This is a sub-page of Proto:Fallout: New Vegas.
Recovered alongside the other builds were memory dumps from this prototype. They offer an insight at the content of this build.
Quests
Beyond The Beef#
Two unused objectives are present for this quest in this build. They reveal that at one point the player had the additional option to lure a "transient" into the Ultra-Luxe kitchen as an alternative source for the banquet. In this instance transient likely refers to an individual who has no ties to the area and will not be noticed if they go missing. Once in the kitchen, the player would have to dismember them entirely. Also of note is the first unused objective, which is a direct reference to the cut Underpass settlement:
Debt Collector#
Some unused objectives exist for this quest:
Objective Index |
Objective |
|---|---|
20 |
Angelo Montalban should be found somewhere in Freeside. He is apparently easily intimidated. |
30 |
Lady Jane is going to be tricky to find. I need to questions locals around the Crimson Caravan and Freeside to determine her whereabouts. |
The first reveals that Santiago was at one point named "Angelo Montalban". The second reveals there was a cut portion where the player would have to ask around to determine Lady Jane's whereabouts. There is a player line present for doing this, however it is directed at Lady Jane herself. This suggests this portion of the quest was either not implemented or not too substantial.
I Fought The Law#
Two unused objectives have been recovered from this build for this quest. More information from these cut stages can be found on the page for the April 17th build, where recovered dialogue files help understand the specifics on how these stages would have proceeded.
Objective Index |
Objective |
|---|---|
10 |
Execute the NCR hostage. |
20 |
Visit the watering hole and shake down any merchants you find. |
My Kind Of Town#
A number of early objectives show how the NCR and Meyers' routes of the quest would've originally proceeded. Dialogue recovered from the April 17th build sheds more light on this early scenario.
Objective Index |
Objective |
|---|---|
30 |
Meyers in the NCR Correctional Facility is willing to be Sheriff of Primm, however he wants me to go deal with Eddie first. |
31 |
I convinced Eddie to let Meyers take over as sheriff of Primm, and to not cause any extra trouble for the town. |
33 |
Eddie is dead. I should return to Meyers and see if he wants to be sheriff. |
33 |
Meyers has agreed to be Primm's sheriff. |
40 |
I convinced Hayes to devote resources to protect Primm, I need to speak to McGee to see if he's willing to take over as sheriff. |
42 |
McGee is willing to be sheriff of Primm, I need to return to speak to Hayes. |
45 |
Hayes needs the residents of Primm to sign a petition agreeing to join the NCR before he'll assign McGee to sheriff duty. |
47 |
The residents of Primm have signed the petition to join NCR, I should bring it back to Hayes. |
Quarry Junction#
There are multiple remnants here for a cut interaction with the Powder Ganger Hawkins. Present in this build is a script named QJDeathclawHawkinsScript, presumably attached to one of the deathclaws harassing him. This script shows that this deathclaw would need to be killed before Hawkins would speak with the player:
ScriptName QJDeathclawHawkinsScript
Begin OnDeath
Set VFreeformQuarryJunction.bHawkinsSaved to 1
QJHawkinsRef.ResetAI
End
Additionally, a set of unused player prompts have been recovered from this build also, providing more detail on how the cut quest involving Hawkins would have unfolded. There are a number of player-only lines present for Chomps as well, which show that he would've attempted to accompany the player on their way to remove the deathclaw infestation. The player could let him tag along, or convince him to stay behind.
Someone to Watch Over Me#
Unused player lines indicate the third portion of this quest was originally quite different. In the final game, Andy Scabb is part of a gang that seeks to manipulate Alice in order to secure Crimson Caravan money collected by her father, Don Hostetler. Early dialogue however suggests that Andy Scabb was simply a ghoul who had entered into a relationship with Alice that her mother did not approve of. The player would have a number of options with how to proceed with the situation, they could take care of Andy on behalf of Mrs. Hostetler or aid the couple in their escape. In the final game, the player can convince Alice to leave her home to seek her own future. Unused conditions reveal that at one point the developers intended for an option where she and Andy could have travelled together. This is likely a remnant of the early version of this quest. This outcome is referenced in dialogue also.
