Fallout New Vegas

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Raverbane

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raverbane

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About this mod

A simple, but functional player home.

Permissions and credits
The Nowhere Home

Back-story
2277: The mother-ship Zeta incident takes place, raining all sorts of alien debris down into the atmosphere. Most of which burns up on re-entry. Some larger sections of the blasted vessel survive planetary impact and are recovered by a group of wasteland scientists.

Early 2281: After nearly four years of work. They are able to reverse engineer some of the extraterrestrial technology. One of the projects they work on is outfitting a vertibird with the alien teleportation devices. The goal of the project was to make a teleporting vehicle. The simulations and projections all looked good. But, the field test was a disaster. Upon activation of the system, there was a huge explosion. Most of the craft and the pilot were blown to pieces. The project was considered a failure.

What the scientists didn't know was the missing parts weren't atomized. But, teleported and scattered about the planet. Even the hull actually remained intact. But, it is stuck between 'here' and 'there'. Sort of nowhere.

Due to the alien technology, the wacky physics of Fallout and the properties of the extra-dimensional place the vertibird crew compartment wound up in. It has remained intact and operational.


Install:
You can use FOMM to install. Or just copy the contents of the zip file to your fallout /data folder.


Notes:
This is my second effort at a player home. I have used many of the different player homes that are on nexus, at one time or another. And they are all excellent efforts. I wanted to make something that would work well for the story style of the courier and still be a little wacky. A place that has the functionality that the courier could use. But, not something so opulent that it wouldn't make sense for the courier to stop wandering and simply settle down in his post-apocalyptic mansion.

The device that teleports the player to the Nowhere Home is near the spot the courier is standing at in the location picture. It is a piece of apparel that uses the nose-ring slot but doesn't show up on the character model. Put on the apparel piece and the player teleports to the home. Remove the apparel piece and the player is teleported back to the spot you left. The item IS NOT a quest item. So, it can be hot-keyed as you so desire. Just don't accidentally sell it! (Item Code xx001c26) (XX being the place in the load order of this mod)

This is my first attempt at navmeshing and I think I did it right. I tried it with a couple of different companions and they all teleported in ok. But, they didn't do much moving around. Be warned. It is a tight fit. So, if you're playing a character that is larger than normal or someone that goes around with a one courier army. It will feel even more like a sardine can than it already is.

UPDATE: Added an optional file for folks that use Dead Money. Puts a vending machine in the place and has the comp drops go to the cargo hold. Just copy the .esp over the existing .esp

UPDATE 2: Added another optional file that gives the Dead Money version of the Nowhere Home a lived in kinda feel. Something that might be like after the Courier has done some redecorating.

UPDATE 3: Uploaded the new main zip file with the correct file paths.

UPDATE 4: I had a couple of folks PMing wanting to know how to make the Pilot Scarf into a quest item. Instead of trying to give GECK instructions. I just made new versions of each edition of the Nowhere Home with the Pilot Scarf as quest items. If you still want to hot-key the Scarf it is possible, even though you usually cant hot-key quest items. Just start the game with the non-quest item version of the Nowhere Home mod. After you get the Pilot Scarf and get it Hot-Keyed, save the game and exit the game. Then install the Quest Item version over the old .esp and you are good to go. The item will stay hot-keyed, but will now be a quest item.
I know there is probably a way to do all this with a script in the game interface. But, I know very little about scripting. So, this is my best solution.

UPDATE 5:  Added a version that has an AutoDoc terminal.