the cutting room mirror

Changed Locations

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This is a sub-page of Proto:Fallout: New Vegas/July 21, 2010.

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Main Game

Mojave Wasteland#

Goodsprings#

Various layout and object changes. There are a bench and seats present in the alley between the Saloon and General Store. The signage for the Prospector Saloon is also different, being rendered fully in neon. Various settlers throughout also lack lip sync and voice acting. Clutter disabled in the final release can be seen throughout the various storefronts, alongside other minor prop placement changes. The Mojave Express drop box has also been moved to the other side of the porch outside the General Store.

Yangtze Memorial#

The three graves normally present at the memorial are absent in this build.

NCR Correctional Facility#

Cell Block B is labeled as "Cell Block K" in game. This is consistent with the signage above the door which reads "Cell Block K-Z". The generic Powder Gangers here can spawn with low level energy weapons including Laser Pistols.

Bonnie Springs#

The Viper gang is absent, along with the unique brass knuckles, Love & Hate.

Vault 19#

The escaped convicts present are regular Powder Gangers with generic Powder Ganger faction clothing.

Black Mountain#

A nest is present on a ridge to the left of the crevice where the boulder trap and NCR Trooper corpse can be found. Contained within is a Hunting Revolver, Tire Iron, caps and other Miscellaneous goods.

Goodsprings Source#

To the south of the source near the main road the previously unused "Wasteland Adventurer" NPC can be found. In addition to this, further down the road towards Primm, a radioactive tumbleweed can be encountered, an object removed in the final game.

Jean Sky Diving#

A ramp and outhouse are present on the outside of the building. Inside, a previously locked locker is now open by default, though its corresponding key is absent.

Lone Wolf Radio#

The location of the station has changed, now being situated on a ridge. It is also much closer to the road compared with its location in the retail build.

Primm#

There are many more troopers present at the encampments to the west of town, including numerous three man patrols along a set route. Sierra Madre posters can also be spotted in the building across from the NCR tents. There are multiple differences present throughout the town's exterior, including a number of trees along the perimeter of the Bison Steve Hotel. The space towards the east of the residential area up the ramp is furnished entirely differently to the final. Changes include a number of power pylons, a ruined playground and multiple bloat flies. The escaped convicts wear generic Powder Ganger clothing as opposed to random Mercenary outfits in the final and have a chance of spawning with low level energy weapons. The Mojave Express drop box is also outside of the Nash Residence as opposed to being inside the building.

California Sunset Drive-In#

A Sunset Sarsaparilla sign present at the building rubble, in addition to this, a Fallout 3 DC Metro road sign is used as entrance gate. A Target Dummy is also present on the hill above the drive in.

Canyon Wreckage#

The wrecked truck trailer outside the entrance uses the Cottonwood Cove radioactive barrel door activator. When interacted with once you have the required lockpick skill of 50, the object does nothing.

Nipton#

The Nipton General Store has a different exterior model compared to the final version in-game, with white walls and green facades. A Train Station building with a very similar interior to the one near REPCONN HQ is also present on the eastern side of Nipton, albeit on the wrong side of the train tracks. Vulpes and his followers appear to follow a different route when compared with the final build. A carpark overhang mesh is present next to general store.

Nipton Gas Station#

The Mayor's note, usually located inside of the station, is now located outside with two previously out-of-bounds lottery tickets.

Nipton Train Station#

An interior for the otherwise completely removed Nipton train station.

Wolfhorn Ranch#

Hostile Bighorners are present at the ranch, and the grave that appears at this location in the final game to mark the removal of Ulysses has already been implemented.

