Fallout New Vegas

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gary62

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gary62

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About this mod

In the tradition of Hunters Ridge for FO3 comes a log cabin home for the wilds of New Vegas.

Permissions and credits


No backstory this time around ... *cough* about 'Ravens Nest' being the call sign for the Forest Service Fire Crew stationed here before the war and how the couriers had since taken it over as a northwest way station ... the main thing is you're here now and it's yours if you want it.

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House Features:
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  • Sleep space for seven including the very first (that I know of) pull-out double bed sofa - activated with a side lever.
  • A massive stone fireplace. I would really love it if someone with the expertise would 'gimp' a descent resource for this game, but this one isn't too bad for a highly disguised hack-job.
  • You can turn all lights on and off, close and open all window shutters; find storage where there was none before with activators at the source.
  • You can set the dinner table for a two-place setting or a four-place setting. Activators are on the wall and will remove items from the shelves and place them on the table and also move a chair into position at the table. (Hope someone isn't already sitting in that chair or they're in for a surprise!) You supply the food and drink if you wish.
  • The stove, not your run-of-the-mill stove, will allow you to turn on the back burners from the front control panel which will in turn either get the coffee perking or bubble up some hot stew which you can partake of when the burner is on. The stove also has the usual in-game recipes as well.
  • There's a small glass display in the corner desk area which you can open, remove or keep the mask inside, and place your own trophies in it.
  • There are three weapon cases in the living area that serve as containers and decoration: one contains the requisite rifle over the mantle (anything can go inside but the cowboy repeater will always show), another is designated for melee, and there's a pistol case on the desk. There are several weapon lockers in the bedroom besides as well as ammo storage.
  • Anyone familiar with the "RCtable" knows it has supposed storage underneath that you could never access .. until now. That one's been redone for the bedroom as a washstand.
  • An outdoor workroom - canvas awning lifts by activator to provide an open space with an overhang and gives access to the workbench and reloader with actual barrel containers below.
  • A raised deck for taking in the view or for lounging at the table. Umbrella is optional and kept in storage nearby.
  • A two-seater outhouse is located at the bottom of the stairs leading up to the cabin .. convenient but not too close for obvious reasons.
  • A large bath .. in the form of a lake (you're using biodegradable soap of course) is at the bottom of the hill along with a small pier, working campfire with seating; a log-couch lakeside for soaking your feet.
  • Solar energy ... uhh, sure thing, gary. Sorry, I get tired of using the same old kerosene lanterns away from power and the noisy generators one needs for electricity otherwise.
  • A few garden grown crops..some pickable.
  • A relock activator on the door - ONLY works if the door is currently STANDING OPEN not just unlocked. (old script I had laying around) You can access the control from inside or out.
  • A manually operated weapon stand in the front hall for that quick grab to investigate strange noises in the night.


Some of the items placed about are untypically stats - you can't pick 'em up: like the items hanging in the front hall, the books (don't you just hate that when you pick one up and the rest either fall or sit an inch above the shelf?); the dinner table items.

Above all I hope this cabin provides a nice bit of ambience and an interactive quality to make it as immersive a game-play experience for you as possible. I'm really enjoying it, but I'm probably a bit prejudiced.

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Advantages and Two Issues up front:
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This is an external cell construct.
On the upside -
  • The views (and outdoor sounds) through the windows and door are real-time .. a most important feature considering the surrounding landscape.
  • There are no portals - I don't care for those time-consuming loading screens anyway, and this is especially good for your modded companions' ability to roam freely throughout the house and grounds when given leave to do so. They typically need a settling in time before they really get to moving about - usually a couple of game days, but afterward they can become a contstant source of entertainment.
  • Lighting in the home will naturally change with the sun's passing.
  • Enemies can follow you right into the unlocked house .. reason enough to learn how to use the relock on the door especially when sleeping. Also a good idea to close the shutters...you can shoot through those screens.

