That's the reason wht I play on pc- WMX and WME.
WMX and WME can't go around the one thing that this thread seems to be suggesting:
Weapon mods with both positive and negative effects can't be physically achieved with how the weapon mod system is set up at the moment:
1) It's hardcoded to 3 mods, and 3 mods only. The only way around this is to add in items that physically change a weapon, i.e. having a ACOG scope item and selecting it will swap it out with Iron Sights. However, this requires script functions that FNV currently doesn't support by default (PC players have NVSE to achieve this)
2) Effects on mods are hardcoded as well. In FNVEdit, when you attempt to add a mod option to a weapon, you will get a http://i4.photobucket.com/albums/y123/celica62/New%20Vegas/DropdownMenu-1.png that pretty much justifies what each option does. Again, this may, or may not (I haven't seen it myself), be able to be worked around based on the items on #1.
Course, unless Obsidian wants to revise the weapon mod system to support dual effects by default, or just more options in general...