Fallout New Vegas

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gary62

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gary62

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About this mod

Built for a famous general who never lived to see it, sold at auction to an anonymous buyer, bequeathed to a simple courier who came back from the grave ... think it might be time to settle down.

Chosen Mod of the Month - May 2012

Permissions and credits
Translations
  • Spanish
  • French
Welcome to

File of the Month - May 2012


Parlez-vous français? Rancho Villa FR - traduit par Sylom

A special thank you to Mr. Black at Last Level Press for this very nice Mod Spotlight Video featuring Rancho Villa. (Does not reflect changes implemented in V4.)


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House features:
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  • A large entry hall (big enough for a mariachi band) that opens onto an open-air courtyard, the central hub of the villa and THE spot for entertaining.
  • From the courtyard there are entrances to the bunkroom, master bedroom, kitchen, and, of course, back into the entry hall.
  • An indoor toilet joins the bunkroom and master bedroom and (as of V4) has a shower and a sit-down toilet that has a flush activator. What do you think? Of course it's just the sound.
  • Off the hall to the Master Bedroom is a workroom containing a workbench, reloader, and plenty of storage for weaponry and ammo.
  • The living room is southwestern rustic and very cozy - a great spot to relax in front of the fire.
  • The kitchen, located opposite the living room off the entry hall, has a great dining cubby with a view of the arroyo leading to the house. And like the master bedroom and bunkroom has all-weather shutters that open onto the courtyard for the fresh air and to easily resupply your outdoor guests. All this and more:
  • Fully navmeshed indoors and out for companions and wasteland critters. (Of course.)
  • Control over all lamps, candles and electric lights, window blinds and curtains, fireplace; grill.
  • Safe storage except for the two garbage cans that are marked "respawning".Maybe they'll get emptied once in awhile.
  • Windows (mostly reinforced wire for security .. and because of the difficulty in obtaining glass) that allow you to clearly see the surrounding landscape and sky. And finally -
  • This house with views of the outside will work fine with weather mods installed and running. You won't experience the immersion-killers of rain, snow, or dust coming through the roof and walls of this home.

(Skip this paragraph if you don't care how that last feature was accomplished.) "How is the rainproofing possible?" - you may ask. It's possible because I went to great lengths to make things seem to be what they are not. Interiors are exteriors/ are interiors/ are exteriors. Four constructions - two actual cells and a diorama cell within each - and all for one effect. Is all that worth it? To me it offers the most immersive experience to be found in any housing mod, and if it's done well - barely noticeable except for the obvious portal.
One thing you will not see is the actual precipitation from inside. You will see the dark rolling clouds, the lightning flashes, hear the thunder and rain - so you can use your imagination in this game a little bit.
If you're not running a weather mod all of this work was for naught, but you still get a terrific house imho.

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Essentials (Location, keys, activators, which file to use; mod requirements):
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  • Located just off the road that runs southeast of Goodsprings - between the town and Hwy 15. It's map-marked but that is only available for fast travel once discovered. You'll like the walk from the Pioneer Saloon coming up on it that first time.
  • Key to the front door is under the rock by the water tank out back.
  • The gun cabinet in the front hall is also key-locked. As you explore the house the key will turn up. Don't focus on it.
  • There are several kinds of activators: the two usual electric switches, a rock slab (think of it as flint) for the grill and fireplace, and the invisible kind used primarily for the blinds and curtains. If it can be opened or closed, lit or extinguished - you can usually make it happen.
  • The main file is the one you should download for use in game. But whichever you choose DO NOT use both files together.
  • The optional "GECK" file is provided for all you inspired geckers out there..a pure esp file with all the dirt intact, so you should clean it and follow up with MasterUpdate in FNVEdit before you play your changes. And..as above..don't use both files together. Btw if you experience problems after having made changes - don't just lay the blame on me, but give me a pm and I'll try to help if I can.
  • Required files or expansion packs: None


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Possible and definite issues (Important - read this part before you post an issue of your own in comments. Chances are it's already been addressed here.):
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  • You can't or won't use a weather mod. Then, as said somewhere in the tome above, you get a great house but without benefit of one of its main reasons for having been such a pita to make.
  • Companions are a strange commodity for much of New Vegas as I've read and discovered, and I'd rather not hear about the problems you experience with them in Rancho Villa since I had a few of my own. The wheel-deal is cause célèbre in the forums for creating unusual behavior when mixed with other modded companions using the same wheel. My testing with six or seven different companions definetly had mixed results. First - you must allow a settling-in time for them. At first they just stand around or they might exhibit some rather unusual behavior. One moment they're in front of you, you go to the wheel to speak, and now they're across the room like a bop-a-mole. Secondly - if the companion was created using a version of GECK prior to the 1.4.0.518 update version which was used in the creation of this mod ..you may expect possible troubles. Thirdly - all should get around fine with minimal difficulty in any event once the settling-in period has passed. Fourth - I only had two work without obvious gliches from the get-go and they were Sonia, ie. Radiation Weapons Kit - Sonia NV Edition - Adult Companion by Stirred whose own explanation of the companion difficulties was most enlightening and whose assurances of his mod's compatability were realized..and also Sunny Smiles Companion by gurk_meja - worked seamlessly as well. I'm sure there must be many great companion mods out there. I only had time to try a handful.
  • One of the activators will need to be cycled before the inside and outside activatees line up the same. The radio will already be playing outside when you go to the house the first time but not inside. Once you go inside and turn it on and off, the outside will properly reflect its intended status.
  • Though the sounds of the storm; the clouds and lightning all appear from inside the villa - rain and other precipitation cannot be seen but only imagined - including within the courtyard area. Not a difficult thing to do with the other senses being affected...especially in the dark. Once you put your foot out the front door rain becomes visible again.
  • Some of the kitchen items you expect to be able to pick up - you can't. They've been 're-formed' into stats to prevent you from doing so. There is a reason.
  • It's recently come to my attention that Vurt's Flora changes a few trees around the house and causes crashing. You can either remove those trees by using the 'disable' in your console OR you can deactivate Vurts or this mod and not use them together.
  • Lastly, if you save your game while inside the villa - upon returning to the game and that particular save you may (might) find the lighting is out of sync with the time of day. If that happens correct it by simply stepping through the front door to the outside then returning inside.


