It's a bit moot, as we don't have a module system for 952. Also, I am not entirely convinced that the 1.0 release is really round the croner. There's still a whole lotta minor annoyances and lots of TODO scripts out there (which means additional features, which means additional testing). I'd wager that we'll get al least one or maybe two releases similar to 950, al of them will need 2 to 3 additional patches... I am skeptical that we see 1.0 this year.
But that's a bit pointless to discuss. All we can agree upon is that we have to wait. In the meantime, let's talk about some concepts.
Unfortunately, I haven't downloaded your thing yet.
Anyhoo, there's some stuff i'd like to point out. I am a Fallout fan, I worked on a couple of mods. As for M&B I dick about doing minor edits: troops, weapons, banners. I am hoping to learn wings, and will learn the rest of the module system once the next stable release is out.
First of all, I'm not sure if it is really that good to stick to the Fallout universe. It has so many things that may be hard or impossible to do (for example - super mutnts, robots and mutants) since we cannot toy with the skeletons.
Additionally, Fallout is currently held by Bethesda, and these guys are notorious for being total arses when it comes to copyrights. As long a we stay low, there shouldn't be problems, but one can never be sure.
Finally, Fallout gets quite a lot of the atmosphere from the pulp 50s science fiction. I am not sure if all of it it can be recreated in M&B.
I, for one, fear the most about sieges, and the whole capturing towns, and how to make these at least look plausible in the setting.
Perhaps, it would be for the better if you chose a setting which, with a few adjustments would work better with M&B? The Postman movie, for instance? Once this is done, you can proceed to add additional elements.
Also, Fallouts aren't too good a setting, because it's more RPG-ish in nature, and Tactics whas more tactical, but the problem is the party size, which oscillates around 6, while M&B uses a large scale.
Anyhoo, whatever the setting, there's a few basics that you will need:
Additional landscapes - ruined houses, burnt wasteland, lots and lots of modern debris items. I thik that'll play the most part in making the whole thing convincing, and it would require the most work. Some changes in native color palette will have to be made as well.
Dress - some of the native furs and caps may be salvaged, but you need piecemeal armor, military outfits and sleek leather.
Weapons - This also needs pre-planning. Do you prefer to go heavy melee, or include lots of firearms? I think in post apocalyptic firearms should be rare and unreliable.
Skill changes - most of the skills may stay, since they are fairly generic.
Sorry if I sound like a nay-sayer, but I'd like to help with, and eventually play an post-apoc mod, and in order to do it some fair assumptions need to be made beforehand.
PS: I have an idea about vehicles: they would change the icon and speed for travelling on the world map, and on the battlefield they would be immobile, and act as the chest/banner. I think that's simplest, although it still can get buggy.
Ps2: As to the factions, I think all this translates quite well into M&B: We can have neutral Towns and villages, Two warring factions of Raiders, a faction of tribals, a NCR-like faction that tries to reunite the land, some scavengers. All sorts of mutants may be hard, but I say, do we need them that much?