No need to script the blocking of cheat mods. And it is not about self-discipline here. I have played 110 hours of New Vegas without any cheat mods, without cheating. It is about the ability to prove to anyone else you've managed to do everything on your own, without mods. Of course, it is also the feeling that you are all powerful in game as when stuff gets too hard to handle, instead of trying 10 times and succeed, you just /killall. The knowledge that, at any time, I could get out of any kind of trouble only with commands without any repercussion sucks. If there would be a mod to supervise the enabled and disabled mods during a playthrough, as well as all console commands you have put in, you would have an incentive to not cheat whenever the going gets tough. There could also be competitions and what not of who can acquire the most caps, the most levels, skills, etc. Either way, please understand it's not about self-control. It's about, as I like to call it, the ability to measure your internet penis with other players. This is one reason I like MMORPGs, that you cannot cheat and then you can compare yourself to others. And when it is about proving to someone you did not cheat in a certain playthrough, you send them the report of this mod, which will show them whatever cheats you used in the console, and all mods activated and deactivated. The person can then take a quick look through the mods, as most of the times the mods names are self explanatory (ie. portable tent). Either way, how many mods can a person have? If a person has too many mods, well, to bad, people won't bother reading all the report. Unless they want to prove something.