On the downside -
  • You can't use weather mods with this home as it's not weatherproof. Simply uncheck the use of those mods before using "Ravens Nest" and be cursed with fair weather until you activate them again later on. Seems as though "Nevada Skies" likes to play havoc with the lay of the land as well - causes items on the privy level to float and items at the house level to be underground. Go figure.
  • Unlike most of the interior cell designed homes (which probably comprise at least 95% of modded and in-game homes) there is much more for the cell to load outside, as in this case, so expect a drop in your frame rate. I use nothing other than in-game sources and introduce no new textures to add to the burden, but it will happen nevertheless. My low-end, non-gaming computer handles the game and this house with very little difficulty, though I've no doubt that some will experience prohibitive slowdowns since they're running high-texture settings and a list full of frame-eating mods (ie. new high-rez weapons, clothing, landscapes; etc.) already on a computer that can barely handle it. (I've seen your videos on YouTube and wonder why.) If none of the aforementioned apply to you and you're still walking in quicksand, you have my regrets and suggest that this mod is not for you .. for now and on your current rig.

In my book the upside wins for external cell homes...even though, as most modders who've attempted them will tell you, they're a bugger to make as there are no easy solutions to hiding stuff above ground and getting it to work with the landscape. It simply has to fit.

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Location and Key:
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Located southeast of Jacobstown with a map marker to steer the way there and for fast-travel later on.
Key is under the rock just to the right of the door with an extra in the bedroom. (I've actually made use of that extra key when making the house - doubt you'll need it or have use for it.)

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Which file to use* and 3 recommendations:
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*Use the main file for your game. It has been cleaned and mastered and also has a warning attached to it in FOMM and also in the manager that you must ignore. It states something to the effect that this is an esp file that has the esm tag. True. And it is automatically placed there when running MasterUpdate in FNVEdit ... so don't sweat it or change the file in any way. To do so would undoubtedly cause your game to crash.

*I also include a GECK file for those who'd rather have it their way without the need to MasterRestore in FNVEdit first. Have fun, and you should be sure to clean and master when your through with your changes. FYI - reference the "Aeries" files. There is no internal cell (despite my having initiated one) - only an exterior.

Though not required for this file to work Fellout NV by Hattix is a must for you to see the lighting effects that are a big part of this mod. Get it, please.

Your trigger finger gettin' itchy? - download Zombie Apocalypse by Foxtrot and have moving targets spawning all over the place. It's wonderful for target practice and for satisfying your bloodlust. Just don't save your game when using it.

Lastly, so many of you seem to require or, to be fair, just really like sorters for your stash and would not consider a home without one. If you are one of those give The Backpack by TRoaches and Keleigh3000 a try. You could just plop it on an empty bed or in a corner somewhere and move your stuff around from there..or not. I've tried it and it works as it's supposed to. Requires NVSE.

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Installation and Required Files:
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Install: Download zip file, unzip, and place esp file and meshes folder in your Fallout New Vegas/Data folder. Answer "Yes" to merge of meshes folder. Or simply use the "Download With Manager". You really should get the Nexus Mod Manager. It's a terrific utility.

Uninstall: Remove RavensNest.esp and the "Aeries" folder from within your meshes folder. Or, once again, let the Nexus Mod Manager do it for you.

Required Files: None

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Updates:
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V2 gives the lake water a unique identifier...the only change. Hopefully this will solve the problem of the water disappearing with a few people. The file is complete with the esp and meshes folder so if you already have V1 and wish to update I recommend you get everything you wish to keep along with yourself out of the house and do a clean save before installing V2.

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Thanks go to:
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  • Obsidian and Bethesda for creating this wonderful game and opening it up to the modding community.
  • The newvegasnexus for being a grand host.
  • FNVEdit by ElminsterAU for cleaning this mod and making it safe to use.
  • The FNVEdit Training Manual by Miax and JustinOther for making the above utility easy to understand.


Thank you all too for your interest, your download, and most especially for your already demonstrated generosity in offering feedback (the positive along with the constructive), screenshots, and support in general. You are most appreciated.

Take care,
gary

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Mods by gary62 for Bethesda/Obsidian games:
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On the Fallout4nexus -


On the skyrimnexus -


On the newvegasnexus -


On the tesnexus -


On the fallout3nexus -