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Fallout: New Vegas
Fallout: New Vegas |
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Developer: Obsidian Entertainment[1] This game has unused areas. This game has a prerelease article |
Fallout: New Vegas is the fourth (canon) entry in everyone's favorite post-apocalyptic RPG series. Developed by Obsidian, which includes a bunch of folks who worked on the original two games. It was released for Windows, Xbox 360 and PlayStation 3 in October 2010 to positive reviews and extensive bug complaints.
Most of this content can be played with in the Windows version through the use of the console (~) or the New Vegas edition of the G.E.C.K.. Some of it requires FO3 Archive Utility and/or NifSkope to view.
To do:
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Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Perks
- 4 Unused Audio
- 5 Cut Quests/Quest Stages
- 5.1 Big Winner: The Tops
- 5.2 Chip Provenance
- 5.3 The House Always Wins
- 5.4 The House Always Wins V
- 5.5 The House Always Wins: Lockdown
- 5.6 Infected Brahmin Meat
- 5.7 Jailhouse Rock
- 5.8 The Moon Comes Over the Tower
- 5.9 My Kind of Town
- 5.10 Run Goodsprings Run
- 5.11 Talent Pool
- 5.12 TempMan
- 5.13 The Thorn Mayhem
- 5.14 Underpass Water Purifier
- 5.15 Viva Las Vegas!
- 5.16 Welcome to Fabulous New Vegas
- 5.17 The White Wash
- 5.18 World Changes Post-Endgame
- 5.19 End States for The Strip
- 5.20 Freeside Post-Endgame Content Quest
- 5.21 Hidden Quest Names
- 6 Miscellaneous
- 7 References
Sub-Pages
Prerelease Info |
Unused NPCs They survived the apocalypse, but not New Vegas' rushed development. |
Unused Creatures Some critters and contraptions that never quite got to roam the wasteland. |
Unused Items All sorts of unused or inaccessible armor, weapons, ammo, keys, and the like. |
Unused Maps Test rooms and other miscellaneous unused areas. |
Unused Notes Text notes from quests that were changed or cut entirely, as well as other random text strings and e-mails. |
Unused Dialogue Words left permanently unspoken, either due to impossible criteria or because they were horrible. |
Downloadable Content
Dead Money A LOT of Vera Keyes. |
Honest Hearts Pick your poison. |
Old World Blues Weird skeletons and even weirder old men. |
Lonesome Road The final secrets of The Divide. |
Unused Graphics
Texture | Description |
---|---|
The unique Pip-Boy icon for the "Papa Khan armor". This armor is worn by a second, unused Papa Khan NPC. | |
The Pip-Boy icon for the "Papa Khan helmet". It is also worn by said NPC, and makes appearances in the Official Strategy Guide for the game. | |
The Pip-Boy icon for the unused "Laser-assisted Electric Rifle". It has concept art in the Collector's Edition of the Strategy Guide. The only in-game evidence of its existence are leftover actor and object effects in the G.E.C.K. It would later be added as a weapon in the Old World Blues DLC. | |
The Pip-Boy icon for the "Legate's armor". Since Legate Lanius' armor can't be picked up or equipped by the player, this icon goes unused. It would later get reused in the Lonesome Road DLC for the "Armor of the 87th Tribe". | |
An alternate Pip-Boy icon for the "Laser RCW". Note the enlarged Electron Charge Pack. | |
The Pip-Boy icon for "Lily's Gauntlets", which are unobtainable by the player, making the icon go unused. | |
The Pip-Boy icon for "Lily's Vertibird Blade", which is unobtainable by the player, making the icon go unused. | |
An unused Pip-Boy icon for a perk known as "Survivalist". A similarly named perk in Fallout 1/2 increased the player's survival (outdoorsman) skill. There aren't any skill upgrade perks in New Vegas, so this may have done something different. | |
An icon for some kind of chem known as "Focus", as it only exists in this form, it's unknown what it would've done. | |
.30-30 Soft Round, an unused ammo type of unknown properties that exists only in icon form. | |
The icon for the unused "Armored Vault 21 jumpsuit". Despite going unused, the jumpsuit is fully functional. | |
The icon for the unused "Vault 24 jumpsuit". No other remnants of this vault are known to exist anywhere. | |
An unused ending slide depicting Lily in Jacobstown. | |
An unused ending slide depicting an earlier version of Mr. House in his Lucky 38 penthouse suite. His monitor uses an earlier face texture that doesn't exist in the files anymore, but this design of House can still be seen in the Developer Diary videos for the game. | |
An unused ending slide depicting some NCR troopers in the NCRCF. | |
An unused piece of graffiti hinting at the first DLC, Dead Money. This is only unused in the base game and can be seen with the Dead Money expansion installed. | |
A medical history test. This was used at some point to determine the player's traits. It is done through the menu in the final game. Some of the answers on the test do not have corresponding traits in the final game, either. | |
Checkmarks that would've appeared on the above-mentioned medical history test. | |
These audio test cells appear as static world objects in the G.E.C.K.. There is one for every footstep sound effect in the game. | |
An angry face meant for Yes Man. | |
A sad face meant for Yes Man. | |
A red variant of the Securitron MK I's face monitor. It was meant to appear when the Securitron went into combat, switching out the standard version. Since this doesn't happen in the final game, this variant goes unused. The MK II's red face variant also exists but that one does get used, although not in the intended way. The two Securitrons in the Lucky 38 basement will use this red variant when upgraded during the demonstration. | |
Face/monitor texture of Marilyn, an unused securitron that would've appeared in the Lucky 38. | |
Marilyn's unused combat face texture. | |
Jane's unused combat face texture. | |
Victor's unused combat face texture. | |
Mr. House's unused combat face texture. It's a bit different than the others visually, as it doesn't have a red tint, nor does it have Mr. House's usual green overlay. | |
Yes Man's unused combat face texture. It's actually just his neutral face without any detail, just the face on a white background, similar to the sad and angry faces seen above. |
Unused Perks
For the following perks, type player.addperk [form id] to give them to your character.
