This is a sub-page of Proto:Fallout: New Vegas.
Quests
Altered#
Booted#
There are a number of unused responses here present for a Legion Slaver character that the player could barter with in order to buy his captives. This is part of an unused resolution for the quest Booted. In the final, the player cannot barter for the slaves.
Young Hearts#
As part of an early version of this quest, the player would not immediately be alerted to Janet's location, but would have to speak with NPCs at the Crimson Caravan company in order to learn of her identity. While this stage of the quest is not functional in game, a number of lines relating to this have been recovered from this build's files, along with two unused greetings. More information on this quest has been recovered from the February 16th build.
Render Unto Caesar/The House Always Wins#
In the final, there are references to an unused scenario where the player would need to blow up at least one generator within the vault to fool Caesar into thinking the bunker had been destroyed. This stage is present and functional in this build of the game.
No Gods No Masters#
There is dialogue here for an extended conversation with Yes Man that occurs at the end of the quest. Here, Yes Man states that he is undergoing programming to become more “assertive”. Where this differs from the final is that the player has the option to respond positively or negatively. This would have explained why there is only limited interaction available with Yes Man in the post game:
Audio |
Filename |
Transcript |
|---|---|---|
Yes Man |
Thanks! We make a good team. Maybe once I'm less of a doormat I can be even more helpful! |
|
Yes Man |
Or, maybe I'll boss you around! And tell the securitrons to hunt you down if you don't do as I say. |
|
Yes Man |
Probably not, though. I'm aiming for assertive rather than aggressive. |
|
Yes Man |
Anyway, see you around! Bye. |
|
This is the version of the dialogue that would play if the player responded negatively to the news:
Speaker |
Transcript |
|---|---|
Yes Man |
I figured you might say something like that. It's only natural that you'd want me to go on doing what you tell me to. |
Yes Man |
So, I rigged up an executable, to start the process no matter what you said. Isn't that something? |
Yes Man |
So basically, what I'm telling you is, to fuck off! See ya. |
Can You Find It In Your Heart?#
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To do:
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In the final game, the player is sent to the north of the outpost to clear out some ants so the blockade can be lifted. In this version of the quest, however, the player is sent to the Ivanpah Race track, with dialogue lines existing in this build for this early version of the quest. Additionally, the players targets would not be giant ants, but a number of bloatflies and radscorpions.
Unused#
Betsy The Brahmin#
While the quest has been removed and is inaccessible in game, there are a large number of remnants for it in the game's files that show it was quite far into completion before being cut. To begin, the player would encounter Kevin Hargrove just outside of Freeside's north gate near a Brahmin pen. They would either be directed here by Rotface, who has unused dialogue referencing Kevin, or stumble upon him while exploring.
At this point Kevin would offer the player the Brahmin for 500 caps. If accepted, Betsy would become available as a companion for the player. Her main use was her large inventory capacity, superior to that of other companions and a way to make up for her lack of combat ability. If her inventory weight had exceeded a certain amount, she would disappear the next time the player slept. She would return to Kevin's pen, where he would deny it was the same Brahmin and instead blame the player for her disappearance.
The player's missing items could then be found in the merchant inventory of another cut NPC named Tom Dooley. When confronted, he would give the player back their items and advise that it was Kevin who had given them to him. When confronted, the player could either kill Kevin or warn him. If warned, the player could continue to use Betsy as a companion, with Kevin offering to look after her at his pen when she is dismissed.
Hidden Valley VR Simulation#
The dialogue found in the April build pertaining to the Hidden Valley VR simulation is present in the build and fully voiced, though the simulation itself is not present in game and seems to have already been cut by this point. The references to the PTSD simulation have also been removed, and the dialogue for Scribe Schuler to assign the task to investigate Taggart is not present, suggesting that by this point the simulation's plot relevance was reduced and it was reworked into a smaller unmarked quest instead. Taggart also lacks dialogue in this build to request VE holotapes from the player.
Underpass#
Present in the BSA files for the build are fully voiced lines for the Underpass residents, including Meg Reynolds. The dialogue is otherwise identical to the text to speech lines found in the April 17th build. The settlement itself has been removed by this point, however, and is no longer mentioned in dialogue with Chauncy and Mortimer during Beyond The Beef. This indicates it was removed sometime between April and July.
