Heretic, that has been awhile.
As for the mod itself being shit, I disagree, and my initial words in this thread were a bit harsh or at least comparing to the wrong person.
You have the scripting, conversation, etc. That, on browsing through the mod, is good. The only gripe anyone has is that the items don't really fit into the setting. If they did, but had more eccentric items or actors, I think it would be far better received. Also, a brief intro with the readme about where you're going with the mod other than to
apparently "just add in this stuff for the hell of it" might keep people from scratching their heads.
Now about how some of these can work into the Fallout universe, I have some ideas:
A brahmin prod, for example, modified from an old electric cattle prod...just juiced up to the gills with a power cell. The actual application would be quite different from MicroForté's in FOT. Hell on mechanicals, and would probably cause heavier knockback and injury to a limb for softer targets, but with little lasting damage to those soft targets as a downside.
It is good to see that someone else thought about aging, and what possible effect it might have upon the game, even if it is by an item. Include that into other aspects of the game's scripting, and it could add a few interesting writing opportunities. I could see that some age treatments being done at the Vaults with a very high Doctor skill, and perhaps there is a virus or something around that causes such aging, a potential pivotal theme for a small town in middle of nowhere.
Instead of the book of spells that allows you to set people on fire, how about a chemistry set or mechanics kit that would allow you, with rags and whiskey, to make molotovs or other grenades? (Although no chemistry set is needed for molotovs, this might be easier to script with in order to make the item creation more painless, just by using it and checking the inventory for the required items.) I could see the disassembling of rockets and other munitions to get the explosives inside. While I know that's not wholly realistic, it still offers a bit more of a gameplay venue with Throwing characters that would otherwise have no use for rockets. An excellent application for both Repair skill and finally more viability for the Throwing skill.
In the same vein as the Stealth-Boy and the DeathClaw habit, perhaps a Holo-Boy can be used to make the character appear like a common animal or something of similar size, although the smell wouldn't really be the same (no effect upon non-humans and non-machines, possibly some advanced machines can see right through the disguise) and running would spoil the effect. You can fool or frighten some with the visage you pick, and you have to have seen the intended target for the critter to be on file. Perhaps a couple of images collected from in middle of the war, from before the bombs fell, which leads to other possible effects in-game. I could just see some of the BoS dropping a load when they see a legendary figure return to them , apparently unaged, and they have no idea as to the Holo-Boy's existence. So if the PC plays it right...
Oops, the fusion cells just ran out.
The latter would take a lot of scripting, but I believe it could be done in Fallout's engine. I think it might be possible by making one item the Holo-Boy, and each time you take a sample (possibly requiring another item, like an image sampling devide that looks a bit like an old home videorecorder) it adds a punchcard to your inventory with said pattern taken. Use the pattern with the Holo-Boy to activate it with that pattern, and it can be turned off the same way as the Stealth Boy. Use it again to turn it back on with the last loaded pattern.
Just some thoughts, and feel free to use whatever you wish I mentioned.