the cutting room mirror

Unused NPCs

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This is a sub-page of Fallout: New Vegas.

All NPCs that still exist in NPC form can be placed in-game by entering the command player.placeatme in the console, followed by the specific NPC's provided form ID.

188 Junk Vendor#

Form ID: E6678

An unused merchant present in the game files with the Editor ID of 188JunkVendor. His ID tells us he was to appear at the 188 Trading Post. He wears a Roving Trader Outfit with a bandana and sells generic junk items. He has a single line of dialogue as well, present within the topic 188BuySell for bartering with him. There is no existing line of dialogue that links to this topic, however, so he cannot actually be traded with if placed in-game.

Placement data for this character was recovered from the November 17th build, placing him just up the road north of the trading post near the billboard. That being said however, many other NPCs from the trading post are also placed around here in that build, indicating that the position of the trading post was moved slightly south later in development. The trader likely would have appeared within the outpost had he not been cut.

Atticus#

FONVAtticus.png

Form ID: 1602AB

Atticus is an unused preliminary version of Veteran Atticus, the Legionary who shows up occasionally at the Legion safehouse. This version's internal name instead places him at the Fort. Killing him will instantly fail the quests Caesar's Hire and Beware the Wrath of Caesar, regardless of story state. His inventory pool is copied from that of the Legionary Veteran template, and includes Veteran Armor with matching Veteran Helmet, random food, random Legion-approved chemicals, water, and either a machete or chainsaw.

He has unique unused dialogue options that are very similar in subject matter to those his completed counterpart uses, but less polished and numerous.

Battlegear NPCs#

These are unused and uniquely-named generic faction grunts like those seen in the final battle at Hoover Dam. Those without headgear that normally covers their faces will be wearing bandanas.

Battlegear Centurion: 13F3F0

Battlegear Combat Ranger: 13F3F2

Battlegear Enclave Officer: 13F3F3

Battlegear Enclave Scientist: 13F3F4

Battlegear Great Khan: 13F3F5

Battlegear Legionary: 13F3AB

Battlegear NCRTrooper: 13F3F7

Battlegear PowerArmor: 13F3F1

Battlegear Ranger: 13F3F6

Beggar#

FNV-Beggars.png

Form IDs: 129394, 129395, 129396

Three old men in Brahmin-skin outfits who were intended to populate some area of Freeside (based on their editor IDs, VFSFreesideBeggar01-03) and pester the player for caps. They all look very similar. Each of them uses a beggar-specific AI package to sit somewhere but no target is set. There is also an unused idle marker VFSBeggarMarker that has them randomly play the animations LoosettpAskForHelpA, Swatting, and ScratchingSelf/ScratchingSelf02. In the final game, there is only one beggar, Rotface. The prototype data shows that these characters were actually placed at Freeside's North Gate from around February to the end of April 2010, and removed at some point shortly after this.

Betters#

Numerous unused player dialogue lines exist in the game files for an NPC named "Betters". A look at the Fallout_Release_Beta.xex20 memory dump shows that these lines are assigned to Private Reynolds. This implies that Betters was an early name for Reynolds, or that the NPC was deleted and his functionality was given to Reynolds instead.

Billy Bettis#

FONVBillyBettis.png

Form ID: F839F

A merchant equipped with a Roving Trader Outfit and Sawed-off Shotgun. It is not certain exactly where he would have been placed, but his Editor ID has the prefix 1E, which primarily includes NPCs placed in the wasteland south of New Vegas, including the NCR Sharecropper Farms, Westside, Camp McCarran, Casa Madrid Apartments, South Vegas Ruins, and Aerotech Office Park.

Bitter Bob and Roger the Codger#

Two pickpockets from Freeside who are only ever mentioned in Freeside's script file and have text-only dialogue in the topic VFreeformFreeside2.

int iBobRobbed      ; Bitter Bob robbed the player, 0 = robbing, 1 = robbed and returning to idle package.
int iRogerRobbed    ; Same as above for Roger the Codger

There is full professionally recorded dialogue for these characters in the July prototype build.