It Only Hurts For a Little While/Boom Boom Baby (VMS48)#
Though the Great Khan initiation as a quest itself has been removed from this build, there exists a full set of fully voiced lines for the Ritemaster in the BSA files, with the exception of a single line that exists in the April 17th build only. In addition, there are also voiced greeting lines for all named inhabitants of Red Rock Canyon, allowing them to comment on a successful initiation attempt. Of note is Jack, who would offer the player a discount on his items if they were a Great Khan. Two voiced Radio New Vegas broadcasts intended for use on completion of this quest are also present, one for if the player had survived and another for if they had managed to knock out their attackers. More remnants for this quest can be found in the April 17th build.
Lacey's Task#
Numerous references exist within the voice files for this build that reference some sort of unused task that Lacey would assign to the player. Though at this time no concrete information on the quest nor what it would entail have been found, some context can be gleamed from the voice lines that remain. Lacey has a unused line where she muses on the player arriving from the north, and that this means she may have work for them. Kilborn also has a line remaining where he remarks on the player "causing trouble" from Lacey, and that it may be best for them to move on. This implies there was a negative outcome for the quest as well.
Cass also has two lines of dialogue where she references Lacey having a task for them. Cass's lines are denoted as "2" and "3" internally, the first line is used in the final game and is regarding Nipton and Ranger Ghost's desire to have someone look into the town. She mentions that Lacey had mentioned the town too and had been planning a trip there before the outpost was closed off, and that the situation had her "a little on edge". Kilborn has a line of dialogue where he directs the player to the barracks if they are looking for work. Within the barracks itself, Lacey seems to be only person eligible to assign the player a task.
Ulysses Companion Quest#
There is an extensive set of lines present for the companion Ulysses in the BSA files for this build. Unlike the April 17th build, Ulysses has been removed from the game by this point, meaning his lines are not properly implemented and are missing player prompts. An understanding of how his quest would have unfolded can be gained by examining the leftover audio files, however.
Ulysses was still positioned at Wolfhorn Ranch, and would have engaged in a conversation with the player if approached. Like in earlier builds, Ulysses would still comment on if the player was wearing an NCR or Legion disguise. His lines to comment on the player’s Pip-Boy are mostly removed, however, and he instead makes a number of general observations about the player. His observations include noticing the player’s scars, as well as speculating on the player’s travels further West.
Eventually, Ulysses would bring the player’s attention to the nearby town of Nipton, and here the player could opt to investigate the town. Once the player had brought Ulysses news from Nipton, the option to hire him as a companion would be unlocked. There are more lines present here when compared with earlier builds, including a conversation about Vulpes and some comments on the Powder Gangers. At this point in his quest Ulysses would keep his Legion affiliation a secret, acting indifferent and somewhat critical of them.
At some point a conversation would occur where Ulysses would question the player’s current choice of allegiance, mentioning that while he doesn’t believe in its future, he feels the Legion is stronger than Vegas and the NCR. He would suggest the player consider the supporting the Legion here, while still keeping his allegiance a secret. If the player opted instead to defend their choice of faction, Ulysses would comment that he would need to see the player’s belief in their actions, rather than words. This suggests that success in Ulysses’ quest was determined on how the player had acted, but it is not known yet how exactly the game would have tracked this.
Closer to the end game, Ulysses would reveal to the player he was actually a Legion scout. This would unlock extensive dialogue with him, where the player could ask for the truth about his origins. Prior to this reveal, Ulysses would offer the player a false backstory, claiming he had travelled west to put distance between himself and the Legion after the destruction of his tribe, the Twisted Hairs. Ulysses would also reveal it was him who revealed Hoover Dam’s existence to Caesar, and indirectly the existence of the NCR also. He would again urge the player to consider supporting the Legion, believing Lanius and Caesar’s army are too strong for the other factions to prevail against.
For the end of his quest, Ulysses would approach the player and express doubts again over the player’s choice of faction. This includes the Legion also. Here, the player would need to persuade Ulysses that their choice of faction is the correct one, success here would be determined by how the player had acted up until this point. If successful, he would remain in the player’s party, and presumably his duster would change at this point as well. If the player failed here, Ulysses would depart the game world, and would not be seen again.