Seems like a lot of issues doesn't it, but it 'ain't so bad!' (How did Rocky get in here?) I simply tried to list everything I could possibly think of or experienced during testing that might be of concern to you not knowing.

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Mod installation:
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Whatever works for you but the esp and the meshes folder (you can discard the included readme if you wish) must be installed in the Fallout New Vegas/Data folder as usual, archive invalidation toggled, and the mod checkmarked in your list of operating mods.
Please save your game before installing this or any new mod as a fallback position .. just in case something doesn't agree with your particular mod list. There should not be any conflicts with Rancho Villa unless it's a mod you have that shares the same cell as this one. I've not seen that mod.

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Update Information
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2.17.14 File status change only:I had not been successful at cleaning V4 with FNVedit without the file crashing. Turns out it was something I was doing wrong after all this time (imagine that) that I'd rather not discuss right now. Result: We have a new, sparkling clean master file for v4 and the old uncleaned and unmastered version gets moved to "Optional" for GECK edits.

1.16.14 V4 changes the following:
  • Replaced troublesome bathtub with a shower (Thanks to Rez). (Never could fix the water in the tub - a problem that never appeared on low settings and only became apparent to me after upgrading my video card.) Radiation was unrelated and easily fixed, but the water kept disappearing and moving around.
  • Relinked all interior and exterior items using some 'initially disabled' settings so one properly reflects the other at the onset. Only the radio remains aloof in that regard. (I tried but the setup wouldn't allow it.)
  • Got rid of most of the "rock" activators. Two remain for the fire and grill. Blinds and Curtains are now activated to the lower right of each with an invisible activator by the "cord".
  • Bunkroom lights are both connected to the switch by the door off the courtyard.
  • Removed some extraneous "EMT" sounds that were a bit irritating.
  • Completely redid the fire in the fireplace.

*Important - If you are updating from a previous version of this mod do a "Clean Save" procedure as written below.

5.8.12 V3 changed the following:
  • Had missed 'despawning' one large storage container in bunk room / the main reason for this update. All containers except for the marked respawning garbage cans have been double-checked for safe storage. (Thank you very much, RuinedRequiem)
  • AMR replaced with hunting rifle in front hall gun cabinet. (I agree with GraniteDevil - probably too much too soon in many cases.)
  • Replaced names for workroom lockers with numbered identifiers so you could organize as you saw fit. Removed triple-lazer rifle as well. I left the ammo in the boxes above but replaced the 50's with 308's.
  • Added 'empty shell casings' ammo box to reloader bench.


4.27.12 V2 changed the following:
  • The original hall bookcase resized and another one added to the other side of the door - both with storage below (Thanks, Cheesyfof, for the added display suggestion.)
  • A player bed in place of the one that was in the master bedroom - contains built in script for "well-rested". (Something I intended to do originally.)
  • A key-lock on the owned-desk in place of the lock-pick .. no karma hit (Thanks, Bernt)
  • All activators and containers renamed with Capital letters in keeping with the game's naming convention.(Thank you, RRVince)
  • Lights in the arroyo - impossible to make appear from all angles after hours working on them, so now they serve primarily as way-markers along the path with lights dimmed and raised to stop the flashing. (Thanks to joeparrish for awakening me from my slumber on this one.)


*Clean Save Procedure: If you are updating from an earlier version: get yourself and everything you want out of the house and go inside somewhere else. Save your game while there. Delete the old version of Rancho Villa, restart your game and save again, install the new V4 and you're ready to move in again. This may seem like a hassle, but it's quite simple and quick if you've done it a few times.

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Highly recommended mods, though not required, for use with Rancho Villa:
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"Fellout" is a must if you don't want everything appearing in shades of grey or green .. and will allow you to see all the little lighting effects I deem so important in my mods.

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Thanks and credits go to:
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  • Bethesda for creating this wonderful game and opening it up to the modding community
  • The newvegasnexus for being such a terrific hosting site
  • FNVEdit by ElminsterAU for cleaning up after me without complaint. Wish I could get someone at home to do that.
  • The easy to follow FNVEdit Training Manual by Miax and JustinOther
  • To Rez for his shower and invisible chair resource. Thanks, buddy.
  • To Marina, Sonia, Willow and Sunny for making an appearance, however brief, in my screenshots and for helping me in nav-testing.

and last, but certainly not least, to you for your interest, your download, and for leaving me the benefit of your valued feedback*.

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 -