Boulder City Workers#

FNV-BoulderCityWorker1.pngFNV-BoulderCityWorker2.png Form IDs: 10E3EA, 10E3ED

There are two unused Boulder City Workers, each of them with unique dialogue lines. Placement data exists for these characters in the November 17th build, placing them inside the Big Horn Saloon.

Bowen Family Members#

Form IDs: 15F9BA (Lily), 15F9BA (Jimmy), 15F9BA (Becky)

A pre-Nightkin version of the possible companion Lily, alongside her two grandchildren, Jimmy and Becky. The trio is placed in the test cell known as Cell for Dead "Void Creatures". They were used in order to deliver lines during the voice message at the start of Lily's unmarked quest.

Casino Guard#

Form ID: 14EFEF

Unused doorman for an unspecified casino, likely Vault 21 (his inventory packages are those used for male Vault 21 patrons). He has partially recorded dialogue lines, some of which lack voice files, which refer to him by editor ID as The Strip Bouncer.

Catty Clara#

FONVCattyClara.png

Form ID: 16336A

If the player has the Wild Wasteland trait, there's an encounter in Freeside against a trio of crazed old ladies. Catty Clara was intended to be another of these attackers. She is carrying a pre-war spring outfit, rolling pin and cigarettes.

Carlyle St. Clair III#

Form ID: 127DCB

An unused version of Carlyle that was meant to appear as a corpse. He looks visually identical but lacks any AI packages and factions.

Dixon's Thugs#

Form IDs: 122B4B, 122B4C

Dixon has two unused bodyguards equipped with Varmint Rifles (including the incorrect .22 ammunition from when the Varmint Rifle was chambered in .22) and Merc Veteran Outfits. Placement data exists for these characters in the November 17th build, unsurprisingly placing them with Dixon just outside of Mick and Ralph's.

Drill Sergeant & NCR Recruits#

FNV-DrillSergeant.png

Form IDs: FE1C7 (Drill Sergeant), FE1C8, FE1C9 (Recruits)

These NPCs used to be stationed at camp McCarran until all three of them were disabled in a patch to free up memory for consoles. Each of them had unique dialogue.

DrunkTestMale#

FNV-DrunkTestMale.png

Form ID: 13FD7F (Male); 13FD80 (Female); 1727DA (ShortWalk)

NPCs made to test the drunk-walking animation. They are all named DrunkTestMale, including the female one. The female NPC is wearing a prostitute outfit; the male versions are each naked with a gambler hat. Each of them is carrying a Centaur Spit Missile projectile which is used as 'ammunition' for their vomiting animation. In the July build, multiple instances of this character are placed within the TestCrucifix map that was later removed from the final.

Elizabeth Kieran#

Form ID: 116C62

An unused alternate version of Elizabeth Kieran. According to her Editor ID VFSElizabethKieranDead, this version was intended to be found as a corpse. In the final game, Elizabeth only dies by the hand of the player or by accident.

Escort#

FNV-EscortMale.pngFNV-EscortFemale.png Form ID: 159A00 (Female); 159A01 (Male);

Male and female versions, equipped with Sexy Sleepwear. They would have worked in the Atomic Wrangler, but in the final game, no generic prostitutes can be found there. They have a very short script with only one variable:

scn VFSAtomicWranglerEscortSCRIPT

int iWorking

The escorts are present and mostly working in the July 2010 prototype build (their dialogue can be found here) but the final scripting for all escort characters (including those from Wang Dang Atomic Tango) had yet to be implemented, so they do not work. These escorts were likely cut due to major errors with their recorded dialogue, rendering it unusable.

Felicia#

Felicia was an NPC located at (or associated with) Sunset Sarsaparilla HQ, based on the internal Editor ID prefix of her vendor package (named Felicia's Merchant Container), which is the only concrete piece of remaining evidence of her existence. According to a source reliable enough to be quoted by NMA, she would have traded Sunset Sarsaparilla Star bottle caps for items such as mini-nukes and stealth boys, though there is no evidence of this. She is also mentioned briefly in the SSHQ quest script, but has no variables or code:

; Felicia vars

The July 2010 prototype contains her dialogue and confirms the above article was correct and she would indeed trade star caps for a selection of less common items. In even earlier builds she was found in the random encounters cell, but it seems she never progressed beyond being accessible via a debug NPC, unlike the other characters related to this quest who were ultimately placed elsewhere.