These unused player lines are intended for conversation with Mrs. Hostetler:
Speaker |
Text |
|---|---|
Player |
I signed up for the watch, not to be part of your drama. I'll pass. |
Player |
A *mutant?!* That's disgusting! I won't stand for that! |
Player |
Of course. You can rely on me. |
Player |
Okay, I'll do it. |
Player |
No way. |
Player |
Not yet. |
Player |
The ghoul won't be coming back. |
Player |
He and your daughter are gone. |
Player |
Undesirable? What is he, a caravan guard? Fiend? Reprobate gambler? |
Player |
Oh no, I don't get paid enough to deal with teenage romance. Forget it. |
And these lines are directed towards Andy:
Speaker |
Text |
|---|---|
Player |
Alice's mother sent me. She doesn't approve of you dating her daughter. |
Player |
You're not welcome here. You should leave. |
Player |
Sure. I'll be outside. |
Player |
You really love her? |
Player |
Yeah, well, love doesn't conquer all, and ghouls don't date pretty human girls. |
Player |
Not yet. |
Player |
Why don't both of you get out of here? I'll make sure you have time to get away. |
Player |
Actually no, I was lying. Get out, ghoul. |
Player |
Yeah, I would. Go on, get out of here. |
Player |
Yeah, I would. Here, take this to help you on the road. <Give 25 caps> |
There are also some dialogue lines present here to reveal Mr Hostetler's affair to Mrs Hostetler. While the dialogue for Mr Hostelter's part of the exchange has been recovered from the April 17th build, there are no responses present for Mrs Hostetler, leaving it unknown how she would have reacted:
Speaker |
Text |
|---|---|
Player |
Your husband is having an affair with his secretary. |
Player |
I'm afraid so. I saw the e-mails on his computer. |
The White Wash#
While the quest stages for an early version of The White Wash can be found in the final, there are a few cut objectives here that provide more context for how the early version of this quest would have played out:
Objective Index |
Objective |
|---|---|
40 |
Speak with Wrench and find out what became of Corporal White. You're told he's often hanging around the old El Rey Motel. |
50 |
Get a Super Tool Kit for Wrench, either from Angelo's Pawn Shop or some other source. Only then will he tell you what he knows about Corporal White's disappearance. |
60 |
Catch someone in the act of taking water from one of the west cisterns and question them about Corporal White's disappearance. |
At this point in development Dazzle was not located in Gomorrah but instead the West Vegas area, with her internal ID being VMS111EDazzle. This is referenced somewhat in the final, where she mentions being from Westside initially before being procured by the Omertas. She had a room at the El Rey Motel, in this build the door is named Dazzle's Motel Room. There was a dresser present within, SubDresserDazzle, which contained an NCR Trooper Helmet, Merc Grunt Outfit, binoculars and cigarettes. In the final, Dazzle is largely indifferent to White, but in this version the player had the option to return to tell her about White's death: "Your friend White is dead. I thought you'd like to know". It is not yet known what her response to this would be, however.
There is a cut segment of this quest that would've occurred near the beginning where the player would need to investigate the East Pump Station computer terminal for proof of the water shortage White was looking into. This is not referenced in the quest objectives, but is referenced in the quest stages. There is an unused guard NPC, Private Lai, who would've requested the player obtain permission from Romanowski first before permitting them entry. The player would then need to report back to Romanowski regarding this.
After doing this, the player would need to speak with the ghoul Wrench, found at the El Rey Motel. Dialogue for Wrench and Romanowski can be found in the BSA files for the April 17th build, and provides more context on their interactions. The super tool kit as an item is present in this build also. It had a weight of 10, and a value of 500. It used the generic toolbox01 model. There is an additional resolution to the quest present here as well. Originally, the player could extort Anderson for something from the Followers instead, as evidenced by the following player lines:
Speaker |
Text |
|---|---|
Player |
I want a few stimpacks from the Followers of the Apocalypse, weekly. |
Player |
How about something from the Followers of the Apocalypse?. |
Player |
No. Stims, med-x and super stim or your ass belong to the NCR. |
They Went That-A Way#
A series of unused quest objectives reveal the route to Benny was a lot different originally. Unused dialogue from the April 17th build revels more about this cut scenario.
Objective Index |
Objective |
|---|---|
20 |
Ask around the saloon in Goodsprings for information about your attackers. |
30 |
Go to the Goodsprings general store and ask Chet about Highway 93. |
40 |
Look for your attackers in Novac. |
VMS17 - How Little We Know#
In the final game there is no entry for this quest; the game skips straight to VMS18. In this build however, there is a name, blank script and entry. There do not seem to be any other objectives or substantial leftovers, so it's difficult to determine if this version of How Little We Know differed at all from the final.
You Can Depend On Me#
Two objectives found within the dumps suggest that at one point there was an objective to negotiate some kind of trade between the Boomers and Crimson Caravan company.
Objective Index |
Objective |
|---|---|
60 |
Negotiate a trade deal between the Boomers at Nellis AFB and the Crimson Caravan Company. |
65 |
Return to Alice McLafferty with news of the successful negotiations with the Boomers. |
Young Hearts#
In the final, when the player speaks with Jack about Janet, she is automatically marked on the player's map. In an early version of the quest however, the player wouldn't immediately be alerted to Janet's location, and would have to speak with NPCs at the Crimson Caravan Company to determine who she was.
