Fallout: New Vegas Unused Content

A page outlining unused content from Fallout: New Vegas.

Background
Some content is found in the game files, but is inaccessible within the game itself. See also test content.

Achievements
Category:Fallout: New Vegas unused achievements and trophies

Ammunition and Mods
Category:Fallout: New Vegas unused ammo and mods

Armor and Clothing
Category:Fallout: New Vegas unused armor and clothing

Consumables
Category:Fallout: New Vegas unused consumables

Containers
Category:Fallout: New Vegas unused containers‎

Creatures
Category:Fallout: New Vegas unused characters, 2

Holotapes
Category:Fallout: New Vegas unused holotapes, 2

Locations
Category:Fallout: New Vegas unused locations, 2

Miscellaneous
Category:Fallout: New Vegas unused items, 2

Perks
Category:Fallout: New Vegas unused perks

Behind the scenes

 * GP machine gun (RepairNVGPMachineGun)
 * GP machine gun (RepairNVGPMachineGun)

Unused Perks
For the following perks, type player.addperk [form id] to give them to a character.

Child At Heart
Form ID: 03142 A carryover from Fallout 3, but there are a few uses for it hidden in the game's code.

DeathClaw Omelet
Form ID: 136e14

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing.

This recipe allows you to make Rose's famous deathclaw omelet!

Spicy Casserole
Form ID: 1613be

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing. In the game, the only way to get the casserole made is to ask Ruby to make one for you in exchange for a Radscorpion Poison Gland. The ingredients are Flour, a Jalapeño Pepper, Mole Rat Meat, and a Radscorpion Poison Gland, and it would have required a Survival skill of 30.

This recipe allows you to make Ruby's spicy casserole

Music

 * The complete Fallout 1 and 2 soundtracks are present in the game's files in 128 CBR mp3 (used music is encoded in 192) in the directory \Data\Music\Fallout1and2. The Fallout 1 soundtrack is named and fully tagged in such a way that it looks like it was copied from somebody's home music collection. Several tracks that were not used in New Vegas are included in these files.

Radio Songs
The following titles appear:
 * Hangover Heart by Hank Thompson is listed in the credits as one of the radio songs, but does not appear in the game, or in the game's files. It was likely cut due to licensing difficulties.
 * Inside the GECK there are a multitude of song titles mentioned that don't appear in the final game. Since only their title is known, it's unclear which version of this song was meant to appear, but an educated guess can be made. Keep in mind that none of these guesses have been confirmed to be right, however.

Craps
It seems that Craps was going to be a playable casino game at one point. There is little left to support this, other than craps tables in The Tops, and the fact that dice rolling sound effects for craps are stored in the exact same naming scheme as the regular casino games.

Liberty Prime?
These sound effects were found along with other monster voice files in a folder named 'robotlibertyprime'.

Big Winner: The Tops
One objective:

Chip Provenance
Called 'VChipHistory' internally. This appears to be the remnants of a quest that tracks the ownership of the platinum chip - at one point, it was possible to give it to a faction, steal it back, then return it again. The script file for this quest is incomplete but states: scn VChipProvenance

int ChipHouse int ChipNCR int ChipCaesar int ChipFollowers

Of note is the variable tracking chip ownership by the Followers - they are the only faction with which the player cannot side in the final game, nor can the chip ever enter their possession.
 * 0 = The player has never given the Chip to the specified faction.
 * 1 = The player gave the Chip to the specified faction, but then stole it back.
 * 2 = The player stole the Chip from the specified faction, but then returned it.
 * 3 = The player gave the Chip to the specified faction.

The House Always Wins
There is no "The House Always Wins", only parts I-VIII.

The House Always Wins V
This quest has an unused stage: It is impossible to negotiate peace between House and the Brotherhood.

The House Always Wins: Lockdown
An unused quest that would have the player locked out of the Lucky 38 for misbehavior. Its associated script contains the following variable and description: scn VMQHouseLockdownSCRIPT int iLockdownState	; 1 = Lockdown on (faction hostile/no House dialogue/elevators only accessible to Casino (ground)). ; 2 = Lockdown over (24 hours have elapsed/faction neutral again/House dialogue acitve/previous elevator state restored).

Infected Brahmin Meat
The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use for an unmarked quest which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew and dog bowls, but the scripts attached to the message are nonfunctional.

Jailhouse Rock
An NCR sidequest involving the unused NPCs Trooper Willis, MP Fretwell, and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, VMS27 and VMS28 (VMS29 is Kings' Gambit).

The Moon Comes Over the Tower
This quest includes an unused stage: These three consoles are located at Camp Golf, H&H Tools Factory, and New Vegas Steel. The option "Lucky 38 Executive Override" appears on a console in all three locations in the final game, but it does nothing.

My Kind of Town
The quest to recruit a sheriff for Primm has unused variables to allow for the player to recruit a new sheriff after one has been killed off. This is technically impossible on the game's quest engine, as it requires a quest to be completed, then started again. Johnson Nash has a bit of unused dialogue to accommodate this.

