Fallout: New Vegas/Unused Dialog

>These are the player's lines.

"These are the NPCs' responses."

{These are reading directions for voice actors or developer tags which are included in dialog text but invisible to the player.}

[These are notes added by editors for readers' convenience]

Alexus
Alexus is the named legion Decanus in Techatticup Mine with no dialog 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 cow, any replies probably would have been along the lines of "moo".

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 around with Elucid's C-Finder.

Melody
Melody is the slave girl at the Fort.

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

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 accessed by opening the console, clicking Emily, and entering the command forceav perception 6. The dialog error was also fixed in J.E. Sawyer's unofficial mod.

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

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.

MP Fretwell
A "thirtie" probably just means a third greeting.

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.

Player responses: 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.

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

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 dialog 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
For 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
Note: 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 dialog options that remain are disabled with always false conditions.

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 dialog 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, another oversight).

Most players will likely never see this hat, because it requires that they buy at least 10 but less than 20 random tips from him, 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, s/he 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, s/he 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 s/he liked the hat, Rotface will purchase a matching suit and have this greeting:

If the player said s/he didn't like the hat:

If the player said s/he would have purchased a weapon:

If the player said s/he 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:

The last two choices provoke him to attack you.

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 s/he was rude or polite to him on the second choice, respectively:

Sunset Sarsaparilla Eyebot
See unused creatures.

Test Man
See unused NPCs.

There are also a few lines without responses:

Thorn Spectators
These greetings were intended for an incomplete and unused quest option to free the Thorn's beasts upon the locals. See unused quests.

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 dialog topic, V22KochWarning.

Veronica
Veronica has dialog 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).

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