The Repconn Blues - Full Playthrough
One of my favorite Quest Mods, and one of the few I would consider leaving on during an actual playthrough of the main game.
The story is a little sketchy, but it serves its purpose to set up some fun setpieces, and there are a fair number of enjoyable goodies to take beyond the mod like the improvised "Ball Blaster" grenade launcher and hand-thrown missiles.
While there aren't any major bugs, the main facility has some issues with enemies and companions. The latter will often teleport to other areas of the map, far away from where you entered, and enemies are not as aggressive as you might expect them to be.
Usually these are indications of problems with the Navmesh or total lack thereof, but I checked with the geck and everything seemed to be in order, so I can't say for sure what the problem is.
(Maybe there's nothing wrong and I'm just insane!)
Door Markers are also tend to be placed to close to the Doors, causing companions to frequently get placed in unintended locations.
(Might be the cause of the Companions teleporting problem as the game will move characters to a default position if they go out of bounds in an interior.)
None of these issues really detract from the overall experience though.