Crescent Canyon#

There are protectron enemies present throughout the canyon, one of which has an internal name of “ProtectronLaunchDummyRef". Also present throughout are a number of radioactive tumbleweeds. There's also a bizarre setup that seems to have been a programmer's joke, where a control panel (named "Broken Force Bridge Switch") placed on top of the broken highway that would have run over the canyon that can be switched on and off to teleport the aforementioned Protectron there, with a further press of the switch forcibly pushing it off the edge (with the appearance that the blue "force bridge" that also appears did the pushing). The point of this is with some practice it's usually possible to fling the robot across to the other side of the broken road. It makes no sense in gameplay terms, so was almost certainly a gag device. What is also interesting is the marker used to teleport the robot is called 'XMarkerPutCarHereRef'. Naturally this suggests a car was going to be launched instead of a Protectron, and checking the ESM reveals that there is actually a corresponding car object called 'CarToBeLaunched'. Presumably this would have gone with the launcher originally with it later changed to the Protectron instead.

Novac#

Building Rubble surrounds the prospector tent outside of town, implying the tent was raised in a pre-existing footprint. The Mojave Express Dropbox has been moved from inside the Dino-Dee Lite Office to the intersection at the center of town, and there's also a regular mailbox here opposite, as well as other minor debris that was removed. The main motel area uses a different cut model for one of the motel buildings, and has cut street lighting and an additional wrecked car through the junk fence by the dinosaur. In addition, the Novac Gas Station does not have any crafting stations, crafting materials nor rocket world objects found in the final build. The road here also uses the broken asphalt object throughout whereas the final game is just textured flat ground. The wrecked car here in the final game is yet to be placed.

Also of note is an electric substation that can be found along the road to the REPCONN Test Site. Past here are several dead feral ghouls, when in the final game there is only a single dead Glowing One left of the three. Also in the final game there is a large rock behind the pen with the brahmin in that the "chupacabra" Nightkin spawns behind. In the prototype it's actually a large billboard instead.

The highway and bridge outside also use different cut models compared to the final game.

188 Trading Post#

A number of destitute travelers are missing throughout.

Boulder City#

Jessup is upstairs in the building above where the hostages are held. The Great Khan hideout is present but empty, with McMurphy's corpse being absent.

Brooks Tumbleweed Ranch#

Much more tumbleweed throughout, including the unused "Creature" variant.

Crashed Vertibird#

The normally unused NPC named "Vertibird Pilot" is present at the wreckage in this build.

Ranger Station Foxtrot#

The normally disabled entrance to the Ranger Station Foxtrot bunker is enabled in this build, allowing access to the otherwise unused cell.

Hoover Dam#

Exterior#

The grate at the end of the large spillway tunnel towards the end of the dam is now accessible, leading to the HooverDamIntArizonaSpillway cell, a location inaccessible in the final build.

Hoover Dam Intake Tower 03#

The hatch at the end of the room is now accessible, providing a second entrance into the Arizona Spillway Tunnel.

Arizona Spillway Tunnel#

A blank cell in the final, in this build the interior contains objects and is fully integrated into the main game world. It consists of two sewer tunnels and a brief connection between the two in the form of a cave assessable via a broken wall. The interior reuses the Fallout 3 sewer tile set and is otherwise empty. The west tunnel leads to Hoover Dam Intake Tower 03, whilst the east tunnel leads to the main Hoover Dam world space.

Vegas Sewers#

Central Sewers#

The Central Sewer now connects to the previously inaccessible Northwest and Southwest Sewer cells.

Southwest Sewers#

This cell is fully integrated in this build, with an entrance in the Central Sewers and two exterior entrances in Fiend Territory.

Northwest Sewer#

This cell has been integrated with connections to the Central, Southwest, North and Sealed Sewers. Of note is that this has become the sole method of accessing the Sealed Sewer, which is connected to the Central Sewer in the final. Also noteworthy is that Blind Luke's corpse has been moved here from the Central Sewers.

North Sewer#

A connection has been added with the Northwest sewer.

Sealed Sewer#

The duffel bag and enemies present in the final build are missing.

East Vegas#

Several houses around the Gun Runners and NCR Sharecropper Farms were shifted around, including Isaac's house and the Hostetlers' home. They also have different exterior models, looking more like craftsman homes as opposed to the ranch-style houses in the final game. The New Vegas Medical Clinic is rotated and its front door directly faces the eastern exit of the Crimson Caravan Company. Several other buildings surrounding the Mole Rat Ranch were also shifted around.