Child At Heart
Form ID: 03142
Seemingly a carryover from Fallout 3, but there are a few uses for it hidden in the game's code (see unused dialogue). Since there are mercifully very few children in New Vegas, it would have been almost completely useless.
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
Unused Audio
Music
File | Note |
---|---|
Fallout 3's death theme still remains in the files. | |
A piece of music intended for use at night in Legion-controlled territories. | |
A jazzy tune called 'Muzak'. | |
Above, but being played off of a radio. | |
A more orchestral version of the death theme. | |
A completely unused 'victory' theme. | |
A variation of the above. | |
Another variation. |
- 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
- 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.
The following titles appear:
Internal Name | Title + Assumed Artist | Notes |
---|---|---|
MUSNVTempADearJohnLetter | A Dear John Letter - Ferlin Husky and Jean Shepard | |
MUSNVTempBillyTheKid | Billy the Kid - Marty Robbins | Appears on Gunfighter Ballads and Trail Songs alongside the used song, Big Iron. |
MUSNVTempBlackCoffee | Black Coffee - Peggy Lee | Peggy Lee's songs Johnny Guitar and Why Don't You Do Right? appear in-game. |
MUSNVTempDrivinNailsInMyCoffin | Drivin' Nails in my Coffin - Jerry Irby | |
MUSNVTempFlaminMamie | Flamin' Mamie - Hank Penny | A song from the Soundies Inc. music label which Fallout has oftentimes used in the past. |
MUSNVTempGoodbyeOldPaint | Goodbye Old Paint - Johnny Bond | Another song from the Soundies Inc. music label. This song comes from the same album as Stars of the Midnight Range, which appears in-game. |
MUSNVTempIllHoldYouInMyHeart | I'll Hold You In My Heart - Eddy Arnold | The song It's a Sin, which appears in-game, comes from the same label. |
MUSNVTempImAFoolToFoolAroundWithYou | I'm a Fool to Fool Around with You - Hank Thompson | Another song from the Soundies Inc. music label. The song Hangover Heart, mentioned above, is also from this label. |
MUSNVTempLonesomestGallInTown | Lonesomest Gall in Town - Kay Starr | Another song from the Soundies Inc. music label. |
MUSNVTempSaddleTramp | Saddle Tramp - Marty Robbins | Appears on Side B of the Big Iron single. |
MUSNVTempVagabondShoes | Vagabond Shoes - Kay Starr | Another song from the Soundies Inc. music label. |
MUSNVTempUnderABlanketOfBlue | Under a Blanket of Blue - Helen Forrest | Another song from the Soundies Inc. music label. This song comes from the same album as Mad about the Boy, which appears in-game. |
MUSNVTempWhatCanISayAfterISayThatImSorry | What Can I Say After I Say I'm Sorry - Helen Forrest | Another song from the Soundies Inc. music label. This song comes from the same album as Mad about the Boy, which appears in-game. |
MUSNVTempWasThatTheHumanThingToDo | Was That The Human Thing To Do - Kay Starr | Another song from the Soundies Inc. music label. |
MUSNVTempWonder | Wonder - Doris Day | Another song from the Soundies Inc. music label. |
MUSNVTempYouCantSeeTheSunWhenYoureCrying | You Can't See The Sun When You're Crying - Anita Ellis |
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. It's unknown if any actual coding for it exists at this point.
Liberty Prime?
These sound effects were found along with other monster voice files in a folder named 'robotlibertyprime'. Despite the folder name, the sounds seem to be someone (Yuri Lowenthal?) making goofy hurt/death sounds.
Cut Quests/Quest Stages
Big Winner: The Tops
One objective:
Objective Index | Objective |
---|---|
10 | Visit your private Suite on the 13th floor of the Tops |
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 revealing:
scn VChipProvenance int ChipHouse int ChipNCR int ChipCaesar int ChipFollowers ; 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.
