Fallout: New Vegas unused content/Dialogue

A page outlining unused content from Fallout: New Vegas.

Background
This page houses New Vegas' unused dialogue. The text is copied directly from the game, so any spelling errors or missing words in the "Text" file are completely intentional and should not be altered. {Notes in curly brackets are reading directions for voice actors or developer tags which are included in dialog text but invisible to the player.}

Alexus
Alexus is the named legion Decanus in Techatticup Mine with no dialogue other than the generic "What do you need?". Despite this he appears on the 2 of clubs in the collector's edition deck along with Dead Sea. There are a handful of topics directed at him, but they lack any response.

Atticus
Atticus is an early version of Veteran Atticus, the legionary who visits the legion safehouse weekly. This version of the NPC is not used in-game.

Benny
This would have been used in an ambush sometime after freeing him from Caesar.

Bert Gunnarsson
Bert Gunnarsson is the ghoul in Aerotech Office Park. Apparently, he's Mormon and was friends with the fiend Driver Nephi.

A trace of this still appears in the game when Nephi is killed. Bert will use as a greeting this line, just once: "I've heard through the locals that Nephi has passed on. I truly hope his soul finds peace."

Betsy the Brahmin
Betsy the Brahmin is an NPC companion who never made it to completion. See unused creatures. She has two topics directed towards her both lacking responses, but because she is a Brahmin, any replies probably would have been something along the lines of "moo".

Betters
Betters was an NCR soldier located in or near Techatticup Mine, based on his dialogue editor IDs. Only player lines remain.

Early Black Mountain Radio Transcript
An early, different transcript of the Black Mountain Radio broadcast exists in the game's message files (normally used to display pop-up messages).

On the Array, Part 1
Evidently, there was at one point a mission to take over the satellite array while Tabitha was still in charge.

On Raul
Tabitha is unnamed here, as her name had not been decided until later in development.

Brotherhood Guards at HELIOS One
At some point, it was possible for Helios One to be turned over to the Brotherhood of Steel. What remains of this are some greetings as well as dialogue factions for Brotherhood front gate guards and some generic NPCs with internal names that place them in these roles.

Bitter Springs Refugees
Regardless of which greeting you hear, you will receive Barnabas Bear.

Lindsay
Lindsay is the Mini Boomer at Nellis who is missing her teddy bear, Mr. Cuddles.

Max
Max is the boy in Freeside who chases his friend Stacey around with Euclid's C-Finder.

Melody
Melody is the slave girl at the Fort.

Crimson Caravan Guards
The player would apparently have to ask around at the Crimson Caravan Company for Janet, rather than just immediately knowing of her.

Daniel
Daniel is the Fiend jailer in Vault 3. It seems that you originally could enter conversation with him. The dialogue he has in the final game is still a response to this question, but used as a greeting, without entering conversation, likely meaning the line was just reused.

Dobson
Dobson is the NCR Ranger holed up in Hidden Valley. These lines all lack responses.

Drill Sergeant & NCR Recruits
The drill sergeant and recruits were originally present in the game, placed at Camp McCarran. However, they got removed by patches meant to free up memory on consoles for the DLCs.

Early Come Fly With Me Leftovers
There are several lines of dialogue for an early version of the quest Come Fly With Me that indicate the ghoul prisoners could once have be found alive. At this point, the player could kill the nightkin, negotiate for their release or help them sneak out with stealth boys. In the final game, the prisoners are dead. All of these lines lack responses. Based on form IDs, Come Fly With Me looks to be one of the very earliest implemented quests, predating much of even the main quests, so these are likely very early leftovers.

Early I Fought The Law Leftovers
These topics all lack responses. They look to be leftovers from a more complicated version of I Fought The Law.

Elizabeth Kiernan [sic]
These player-only lines are obviously from an early version of Elizabeth Kieran.

Emily Ortal
Emily Ortal is the woman outside the Lucky 38 who assigns the player to bug House's computer system. This dialogue option is supposed to be a perception check of 6, but the check was mistakenly applied to Emily, and since her perception is 5 it will never appear. This can be remedied by opening the console, clicking Emily, and entering the command forceav perception 6. This error was also fixed in J.E. Sawyer's unofficial mod.

Extended Silver Rush Introduction
It seems Gloria Van Graff once had a bit of history with the individual seen incinerated at her command upon the player's first visit to the Silver Rush.

Freeside Pickpockets
See unused NPCs. No dialogue lines were recorded for these NPCs.

Fiends
Fiends outside Vault 3 are innately hostile. Even if pacified with console commands, speaking to them will not initiate conversation.

