» Thu Aug 19, 2010 12:50 pm
I encountered these invisible walls within the first hour of playing and they continued to plague me for a while after - I tend to head for any high points I can and am a constant "mountain climber" in games - I like to look out at the views, check out the surrounding area, try to find any hidden places, and get that feeling of playing a free-roam sandbox game, rather than a "follow this road we made for you encountering only creatures suitable for your level" type game.
I've been using the Invisible Wall Remover mod since the first release and it makes the game a whole lot more enjoyable.
With invisible walls removed and almost an entire playthrough complete with every side-quest I can find, I've not had any single issue with "zone loading/texture loading/item loading" as some people thought might be a problem above, I've not had any quests/scripts break because of stumbling in to areas too early, and while I have landed in to a den of deathclaws at the quarry quite early on - that's not an issue for me, in fact I see it as a positive thing to be able to do. If I didn't want the ability to stumble upon enemies far too tough for me then I'd stick to the safer routes or play a game that had only levelled creature lists.
As posted by somebody above, you can get the invisible wall remover mod here;
http://newvegasnexus.com/downloads/file.php?id=35011
Urbex (the mod maker) is intentionally leaving in "invisible walls" where he finds them to be absolutely essential (ie to prevent quest/script breakage etc.), and I think his intention is to replace those essential barriers with visible not invisible ones in the future.