Goodsprings

Goodsprings is a town in the Mojave Wasteland in 2281.

It is where the Courier recovers after being shot in the head and robbed of the platinum chip by Benny, and being subsequently rescued by Victor. The Courier survives the gunshot after being "patched up" in Doc Mitchell's house.

Background
Goodsprings is a small, struggling wasteland town that has been a mining community since the early days of Nevada's U.S. history. There are only a dozen or so people still in the town due to trade along the Long 15 drying up. Signs along the highway direct people to Goodsprings, but they do the town little good if no one is on the highway to read them.

The town has never been that populous to begin with, and the troubles with deathclaws, raiders, and Powder Gangers haven't made it any more appealing to newcomers. A few people have holed up in the town to wait things out and hope for the best, but overall Goodsprings is a quiet, "sleepy" town. It could almost be considered a ghost town, if it weren't for these few odd settlers attempting to eke out a way of life among the ruined ranch homes.

The residents of the town come to the Courier's aid after a securitron named Victor witnessed the Courier's shooting and burial over by the cemetery. Local activities include going to the spring (Goodsprings source), hunting geckos, mole rats, and coyotes, and loafing around in the Prospector Saloon.

Layout
Doc Mitchell's house is located in the western portion of town. The player begins their journey here, after being in Doc Mitchell's care for several days. The Prospector Saloon and Goodsprings General Store with a Mojave Express dropbox located outside are situated at the northeast end of town. Several settlers live in the town's houses, and farm bighorners.

There are several locations in Goodsprings which can be used for safe storage. Everything in Doc Mitchell's house is considered unowned, except the beds. Victor's shack is also considered unowned, but has few storage containers. The house due south of the saloon is quite convenient as it is close to the fast travel point. It has open beds and safe containers. Easy Pete sleeps there nightly, and a settler may wander in, but one bed is usually free to sleep in. Finally, the crates between the Saloon and General Store are unowned and situated conveniently close to the workbench.

Goodsprings contains an abandoned schoolhouse with some low level loot and a Stealth Boy. An abandoned gas station west of Doc Mitchell's home contains some minor loot and can be used as a safehouse if needed, as it contains a bed and some safe storage. The gas station is locked until the Courier is sent there to meet with Ringo.

An invisible border encircles Goodsprings, the cemetery, and Goodsprings Source. Crossing the border for the first time triggers menus which allow redoing the Courier's looks, SPECIALs, Traits, and Skills. This allows for an initial setup which may help with some skill checks while downplaying other skills that may not be needed right away.

Appearances
Goodsprings appears only in Fallout: New Vegas.

Behind the scenes

 * Goodsprings is based on the real-life location of the same name. Several landmarks, such as the saloon, store, schoolhouse, cemetery, and windmill are all present in real-life and reproduced with a decent degree of accuracy in-game.


 * It is entirely possible that Goodsprings may have been called "Noso" during development phases, which may have been short for "No Soliciting," like Novac is short for No Vacancy. This is namely due to the file naming structure of the buildings used in Goodsprings.

Bugs
Sometimes if you fast travel from Goodsprings to the Goodsprings source, the game will crash. (This bug only seems to start happening after you complete Ghost Town Gunfight and always happens the next time you try to do so after doing said mission.)