Great Khan Ritemaster
The Ritemaster was a Great Khan NPC whose function it was to provide the player a means of joining the Khans. Only the player's lines remain.

Lockdown
These lines are remnants of an unused quest involving the player getting booted from the Lucky 38 for 24 hours for misbehaving.

Pissed
An unused series of taunts for the player to hear on their way to killing House.

Last Will and Testament


In-Game Introduction
Dialogue was written and recorded for two in-game versions of the intro FMV, both differing from what was used in the final game. Coding for the short version remains and is bypassed in favor of the FMV while the long version seems to be orphaned entirely. Some of Benny's lines from the long version have alternate placeholders recorded by a different (unknown) voice actor; the long version's script more closely resembles the placeholders.

Jack
Jack is the Boomer who is in love with Janet. This line is supposed to play if you have her run into Boomer territory without the proper attire, but the check on cause of death is not properly set.

Jailhouse Rock NPCs
Jalihouse Rock is a cut NCR-aligned quest with a few artifacts left in the game data. The four NPCs remaining with ties to the quest all have some poorly-written lines that are clearly placeholders, but had voice work recorded regardless. This is probably because the developer responsible forgot to delete them/add them to the donotrecord voice group and not because they would use these lines exactly. For more information, see unused NPCs.

Joana
These lines lack responses.

Joe Cobb
Joe Cobb has multiple unused topics directed towards him, with none having any responses left over. Some topics are variants of used ones, while others are related to the removed objective of freeing Goodsprings' Bighorners. Also present are placeholder lines of dialogue, voiced by someone unknown. (Due to subtitles not being present for these lines, they were either made from scratch or taken from the finished version's lines.)

Legion Mongrel Death References
These unused lines refer to a cut quest where the player poisons the Legion's mongrels with infected brahmin meat.

Lieutenant Hayes and Sergeant McGee
This conversation was supposed to occur after selecting an NCR sheriff for Primm. Meyers has a similarly unused speech.

Marilyn
See unused creatures.

Meg Reynolds
Meg is the Mayor of an unmarked location called the Underpass. She and her constituents were removed from the game leaving their rather useless territory completely empty. She has six dialogue topics directed towards her, but no responses other than her greeting. Presumably, the thing she seems distressed about is the Underpass' broken water purifier.

Meyers
This is a speech Meyers was supposed to deliver to some of his favorite NCRCF thugs after being selected as Primm's new sheriff.

Mortimer
While this dialogue option is fully implemented and not disabled, it has a condition that makes it impossible to see: the player must have more than one humanoid companion in their employ. This feature was most likely disabled in order to ensure the game functioned on consoles.

NCR Deserters at Vikki and Vance
These player-only lines are remnants of a time during development when the Vikki and Vance was the scene of a slaughter, rather than a hideout from the escaped convicts.

Old Lady Gibson
These topics lack responses and are named under a different scheme than the topics used by the game.

Oliver Swanick
Oliver Swanick, the winner of Nipton's lottery, is sent running away to the wilderness by an AI package after speaking with you. He usually meets his demise during this travel, but it seems that the player was originally meant to encounter Swanick at a later date. It's unknown where exactly he would've reappeared, but it seems that he tried to forget everything that happened in Nipton. The audio files that are referenced by this dialogue no longer exist.

Orris' Client Gets a New Bodyguard
This scene was supposed to play out after the conclusion of G.I. Blues.

Poindexter
Poindexter is one of the Misfits at Camp Golf. Poindexter lacks a caravan deck and the faction association necessary to play it, but has the dialogue files.

Post-Endgame References
These refer to the game's final battle in the past tense. If mods are installed that allow the player to continue after the final battle, these will all work as designed.

Alex Richards
Alex is the NCR doctor at Camp Forlorn Hope.

Colonel Moore
These lines are actually accessible during the last stages of the NCR questline due to a bug.

Lt. Carrie Boyd
When offering to help interrogate Silus after the end of the game:

Private Jake Erwin
Jake is the NCR's prankster located near the embassy.

Ralph
As in "Mick and".

Veronica
Beyond the impossibility of hearing Veronica's opinion on the outcome of the battle at Hoover Dam, it is also impossible to complete the game for House or the Legion without wiping out the Brotherhood's Mojave chapter.

Press Demo NPCs
These lines were exclusive to a demo version of the game. The dialogue options that remain are disabled with always false conditions.

Ranger Station Foxtrot unused NPCs
Player-only dialogue lines exist for two NCR privates named Biggs and Harcourt. Editor topic IDs place them both at Ranger Station Foxtrot.

