Sierra Madre Vending Machine

Sierra Madre vending machines are pre-War devices created by the Big MT Research and Development Center that are capable of manufacturing goods out of raw materials in exchange for Sierra Madre chips. They are found almost exclusively at the Sierra Madre, with the exception of one salvaged by Elder Elijah in the abandoned Brotherhood of Steel bunker in the Mojave.

Though named a vending machine, it is a tremendously versatile crafting device capable of providing necessary survival amenities. The vending machines are fully self-contained assembly stations, tied into the systems of the Villa and the Casino. They can construct items from templates loaded into their data banks (some restricted by security codes, only to be use in case of emergencies). Sierra Madre chips are used both as batteries and resources: Alloys and raw material embedded in the shell are recombined into the desired item. Notably, the vending machine is also capable of taking certain items and breaking them down into Sierra Madre chips. Selection is made through a holographic interface that displays the item being purchased, with the machine rapidly assembling it on the spot.

History
The vending machines are a revolutionary piece of technology, originating from the Y-0 research center of Big MT. A generous research grant from Frederick Sinclair enabled their development, as the pre-War tycoon wanted to provide the Madre with total self-sufficiency, relying only on its own tech, with no outside interference. Sinclair was quite explicit in his instructions: Only the revolutionary Sierra Madre vending machines could be installed – all other devices, no matter how common or popular, were banned. All conveniences and necessary supplies were to be supplied by machines tied to the casino. Redundant engineering and meticulous attention to detail ensured that the system would continue to function even in the event of an apocalyptic event, providing a stable food supply and all the necessary supplies in the case of a national catastrophe. A secondary benefit was that this self-sufficient business model gave him total control over the economy of the Madre, such as it were. To maintain control and keep a stock of the chips available, Villa employees only received a modest amount of chips with each paycheck.

The versatility of the vending machines is notable. Their ability to take common and fissionable elements, and use them to construct not just conveniences, but also tools, perfectly edible foodstuffs and drink, and even medicinal products in the case of an emergency indicates that the United States was on the verge of achieving a sustainable economy and resolving the resources crisis once and for all. Unfortunately, the technology never really gained traction outside the occasional Worlds Fair, most likely due to the power requirements and cost. and, of course, the Sierra Madre. In fact, Sinclair very nearly bankrupted himself bankrolling the development of the technologies necessary to build the Casino.

Nonetheless, it was this prospective prosperity that, in part, drew Father Elijah to the Sierra Madre centuries after the Great War froze it in time. As potentially unlimited sources of "food, supplies, medical assistance, ammo... even currency," Elijah saw that the Sierra Madre "can kill nations and build them" if its Cloud, holograms and vending machines were applied in the correct manner. While the Cloud wipes the slate clean, collars ensure cooperation, holograms provide defense and the vending machines provide everything else.

Characteristics
At the beginning, the vending machines only offer the standard array of items available to every Sierra Madre guest: Snacks, drinks, cigarettes, and doctor's bags. However, with the right emergency codes, their offer expands significantly and allows for manufacturing ammunition, drugs, medical supplies, and even weapon upgrades.

Food
Note: Scotch, vodka and wine can only be redeemed from the vending machine located on the Sierra Madre Casino floor.

Locations

 * Villa - East of Elijah's fountain.
 * Villa - West of Father Elijah's fountain.
 * Villa - Southwest of the entrance to Salida del Sol south.
 * Salida del Sol south: South end of the area.
 * Residential District - Turn right (or west) upon entering.
 * Residential District - Go up the staircase in front (or south), climb down the stairs on the other side, and climb another staircase adjacent to it. Walk around the wooden balcony overlooking the cloudy area. The vending machine is left (or east) of the staircase on the other side of the building.
 * Puesta del Sol north - Turn right (or head north) immediately after entering from Villa.
 * Puesta del Sol south - Entering from eastern entrance (near ruined store), go southwest and turn north after the arch. Or, entering from western entrance (near the ruined cafe), head south, and turn east after the arch.
 * Sierra Madre lobby - East of the entrance, on the second floor.
 * Sierra Madre Casino - Entering from the double door entrance of the Sierra Madre lobby, walk around the stairs.
 * The Tampico - North of the inaccessible double doors.
 * Sierra Madre executive suites - Two at either end of the hall outside Vera's room.
 * In the abandoned Brotherhood of Steel bunker, in Father Elijah's room.
 * Sierra Madre vault - To left of the table with the gold bars and pre-War money.

Appearances
The Sierra Madre vending machine appears only in the Fallout: New Vegas add-on, Dead Money.

Behind the scenes
The Old World Blues add-on includes an unused, unscripted, partially implemented version of the Sierra Madre vending machine, likely meant to be placed around the Y-0 research center. Called the "Holo-Vending Machine," the object uses the same shape as the vending machines which appear in Dead Money. Though both the mesh (shape) and textures are included for the object, the mesh file references textures as though they are in the "nvdlc01" folder used by Dead Money, rather than the "nvdlc03" folder used by Old World Blues, making it appear incorrectly if viewed without the Dead Money add-on loaded.

Bugs

 * The "Return Outfit Item" vending machine code includes an option to return fedoras for chips. The fedora is a "non-playable" article of clothing, meaning it cannot normally be obtained, and furthermore does not appear anywhere within Dead Money.
 * Returning any pre-War outfit while wearing it will give a permanent Agility bonus. The bonus can be stacked far beyond 10 Agility and though it stops increasing related skills and AP, weapon draw/holster and reload speed will continue to increase. While running some guns may glitch during the holster animation due to the speed of the animation causing the gun to glitch inside the player character, usually leaving the gun sticking out of the Courier's shoulder. The gun will return to normal if drawing and then holstering again while staying still, or if reequiping the weapon.
 * Even though the glitch will increase Agility past 10, the base Agility stat will remain the same in the Pip-Boy due to clothes acting as a temporary increase to SPECIAL, not a permanent increase like an implant.
 * Equiping and unequiping a copy of each returned outfit will remove the stacked agility bonus respective to each outfits return code; e.g. If you have a +4 Agility boost from returning a parkstroller outfit and pre-War casualwear, if you equip and unequip a copy of the pre-War casualwear it will remove the +2 agility provided by that particular outfit, but leave the +2 provided by the parkstroller outfit.

Verkaufsautomat Máquina expendedora del Sierra Madre Торговый автомат «Сьерра-Мадре» Автомат «С'єрра-Мадре»