There is no MCM for any of it. It's only plugins again, mostly because I have a different idea for optional integration that we'll get to later on.
There will be no toggling of DT for creatures anymore either, AP rounds are in the game for a reason. Also the weapons were rebalanced to NV standards which compensates a bit for that.
Ignore DT/DR is a bug fix and enabled by default. Same for the projectile fix.
Books have been restored, magazines (placed in the world) are now optional instead and books give 1 or 2 points like they did in Fallout 3.
More Cooking items has been integrated (after some cleanup), I see no reason not to do this as it brings things to NV standards. If anyone is going to whine about using camp grills somewhere in Vegas they couldn't before I'll just be shaking my head at them because that's silly.
So that leaves XP reduction, Fallout 3 repair, Bobbleheads (which will be integrated when finished), Armor, VATS and Perk Perk level (and possible Grim Reapers Sprint restore in it).
Okay thanks for clearing that up because on the Home section the armor optional is still stated as being adjustable via MCM the same goes for weapons that ignore DR/DT.
I'm glad your bringing books back (I think the magazines in NV are useless personally) I'm looking forward to having reasons to go out and explore certain areas of the game again for the skill books.
I do have a question though regarding the Armor option pluggin, XP Reduction pluggin and Perk Per Level pluggin and that is why not just integrate them into the main game?
Perk Per level isn't going to break the game and you can get the mod delayed level up and can select 3 perks per level if you want. Or if you view one perk per level as being to much you can change it to get less than 1 perk per level via Project Nevada so I'm kind of surprised your bothering to make it optional. I'm glad to see you are thinking about returning Grim Reaper Sprint to how it was in Fallout 3 (I take it that's what you meant) since Obsidian decided to nerf the perk in New Vegas.
The armor option pluggin is just adding negative reactions from NPCs to the enclave power armor to give it some downsides and expanding the raiders to have Pitt Armor, Metal Armor and Gamma Armor. I can't see people freaking out over that since it just adds more diversity to the raiders in the capital wasteland and makes them less of a joke at higher levels.
Last but not least I'm surprised your bothering to keep XP Reduction an optional. Between both main games and all the DLC you need to reduce XP or raise the level and skills cap or else you can end up in the Mojave with a maxed out character from completing all of Falout 3 and it's DLCs. You actually need to change how XP and leveling works for TTW since it's two whole games plus DLC for both of them so just playing vanilla in regards to XP doesn't work right for TTW.
Not integrating those things is because it would be feature creep on NV. Which TTW shouldn't do unless it is necessary or not very intrusive. TTW is supposed to be very customizable in the future, people who want those things will be able to do it easily and without much effort (they will have the option to do it out of the box).
Also not everyone plays the same way, while you might see the advantages of having perks every level and lower xp gain, many players prefer how NV does those things (there is a reason why FNV is still way more popular than FO3 and why TTW was created in the first place).
For example, I know many players who hate with a passion the "getting a perk per level" (not to mention that would throw NV balance even more out the window), others prefer to adjust XP in different ways using other mods (like PN) that do it differently.
The way I see it, when players are playing TTW for the first time, they should go "wow, I am playing FO3 with all the nice things from FNV!" it should feel like FNV and be familiar to those who love the game. If players want to feel like they are playing FO3 or a mix of both, then there are all the cool options that TTW 3.0 will have for that .
I love how customizable TTW 3 will be, I was always of the opinion that TTW should allow a player to make it very FO3 style or make it a mix of both game systems if they want to , but "vanilla" TTW should play the closest possible to FNV out of the box.
Now that I think about it, I gave so many suggestions for optionals for TTW 3 that Roy was probably going crazy with all of what I suggested . Some got approved and some got denied, but still... I will always try to suggest more optionals down the road whenever I think of any. Customization is really a thing I am passionate about in TTW.