The player could discuss this with Caravaners, a Crimson Caravan Trader and generic Crimson Caravan Guards. This quest involved two NPCs who would later be cut, referred to internally as CrimsonCaravanTraderHM and CrimsonCaravanGuardCM2. Responses to some these lines can be found in the July build, and a number of early greeting lines have been recovered from the February 16th build also. Below are the player prompts for these lines, with responses taken from the July 21st build where available:
Speaker |
Dialogue |
Form ID |
|---|---|---|
Player |
Do you know any redheaded girls around here? |
|
CrimsonCaravanWorkerAAM |
I know one readhead, Janet. She works over in the Brahmin cages. |
0010147d |
Player |
Do you work with any redheaded women? |
|
CrimsonCaravanWorkerCM |
- |
|
Player |
Can you help me find a redheaded lady around here? |
|
CrimsonCaravanGuardAAM |
Sorry, I'm busy. |
0010147f |
Player |
Have you seen a cute redheaded lady around here? |
|
CrimsonCaravanGuardCM |
I wouldn't call her cute but there's Janet. She spends most of her time working with the brahmin. |
00101480 |
Player |
Can you help me find someone? |
|
CrimsonCaravanGuardAF |
Sorry, I'm still new around here and I don't know everyone yet (text to speech). |
00101481 |
Player |
Can you help me find someone? |
|
CrimsonCaravanGuardAAM2 |
- |
|
Player |
Do you know any redheaded women that work around here? |
|
CrimsonCaravanTraderHM |
- |
|
Player |
Can you help me find someone? |
|
CrimsonCaravanGuardCM2 |
- |
|
Unused Weapons
Guns#
Assault Rifle#
The assault rifle from Fallout 3. There are mods present for this weapon and a sim version also, suggesting it was at one point considered to be included in the game. It uses its sounds and model from Fallout 3. Below are its latest stats from Fallout_Beta_Release.xex44:
Attribute |
Value |
|---|---|
Damage |
12 |
DPS |
120 |
Health |
450 |
Clip Size |
24 |
Shots Per Sec |
10 |
Automatic |
Yes |
Ammo Per Shot |
1 |
Spread |
4 |
Min Spread |
1.5 |
Critical Chance |
0 |
Critical Damage |
256 |
Chinese Stealth Pistol#
A stealth pistol of apparent Chinese origin, shares art and sound assets with the Chinese pistol from Fallout 3. Has a value of 190 and weight of 2. It would've used the .308 round and projectile, suggesting it was a large caliber weapon, possibly a big gun instead. This weapon would've been found in a weapons locker in Gomorrah's lower level. Below are the latest versions of the weapon's stats from Fallout_Release_Beta.xex19:
Attribute |
Value |
|---|---|
Damage |
11 |
DPS |
27.5 |
Health |
250 |
Clip Size |
2 |
Shots Per Sec |
2.5 |
Automatic |
No |
Ammo Per Shot |
1 |
Spread |
4 |
Min Spread |
1 |
Critical Chance |
1 |
Critical Damage |
11 |
Big Guns#
Air Hammer#
An unused big gun with a value of 500 and a weight of 15. Uses the energy cell ammo type and uses the model of the Rock-It Launcher from Fallout 3. It has its own projectile, named the "Air Hammer Projectile". Below are the latest versions of the weapon's stats before it was cut, from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
10 |
DPS |
10 |
Health |
200 |
Clip Size |
6 |
Shots Per Sec |
1 |
Automatic |
No |
Ammo Per Shot |
1 |
Spread |
1 |
Min Spread |
0.5 |
Critical Chance |
50 |
Critical Damage |
10 |
Big Game Rifle#
An unused rifle of some kind, has a value of 500 and weight of 8. Uses the .308 ammo type and the 5.56mm projectile. Shares a model with Lincoln's Repeater from Fallout 3 and uses the sniper rifle sound effects. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
30 |
DPS |
19.13 |
Health |
3100 |
Clip Size |
8 |
Automatic |
No |
Shots Per Sec |
0.64 |
Ammo Per Shot |
1 |
Spread |
2 |
Min Spread |
0 |
Critical Chance |
1 |
Critical Damage |
5 |
Chinese Machine Gun#
A cut machine gun of Chinese origin. Has a value of 520 and weight of 8. Use the 7.62mm round and the 5.56mm bullet projectile. Shares a model with the assault rifle from Fallout 3 and its sound effects as well. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
13 |
DPS |
156 |
Health |
400 |
Clip Size |
100 |
Automatic |
Yes |
Shots Per Sec |
12 |
Ammo Per Shot |
1 |
Spread |
6 |
Min Spread |
2.5 |
Critical Chance |
1 |
Critical Damage |
13 |
Coach Shotgun#
The weapon's internal ID is WeapNVCoachShotgun, the weapon's in-game name is "GUN THAT SHOULD BE REMOVED". It has a value of 175 and weight of 3. The shotgun uses the 12 gauge round and the standard shotgun shell projectile. It shares a model with the combat shotgun from Fallout 3 and firing sounds of the sawed-off shotgun. Below are its latest stats from Fallout_Release_Beta.xex39:
Attribute |
Value |
|---|---|
