger, but at a cost of installation complexity (depending on how you see complexity; in some ways, it's much simpler).
Currently, XFO is offered in a "modular" format, which means that all of the options are included as separate (but well-numbered, categorized, sorted, and ordered) esps. You check off which ones you like in FOMM and go -- there's also a sort order txt file that you can load up in FOMM that automatically loads up and checks off all of the recommended options, for more simplicity. You can also just drag-and-drop the esps you like from the zip file and leave FOMM less cluttered.
There's an install section at XFO-NV.com that spells it out, and all the readme's and info and jazz is there, too. All of the exact info, data, and numbers is mostly in there, as well, under each mod heading/category. I think it's pretty well-sorted at the site, but if you have any suggestions for sorting XFO-NV.com's readme, links, categories, font, size, layout, color, etc., I'm always happy for feedback!
Actually Kefka, might want to take a gander at this, http://www.gamesas.com/index.php?/topic/1151204-wipztrailer-project-nevada/. It's the New Vegas equivalent of FWE, made by the same team. It's not out yet, but if you're planning on doing a vanilla play through, it may at least have an alpha release by then.
Their project is very ambitious and exciting, but it's not FWE, and their balance mod looks pretty light and un-modular. XFO will be fully compatible with project Nevada, other than perhaps my armor upgrades, in which case I'll likely release a patch. My armor upgrades/revamps are also not compatible with FOOK or any other mod that adds new armors (replacement meshes/textures/etc. should be okay).
Was there any special reason to disable Intense Training? Now the only way to master perk path is if you give a stat 10 from get-go. Also, any plans to make a path for Luck?
Edit: mkay, I've forgot about implants.
Oops -- that's a leftover from FO3. Intense Training isn't as OP and has its place in NV, so I'll bring it back. Thanks for the heads up and counter-logic

Does the medical item rarity esp also cover food items?
I'm looking for something to fix the IMO broken hardcoe mode, and i think all it needs is for foods and water to be a bit less abundant. Extending the rarity meds mild esp would be great, and making it separate even better.
Good question... the med item rarity does NOT cover food items, and that reminds me to add a food item rarity. Awesome, thanks for the catch

I also plan on implementing a full "hardcoe mode" section to XFO in two more revisions, which will, among other things, (optionally, as always) remove health regenerating effects from food and drink, so that they just affect hunger and thirst. I may bring back the old XFO concept of being "full" and "quenched," too, under which conditions food and drink had no effect on health (but otherwise could).
Neato! Perhaps because it is still in alpha there does not seem to be nearly the same level of customization as FWE. But I don't think it will matter as it has the sprint and Grenade hotkey I want, why the hell were these not included in the game!? Other mods from FO3 were included like the weapon mods, hardcoe difficulty stuff. These should have been no brainier, TwoWorld 2 and Gothic 3 both have sprint, I hope Skyrim does also.
I assume I can use the base module of Project Nevada(which has Sprint,Ghotkey) with XFO for the rest of the stuff I want?
Now I am really excited, FNV vanilla is like an enhanced FO3(from what I have read) but I was worried that it would not be as good overall if FO3 had better mods. That worry is gone now. This is going to be a great game, even more so on my 2nd modded play through.
Yeah, the improved base of FNV makes for a more pleasant modding experience -- as far as balancing goes, it's like starting a few rungs higher on the ladder!
Like I said; Project Nevada is very different from FWE, and XFO does very much hope to "fill in the gaps." I certainly could not take on the breadth of their super-project, and I would also be sad to make a "fully-modded" playthrough without their contributions!
Xoda, hate to be a bother, but just like to suggest that you add a Skill Checker item to the lvl/skill uncapper esp, so we can know what skills we got (console screws up the achievs, right?). Thanks in advance.
It's in the making. Currently, it's going to be in the Epic Skills mod that I'm making (which adds effects to uncapped skills), which will be added in the next iteration of XFO, probably next week-ish.
I will be adding a "most-recent" update to the top of XFO-NV.com to check up on, as well as a mailing list for those interested in new releases and what they offer.
I think that armor wear rates a wee too high, I'm usind dmg - non-var - 2x and my reinforced leather loses a lot of hp in just a few hits.
Also, As the night perk checks for DR which means you can get a cloak with heavy armors while light armors are a no-go.
Oh, and I have an idea for Luck perks - how about the dodge ability that was in your FO3 mod?
I could have sworn I switched As the Night to be DR + DT -- as in the combined total couldn't be higher than 10. I may have jumbled up the released esp. I'll look into that, thank you.
You're right that armor wear is too high -- I'll look into changing it, or offering some perks related to that, or something else balancing. My intention was to punish high DT, but the game gives higher-DT armors more HP disproportionately, so I just screwed everyone

The luck perks aren't in because they're going to either have to require NVSE (which I'm still shying away from for a few more release iterations), switch the rarity mods to esm's, or be bundled with the rarity esp's (the most likely course). They will offer, basically, perk-scalable item rarity.
I've been looking into re-implementing the dodge idea. I want to introduce skills in different armors, and unarmored would offer increased movement speed, reduced AP usage, and increasing dodge chances. Unfortunately, I can't seem to force in new skills without getting a crash on load. I may be wrestling with an EXE issue, which I can't touch (especially now that it's Steam-ified). In which case, I will issue a perk path for each armor type, too. I'm also planning perk paths for each skill, and adjustable perks-per-level to make good use of them. In addition, I plan on making Epic Perks to take advantage of my now-uncapped >100 skill levels and >30 levels. So, for example, a perk that requires 200 meds and level 50!

Big perk plans on the horizon!