What can I say? I've leeched the occasional mod from here over the years, but now I have something to post. I am uncertain what steps are needed in order to achieve the privilege of being permitted to submit my work, but in the off chance that one of those steps is the introductory post, here I am.
The mods I've made for Fallout New Vegas vary widely, but three categories I have favored heavily would be "bug fixes", "personalization", and "legitimization".
In the first case, obviously fixing bugs in FNV is a full time job for all involved, and there are always more to be fixed. Frankly speaking, the flaws I've added to my "to do" list far exceed the effort I'll ever be able to devote to sniping them. At a certain point, it's best just to play the game rather than worry about nitpicks that literally may only have ever been spotted by you personally. The majority of my bugfix mods exist as a result of a slight OCD urge to push FNV to an unattainable perfection.
In the case of "personalization", a good example would be a mod I wrote which undertakes to limit how frequently the game's BGM plays. As everyone knows, FNV's music plays 24/7 by default. In a 500-hour playthrough, this gets old, so people go out of their way to supplement the music side of things with radio stations that are really just as well-traveled as the ambient music. Far better, I felt, if the BGM could be made to play only some of the time. Not to eliminate it outright, since it's an important component of the FNV experience, but to minimize it.
And finally, "legitimization". Once again, this is best attested by example. One of the mods I made does the following: When you find a container you've never opened before, and it is empty, it will not automatically indicate as much ("[Empty]"). It will look just like a container that has stuff in it. But once you've investigated it, the "[Empty]" message can appear like normal. In effect, this mod legitimizes the simple fact that the player character is not supernaturally prescient—magically able to know, without investigating, that a given container is not worth their time. That's the nature of a lot of my mods: They take away convenience, and correspondingly return to the player an improvement to immersion. It's the same philosophy as the mods which eliminate fast travel. Shortcuts are given to the player to tighten the experience of a playthrough, but these shortcuts are truly only needed if the game is proving unable to hold the player's attention adequately. I argue that FNV does not suffer from this issue, and so does not need these immersion-breaking shortcuts.
The mod I intend to post here was originally placed on Nexus. It was removed in short order. The mod itself did not contain content that violated rules, but the moderator at Nexus seems to have been trigger happy. I won't fight it, although I did question whether an author has recourse in cases like mine where the removal was invalid, or whether it's like Youtube and the people doing the removing have 100% of the power.
Okay, let's see what happens.