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.
The House Always Wins
There is no "The House Always Wins", only parts I-VIII.
Objective Index | Objective |
---|---|
5 | Talk to Mr. House at the Lucky 38. |
10 | Bring the Platinum Chip to Mr. House |
12 | Recover the Platinum Chip from Benny at the Fort. |
20 | Deliver the Platinum Chip to Mr. House. |
25 | Go to the Basement of the Lucky 38. |
26 | Observe Upgrading of Securitrons. |
27 | Return to Mr. House. |
30 | Use the Platinum Chip to open the secret bunker at Fortification Hill. |
31 | Enter the hidden bunker. |
32 | Upgrade Mr. House's secret Securitron army. |
36 | Report back to Mr. House for further instructions. |
40 | Convince the Boomers to support Mr. House. |
42 | (Optional) Neutralize the Boomers by killing the tribe's leaders. |
45 | Inform Mr. House that the Boomers will support his cause. |
47 | Inform Mr. House that the Boomers have been neutralized. |
50 | Investigate the Omertas and stop them if their plans oppose Mr. House's interests. |
52 | Inform Mr. House that the Omerta threat has been neutralized. |
60 | Find the Brotherhood of Steel and destroy them. |
62 | (Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood. |
64 | Inform Mr. House that the Brotherhood's bunker has been destroyed. |
70 | Go to Hoover Dam and protect President Kimball during his visit. |
72 | Inform Mr. House that President Kimball survived the assassination attempt. |
74 | Inform Mr. House that President Kimball is dead. |
80 | Go to Hoover Dam and defeat Caesar's Legion. |
The House Always Wins V
This quest has an unused stage:
Objective Index | Objective |
---|---|
62 | (Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood. |
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.
Objective Index | Objective |
---|---|
10 | Escape the Lucky 38 until Mr. House's security lockdown expires. |
12 | Escape the Lucky 38 or kill Mr. House as Caesar directed. |
14 | Escape the Lucky 38 or neutralize Mr. House as Colonel Moore directed. |
16 | Escape the Lucky 38 or neutralize Mr. House as Yes Man directed. |
18 | Escape the Lucky 38 or neutralize Mr. House. |
20 | Deliver the Platinum Chip to Mr. House when his 24 hour security lockdown has expired. |
30 | Return to Mr. House when his 24 hour security lockdown has expired if you want to continue working with him. |
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. The slave girl Siri would have been involved in this quest, as remnant dialogue strings indicate. There are also leftover dialogue strings indicating that dropping the infected meat on the plate would result in the death of the Legion's mongrels, but the results of adding it to the stew remain unknown.
ID | Name | Text | Menu Button 1 | Menu Button 2 |
---|---|---|---|---|
FortDogBowlMsg | Dog Plate | Meat intended for the Legion's mongrels is usually dropped onto this plate. | Leave the plate alone. | Drop the infected Brahmin meat on the plate. |
FortPotMsg | Stew Pot | This pot contains ingredients for the Legionaries' stew. | Leave the pot alone. | Added the infected Brahmin meat to the mix. |
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:
Objective Index | Objective |
---|---|
15 | Disable the Lucky 38's network encryption from three executive consoles. |
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 ; Script to control the sequence of events (general mayhem and pandemonium) following the shutting down of electric current to creature cages in The Thorn. ; 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.
Quest Stage | Log Entry |
---|---|
10 | Independent Vegas stub |
20 | NCR Stub |
30 | Legion Stub |
40 | Mr House Stub |
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:
Objective Index | Objective |
---|---|
20 | Kill the Raiders. |
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.
Objective Index | Objective |
---|---|
10 | Speak to Lieutenant Romanowski about the water shortage. |
20 | Check the East Pump Station computer for evidence of a water shortage. |
25 | Talk to Wrench about the water shortage. |
30 | Return to Lieutenant Romanowski with the information you uncovered from the East Pump Station. |
35 | Buy Wrench's Super Tool Kit back from Angelo's Pawn Shop and find out what he knows about the water shortage. |
40 | Catch someone in the act of stealing water from one of the western cisterns. |
50 | Confront Anderson about the water shortage. |
60 | Complete the White Wash to resolve the mystery of the missing water. |
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.
Miscellaneous
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, possibly representing Johnson Nash.
References
The Fallout series
| |
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Windows | Fallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 (Interplay) • Fallout 3 (Bethesda) • Fallout: New Vegas • Fallout 4 • Fallout Shelter • Fallout 76 |
DOS | Fallout (Prototype) |
Mac OS Classic | Fallout |
Mac OS X | Fallout 2 |
PlayStation 3, Xbox 360 | Fallout 3 (Bethesda) • Fallout: New Vegas |
Android, iOS, Nintendo Switch | Fallout Shelter |
PlayStation 4, Xbox One | Fallout 4 • Fallout Shelter • Fallout 76 |
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