Frankie#

An unused NPC mentioned in the vDialogueVegasWest script, he was suffering from a bad reaction to the chem Med-X which the player had the ability to cure:

short bFrankieCured                     ; 1 = Frankie's bad reaction to Med-X cured.

There is no dialogue or NPC entry present for him in the final, but he is present within the November 17th build, occupying the El Rey Motel. He was connected to a cut task involving another cut NPC named Anna Maria, also present in that build. Dialogue for him has been recovered from the April build also, as well as four additional lines from a build dated February the 16th. Despite being removed from the final game, the dead addict character present in the second El Rey Motel room shares his model and inventory, though they have a different internal ID.

Followers Doctor#

Form ID: 15891A

A doctor of the Followers of the Apocalypse that would've appeared at Hoover Dam. Likely intended for the endgame or post-endgame if the NCR acquired Followers support. An NPC with recorded dialogue remains but is unused.

Grigorsky#

In the final game the only remnant of this character is a single dialogue topic, VGrigorskyAgree, though it lacks a player line or response. In the November 17th build it can be seen that his dialogue topic is stored under the quest There Stands The Grass, back when it was named "Organically Grown". He has an NPC entry present in that build also. He was involved in a cut portion of the quest that involved Sen Lin and Xa Mo.

Hawkins#

Hawkins as he appears right outside of Quarry Junction.

Hawkins (called Powder Ganger in-game) appears as a corpse accompanied by a trio of Deathclaws (two of them dead) by a crane between Quarry Junction and Sloan, but only on the player's first visit to the map cell. He was an important character in a Quarry Junction-centric quest that didn't make the cut, but some scraps remain in the game's files. Despite his uselessness the developers still left him lying around in corpse form to give the area that cozy, lived-in feeling. He has several blank dialogue lines with no responses, but we can make an educated guess as to what the player might have said:

  • QJHawkinsFollowerNo: The player refuses to let Hawkins tag along?
  • QJHawkinsLeave: Either the player tells him to leave as a temporary companion, or to leave Sloan altogether.
  • QJHawkinsKnowCooke: Unknown, but it concerns Samuel Cooke.
  • QJHawkinsTalkedToChomps: Unknown, but Chomps does tell the player that there was a recent failed Powder Ganger raid.
  • QJHawkinsDie: Unknown.
  • QJHawkinsLookingForCooke: Unknown. Someone is asking about Cooke here but it could be either the player or Hawkins.
  • QJHawkinsSuckToBeYou: The player refusing to help Hawkins?
  • QJHawkinsRaidSurvivor: The player finds out/guesses/confronts Hawkins about his status as a survivor of the Powder Ganger raid mentioned by Chomps Lewis.

There is a section of the Quarry Junction quest script (VFreeformQuarryJunction) that deals with Hawkins.

; Hawkins Variables
short bHawkingsTaggingAlong     ; 1 = Player is letting Hawkins tag along.
short bHawkinsFlee                  ; 1 = Hawkins is attempting to flee from the player.
short bHawkinsSaved             ; 1 = Deathclaw harassing Hawkins is dead.
short bHawkinsSafe                  ; 1 = Hawkins is ready to chat with the player.
short bHawkinsLeaving               ; 1 = Hawkins is leaving Sloan after it resets.
short bHawkinsMentioned         ; 1 = Chomps Lewis mentioned the failed powder ganger raid.
short bHawkinsPaid                  ; 1 = Player gave caps to Hawkins.

Ignacio Rivas#

Form ID: E35B7

An unused version of Ignacio Rivas, the Followers scientist at HELIOS One. This version isn't part of any factions and doesn't have any AI packages. He also doesn't carry the East Terminal password, nor does he possess the finished version's script. Visually, he is identical, however.

