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 Great Khan supply crates from nearby supply caves (find 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 bag and two medical books. The books and the bag are easily bought from a merchant located on your map, or if you have Arcade Gannon as an companion you may offer for him to teach Lt. Markland instead.

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, Sgt. McCredie located in the campground 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. Or by killing Motor-Runner after talking to Colonel Hsu.

''Note: You have to save the monorail, or have a good enough reputation with the NCR to be able to receive the reinforcements. Just being accepted doesn't work if it blew up.''

Note: From my NCR playthrough, when I was Idolized with them, all of the camps gave me reinforcements without doing their corresponding quesets.

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 quest begins in Bitter Springs, East of Vault 34. This quest is made up of 5 different tasks, and takes a while to complete. Speak with Captain Gilles at the north part of town. She has three requests, which can be completed in any order.

Lt. Markland
Her first request is to Talk with Lt. Markland about medical supplies. He is in the tent south of her location. After speaking with Lt. Markland the quest Bitter Springs Infirmary Blues begins, and he asks for these supplies: 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. 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.
 * Book on psychological treatment and Pediatric Medicine. Both of these can be bought from Blake at the Crimson Caravan Company. (Alternatively, if you have Arcade Gannon as your follower, you can have him teach Lt. Markland rather than buying the books.)
 * 3 Doctors bags can be bought from any doctor throughout the Mojave (One can also be found on a tray in the same room)

Camp Golf
Travel to Camp Golf, southeast of Vault 34. 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 (in no certain order):
 * 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.
 * 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)
 * 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.
 * 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 whose 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.

With a high enough reputation with the NCR, you can convince McCredie to send some troops without having to complete the Misfits quest, althought you can still complete it.

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 Polatli, 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 Polatli 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 Polatli. 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 After successfully treating all patients speak with Dr. Richards again who will send you back to Major Polatli.
 * 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.

On returning to Major Polatli 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 Polatli again. After speaking with him about Nelson, ask again for the reinforcements to Nelson and he (finally) agrees. Restoring Hope COMPLETE.

Camp McCarran
The fourth part of the quest begins at Camp McCarran, located southwest 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 if you are liked by NCR.

Note: They will only deploy troops if you are liked by the NCR

Finding the Supplies
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 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. The third cave is at the back where the fire Gecko's reside, I had a lot of trouble finding this and it was only thanks to a glitch that I located it. Inside the cave you will find Oscar Velasco, upon entering the cave watch out for some frag mines, get the supplies which is on the left just as you go in. Return to Bitter Springs and speak with Captain Gilles. If you have Boone in your party Oscar will be automatically hostile. However, if you make Boone wait outside the cave entrance Oscar will speak with you.

Bugs

 * Captain Gilles can disappear randomly, and you won't be able to finish the quest in that case.


 * It is strongly advisable to complete this quest before doing Boone's personal quest, as the Legion attack on the Bitter Springs camp can often result in Lieutenant Markland being killed.


 * Possible bug regarding reinforcements from Camp McCarran. If you complete the quest for Hsu and allow the monorail to blow up, he will refuse to send reinforcements to Bitter Springs.
 * NOTE: Give the game some time, complete another quest or two if having this issue and then come back to the quest. Do EVERYTHING for this quest before you try and get reinforcements from Camp McCarran. When all other objectives are complete return to McCarran and you will receive the help you need. Then return to Bitter Springs to turn in the quest.
 * NOTE: Possibly fixed, had the problem above, if you do all of the quest except getting McCarran's help you should be able to go back to Camp McCarran and complete the quest.
 * NOTE: If you are liked (not just accepted) by the NCR, Colonel Hsu will appreciate your help, and send troops.


 * Possible bug resulting in the quest becoming impossible to complete. Prior to visiting Bitter Springs, if you gather all three supply caches and present them to Captain Gilles, the objective to locate supplies for Bitter Springs does not become completed.


 * Activating ARCHIMEDES II before completing the reinforcement requirement for No, Not Much will kill every NCR trooper within the solar panel area. However Haggerty goes missing. Either dead or a game bug. Also Legion takes over HELIOS One shortly after.


 * Completing the "Flags of Our Foul-Ups" mission before activating this one appears to make it impossible to complete this quest: when you try talking to the Sergeant at Camp Golf, you will be unable to open a conversation with him and he will answer you just like any other NCR trooper.
 * had no problem finish "Flags of Our Foul-Ups" still i got the quest and able finish it.
 * confirmed on PC (answer is just as you don't fulfilled all requirement for completion)


 * Captain Gilles can disappear for absolutely no reason between handing in each part of the mission, making it literally impossible to complete the quest. It is recommended that you save often in multiple slots while doing this quest, in case she vanishes. You can fix this by using the console command and then  - this will move Gilles to your position allowing you to finish the quest.


 * When helping Dr. Richards with his patients, attempting to diagnose the patients by pressing (A) on them, did nothing at all.

Behind the scenes
"No, Not Much" is a popular song published in 1955, and written by Robert Allen and Al Stillman. The Four Lads recorded and released it in 1956.