Fallout 3 player character housing

Hotels and rentable housing
Player must rent the room nightly for 120 caps, after which the bed reads "My Bed" and grants the Well Rested effect.
 * Moriarty's Saloon
 * Weatherly Hotel
 * Carol's Place

Non-ownable housing
Houses below are not technically ownable, but you can live at these sites.

The Pitt Underground
.

General
Can only be used if the player chose the Slave's side.

Pros

 * Has an easy entrance through Uptown.
 * Has a couch.

Cons

 * Only toolboxes for storage.

General

 * Must find Kenny's Bear, have the Child at Heart perk, or pass a speech check before Kenny will let you "bunk" with him.

Pros

 * The bed grants the Well Rested perk.
 * Kenny will play Tag and Hide and Seek.

Pros

 * Has several beds.
 * Has a lot of containers.
 * Very large.
 * Has big kitchen, library, 3 bedrooms, big bathroom, poolroom, and even a satanic sacrificial table and ritual setup in the basement.

Cons

 * It has a lot of trash lying around to clear out.
 * The creepy demonic altar in the basement paired with the sense of eerie solitude might create a tendency of sadistic gameplay.

Pros

 * Two entrances.
 * Lots of ammo/weapons.
 * Lots of beds/containers.
 * Tall lighthouse perch.

Cons

 * Smugglers may spawn in the lighthouse.
 * Before quest completion, secret entrance to the lab is locked.
 * After quest completion, door between secret entrance/lab and bed area is permalocked, forcing you to enter through the smuggler infested lighthouse.

Pros

 * Workbench.
 * Storage Safes.

Cons

 * Heavily trapped.
 * Basement has Swamplurk and Swamp Ghouls caged, which are both hostile to you.

Pros

 * Makeshift bed in greenhouse with scenic views, couch, and television set.
 * Still usable after Calvert Mansion explodes.
 * Desmond as a neighbor, until the mansion is destroyed.

General

 * Will need to unlock the bunker using Cryptochromatic Spectacles.

Pros

 * Lots of storage, including unique formation of ammo crates.
 * Still usable after mansion explodes.
 * Your own Protectron.

Pros

 * Has a good bed.
 * Intact terminal and sink.
 * Has a trunk.
 * Intact Pre-War TV.

Cons

 * Skeleton on bed can be moved off, but will respawn on the bed.

Pros

 * Closable gate out front.
 * Beds are makeshift and sloppy.
 * Fast-travel location.
 * Large and fairly open.
 * Lots of Refined Punga Fruit.

Cons

 * Filled with Tribals that will be hostile if you put the jammer on the wheel.
 * Close to Graveyard, where Feral Ghoul Reavers may spawn and attack the outside of the Cathedral.

General

 * Mothership Zeta can only be used for housing once the main quest "This Galaxy Ain't Big Enough" is completed.

Pros

 * Beds in the Engineering core.
 * Workbenches in both Engineering core and Captains Quarters.
 * Tons of storage in Engineering Core as well as two more containers on the bridge.
 * Near a fast-Travel Location.
 * Sally will occasionally give you random alien equipment.
 * Healing Arch on Bridge.
 * Fully functional Death Ray.
 * Great View.
 * Stylish Decor.
 * Infinate alien workers for alien items.

Cons

 * Captain's Quarters will be quite messy after the final battle due to multiple alien corpses.
 * Hostile aliens respawn in the Steamworks.
 * After main battle in the bridge, standing at the workbench and looking towards the main bridge area, there may be lag due to the console/computer having to load 2 Teleportation Matrixes, a Healing Archway, 2 doors, a lot of Alien corpses, and most of all, Earth.