Kevin Hargrove#

FONVKevinHargrave.pngKevin and Betsy in-game (modded). Form ID: 12938E

An old man associated with the cut companion Betsy the Brahmin. There is an unused NPC floor-sitting furniture marker next to (what was supposed to be) Betsy's pen where he probably would have been hanging out had he appeared.

While Kevin and the Betsy quest are cut in the July build, his full dialogue is present there which makes clear how the Betsy quest would play out. There is also a cut Rotface line in the July build that would have alluded to this character and the quest.

Legate Lanius#

FNV-FakeLegate.png

Form ID: 14C63A

An unused version called VHDLegionOliverFakeLegate internally. Wears generic Legion armor instead of the Legate's unique armor. Possibly a leftover from a discarded segment of the end of the Legion questline. He shares the same package with the used version of the Legate that causes him to greet the player at the very end of the Legion questline.

Legion Centurion#

FNV-LegionCenturion.png

Form ID: 174996

There are Centurions in the game, but they are known simply as Centurion, not Legion Centurion.

Legion Messenger#

FNV-LegionMessenger.png

Form ID: 163412

A cut random encounter NPC, named "Recruit Legionary" in-game. His role as a random encounter and messenger is shown by his Editor ID, VEFR0xLegionRaiderCM2Messenger. Equipped with metal armor and a metal helmet, a machete and random raider loot. Has no recorded dialogue lines, so his message is forever lost.

Mayor Steyn#

FONVMayorSteyn.PNG

Form ID: 1618AE

The mentioned-only Mayor of Nipton was going to appear in the game at some point, probably as a corpse. The cell of the Mojave Wasteland worldspace in which Nipton Rest Stop is located has the name MayorSteyn, so his corpse may have been found there. He's a member of the Powder Ganger faction. His inventory includes a Grimy Pre-War Businesswear and a valuable lottery ticket. He uses the Tops Chairman NPC template for some reason.

Meg Reynolds#

FONVMegReynolds.pngThe Underpass, located near the mole rat ranch. Form ID: 103FEE

Meg Reynolds was supposed to be the mayor of an area called Underpass which was completely removed from the game. Carlyle St. Clair III lives near the site where the settlement was supposed to be located. Meg would've been the questgiver for a removed mini-quest which involved fixing a water purifier.

There are a few artifacts of unused dialogue connected to this NPC. In the July build, Meg's dialogue is fully present, with dialogue for the other generic Underpass inhabitants also. Underpass is presented as a small town famous for its high quality brahmin livestock. Meg's complete dialogue can be found here. It seems the area and Meg were cut due to so little to do there, and the brahmin were simply made hostile.

Michael Angelo's Assistants#

Form ID: 1228E2

Present in the game's files are three assistants for use in Michael Angelo's shop. These are VMAKathleen and VMAAssistant01 who are used in the final game, along with VMAKathleen2 who is an unused version of VMAKathleen. This version of her lacks any factions and AI packages, but shares the same inventory. She also has the same hair, eyebrows and eye color, but a completely different face and voice. She was implemented together with Kate as early as the January 4th 2010 build, but does not ever seem to have been placed in game proper. Worth noting is that despite being named VMAAssitant01, this NPC is the only one of her kind, suggesting there may have been plans to include more at some point.

Mojave Inhabitant#

Form IDs: 163BE9, 163BEA, 163CB5, 163CB6, 163CB7, 163CB8 (Mojave Inhabitants), 163BE1, 163BE3, 163BE4, 163BE5, 163BE6, 163BE7, (NCR counterparts)

Placed in the unused cell 2EOCasHiHotelLobby01, these NPCs are part of an unused scripted encounter that would have appeared somewhere around Camp Golf. Includes a few children. The substance of this cut encounter has them arguing with some NCR Troopers (called 'NCR Duadz' in their faction name) over some water.

MP Fretwell#

FONVMPFretwell.pngFretwell, enabled using the GECK. Form ID: 12512F

An unused NCR MP by the name of Les Fretwell. He is placed behind the NCR Ambassy, but disabled. Linked to the cut quest Jailhouse Rock, along with Trooper Willis and two unnamed NCR Troopers. Despite being far from completion, this NPC's placeholder dialogue lines were recorded and remain in the game's files.

