I am sorry but agree to disagree here again. The whole "If X Game Company wanted it they would have done it by now" is no excuse. *snip*
Your argument does not ring true, considering that fan outcry was sufficient to get Bethesda to release Broken Steel. There's almost as many posts asking for GECK on consoles as there was for a fixed ending way back when; arguably more if you look at them over a long period. Bethesda definitely reads the forums, so there must be some reason why there's no GECK for consoles. I'm 99% certain that it's not simply a matter of evil marketing people not realizing console players want it.
And yes running the GECK on linux with Wine does tell me all I need to know. It tells me that it can be done. It is possible.
Dude, it tells you that you need a
windows emulator to run it. Key words, windows and emulator. That is, you're basically running the relevant parts of windows from within linux.
Anyway, to drag this post back on topic, here's another DLC idea I've been thinking about:
DLC: Mariposa FacilityBasically, the NCR has the Mariposa military facility in their control. Therefore, if the NCR wanted to, they could make new super mutants as shock troops, since they've got FEV. Heck, the Chosen One left the door wide open, even.

The premise of the DLC is that they're doing exactly that, in order to fight the Legion. Except there are darker rumors afoot; NCR prisons seem to have sharply declining populations due to "prison riots." People speak in hushed whispers about how not all the newly made mutants were volunteers. (Lorewise this works out because mutants typically suffer permanent amnesia about their previous life; you could literally dip a powder ganger and get a model NCR trooper with the right training and indoctrination program.)
You are hired by the widow of one of these "rioting" prisoners, a fairly wealthy independent caravaneer, to find out the truth. Alternatively, this quest could also be given by the legion, or by Marcus in Jacobstown, who's concerned about his people being created as expendable cannon fodder. Or even a NCR ranger veteran who's a genuinely good person and wants to make sure his government isn't really doing experiments that are rather reminiscent of the Enclave's.
We'd follow a trail of breadcrumbs added first to the NCRCF (notes and holotapes), which eventually lead us to the facility and give the Obsidian writers a good opportunity to showcase the horror here by letting us get to know the soon-to-be-dipped convicts via notes, journal entries, and the like, ala the superb storytelling in Vault 11. Some of the cons will be scum who're better off dipped, but some will be relatively innocent people who're in the prison for minor crimes and who get scooped up due to bad luck or callous bureaucracy.
The truth being that the NCR
is dipping unwilling victims, but that they're doing it for the right reasons (to them anyway); the NCR ranger/officer in charge of the base will make a persuasive case that it's a necessary evil, that life under the legion would be worse, and how he/she regrets sacrificing the few to save the many. They know what they're doing is wrong, but they feel it's the only way to save their people. This has the benefit of making the NCR seem even more morally ambiguous than they already were, and lends the situation a sense of gravitas and player agency.
At which point the player has the option of destroying the base, leaving it in operation, or convincing the officer in charge to stop (requires high speech
and a high NCR rep; speech for persuasion and NCR rep for evidence that the NCR might actually win without his/her unethical project.) There will be no karma rewards or penalties for any of the decisions. Don't want the players getting off easy.
For fun, we could have a suit of Frank-Horriganesque power armor available for Lilly built from salvaged Enclave PA, and perhaps introduce some more classic Fallout guns like the Wattz 1000/2000 in the base's armory, leftover from the days of the master. Or we could include the YK-family of pulse guns, under the rationale that the NCR has rebuilt and restocked the base.
Combatwise, the DLC would be harder than average because the primary foes are super mutants, including a new "heavy" super mutant wearing salvaged PA ala NCR heavy troops. We could also stuff in some experiments like intelligent deathclaws (preferably not talking deathclaws), or wanamingos too, to ratchet up the moral ambiguity even more.
Since the facility is secret, no NCR rep would be lost or gained from the DLC, but it'd definitely have to have an ending slide. Since the endings are voiced by the most prominent character in that quest rather than Perlman in NV, this should be a lot easier than it would be in previous Fallout games.
I figure the new worldspace (maybe Pitt size, or perhaps even smaller since you really only need the facility and some area around it) would be accessible from Mojave Outpost, with every trip giving a chance for a random encounter in a separate "wasteland" cell, similar to how the GTS mod handled random encounters when traveling. Encounters could include escaped mutants or critters, NCR patrols, or even some Wild Wasteland ones, like a wanamingo named Ripley who drops a flamer and assault carbine when killed. Or not, but that'd be awesome and shouldn't be *too* hard to code.
The base itself would have several segments; rebuilt FEV vats, a training area for mutants, labs, bunkhalls, etc etc.
The DLC would definitely add mutants in NCR uniforms to NCR levelled lists in the Mojave (and remove them should you destroy the base, meaning that any NCR-muties no longer respawn if killed.)
One thing I'd really not want to see in a DLC like this is the mutants running amok and taking over the facility though. That's cliche and detracts heavily from the intended moral thrust of the story. The NCR should be in full control here. At the end of the DLC, the player should be left questioning whether their decision was right, so the project has to be successful before the player's intervention to do that.