Renolds
Renolds is the NCR private outside Techatticup Mine who assigns you the quest Anywhere I Wander. His unused lines are player-only, lacking responses:

Reactions
These lines are supposed to play whenever the player acts in a manner that Cass finds admirable/reprehensible.

Whiskey Rose
These were supposed to play upon drinking whiskey with Cass' Whiskey Rose perk.

Debug Topics
These voiceless lines are simple debug topics to quickly solve part of her questline.

Rotface
Rotface is the ghoul hanging out on the pavement near Freeside's east exit. He really got screwed by the deadline, because he has a surprisingly well-developed subplot with more unused lines than most characters have dialogue total. A little-known "Easter egg" is that when the player buys enough tips from him, he will go and buy himself a new hat (Eulogy Jones' hat from Fallout 3, in fact).

Most players will likely never see this hat, because it requires that they buy exactly 10 random tips (not counting the first free tip), then leave and re-enter the cell. At this point, he will be wearing Eulogy's hat and his price for tips will increase to 10 without explanation. In the highly probable event that the player buys all 30 tips at once, they will never see the hat.

There are two things that do not trigger due to scripting errors, which prevent the subplot from continuing: Rotface interrupting tip delivery every 10 tips, and asking the player's opinion on his new hat once it is purchased. The remainder of the scripting after this point is completely nonexistent.

For those knowledgeable in the GECK, Rotface's script VFSRotfaceScript gives some insight into how he is probably supposed to be functioning.

First Choice
When the player sees the snazzy new hat Rotface purchased for himself, they will be given the following greeting:

The player will be given the following dialog options, which effect what he will do at the 20-tip mark.

After dispensing the next 10 tips for a total of 20, Rotface would tell the player to go away again until he acquired more tips to dispense, and his price per tip would increase to 100 caps.

Second Choice
Rotface has a different greeting depending on the response the player had to his hat.

If the player said they liked the hat, Rotface will purchase a matching suit and have this greeting:

If the player said they didn't like the hat:

If the player said they would have purchased a weapon:

If the player said they would have given the money away:

If the player encouraged him to leave:

Outcome
If he's planning on mugging you:

At this point he would lead the player into an alley to rob them. Once there:

If he's leaving Freeside:

If he joined the Followers:

Other
Once 10, 20, or 30 tips are dispensed, Rotface is supposed to deliver this line:

These are the alternatives to "Ah, my favorite customer returns. Want a tip?" the player would see if they were rude or polite to him on the second choice, respectively:

Siri
Siri is a slave girl at The Fort. She would have been involved in the cut quest to poison the Legion's food supplies. Only the player's lines in this exchange remain.

Sunset Sarsaparilla Eyebot
See unused creatures.

Test Man
See unused NPCs.

The Thorn Mayhem
These greetings were intended for an unfinished quest option to free the Thorn's beasts upon the locals. See unused quests.

Second Tops Promoter
There is a second Tops Promoter NPC which is entirely unused. This version has much more to say than his used counterpart.

Vault 21 Securitron
It seems that originally, if Sarah Weintraub were to die, she would get replaced by a generic Securitron that would offer the same basic services as Sarah. The Securitron is still placed in the Vault 21 Giftshop, but permanently disabled.

The "I need a room.", "Goodbye.", and "I don't have enough for a room." topics also have duplicate empty topics.

Vault 22 Robots
Bohr and Koch are two fully functioning robots, a Protectron and Sentry Bot respectively, designed for use in Vault 22. They may have been disabled (or in Bohr's case, removed) for atmosphere.

Koch
This series of greetings will play when the player fixes Koch with a repair check.

Koch also has one blank dialogue topic, V22KochWarning.

Veronica
Veronica has dialogue referencing a quest involving two NPCs named Abraham and Monte (at least one of them a ghoul) and an accelerator item. These are actually dialogue options used by Dead Money when installed, camouflaged to avoid spoiling the add-on content (Dead Money content was already planned at release).

Vulpes Inculta
These dialogue options should be available upon first meeting Vulpes in Nipton, however they rely on the player being unfamiliar with Vulpes... which they should be, but the "KnowVulpes" quest variable in the Nipton quest package is already set.

Wasteland Adventurer
Wasteland Adventurer is an unused scripted encounter meant to appear on the road right outside of Goodsprings. See unused NPCs.

Westside Thug
Thugs that were meant to approach the player after they got information from Hector during the quest "The White Wash".

Wrench
See unused NPCs.

Attribution
''This article is licensed under the Creative Commons by-sa license. It uses material from the TCRF article Fallout: New Vegas.''