Mr. House#

Form ID: 1161E7

An outdated (even says so in his editor ID, MrHouseOUTDATED) placeholder version of Mr. House used during development as a workaround to deliver lines to a computer to which the player would speak (the game engine doesn't like dialogue coming from nowhere; this is in no way indicative that a healthy humanoid House NPC was to appear in the game at any point).

NCR Mercenary#

Form IDs: 16503E, 16503F, 165040, 165041, 165042, 165043, 165044, 165045, 165046, 165047, 165048, 165049, 16504A, 16504B, 16504C, 16504D, 16504E, 16504F

A generic unused NPC class, unsurprisingly allied with several NCR civilian factions.

New Vegas Resident#

Form IDs: 156951-156954, 156956, 156957

Unused generic NPC class based on the Outer Vegas sewer resident template. Member of the Mojave Civilian, Outer Vegas, North Vegas, and The Strip Dialogue factions. Inventory includes a small number of caps, random food and drink, chems, trinkets, and a randomized wastelander outfit.

Outer Vegas Defender#

Form ID: 167E02 (Female); 167E03 (Male)

Would have existed in male and female varieties. Equipped with randomized city clothes and weak weapons.

Pablo Miller#

FONVPabloMiller.png

Form ID: F83A1

A man of the generic "Wasteland Adventurer" class. Wearing Leather Armor and Sunglasses (actually Three Dog's Glasses from Fallout 3), armed with a Laser Rifle. His Editor ID includes 1E and his form ID is right next to that of Billy Bettis, which means they were at least created consecutively, and might've been related in some way. Recovered from the Fallout_Release_Beta.xex0 memory dump are a set of early placement coordinates for the character, placing him outside Westside at the fortifications. Interestingly, Cass has a placement in this build right next to Pablo, suggesting a connection between them, and that Cass would originally be encountered here also.

Paladin Ramos#

Form ID: A41A9

An unused alternate version of Ramos, named RamosIntercom internally, with a different appearance and different inventory: the alternate version is equipped with a plasma rifle (instead of a Gauss Rifle) and 28 microfusion cells, but missing the Hidden Valley bunker key.

Papa Khan#

FNV-PapaKhanClone.png

Form ID: 15A936

An unused version of Papa Khan. He's wearing two unused pieces of armor, the Papa Khan Armor and Helmet. He's a member of the Quarry Junction Deathclaw faction, and has an AI package to wander around the quarry, suggesting that this early Papa Khan would have appeared at the Great Khan encampment outside of the quarry.

Patient#

Form IDs: 12975E, 12975C, 12975B

Patients of the Followers, probably intended for a medicine skill check mini-quest like the ones at Nellis and Camp Forlorn Hope.

Powder Ganger (Eddie Faction)#

Form IDs: E81CE, E81CF, E81D0, E81D1

Named “EddieGanger” internally, these characters were part of an unused subplot for the quest I Fought The Law which saw a power struggle occur between Eddie and Scrambler. Dialogue is present for them in the April build. They are mentioned in dialogue from April as all wearing shades, referred to by Carter as “MirrorShades”.

Powder Ganger (Scrambler Faction)#

Form IDs: E8326, E8327, E8328, E8329

Named “ScramblerGanger” internally, they are affiliated with Scrambler. They similarly have dialogue to interact with the player in the April build. If the player had passed a skill check Scrambler would lend them to the player as back up for removing Eddie. They are mentioned as all wearing Mohawks in a show of allegiance.

Press Demo Raiders#

Form IDs: 153626, 153628, 15362A

Called simply "Raider" in-game. These are three Press Demo Raiders, NPCs used for a trade show presentation. There are demo quest markers assigning the player to kill them, as well.

