No, Not Much

 is a quest in Fallout: New Vegas.

Quick walkthrough
The Quest No, Not Much is started by talking to Captain Gilles at Bitter Springs (north). Bitter Springs is a refugee camp that's in awful shape. To get things back on track you are asked (in no certain order) to:
 * Talk to medical officer Lt. Markland who needs medical supplies;
 * Find two khan supply crates from nearby supply caves(more for good karma);
 * Talk to Camp Golf for reinforcements;
 * Talk to Camp Forlorn Hope for reinforcements;
 * Talk to Camp McCarran for reinforcements.

Lt. Markland's quest is easily achieved. Lt. Markland wants three Doctor's Bags and two medical books. The books and the bags are easily bought of a merchant located on your map.

For the supplies, check the nearby mountains. There are two Great Khan Supply Caves which have supplies crates in them and a third with an irradiated crate that can be filtered with a science skill of 25. You can also return the radioactive supplies, and lie saying they should be 'helpful', resulting in bad karma and failing the quest.

The reinforcements are harder. Each camp struggles with its own problems which need to be sorted out before they will help you.
 * Camp Golf: If you complete the Quest Flags of Our Foul-Ups the camp-leader will send reinforcements to Bitter Springs.
 * Camp Forlorn Hope: complete the Quest Restoring Hope" to get the chief to send reinforcements to Bitter Springs.
 * Camp McCarran: complete the Quest I Put a Spell on You.

''Note: You have to save the Monorail, or be liked by the NCR to be able to receive the reinforcements. Just being accepted doesn't work if it blew up.''

You do not have to save the monorail to gain reinforcements from Camp McCarran. When you are liked by the NCR you can help interrogate the legion prisoner they have, getting him to tell you there is a spy in the NCR base. This will allow you to send reinforcements to Bitter Springs.

Detailed Walkthrough
The No, Not Much quest begins in Bitter Springs, East of Vault 34. This quest is made up of 5 different tasks, and takes a while to complete. The quest begins when speaking with Captain Gilles at the north part of town. Her first request (which can be completed in any order) is to Talk with Lt. Markland about medical supplies. He is in the south tent of her location. After speaking with Lt. Markland the quest Bitter Springs Infirmary Blues begins, and asks for these supplies:

1.) Book on psychological treatment and Pediatric Medicine. Both of which can be bought from Blake at the Crimson Caravan Company outside of Alice McLafferty's Residence.

2.) 3 Doctors bags can be bought from any doctor throughout the Mojave (One can also be found on a tray in the same room) After all the supplies are given to Lt. Markland the quest Bitter Springs Infirmary Blues will be completed, as will the first part of The quest No, Not Much. As for the other Part(s) to the quest you have to travel to other camps to have them send troops to Bitter Springs. Before they will do so you must help each camp with their own individual problems.

Camp Golf The next part of the quest is to Travel to Camp Golf Located SE of Vault 34. To Have soldiers sent to Bitter Springs. Once you arrive in Camp Golf head to the north tent in front of the large mansion and speak with McCredie Who is reluctant to send any troops due to the fact they need much improvement. Tell him you will help with the problem and the Quest: Flags of Our Foul-Ups begins. You need to speak with all 4 misfits to complete this quest. Each one has a different plan In no certain order speak with:

1.) Mags: Mags tells you that she believes they need better weapon and explosive training to be well prepared. In order to accomplish this your Explosive skill needs to be at 45, as does your Guns Skill.

2.) Razz: Razz believes the team will benefit from taking Psycho and tells you about a dealer in red Rock Canyon(Which if you accept his location appears on the map)

3.) Poindexter: When speaking with Poindexter the option for him is to cheat.He tells you to hack the terminal in the House Lodge and fake there way into seeming they changed for the better.

4.) O'Hanrahan: O'Hanrahan thinks that teamwork and getting along is the most important. (Accepting his Idea will have you talking to each misfit, Mags, Razz and Poindexter asking what they think of the team/or themselves and passing a speech challenge of 40 to convince them to work as a team)

No matter who's idea you go with, after completion return to the tent with McCredie and he will evaluate how the team is doing based on which Misfit you sided with. Quest Flags of Our Foul-Ups COMPLETE. After this is quest you can then finally Ask him to send troops to Bitter Springs, and he will do so. Second part of No, Not Much Complete.

