I've mentioned on more than one occasion my feeling that there's a need for decent, companion friendly housing in FONV.
Most house mods are either too small - the various Goodsprings shacks, the Vault built for 2, and several others spring to mind; or they're huge but almost obscenely opulent and completely out of character for the wasteland (Fry's Freehold comes to mind, here); or they're the full Vault-type mod, and have a general feeling of "Here, have a fortress, random person I just met!" to them.
Where, then, is our simple, expedient place to billet companions? Someplace that has bedrooms; that has work rooms; that has access to New Vegas... but doesn't look like something from an episode of Lifestyles of the Wasteland Rich and Famous?
From the first time I cleared it out, I've always liked the Monte Carlo Suites. Here was a cell that wasn't huge or overdone; but could handle eight or so companions with ease. You had reloading and work benches, bathrooms, beds.
The problem being, you have no real provision for fixing it up once the Scorpions are cleared out.
Since the NosCo HQ is a long way from being done, I decided to "convert" the Monte Carlo into apartments.
Most people would have just loaded it up, and started making changes. This carries many downsides. Deleting things from a master isn't a good idea if you MasterUpdate - and no one ever listens when I tell them not to. Conflicts are another issue; though I can't think of any mods off the top of my head that change the place.
So I opted to take a less conventional, but more freeing route. Basically, in this method one copies a cell wholesale. Gives it a new ID, and makes whatever changes they want without worry of conflict.
Then, you script it so that on the plugin's activation, the normal door into the cell-to-be-changed is disabled; and enabled in its place a door that leads to your new cell.
The downside of course being that the mod requires an uninstall command or plugin; to re-activate the original door in the even that the player wants to remove the mod - since the disabled door is part of the base game, it won't be automatically reverted or replaced, and on removing the plugin, a gaping hole will sit where the door should be.
I've been working on it over the last couple days, and finally got the cell itself done tonight. You may be wondering why the rooms would require work, if the cell is copied.
One of the things I wanted to do was remove the rubble blocking the stairs, and open up the second floor.
There is no second floor in the cell; so one had to be created.
With residences on the second floor, the first floor will be converted into utility spaces. Work rooms, storage, a kitchen; probably some basic medical amenities.
The east, west, and south sides of the ground floor had dual rooms on each side. I knocked the walls out, creating three large rooms; with the original two small ones on the same wall as the door.
Bathrooms have been left it place; so that it looks like converted apartments.
The second floor is mostly a carbon-copy of the first; save that I think I'm going to add a ninth apartment where the exterior door is on the ground floor.
Still have to actually put stuff in the rooms - they only have lamps at the moment. Each "apartment" will probably get a suite similar to the ones in the Vault 1 apartments: a bed, desk, dresser, and a chair or two. The Hollywood Hilton it ain't; but it would beat the hell out of being a transient.
The big decision being, of course: how much to give the player? Voila, and your apartments are converted? Or make it an empty shell by default; that you have to visit some vendor to buy stuff to put in it? On-site vendor and/or doctor who just magically show up? Or leave it all to the player?