Primm Deputies#

Form IDs: 15E239 (NCR Deputy), 0A23B4 (Powder Ganger Deputy)

Upon completion of the quest My Kind of Town, either sheriff Meyers from the Powder Gangers, or Sgt. McCredie of the NCR would get five generic deputies to patrol the town of Primm. The NCR Deputies would have random Trooper armor, with dogtags and a randomized weapon. The Powder Ganger Deputies would have Leather Armor with a random chance of having a helmet, a varmint rifle and 5 sticks of dynamite.

Private Biggs#

A disgruntled NCR trooper, who would've assigned the player a task to kill his colleague, Harcourt. His dialogue is stored under the VFreeformFoxtrot quest, indicating he would've been encountered there. Only player lines remain, his actual responses have been removed.

An NPC entry as well as dialogue for this character have been recovered from the April build, telling us more about his predicament.

Private Harcourt#

The subject of an unmarked quest, presumably at Ranger Station Foxtrot, that would’ve seen her colleague Biggs assign the player with eliminating her. Unused player lines from the final game imply she is perceived as a jinx of some sort.

An NPC entry, as well as dialogue for this character have been recovered from the April build.

Private Hastings#

Form ID: 10C6D9

An NCR trooper placed within the Boulder City Ruins. Though she has a unique editor ID, there is nothing else present that differentiates her from any other trooper there.

Dialogue for this character is present within the April build, revealing she was a disgruntled Sergeant involved in an early scenario for the Boulder City Showdown quest.

Private Nelson#

Form ID: 10EB2B

An NPC related to Boulder City. "Private Nelson" is the name used by Private Ackerman's ref, so it may very well just be an early name.

Rancher#

Form IDs: FEB80, FEB82, FEB85

Each of them is a member of the NCR faction, has the Toughness and Finesse perks, and has equipped random wastelander clothing, a varmint rifle and cowboy hat. Unused placements for the Caucasian male and female versions of the characters exist in the November 17th build, telling us they would've been encountered just west of Underpass at a ranch house there. They lack any dialogue or idle packages in the final, meaning they just stand in place indefinitely.

Ranger Gomez#

FNV-RangerGomez.png

Form ID: 160300

Named "NCR Ranger" in-game, Ranger Gomez's job was guarding the monorail, if her dialogue is any indication. No relation to the Ranger Gomez who appears at the NCR Safehouse. She is flagged as respawning.

Raphael#

An unused character referenced in the vDialogueEastVegas script, the player could've helped him with his marksmanship in some capacity:

short bHelpedRaphael        ; 1 = Player taught Raphael to shoot better

An NPC entry for this character exists within the November 17th build, as well as a placement just outside of Fields' Shack. Dialogue for him has also been recovered from the April build, revealing he was a Crimson Caravan guard working on his marksmanship. A single greeting line was recovered for him from the February 16th build.

Red Lucy Face Holder#

FNV-RedLucy.png

Form ID: 1599C0

As her name indicates, this NPC was used to create the face of Red Lucy before being ported over to her actual character. Other small differences with this version include her inventory lacking the Sexy Sleepwear and she has Evil karma instead of Neutral.

Ritemaster#

An NPC associated with a cut quest which has the Editor ID of VMS48. The Ritemaster was a Great Khan whose job it was to induct the player into the Khans, which was presumably the point of the quest. The only traces of his existence remaining in the game are a small handful of player-only dialogue lines.

While still cut in the July 2010 build, the Ritemaster has full professionally voiced dialogue which explains how the initiation would work, and there are reactivity lines for most significant Khans to comment on the player becoming a Great Khan. Basic scripting for this event exists in the prototype builds, but these show it was likely cut due to an inability for the player to be only knocked out versus actually dying in the final game code.

Ron the Narrator#

A placeholder NPC used to run the scripts for the credits. He is visually identical to Testacles the Debug Centurion. His name is an obvious reference to the person who voices the series' narrator, Ron Perlman. This NPC is actually present in the game, but he appears offscreen in the room where the player watches the ending slides.

Rose and Sylvia#

SylviaRose Form IDs: 1618AF (Rose); 1618B0 (Sylvia)

Two girls who would have appeared dead in Nipton. They are mentioned as being prostitutes pimped out by Mayor Steyn in one of his journals. They are both identical in all but hairstyle: Really pale, with cheekbones that almost reach their noses. Both are equipped with generic Wastelander clothing plus a hat.