Camp Forlorn Hope

The Third part of this quest has you traveling to Camp Forlorn Hope located North of Nelson, exactly East of HELIOS One. When you first enter the camp your destination is The Command center NE of the camp. Speaking with Major Polati, He will tell you of the camps problems and the Quest Restoring Hope will begin. Leave the tent and follower your marker to Quartermaster Mayes, who is standing inside his tent during the day time directly left of of the command center over the tiny bridge. He explains about the supplies and the people he sent to HELIOS One tell him you will help and he also starts taking NCR Dogtags for caps. Fast travel to HELIOS One and speak with Lt. Haggerty. She explains that they came and left and gives you there location on your map which is not far from where you are. Follow the marker to the destination to find his men dead and a large metal case containing the supplies open the case and take it. Fast Travel back to Camp Forlorn Hope and speak with Quartermaster Mayes and give him the supplies. Now you need to return to Major Polati a second time. Speak with him and he is still not quite ready to send any troops to Bitter Springs. He tells you to go meet with Dr. Richards to see how you can help. Exit the tent and head straight ahead to the Medical Center tent on the left side of the path and enter.

You must first have your medical skill up to [20] to answer his question, if not he hands you a Medical Report to turn into Major Polati. If your skill is [20] and you accept to treat the 3 patients, there are still varying factors that can effect how well you do with the patients.

1.)   To the left of the door is the first patient. To treat him properly you must have a medical skill of [35] If not you can use the Medical Equipment option if you have a Med-X, Whiskey and a surgical tubing.

2.)  To the right, up against the wall is the second patient. To treat you need a very high medicine skill of [75] If not you can use the Medical Equipment option if you have Tweezers, Med-X and a Super Stimpack.

3.) The third and final patient is to the right of the one against the wall a Medical skill of [50] is needed to treat him. If not you can use the Medical Equipment option if you have a Medical Brace, Med-X and a Bonesaw. After successfully treating all patients speak with Dr. Richards again who will send you back to Major Polati.

On returning to Major Polati he is still not ready to send any troops to Bitter Springs. The Legion problem at Nelson is proving to much for them and Nelson asks for your help yet again. Prepare yourself then set your course for the newly added marker to speak with Sergeant Cooper. On your way to the marker you may find a body of an NCR Trooper. Be very careful for the body has mines around it. Once you make it to your destination speak with Cooper and tell him when you are ready. He asks where you want to attack from neither choice effects the outcome. He then tells you of hostages and the main objective of taking out the Leader Dead Sea. Along either of the trails you choose make sure you watch out for mines. When you reach the middle of town you will find three NCR hostages tied up to crosses and can choose to untie them or leave them there. The battles here are not as tough as others the game has thrown at you thus far. To help keep the Legion from becoming Vilified of you, you can let the NCR's do most of the fighting, they do well here on their own. After the fighting calms down enter the Nelson Barracks near the three crosses. Inside will be Dead Sea with two more Legion minions. After Dead Sea is defeated it's time to return back to Camp Forlorn Hope and speak with Major Polati again. After speaking with him about Nelson, ask again for the reinforcements to Nelson and he (finally) agrees. Restoring Hope COMPLETE.

Camp McCarran The Forth part of the quest begins at Camp McCarran, located SW of Sharecropper Farms. Speak with Captain Ronald Curtis on the first floor of the building. If Captain Curtis died during 'I Put a Spell on You', then talk to James Hsu on the ground floor and he will also agree to the reinforcements.

Finding the Supplies

TIP!! in one of these caves you will run across a Great Khan named Oscar Velasco; speech challenge him for [30], or fight with him to complete the mission Climb Ev'ry Mountain. The first cave is behind Bitter Springs and is full of Solider ants and worker ants and has +1 rad's, this is where you get the radioactive supply crate. The next one is right above the first one, just follow the path. Inside are six young night stalkers. Ahead on the path is the gate to your left use your key (if you got it) or pick the lock and take the second supply crate. (If you are having trouble finding the third cave's location get as close to it as you can then open your Pip-Boy to your Local map to see if they show up.) In this cave there no creatures and the gate is to your left with the last supply crate. Return to Bitter Springs and speak with Captain Gilles.

Bugs
Possible bug regarding reinforcements from Camp McCarran. If you comple the quest for Hsu and allow the monorail to blow up, he will refuse to send reinforcements to bitter springs. (Confirmed on PS3 and XBOX360)