Damage |
50 |
DPS |
300 |
Health |
300 |
Clip Size |
2 |
Automatic |
No |
Shots Per Sec |
6 |
Ammo Per Shot |
1 |
Spread |
8 |
Min Spread |
5 |
Critical Chance |
1 |
Critical Damage |
20 |
Double-Barrel Shotgun#
A shotgun with the internal ID WeapNVDoubleShotgun, suggesting it was tweaked for Fallout: New Vegas and not lifted directly from Point Lookout. The weapon has a value of 150 and a weight of 4. It shares a model with the identically named weapon from the DLC. It uses 12 gauge rounds and the standard shotgun shell projectile. Below are its latest stats from Fallout_Release_Beta.xex39:
Attribute |
Value |
|---|---|
Damage |
50 |
DPS |
100 |
Health |
400 |
Clip Size |
2 |
Automatic |
No |
Shots Per Sec |
2 |
Ammo Per Shot |
1 |
Spread |
10 |
Min Spread |
1.8 |
Critical Chance |
0 |
Critical Damage |
50 |
GP Machine Gun#
A machine gun of some kind, shares a model and firing sounds with the assault rifle from Fallout 3. Uses the .308 caliber ammo type with a standard 5.56mm bullet projectile. Has a value of 520 and weight of 15. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
54 |
DPS |
324 |
Health |
400 |
Clip Size |
90 |
Speed |
1 |
Shots Per Sec |
6 |
Automatic |
Yes |
Ammo Per Shot |
1 |
Spread |
0 |
Min Spread |
4 |
Critical Chance |
1 |
Critical Damage |
54 |
Heavy Riveter#
An unused Chaingun of some kind with a value of 75 and a weight of 15. Uses its own Rivet ammo type and the model of the Heavy Incinerator. It uses a Rivet projectile. Below are the latest versions of the weapon's stats before it was cut, from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
22 |
DPS |
30.8 |
Health |
500 |
Clip Size |
30 |
Automatic |
Unsure |
Shots Per Sec |
1.4 |
Ammo Per Shot |
1 |
Spread |
1 |
Min Spread |
1 |
Critical Chance |
3 |
Critical Damage |
24 |
Military Shotgun#
An unused shotgun. It shares a model and firing sounds with the hunting shotgun. Uses the regular 12 gauge ammo type and standard shotgun projectile. Has a value of 2750 and a weight of 7.5. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
62 |
DPS |
89.68 |
Health |
800 |
Clip Size |
8 |
Shots Per Sec |
1.45 |
Automatic |
No |
Ammo Per Shot |
1 |
Spread |
0 |
Min Spread |
2.5 |
Critical Chance |
30 |
Critical Damage |
30 |
Speed Riveter#
An unused Chaingun of some kind with a value of 500 and a weight of 15. Uses its own Rivet ammo type and the model of the Flamer. Oddly, this weapon uses the powerfist "fire" sounds. It uses a Rivet projectile. Below are the latest versions of the weapon's stats before it was cut, from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
18 |
DPS |
41.4 |
Health |
200 |
Clip Size |
30 |
Automatic |
Unsure |
Shots Per Sec |
2.3 |
Ammo Per Shot |
1 |
Spread |
4 |
Min Spread |
1.5 |
Critical Chance |
20 |
Critical Damage |
4 |
Energy Weapons#
Heavy Rail Cannon#
An unused shoulder mounted cannon of some kind with a value of 500 and a weight of 20. Uses its own "Rail SLug" ammo type and shares a model with the Missile Launcher, along with its firing sounds. It uses a rail slug projectile with an accompanying explosion effect. Below are the latest versions of the weapons stats before it was cut, from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
45 |
DPS |
71.5 |
Health |
100 |
Clip Size |
5 |
Automatic |
No |
Shots Per Sec |
1.58 |
Ammo Per Shot |
1 |
Spread |
4 |
Min Spread |
0.5 |
Critical Chance |
2 |
Critical Damage |
0 |
Laser Array Gun#
An unused laser weapon of some kind, it shares a model with the combat shotgun from Fallout 3 and its sound effects with the alien blaster. Uses energy cells and the standard laser beam projectile. Has a value of 200 and weight of 7. Below are its latest stats from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
55 |
DPS |
82.50 |
Health |
240 |
Clip Size |
10 |
Automatic |
No |
Shots Per Sec |
1.5 |
Ammo Per Shot |
1 |
Spread |
12 |
Min Spread |
3.5 |
Critical Chance |
1 |
Critical Damage |
27 |
Laser Defender#
An unused laser pistol, it shares a model with the regular laser pistol. Has a value of 225 and a weight of 7. Uses the MF breeder ammo type and standard laser beam projectile. It has its own firing sounds present in the final also, indicating it proceeded further into completion than most other weapons on this list. Below are its latest stats from Fallout_Release_Beta.xex39:
Attribute |
Value |
|---|---|
Damage |
12 |
DPS |
60 |
Health |
300 |
Clip Size |
20 |
Automatic |
Yes |
Shots Per Sec |
5 |
Ammo Per Shot |
1 |
Spread |
0 |
Min Spread |
0 |
Critical Chance |
1.2 |
Critical Damage |
12 |
Laser Rifle - James Style#