Roy Gottlieb/Vault 11 Survivor#

FONVVault11Survivor.png

An NPC tied to Vault 11. There are no in-game survivors in Vault 11, however it is implied that one vault citizen did not commit suicide after the events that took place there. Roy is equipped with a Merc Grunt Outfit. While it is possible that there was more to the Vault 11 quest, it is more likely that this is just a system-use NPC for the narration at the end, as the game cannot play dialogue files without having an NPC to anchor them to. Comes in four varieties: "Vault 11 Survivor" (form ID E8B20) who is unused; "Vault 11 Survivors (Audio Log)" (form ID E9AC0) who is identical to the Vault 11 Survivor NPC and also unused; "Vault-Tec Recording Speaker" (form ID E8B1F) who is used, but doesn't have a body; and "Roy Gottlieb" (form ID E9ABF).

Sen Lin#

FONVSenLin.png

Form ID: EFB39

An old Asian man wearing Dirty Pre-War Casualwear. There are three blank (topic name only - no actual player or NPC dialogue) topics with his name in them. They are titled SenLinAgree, SenLinHaveEggs and SenLinNoEggs. Data recovered from the November 17th build shows his topics are stored under the quest VMS06 along with Grigorsky's. Unused player prompts have been recovered from that build also, as well as dialogue conditions. An unused greeting was recovered for him as well, from the February 16th build , as well as an additional line from the July build. He was part of a cut portion of the quest There Stands The Grass along with Xa Mo and Grigorsky. He would've assigned the player a task to collect eggs from the Vault 22.

Sgt. Warren Jacobs#

FONVWarrenJacobs.png

Form ID: EE68B

A member of the NCR faction. Carrying a Combat Helmet, Leather Armor, Combat Knife, and Hunting Rifle. Lieutenant Boyd has unused dialogue in the April build alluding to his involvement in a cut task.

Testacles the Debug Centurion#

FONVTestacles.png

Form ID: 139B8B

A one-eyed old man in Legion Centurion Armor designed to test various debug functions through dialogue including:

  • Change the fate of President Aaron Kimball.
  • Change your faction reputation to all types of reputation with all factions.
  • Change the current state of the Great Khans and the Boomers.
  • Change the variables for events outside of the Strip.
  • Change the outcome of Camp Forlorn Hope and Nelson.
  • Change the variables for events on the Strip.
  • Change the variables for Benny, the Securitron Army, Caesar, and the howitzer in The Fort.
  • Change the variables for visiting the lucky 38, giving Mr. House the Platinum Chip, upgrading the Strip's Securitons, and the El Dorado Power Station jumpstarting the Lucky 38's reactor.
  • Change the variable for killing the Deathclaw Alpha Male and Mother at Quarry Junction.
  • Change the variables for killing Benny at the Tops, Benny fleeing and getting captured at The Fort, Securiton Vault being destroyed, killing Mr. House, allying the Boomers with the Legion, killing the Boomers' leaders, allied the White Glove Society with the Legion, killing the White Glove Society leaders, failing to revert the White Glove Society to cannibalism with nonviolence, destroying the Brotherhood of Steel, and putting Caesar in a coma during Render Unto Caesar.
  • Change the variables for surviving Benny's trap, Benny fleeing the Strip, initiating combat, speaking to, seeing, seducing, and killing Benny at the Tops.
  • Setting up the endgame slideshow by changing who won the Second Battle of Hoover Dam, the courier's gender and karma, the fate of Tabitha, the Boomers, the Brotherhood of Steel, the Fiends, the Followers of the Apocalypse, Goodsprings, the Great Khans, Jacobstown, the Kings, the Camp Golf Misfits, Novac, Vault 19, Primm, and Chief Hanlon, the outcome of Raul, Veronica, Arcade, Cass, Lily, Rex, Boone, and the Enclave Remnants.

