I started this project about 4 days ago and it was a little difficult trying to figure out a way to get the companions from Fallout 3 into a mod for Fallout new vegas. So I did some research and discovered you could use FOMM in order to switch the master file from Fallout3.esm to FalloutNV.esm all I had to do was delete the master file from Fallout3 and add master to FalloutNV and there we go the mod was able to continue as a project. Before I tried using FNVEdit in order to add a NPC with the "Facegen" of Butch or Jericho for example but it didn't work out and I encountered lots of issues doing it that way plus the GECK kept crashing whenever I would try and enter into the NPC and show their face to check if it worked. Probably didn't work honestly but before I found that cheatcode essentially to swap mods from Fallout3 to FalloutNV that was all I ahd to do. I got Jericho somehow working but the project got stalled as I got bored of working on it but then when I went to revisit it to add more F3 companions to New Vegas it just wouldn't work so I needed another solution a more pragmatic one. Which through my research changing the masterfile from Fallout3 to NV worked like ac charm. So for the rest of the 4 days I been hard at work developing and maintaining the mod project for myself first thing I did was make sure to implement the companion scripts later on I implemented the quest script and other functionality for the companions and then the AI Packages. All by myself. Then I tested the mod many times to make sure each companion was functional without voice lines and then I implemented the dialogue using the dialogue from Fallout 3 as a base for what to implement into the F3 Companions for New Vegas. Sometimes I would have to splice or cut lines in order to generate new lip syncs as their fire topics were telling stories like "I must leave and go back to Morarity's" Which as you know there is no Moriarity Saloon in New Vegas so I had to cut the lines in order to make sense of it for myself and make it more immersed in the game world. This mod has been a realy good passion project to work on eventually I want to get to making quests for the NPC Followers to do for them in New Vegas and make them more integrated and balanced within the games world.
Party Limit Framework started when shortly after I thought about it during my making of F3 Companions for New Vegas. It went through many different iterations. First one was integrated into F3 Companions directly but then I thought maybe I should make it modular with it or a requirement of F3 Companions. So i used my backup F3 Companions resetting my progress from the integrated one to be able to make it modular and work separately. Framework is right, its essentially a modder's resource that will or should implement Creature and Humanoid companion limitations on who you can recruit based on player intelligence (For creatures) and charisma (For NPCs and humanoids). It was my very first real attempt at a modder resource. I never did it before. It may even need more work on the base mod itself. Though i fixed most of the bugs in F3 companions ironically speaking plus added new scripted functionality for the mod and Party Limit Quest that is in the mod. But as it stands the base framework is functional may be broken a bit since not all dialogue lines are assigned to it but its really more of a "Framework" to be used by individual modders and mod authors alike.
Races of New Vegas was a mod I worked on in order to add more playable races for myself. I had made other more playable race mods before but confused on how I made it or got it working without pink hands in the first place. So eventually i discovered through a forum post on the nexus that you need to name your files for the respective playable race that is new to something like _1st.dds _sk.dds for the hands and then you can test and see and then there is no Pink hands! Finally i figured out this mystery that needed to be solved. Can't solve the mystery that Lobtomites are crashing whenever you try to make your character into a lobotomite though so i made them unplayable for the time being in this mod. Since for some reason they would just crash. Except for Female Lobotmites that part of the mod was working for some reason before I made it unplayable as a race.