Additionally, there is a variable remaining from a time when the method of recruiting an NCR sheriff was through petition. Johnson Nash has something to say about this as well. int NCRSheriffState		; 0 = no NCR sheriff, 1 = NCR Sheriff, 2 = NCR Sheriff Dead int MeyerSheriffState		; 0 = no Meyer Sheriff, 1 = Meyers Sheriff, 2 = Meyers Sheriff Dead int PrimmSlimSheriffState	; 0 = no Primm Slim Sheriff, 1 = Primm Slim Sheriff, 2 = PrimmSlim Sheriff Dead int NCRPetition			; 0 = Player doesn't have NCR Petition, 1 = Player has incomplete petition, 2 = player has completed petition

Run Goodsprings Run
This quest has an unused variable to set the Bighorners free, presumably to run amok. short bBighornersFree This variable can be found in VMS16bQuestScript.

Talent Pool
It seems Bruce Isaac's portion of the quest once involved a bounty hunter, presumably hired by Mr. Bishop. This unused variable can be found in VMSTheTopsTalentPoolScript. short BruceHunter ; Set to 1 after the player has encountered the bounty hunter on Bruce's trail.

TempMan
Quest associated with Test Man.

The Thorn Mayhem
At some point it was possible to open the Thorn's cages, releasing the creatures within and causing widespread mayhem. Methods of doing so may have involved Red Lucy's otherwise useless computer terminal, or some unused keys. Unused dialogue was recorded for multiple NPCs' reactions to this event. The quest's script explains in no uncertain terms why it was never completed: Scn	VMS38bQuestScript

electric current to creature cages in The Thorn.
 * Script to control the sequence of events (general mayhem and pandemonium) following the shutting down of
 * Cut, not enough time to implement as polished as it should be.
 * - Jorge

Underpass Water Purifier
An unmarked quest that has the Courier fixing a water purifier in the Underpass, a location north of the Mole Rat Ranch that is still in the game but almost empty (Carlyle St. Clair and a few mad Brahmin live there). This quest would have likely been assigned by an unused NPC by the name of Meg Reynolds. While the quest exists in name and very incomplete script form only, the unused message for solving it is still around: This purifier would provide clean water to Underpass, if it were functional. Whoever assembled it had no idea what they were doing - many parts are connected incorrectly or hooked up backwards. Someone with the proper knowledge could easily get the purifier operational.

[Repair of 35 or greater required to fix the generator.]

[Science of 35 or greater required to modify the generator's settings.] You repaired the purifier. It's now producing clean water. You modified the purifier's settings. It's now producing cleaner water.

Viva Las Vegas!
Unused post-endgame stage of the main quest. It has variables for each outcome of the final battle at Hoover Dam, but nothing else.

Welcome to Fabulous New Vegas
There are two quests with this name: one of them for a press demonstration, another that tracks dialogue for an unused in-game rendered version of the introductory cutscene. The press demo version has only one stage:

The White Wash
There is an early version of this quest, the quest object itself having been repurposed to hold variables for the final version of the quest, though its original objectives are intact.

World Changes Post-Endgame
There is no post-endgame, the game just ends.

End States for The Strip
Post-endgame content. See above.

Freeside Post-Endgame Content Quest
See above.

Hidden Quest Names
These are not unused, but they still have names you cannot see in gameplay.
 * A Difference of Opinion: This is the name of the quest dealing with Chief Hanlon at Camp Golf. The quest was instead consolidated into Return To Sender.
 * Arachnophobia: Second half of the Camp Searchlight quest, consolidated into Wheel of Fortune.
 * Caesar's Foe: The negative counterpart to Caesar's Favor. Never actually assigned, Legion Assassins just start showing up to kill you.
 * Like Water For Stealth Boys: This is the part of Come Fly With Me involving the Nightkin in the REPCONN basement. Its objectives were consolidated into Come Fly With Me.
 * Limited Access: The NCR equivalent to Caesar's Hire, for mixed NCR reputation.
 * Most Wanted: The NCR equivalent to Caesar's Foe.
 * Stocking Up: Bring holotags to Camp Forlorn Hope.
 * Team Spirit: Bring Legion Ears to Camp Forlorn Hope.

Big Guns
The Big Guns skill was removed from the game late enough in development to leave references to it in a few places.
 * Every time a skill check is conducted in dialogue for any or all combat skills, Big Guns is checked along with the other five used combat skills. Neil has one of these checks.
 * Additionally, searching through the texture files reveals that True Police Stories was the original Small Guns skill magazine through its filename. Milsurp Review was originally intended as the Big Guns skill magazine until the two skills were fused.

Unused Reputation
The only reference to a Primm reputation is in Testacles' dialogue. In the final game, Primm is mostly independent/leaning NCR. There's also a corresponding graphic that goes unused with Primm Slim on the left and what looks like an older wasteland settler.

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fr:Contenu inutilisé de Fallout: New Vegas