Orion Moreno's House#

Orion's home is now situated within a moat as opposed to resting on flat ground. The theming of this area indicates that it's a mini-golf course, with Moreno's house possibly having been a clubhouse of sorts.

North Vegas#

General#

An odd wall structure is present around some structures.

Wins Hideout#

Numerous differences, including a firing range and different exterior model.

West Vegas#

Sunset Sarsaparilla HQ#

Numerous changes to the environment surrounding the bottling plant. The abandoned home in which the Fiend ambush occurs is now located behind the plant. In addition, a power substation is present here to. The housing area to the west is also different, with different exterior models being used for the homes.

Freeside#

At this point Freeside itself is already split into the different world spaces as in the final game. All three of the rat-chasing children are active in this build, and bodyguards are still present at the East gate instead of only at the North. There are also some changes to terrain; for example, there is a wrecked bus outside of the Cerulean Robotics factory which was removed in the final release.

Oddly Genaro is not present in this build, he exists in the files but is disabled.

Atomic Wrangler#

The generic escort characters are present and can be interactived with. However, their sequences do not play out correctly, with them simply standing next to the appropriate bed forever. Checking in detail they are missing any way to actually play out the interaction with the player. The other escorts hired in 'Wang Dang Atomic Tango' also do not have their final game FX quests/scripts that complete their sequences, so it seems this aspect of the game was simply not finished at all yet. The second female escort is still present at this point in development, but is an exact copy of the surviving one, just with a different voice set and different hair. It's also notable that it seems the characters hired in 'Wang Dang Atomic Tango' did not directly replace these ones as they are already present in this build.

The Strip#

Exterior#

By this stage, the Strip itself is already partitioned as per the final game. There are still many differences apparent, however. Revealingly, the out of bounds areas do no have the large rubble piles added yet, and the roads do not extend outside of the main playable area either, contradicting received wisdom that these stretched further back previously. There are also no idle markers around the side of the Ultra-Luxe that must have been added later on. It's also possible to actually climb on the ruined bridge near Vault 21 - the final game not only added ruther rubble here to block the path, but also put in collision markers to completely prevent access.

Lucky 38#

There are many small but important changes to Mr. House's lair. Most obviously the player is greeted by Marilyn, who is completely cut in the final game, as they leave the elevator. However, there are also changes to the actual area itself. Firstly music constantly plays around House himself, removing much of the foreboding atmosphere of the final game's penthouse. There's also a railing blocking the right-most set of stairs leading up away from Mr. House that was removed in the final version.

More significantly, the secret room leading to House's body is very different. At this point in development the VR pod used for the cut House seduction mini-quest is still present and operational. The quest itself can also be pursued by a female courier, but it has no real conclusion as the scripting for the pod was never finished (the script used here is the same as the final game's, simply resetting a variable on use), so the climax of the quest (House scanning the courier) isn't seen. In the final game the pod was removed and several changes were made to hide the now empty space - a Securitron was moved from the control room elevator door to the spot the pod took up, and the electrical cabling that led to the pod was shifted around in the room to connect to the other electronic gear inside. Finally, another bank of computers was added to the one near the VR pod in the final game. The scripting for extra turrets etc, in the secret room was already disabled at this point in development.

However, the turrets themselves are actually still placed in the ceiling in this build. There are three of them located in the area, with the fourth present in scripts removed from the game. What is surprising also is that the "Alarmwoman" found behind the wall in the final game is not present here yet, suggesting an attempt to get this functionality working was made late on. Her dialogue is however present here, inside that of Mr House's topics. It's only present in TTS format, and it has a man's voice suggesting it may have been said by House himself, but this doesn't make sense considering the content. In fact it seems she would relay the stages of the player summoning the control room lift, and the systems preventing biological contamination of House's inner sanctum coming online.

Prototype

Final