This is a sub-page of Proto:Fallout: New Vegas.
A build from early February that contains references to quest elements removed from the final.
Quests
I Hear You Knocking#
An unused message for the quest I Hear You Knocking from this build reveals the quest would've proceeded somewhat differently originally. In the final game, the player is tasked with procuring a replacement firing mechanism for the howitzer and installing it. In this iteration of the quest, the player would've needed a repair skill of 75 in order to successfully install the replacement mechanism. There is another option present also, to sabotage the gun barrel entirely. It is unknown what effect this would've had, however.
ForHowitzerBrokenMsg
The aiming mechanism of this howitzer is heavily corroded, making it next to impossible to elevate or traverse the howitzer. As a result, the howitzer will be wildly inaccurate
when fired. Even if a replacement mechanism were to be found, it would still take a good deal of technical knowledge to install it properly.
[Repair of 75 or greater required.]
Leave the howitzer alone.
Replace the aiming mechanism.
Sabotage the gun barrel.
Munitions Crate#
Multiple references remain in the game files to an unused task concerning a munitions crate at The Fort, possibly an extension or additional step to the quest I Hear You Knocking. The player would be able to use a munitions crate to create white phosphorus shells for the Legion's artillery. They would need an explosives skill of at least 50 to do this. An unused script and two unused messages remain for this task:
FortMunitionsCrateMsg
This military crate contains a variety of chemicals, charges, and shell casings meant to be assembled into artillery shells containing white phosphorous - devastating weapons
against an entrenched enemy.
[Explosives 50 or greater required.]
Leave the crate alone.
Create white phosphorous shells.
There is another message also, for successfully creating the shells:
FortShellsCreated
You created several white phosphorous artillery shells.
Infected Brahmin Meat#
An unused scenario for the infected Brahmin meat unmarked quest where the player could instead poison the Legion's water supply. In order to do this, the player would first need to pass a speech check with Siri, possibly to obtain the meat. They would then have the option to add it to a water barrel at The Fort:
FortWaterBarrelMsg
This is a full barrel of fresh water.
Leave the water barrel alone.
Slip the infected Brahmin meat into the barrel.
It seems at this point Otho was a guard as opposed to the head of the arena. The FortWaterBarrelScript tell us that he was set up to issue a warning to the player if they attempted to tamper with it. This is also referenced in unused player lines present in this build. There is a line for Melody that suggests the player would be able to enlist her aid in distracting him.
Further dialogue with Otho suggests he would have escorted them to Caesar, unnecessary in the final game as the player is free to make their own way to his tent. Of note is that there are no references to the Fort's arena in this build, suggesting that it wasn't implemented yet. There is an unused NPC entry present here also: FortLegionMongrelDead, which suggest that deceased mongrels would appear in the area following a successful sabotage.
Unused Scripts
FortWaterBarrelScript#
This script provides some information on Otho's original role at The Fort, as well as the infected Brahmin meat quest:
FortWaterBarrelScript
ScriptName FortWaterBarrelScript
Begin OnActivate
If IsActionRef player
If FortOthoRef.GetDetected player
FortOthoRef.Say FortWaterBarrelWarning
Else
ShowMessage FortWaterBarrelMsg
EndIf
EndIf
End
Begin GameMode
End
FortSiriTriggerScript#
While unfortunately brief, this script tells us that Siri was originally involved in some kind of intro sequence at The Fort:
ScriptName FortSiriTriggerScript
Begin OnTriggerEnter player
FortRecruitHMRef.SayTo FortSiriRef TheFortSiriIntro
End
FortMunitionsCrateScript#
An unused script for the cut task involving the munitions crate.
FortMunitionsCrateScript
ScriptName FortMunitionsCrateScript
Begin OnActivate
If IsActionRef player
ShowMessage FortMunitionsCrateMsg
EndIf
End
Begin GameMode
Set Button to GetButtonPressed
If Button == 1
FortHowitzerShellParent.Enable
ShowMessage FortShellsCreated
SetDestroyed 1
RewardXP 50
EndIf
End
Unused Container
Follower's Patient Files#
A series of unused messages that reveal the player could've searched the patient files for some record. Record for Bill Ronte, Jacob Hoff and Pacer are mentioned. This was likely related to the quest King's Gambit in some way. While the existence of the records is alluded to, the actual notes themselves don't seem to be present, so it's unknown exactly what information they player would've found. The first is named "VFSFollowerFilesMainMsg":
The drawers of this filing cabinet are all labeled "Patient Records" followed by a subset of the alphabet.
> Leave the filing cabinet alone.
> Search for Pacer's patient file.
> Search for Jacob Hoff's patient file.
Searching for Pacer's record would lead to the following message, VFSFollowerFilesPacerMsg:
You quickly find a manilla folder with Pacer's name on it in the drawer marked "N-R".
For some reason, there isn't a message for finding Jacob Hoff's despite there being an option to search for it. There is one for Bill Ronte however, despite no option to search for his folder existing. The message is named VFSFollowerFilesBillRonteMsg. This is the last message related to this scenario, so it's unknown what effect this task would've had.
You quickly find a manilla folder with Bill's name on it in the drawer marked "N-R".
Unused Player Lines
Antony#
A line for Anthony were the player could offer him the infected meat.
Speaker |
Text |
|---|---|
Player |
I brought you some Brahmin meat for your dogs. |
Dunch#
Three unused player lines for the cut NPC Dunch. They are very similar to lines for Genaro in the final game:
Speaker |
Text |
|---|---|
Player |
What are you serving? |
Player |
Sure. Serve me up something. |
Player |
Ah, not right now. Thanks. |
Melody#
A player line for Melody:
Speaker |
Text |
|---|---|
Player |
|
Otho#
Unused player only lines for Otho at The Fort, which reference his early role and the infected Brahmin meat quest. By the time of the April 17th build, the responses to the prompts specifc to the infected Brahmin meat quest have been removed, but his dialogue for leading the player to Caesar is intact.
Speaker |
Text |
|---|---|
Player |
Caesar sent for me. |
Player |
Well? Take me to Caesar already. |
Player |
What are you guarding? |
Player |
What exactly do you do? |
Player |
What was the slave trying to do? |
Player |
Who's this water for? |
Player |
You sound like you don't like your job. |
Player |
Poisoning the water supply is a subtle and effective act of sabotage. |
Player |
Yes, I'm a woman. Thanks for noticing. |
Rex#
Some unused player prompts for Rex, showing the player could upgrade him at one point:
Speaker |
Text |
|---|---|
Player |
Let me take a look at your mechanical parts. |
Player |
<Repair 45> Rewire Rex's rear leg mechanisms for enhanced speed. |
Player |
<Repair not 45> Try to rewire Rex's rear leg mechanisms for enhanced speed. |
Siri#
Some unused player lines for Siri. A few of these lines are present in the final, but have been added for context:
Speaker |
Text |
|---|---|
Player |
|
Player |
I know what I'm doing. I've got ideas and all that. |
Player |
I wouldn't be asking if I didn't have a plan. |
Player |
I guess we won't be seeing much of them anymore, then. |
Player |
I have no idea what you're talking about. |
Player |
I'll keep bugging you until you say yes, you know. |
Player |
I'm not exactly a friend of the Legion, you know. |
Player |
Probably something they ate. |
Player |
What happened to the Brahmin? |
Unknown#
Some player lines that have not been matched to an NPC yet.
Speaker |
Text |
|---|---|
Player |
What are you doing out here alone? |
Player |
Don't worry, I'll be a good little boy. |
Player |
Don't worry, I'll be a good little girl. |