Fallout New Vegas

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Created by

gary62

Uploaded by

gary62

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About this mod

North Vegas may well be a hellhole but at "Phoenix Point" you won't want to leave home.

Permissions and credits
After witnessing Mr. House's success on the strip some visiting bigshots from back east had a plan to rebuild North Vegas and this landmark location became the groundbreaking project. But while contractors risked their lives against marauding fiends, enmity formed between the business partners, venture capital was mismanaged and all future projects were eventually scrapped.
Thus "Phoenix Point" was built amidst the ash and debris of this forgotten city unmarked and unclaimed .. until now.



A big thank you to Mr. Black at Last Level Press for this mod spotlight video. (Does not reflect availability of WestEmperor's new sorting option.)

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House features:
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  • Many views to the outside seem to expand the space and make it feel more like it's actually part of the New Vegas world.
  • It's safe to use with weather mods and you won't have rain come through the roof. It's the same kind of construction I used for Rancho Villa though considerably more elaborate. If you'd like to know more about the process go to that mod's description.
  • Highly interactive: Lamps and fires are at your control, independent mealtime place settings at four locations at the dinette, coffee heats up on the stove, toilet flushes, sinks and shower have running water; steel security shutters, windows and curtains open and close - just a bunch of stuff.
  • Sleeps six in beds including two on the sofa bed that pulls out - one of my favorite creations lifted ad hoc from another one of my homes. The master bedroom's bed has the well-rested script attached.
  • Plenty of safe storage unless marked otherwise - as in the garbage cans and a few food containers.
  • A nice little 'outdoor'area with swimming pool for you partiers or, as in my case for just plain relaxing. There are a couple of locations at the pools edge the player can sit by clicking on a little piece of green chair sticking up that looks like a small crack in the cement from above. Companions will sit just about anywhere.
  • A hidden armory with work benches. All vanilla weapon and ammo types afforded specific space and an extra container or two for special varieties.
  • A couple of fireplaces - the large one in the living room and a much smaller Franklin-type in the warming alcove in the master bedroom - both with very realistic looking fires IMHO.
  • A few relockable doors and gates which can only be activated while the door is standing open.
  • Convenient to the North Gate of Freeside and the strip. You can see the lights of both from the house at night.
  • No interior portals so companions are free to roam all levels including going to the swimming pool and out the front door to the small fenced area that's next to the street.
  • Phoenix Point has its own 'walkin-up' music. You read that correctly. See "Issues" below for instructions on how ingrates and heathens can easily avoid this two minute work of art.
  • A lore-friendly layout of unique design that takes advantage of this 3-level converted storefront/warehouse. FYI - this spot used to be "Phoenix Imports" before the bombs fell. That landmark's sign has been restored as best possible and retained on the building for posterity and is in part responsible for this home's given name.

And now some of you are certainly wondering - 'Does it have a sorter?'. Thanks to WestEmperor there is an optional file available which will add a sorting system to Phoenix Point. Load the main file first and then overwrite with the sorter option which will replace the esp file only. If you are updating from an earlier save with this house be sure and remove all your belongings first.

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Essential Information (Location, key, which file to use; mod requirements):
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  • Located across the street and west of H&H Tools in North Vegas, it has it's own map marker you can travel to immediately that will land you a short distance up the street from the house.
  • Key is in one of the three tin cans strewn on the ground just inside the gate. Look through the corner of the gate, get the key, and then unlock it and then the door. The same key will get you into the armory.
  • Three files are provided. Most everyone will use the main file for their game. Those familiar with the GECK who wish to make changes for their own use should select the unwashed and unmastered esp version provided as an option - no need to MasterRestore with FNVedit first. Plus the GECK file readme has additional information for that utility's use with this file. The third file is for the sorter add-on which you use in addition to the main file.
  • There are no required expansions or mods for your use of Phoenix Point.

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Installation:
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  • Manual Install: Download the file, unzip it, and merge this file's "Data" folder with the fallout new vegas "Data" folder. Always answer "yes" or "yes to all" and all my folders: meshes, sound; textures and the Phoenix Point.esp will be placed where they should be inside the data folder.
  • Download with Manager: click the button, double click the mod.

DO NOT FORGET that no matter which method you use be sure to toggle "archive invalidation" with "apply archive invalidation" being the last setting you clicked on .. and checkmark the mod.