A laser rifle of some kind, likely a developer test weapon, based on its abnormally high DPS stat. Named "WeapPlasmaRifleJamesStyle" internally. Shares a model with the laser rifle. Below are its latest stats from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
45 |
DPS |
1800 |
Health |
900 |
Clip Size |
30 |
Shots Per Sec |
40 |
Automatic |
Yes |
Ammo Per Shot |
0 |
Spread |
4 |
Min Spread |
1.5 |
Critical Chance |
5.4 |
Critical Damage |
256 |
Laser Shotgun - James Style#
An unused variant of the laser rifle, it is unknown if this weapon was intended for inclusion within the game proper or was just a developer weapon. Named " WeapPlasmaShotyJamesStyle" internally. Shares a model with the regular laser rifle. Below are its latest stats from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
60 |
DPS |
60 |
Health |
900 |
Clip Size |
72 |
Shots Per Sec |
1 |
Automatic |
No |
Ammo Per Shot |
12 |
Spread |
200 |
Min Spread |
1.5 |
Critical Chance |
5.4 |
Critical Damage |
256 |
Laser Sniper Rifle#
A laser sniper rifle. Shares a model with the sniper rifle, with the firing sounds of the alien blaster. Uses standard energy cells and the laser beam projectile. Has a value of 300 and a weight of 10. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
40 |
DPS |
42.87 |
Health |
100 |
Clip Size |
5 |
Shots Per Sec |
1.07 |
Automatic |
Yes |
Ammo Per Shot |
1 |
Spread |
1 |
Min Spread |
0 |
Critical Chance |
5 |
Critical Damage |
40 |
Light Rail Cannon#
An unused shoulder mounted cannon of some kind with a value of 500 and a weight of 20. Uses its own "Rail SLug" ammo type and shares a model with the Missile Launcher. It uses a rail slug projectile with an accompanying explosion effect. Below are the latest versions of the weapon's stats before it was cut, from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
40 |
DPS |
63.16 |
Health |
100 |
Clip Size |
5 |
Automatic |
No |
Shots Per Sec |
0.64 |
Ammo Per Shot |
1 |
Spread |
4 |
Min Spread |
0.5 |
Critical Chance |
1 |
Critical Damage |
0 |
Plasma Scattergun#
May be an early variant of the multiplas rifle, named "WeapNVPlasmaScatter" internally. Shares a model with the combat shotgun. Below are its latest stats from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
50 |
DPS |
55 |
Health |
240 |
Clip Size |
12 |
Shots Per Sec |
1 |
Automatic |
No |
Ammo Per Shot |
1 |
Spread |
28 |
Min Spread |
5 |
Critical Chance |
0 |
Critical Damage |
256 |
Explosives#
Atomic Baby Launcher#
An unused launcher that fires the baby model from The Pitt as a projectile. Named "WeapNVYourMom" internally. Uses the Rock-It Launcher model from Fallout 3. Below are its latest stats from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
50 |
DPS |
50 |
Health |
300 |
Clip Size |
12 |
Shots Per Sec |
1 |
Automatic |
No |
Ammo Per Shot |
1 |
Spread |
5 |
Min Spread |
1 |
Critical Chance |
0 |
Critical Damage |
256 |
Atomic Baby Machinegun#
An unused minigun that fires the baby model from The Pitt as a projectile. Uses the Flamer model. Below are its latest stats from Fallout_Release_Beta.xex44:
Attribute |
Value |
|---|---|
Damage |
2 |
DPS |
6 |
Health |
200 |
Clip Size |
30 |
Shots Per Sec |
3 |
Automatic |
Yes |
Ammo Per Shot |
1 |
Spread |
1 |
Min Spread |
0.5 |
Critical Chance |
0 |
Critical Damage |
0 |
Nellis Munition Shell#
An unused placeable mine of some kind, shares a model with the bottlecap mine. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
5 |
Radius |
500 - 2000 |
Melee#
Old Sticky#
An unused melee weapon, referenced in dialogue with No-Bark Noonan in the final game. Shares a model with the rusty knife. Below are its latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
8 |
DPS |
0 |
Health |
100 |
Fire Rate |
0 |
Automatic |
No |
Critical Chance |
0 |
Critical Damage |
256 |
Unarmed#
Jean Baptiste's Deal Maker#
An unused set of brass knuckles intended for use by Jean-Baptiste Cutting. Below are their latest stats from Fallout_Release_Beta.xex4:
Attribute |
Value |
|---|---|
Damage |
12 |
DPS |
60 |
Health |
200 |
Fire Rate |
5 |
Automatic |
No |
Critical Chance |
0 |
Critical Damage |
256 |
Ammo#
References can be found to the following unused ammo types:
- RailSlug
- Ammo762mm
Unused Skills
A description for the Big Guns skill which reveals it would've originally affected large caliber weapons as well, as opposed to weapons that were simply heavy: “The Big Guns skill determines your effectiveness with larger and heavier firearms such as Single Shotgun, Hunting Rifle, Sniper Rifle, Combat Shotgun, (sic) Rifle and Minigun”
Perks
Altered#
Pack Rat#
This perk originally caused all items with a weight of 1 or lower to weigh nothing for the Player.