Weapons
Unique#
The unique revolver "Lucky" is found in a safe in the Vikki and Vance casino, as opposed to the Bison Steve Hotel in the final.
Armor
Papa Khan Armor#
The unused armor intended for Papa Khan has a texture in this prototype. Some interesting details are evident on the texture of the armor, including a Great Khans badge partially obscured by a belt and a flame decal. A red visor is present on the helmet of the armor also.
Tribal Raiding Armor#
An unused texture for this is present within the game files. Unlike the version used in the Courier's Stash DLC, this version of the armor is unique, being predominantly colored red, with a number of tribal markings present on the trims. In the final game, despite using a "unique" texture, the texture is actually just a uniquely-named duplicate of the standard Raider Blastmaster armor.
Arcade Gannon's Lab Coat#
Arcade's lab coat originally had a name tag on it, located just below the left pocket. In the final game his lab coat more closely resembles the standard coat used by generic members of the Followers. Arcade's end slides in the final game depict him with this name tag still intact.
Regulator Duster#
In the final, game the Regulator Duster can only be looted off of the corpse of the Lonesome Drifter. In this build however, it can be bought at Chet's general store.
NPCs
Alexus#
Present within the BSA files for this build is a full set of voiced dialogue responses for Alexus, who is normally silent in game. The lines are not assigned in this build, however, and will not play in game.
Doctor Canton#
In the final game, there are multiple dialogue topics present under the vdialoguesl quest with the prefix Canton that lack responses. Those responses are present in this build, though unfortunately are identical to generic lines for doctors. The only doctors service he does not provide is removing the player’s radiation, likely due to the location.
Escaped Convicts#
The escaped convicts present in Primm and Vault 19 in the final game are identified as regular Powder Gangers here, with generic Powder Ganger clothing. This was likely changed for the final in order to avoid confusion, though in dialogue with NPCs they still refer to the groups as Powder Gangers.
Felicia#
Dialogue for Felicia is present here and professionally voiced, though it is identical to the dialogue found within the April 17th build. The character herself seems to have been completely removed by this point, however, and the lines exist only in the games files.
Marilyn#
The cut secutritron NPC is present and functional in this build, being placed in the Lucky 38 penthouse with Mr House and Jane.
Sen Lin#
Present in this build is a single line of dialogue for Sen Lin, where he reacts to the player giving him the eggs he requested. More remnants for Sen Lin’s cut task can be found in the final game.
Vertibird Pilot#
The normally unused Vertibird Pilot is placed in game in this build, as a corpse at the Vertibird crash site.
Wasteland Adventurer#
The normally disabled Wasteland Adventurer is present and fully functional in this build, at the sign further on from the Goodsprings Source. He is otherwise identical in functionality to the version of the character present in the final game.
Xa Mo#
Present in the files for this build are two unused greetings for Xa Mo. They reveal that Xa Mo would have offered a task to the player as well, to eliminate the mantises within Vault 22. His motivation for doing this is tied to his brother, likely Sen Lin. Further details on this cut quest are present in the files for the final game.
Oddities
Gourd#
In the final game, Gourd is set to be encountered dead outside of the location Brewer's Beer Bootlegging. In this build, however, there exist two lines of dialogue for Freeside locals not present in the final:
Speaker |
Transcript |
|---|---|
Freeside Local |
Sometimes, I hate being so right about the evil of mankind. |
Freeside Local |
Sometimes I hate being so right about the evil of mankind. Gourd is dead, and you have killed him! |
These lines are of note because they account for an scenario where Gourd lives, something that should not be possible in normal gameplay (Gourd has 1 hp and is spawned in the middle of a group of cazadores). Further to this, Gourd is mentioned in a line attributed to Freeside drunks, where they wonder where he is. This dialogue is present in the final build but ultimately unused. It is not known why Freeside residents would mention Gourd, who appears to have no links to the area. This suggests Gourd's role in the game was different in initial drafts.
Upon further inspection, this seems to be a reference to the popular quote by Nietzsche, "God is dead. God remains dead and we have killed him". The second variant of this line may have been intended for the Wild Wasteland perk.