Uninstalling: With the manager you can just double click the mod again and all will be removed.
Manually you need to remove:
Meshes> the "PhoenixPoint" folder
Sound>fx> the "PhoenixPoint" folder
Textures>Interface>Icons>Pipboyimages>Items> the "items_coffee" DDS at 43KB
> the "PhoenixPoint" folder
>Water> the "watertx" DDS at 342KB
and the "PhoenixPoint.esp" plugin

Wait a minute! This "PhoenixPoint.esp" plugin - when I click on it it says WARNING: This plugin has the file extension .esp. but its file header marks it as an esm!
Ignore it. I've cleaned and mastered this file with FNVEdit and this resultant warning is one of the benefits of its use that's constantly having to be explained and affects you not in the least.

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Updates:
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(2-1-13) V2 corrects one texture from early on in the testing process that by my oversight didn't get put back to its original form and effectively changed every rounded curb in the game. When I screw up I don't mess around. Credit AwksHawk for the catch. Thanks, guy. Both files were repaired.

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Known and Possible Issues:
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  • Saving the game while inside the house: If you save your game in this instance, there's a chance that when you return to the game and that particular save that the lighting conditions won't match the time of day. Quick fix - walk through the front gate portal and immediately return. All will be as it should be for the remainder of your session.
  • Using weather mods: You'll hear the sounds of the storm, see the flashes of lighting and the dark rolling clouds from inside the house and pool area without having rain fall through the roof of the house - a most annoying and immersion breaking occurance in "exterior cell" homes. But what you won't see in this "interior cell" is the actual rain itself. So use your imagination a little bit. Walking through the front gate portal to the exterior gets you your rain back.
  • Companions: They usually take a couple of days to acclimate to a new home. Until that time has passed you might witness some unusual behavior or lack of activity. Give 'em some time. My "Sunny" companion is now behaving normally with the run of the place after an initial bout with the disappearing/reappearing routine. Also - I placed no ownership on the house or its contents so companions would be free to partake of any food or drink. Sunny just about cleaned out the fridge already. I think it's a hoot.
  • 3rd person extended camera: With the game's standard 1st and 3rd person views there should never be any problems in this house, but folks with the modded extended views might see something you weren't intended to. It was designed for eyes to be up to six feet off the ground not twenty. And all the windows on the back wall are high for a reason. :)
  • The 'walking-up' music: This short selection is for those who usually play the game without music playing all the time. If you're not one of those it would be best to avoid the trigger or you'll have both audios playing at the same time. The trigger runs across the street but NOT over the sidewalks between the map marker drop off and the house .. about even with Phoenix Point's western edge. Most of the time you'll be heading out the other direction toward the North Gate of Freeside when you leave the house, so it won't come into play at all. You can also use the H&H Tools' map marker instead to avoid it.
  • Frame rate: Of course your fps is going to drop somewhat with this house. Depending on what else you're running: hi-rez armors, weapons, bringing a half-dozen companions with you and all of them with special armors and weapons; etc. - it may end up being too slow for you. Unfortunately that would be a c'est la vie scenario. I can run it fine on my old hunk of junk computer with a frame rate that is better or equal to just standing on the street in front of the Goodspring's saloon. You can help yourself by not keeping all the lights on at the same time but by using them just as you would in your own home to lower the bill.

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Recommended mods, though not required, for use with Phoenix Point:
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Thank You's and Credits:
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  • WestEmperor for taking the time to create the sorting option for Phoenix Point.
  • The shower and invisible seat meshes courtesy of RayV12's brilliant Baja Island Resource. Thanks, Rez. Now I owe you a case and it's in the fridge.
  • Logo design by PhoeniXeuhouai at deviantART.
  • Music - "Awakening" composed and performed by Celestial Aeon Project at last.fm. Permission on file.
  • New textures supplied by Mayang's Free Textures with a little alteration with Paint Shop Pro.
  • To FNVEdit by ElminsterAU for cleaning up after me.
  • The FNVEdit Training Manual by Miax and JustinOther so I could easily figure out how to use the above utility.
  • gurk_meja's terrific Sunny Smiles Companion for making an appearance in my screenshots and aiding in fine tuning the navmesh .. and just for being a great companion. And finally to
  • Bethesda/Obsidian for such a great game and opening it up to the modding community. And to
  • The Dark One and his staff at the newvegasnexus who make it all happen.

And I'm not forgetting those of you who show enough interest to not only download this mod but then take the added step to offer your criticism and/or support. It's all I get back for doing this, so a big "thank you" in advance.

Take care, all.
gary

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


On the skyrimnexus -


On the tesnexus -


On the fallout3nexus -