Comprehension#
The bonus granted to skill magazines by this perk was originally a lower +5 bonus.
Unused#
Cult of Personality#
This is an unused perk, a loading screen tip reveals the following information on its intended effect: "The Cult of Personality perk allows you to increase the number of companions in your party from one to two". Of significant note is that there is a leftover of this perk in the final game. When speaking with Mortimer during the Beyond the Beef quest, there is an option to offer a companion as replacement meal. Dialogue and scripting exist for Mortimer to react to the player having more than one companion in their party.
Unused Characters
1E Region#
1ERobobrain#
Form ID: EDC3B
An unused NPC from the 1E region designated internally as "1ERobobrain". This NPC has its own script, making sure it is set to unconscious when the game begins. Beyond this, however, little else is known about this NPC. They also have no placement data, so it's not known where exactly they would have been located.
Private Lai#
Form ID: EAC31
An NPC with the internal name 1ESharecropperTrooperAM. He was a part of an early iteration of The White Wash quest where he would've guarded the East Pump Station. The player would need to obtain permission from Romanowski first before being granted access. Some text only lines were recovered for this NPC from a build dated March the 26th, along with accompanying player lines.
Raphael#
Form ID: F05DC
Raphael was a Crimson Caravan guard present just west of Fields' shack at the train tracks there. He has two markers present in this memory dump, 1ERaphaelShootPackage and 1ERaphaelTargetMarker. These tell us he was set up to shoot at a target. Leftover player lines and dialogue. for him reveal he was practicing his marksmanship out of fear of his contract not being renewed. A successful skill check would have the player help him improve his shooting ability, which would update the condition bHelpedRaphael. It is unknown at this time what the consequences of this would have been, however.
He is mentioned in the final game in the VDialogueVegasEastScript: short bHelpedRaphael ; 1 = Player taught Raphael to shoot better
El Rey Motel#
Anna Maria#
Form ID: ED509
Her internal name is 1EAnnaMaria and her dialogue topics are labelled as either Westside or Doldrums, confirming her presence there. Unused player lines reveal more about her role in the game before she was cut. She had previously worked with the NCR, and the player could question her about the water shortage there, suggesting she had worked at the sharecropper farms specifically. Her main purpose seems to have been to ask the player to assist her brother Frankie, who is having a psychotic episode with a knife in the bathroom due to a bad reaction to the chem Med-X.
Frankie#

Form ID: E6FAF
An unused NPC located in Westside. The VDialogueVegasWest script present in the final game tells us that he was suffering from a bad reaction to the chem Med-X and that the player had the ability to cure him. Player lines for another unused NPC in Westside named Anna Maria reveal that the two were related in some way, possibly siblings, and that the player could attempt to help him as a favor for her. Dialogue is present for this NPC in audio files from the April 17th build. There is a script present for this character, named the DoldrumsFrankieScript, which reveals he was set up to spout a random line of dialogue at regular intervals.
Multiple lines in a text only format were recovered for this NPC also from a build dated February the 16th, including generic barks and a greeting line for after he was cured. In the final game, Frankie is completely removed, and the only NPC in his room is a dead body called ElReyDeadDruggie. However, checking this NPC reveals they actually have the same face as Frankie. So while he was mostly cut, he was in fact re-used this way.
Sleepy#
Form ID: EC7A4
Another Mr. Handy with the internal ID 1ESleepy. This was another of Wrench's robot companions, they have the same package that makes them follow Wrench.
Speedy#
Form ID: EC7A5
A Mr. Handy NPC with the internal ID 1ESpeedy. The 1EMrHandyFollowPackage is assigned to them, with Wrench being the linked reference. This reveals they were set to follow Wrench wherever he went.
Wrench#
Form ID: EC7A2
An unused ghoul NPC who was a part of the original scenario for the quest "The White Wash". Unused audio files for him exist in the April build. The player would have been able to question him about the water shortage there. He would also repair the player's equipment if asked. He has two robot companions present in this build, Sleepy and Speedy.
Crimson Caravan Compound#
Crimson Caravan Guard (CM2)#
Form ID: FED2B
An unused Crimson Carvan guard, located around the Crimson Caravan Compound. He has a greeting present in February 16th build, and like his colleagues could be asked about Janet's identity during the unused investigation phase of the Young Hearts quest. He has his own travel package, CrimsonCaravanGuardCM2Travel, but it does not have a location set, leaving it unknown where exactly he would have travelled to.
Crimson Caravan Trader (HM)#
Form ID: FA292
An unused Crimson Caravan Trader. He has an unused greeting present in February 16th build, and could be asked about Janet as a part of a cut portion of the Young Hearts quest. He is placed inside the Crimson Caravan compound with the rest of the Caravneers. He has a package also, CrimsonCaravanTraderHMPatrol, revealing he would have patrolled the inside of the compound.
The Strip#
Petey Guns#
Form ID: 116A3A
An NPC with the internal ID VTopsPeteyGuns. He is an old Caucasian male equipped with a set of Sexy Sleepwear and the Golden Gloves unique weapon. He is in the Tops casino, just outside of the playable area, west of the gambling hall.
Unknown#
Doc Thomas#

Form ID: ED50B
Internal ID NVDocThomas. His in-game race is CaucasianOld, and he is equipped with a wasteland surgeon outfit. Possibly related to Miriam.
Grigorsky#

Form ID: EF40F
His internal ID is the same as his in-game name. He is a Caucasian male with the class Vault Dweller, equipped with just a set of Raider Sadist Armor. There is a surviving topic and prompt for him in this build also, stored under the quest VMS06, confirming the connection between him and fellow cut NPCs Sen Lin and Xa Mo. Unfortunately, they do not reveal much about his purpose.
Topic |
Prompt |
|---|---|
VGrigorskyAgree |
<Agree.> |
Jeremiah#

Form ID: ED4E4
His internal ID is NVJeremiah. He has the class Wasteland Preacher and wears Dirty Pre-War Businesswear. The script NVJeremiahScript is associated with his NPC, but contains only a single line: Beginondeath.. It tells us his death was to be of some consequence, but little else is known about the character beyond that.
Jimmy Horton#

Form ID: 10108C
His internal ID is the same as his in-game name. His in-game class is Powder Ganger, and he is equipped with Powder Ganger armor. Internally, he is not assigned to the Powder Ganger faction but is instead part of the Raider Faction. His aggression level is also set to "very agressive" revealing that he was likely intended to be hostile towards the player. There is another NPC entry present as well named HortonPowderGangerCM, suggesting he was the leader of a group.
Jimmy Horton Underling#

Form ID: 1011D6
An NPC with an in-game name of "Powder Ganger". His internal ID is "HortonPowderGangerCM". Like his leader, he is set up to be hostile to the player at all times.
Legendary Ghoul Ranger#

Form ID: EC7A6
An NPC with the internal ID LegendaryGhoulRanger. She is a female ghoul, equipped with a set of NCR Ranger Armor, but otherwise does not belong to any factions. There is little else in the files to betray what her final purpose would have been.
Miriam#

Form ID: ED507
An NPC with an internal ID of NVMiriam. She is a ghoul equipped with a wasteland settler outfit, head wrap and surgical mask. She is possibly connected to fellow NPC Doc Thomas.
Ripsaw#

Form ID: 100A4D
An unused NPC whose internal ID is the same as his in-game name. He is equipped with a set of Great Khan soldier armor, but there is little else that reveals his intended purpose yet.
Unused Dialogue
Some lines of unused player-only dialogue and topic names, that tell us about removed or altered interactions with NPCs.
Quarry Junction#
Chomps Lewis#
The following player lines reveal that Chomps Lewis would insist on accompanying the player into the Quarry. The player would need to convince Chomps to stay behind. He also has a line for asking about "the Wilkins girl", which refers to Jas from the mess hall.
Speaker |
Text |
|---|---|
Player |
The deathclaws won't see or hear me coming. You, on the other hand... |
Player |
I don't think that it's a very good idea. You really should stay here. |
Player |
You're too valuable to the mining operation. The NCR needs you alive. |
Player |
All right, you can come along. Let's go. |
In addition, the following topic names were also found, further hinting that the player may have needed to pass a skill check in order to successfully deter Chomps:
- QJChompsStaySneak
- QJChompsStaySpeech
- QJChompsFollowerYes
- QJChompsAboutFollowers
Melissa#
A number of topic names for interactions with Melissa. Interestingly, the player can question her about Cooke, and ask the person she is expecting is him. This may been related to an early subplot which saw the player search for Cooke at the Quarry, after successful completion of the quest, "I Fought The Law".
The Topic names are as follows:
- QJMelissaMeetingWho
- QJMelissaIsItCooke
An unused player line exists which implies that the player could secure the chem package before speaking with Melissa. This is not possible in the final game. There is also a line about Chomps.
Speaker |
Text |
|---|---|
Player |
I think I already picked up the chem shipment. Is this what you were looking for? |
Player |
Why is it a problem if anyone knows you're his daughter? |
Hawkins#
Some player lines for the Powder Ganger Hawkins. There are some topics missing here that are present in the final, such as QJHawkinsFollowerYes. Prompts for these lines may be present in later dumps.
Speaker |
Text |
|---|---|
Player |
Sure. Here's 10 caps. |
Player |
10 caps won't get you far. Take 50. |
Player |
One of the workers got a very clear look at the raiders. (Lie) |
Player |
I know you're a powder ganger. Quit lying. |
Player |
Who are you, and what happened? |
Player |
I'm going to turn you in. |
Player |
What are you going to do now? |
Player |
I don't have that many caps to spare right now. |
Player |
What was that about needing some caps? |
Player |
The men who raided Sloan the other night fled towards the quarry. Know anything? |
Player |
I don't have that many caps to spare right now. |
Player |
What was that about needing some caps? |
Snuffles#
An unused line intended for Snuffles.
Speaker |
Text |
|---|---|
Player |
You are one ugly beast. |
Novac#
Boone#
These lines are for the player's first meeting with Boone:
Speaker |
Text |
|---|---|
Player |
I think I'm in the wrong dinosaur. |
Player |
I'm here to jump to my death. |
West Vegas#
Anna Maria#
A number of unused player lines that tell us she could've been spoken with regarding a cut task to cure fellow cut NPC named Frankie:
Speaker |
Dialogue |
|---|---|
Player |
You worked for the NCR? |
Player |
I'm looking into the water shortage over there. Do you know anything about that? |
Player |
Who's Frankie? |
Player |
What happened with your brother? |
Player |
Maybe I can help. |
Player |
Keep your caps. |
Player |
Goodbye. |
Yvette#
Some player lines for interacting with Yvette, leader of the Scorpions gang. They relate to the cut quest to secure ammunition for their newly acquired firearms.
Speaker |
Text |
|---|---|
Player |
What did you need me to do? |
Player |
Did you have a particular source in mind? |
Player |
What do I get out of this? |
Player |
You should be getting that ammo you wanted soon. |
Player |
Goodbye. |
Roller#
Some player lines for interacting with the Scorpions NPC Roller. These lines are somewhat extensive, allowing the player to ask about a variety of different topics.
Speaker |
Text |
|---|---|
Player |
Who are you? |
Player |
What is this place? |
Player |
What do you do around here? |
Player |
Why are you having trouble pushing out the Fiends? |
Player |
What was that about the Great Khans? |
Player |
Show me what you have for sale. |
Player |
Goodbye. |
Location Changes
El Rey Motel#
El Rey Motel Room 1 was originally named "Dazzle's Motel Room" and Dazzle could be found leaning on a wall just to the right of her door.
Freeside#
At this point Freeside was one world space, and not split into three. The extra space and lack of walls was taken advantage of by a complex NPC spawning system comprising of a large number of markers (VFSRandomXXSPX) and corresponding pairs of triggers (VFSRandomEncounterTriggerXX). Some of the markers for this exist in the final game in the area where Orris takes the player, but the rest were completely removed, and the encounter triggers were roughly replaced with the simplified thug spawning triggers in similar places in some locations. The system would work by the player walking through a pair of triggers, which would inform on which direction the player was walking, and spawn different random encounters out of sight ahead of them. These varied from benign spawns of gamblers and locals/squatters, to thugs and mixed spawns with civilians preyed on by thugs. As in the final game these would intensify at night and make having a bodyguard a better investment.
The world space itself had some obvious but also subtle differences that would make navigating the town very different. Changes include:
- No bus door blocking the main road between the Strip and North gates
- No debris blocking the road between the East gate and King's house
- The Mormon Fort was open and part of the main world space
- An extra path existed from the North gate to the area where Pacer has a standoff with the NCR troops in G.I. Blues
- The otherwise pointless area Orris takes the player down as his detour during G.I. Blues in fact was missing the corner building here, allowing access to the Eastern squatter area and a direct path to the East gate. This would allow a fast route from the East gate to the Strip and vice-versa that's not possible in the final game
The Strip#
The initial design for The Strip is visible in this dump. Here it existed in the world space 'TheStripWorld'. What's notable about it is that unlike Freeside, the change to the final game's new worldspace ('TheStripWorldNew') was seemingly not to split up the space, but to fundamentally redesign and shrink the location. The final game worldspace exists on a square island of raised land, with the actual building/play area consuming around 50% of it. In fact this was the original boundary of 'TheStripWorld' which used up nearly all of the area. The original gate to Freeside was located right at the North East boundary of this raised area, and there were even buildings located at the opposite far corner from here. The basic layout of the area was largely the same, but on a far larger scale, with most buildings at least arranged further back from the main road, which at this point was more of a lazy S-shape than the straight line of the final strip. It also likely used building models set at a greater scale (as seen in the first iteration of the 'TheStripWorldNew' in later dumps), and at this point the casinos used generic doorway models rather than the unique ones created for the them later in development.
There was also a complex set of markers and an army of NPCs to populate the larger area. The final game VstreetFluff scripts (e.g. VStreetFluffNPCTriggerMoveEToNE) are actually for this iteration of the game, but the markers are removed, and the commands are all commented out so they mostly do little of their original functionality.
The arrangement of some buildings was very different. Vault 21 was located between The Tops and Gomorrah at this point, Michael Angelo's Sign Shop was likely present here as well. It seems the NCR Embassy may have been located next to the Lucky 38, parallel with the Freeside gate. There is also a further large multi-door building at the South West corner of the map that may have been intended as a further casino that was later abandoned.
It's likely this iteration of The Strip was cut for the same reasons the final one was eventually split up - performance. As-is it would have been a huge open area with a lot going on inside, and also would have taken the player a long time to traverse. TheStripWorldNew seems to have been an attempt to tighten up the design from both a performance and gameplay perspective.