Testing Dummy#

FNV-TestingDummy.png

Form ID: 11A509

A raider used for target practice on the "TestJoshWeapons" map.

Test Man#

FONVTestMan.png

Form ID: CD074

Placeholder NPC for some scripts relating to the REPCONN Test Site quest. Equipped with a Sheriff's Duster. Despite being a test NPC his dialogue lines were recorded.

TestNVPG#

Form IDs: 108C48 (Male Simple); 108C46 (Male Armored); 108C47 (Female Simple); 108C45 (Female Armored)

NPCs used as test Powder Gangers, likely in order to see how the armor looked on different NPCs. Female Powder Gangers are present here, none exist in the final game.

Tom Dooley#

FONVTomDooley.pngTom Dooley, enabled. Form ID: 12938D

A merchant dealing in ill-gotten adventurer's gear, and an accomplice of Kevin Hargrove. He was intended to appear in Freeside and is placed next to a dumpster inside Freeside's north gate, but disabled. He has two merchant containers, one of them containing the player's goods, the other containing the following:

::::*10mm Pistol

::::*Hunting Rifle

::::*Sawed Off Shotgun

::::*Various hand grenades and mines

::::*75 caps leveled

::::*Assorted melee weapons

::::*Assorted guns

::::*12 gauge, 10mm, and .308 ammo

While cut in the July 2010 build, his dialogue is fully voiced in the files, revealing his side of the Betsy quest where he is shown to be an unknowing part of Kevin Hargrove's brahmin scam and quickly apologizes to the player once he is aware of what is really going on.

A remnant of Tom's presence appears in the final game, when Rotface mentions the following randomized tip, leaving some wondering about whom exactly he was speaking:

There's a guy out on the main drag who sells second hand adventuring gear. He's got an okay selection, but where does it come from?

It's notable that in his dialogue Tom does indeed refer to his wares as "second hand goods".

Training Dummy#

Form ID: 14BE0A

Not unused, but quite an oddity. Placed in Camp Searchlight, this NPC appears right outside the fire station, but only on the player's first visit. Despite being a dummy, he bleeds and dismembers like a normal NPC. His placement might be a mistake.

Trooper Willis#

FONVTrooperWillis.png

Form ID: 12512C

A named NCR Trooper linked to the cut quest Jailhouse Rock. There are also two unnamed NCR Troopers (Form IDs 1251D and 12512E) created for the same purpose. Willis has a few placeholder dialogue lines that were recorded.

Ulysses#

An unused companion that was removed from the game. Evidence of his existence comes in the form of an unused first person model for a weapon named the Eagle Flag Pole. Also worth noting is that in some localisations of the game, Wolfhorn Ranch is named "Ulysses Point". He would later be added in the game's Lonesome Road DLC, though in a different capacity to how he would have initially appeared.

Present within the game files for the April and July builds are a particularly large number of unused dialogue lines for this character, providing more information on his initial role and characterisation. Of note is that he would originally pose as traveler resting at the ranch, his Legion affiliation would only be revealed later.

Underpass Citizen#

Form IDs: 106277, 105A71, 105A73, 105A75, 105A77, 105A79

Citizens of the now-abandoned settlement east of the Mole Rat Ranch, where only Carlyle St. Clair III claims residence. They all have a handful of unique dialogue lines in the July 2010 build. Placements for some of these characters exist in the November 17th build, with 4 and 5 noticeably lacking placements. Underpass Citizen 6 is placed within the ranch house, while the rest are placed outside.

Vertibird Pilot#

FONVVertibirdPilot.png

Form ID: 1544B4

A dead vertibird pilot, probably intended to be left lying around at the crash site. Wearing Reinforced Leather Armor, and carrying a Red Key Card (for Vault 19). The Red Key Card makes it seem like this might have been a reference to the crashed Vertibird in Fallout 2, where you found a dead guy holding a useless yellow keycard. The developers probably decided it didn't make sense to have a non-skeletonized body in a pile of charred ashes and gave him the axe. This character is placed in-game in the July build, at the Vertibird crash site.

Vicky and Vance Corpses#

FONVCorpseBartender.png

Form ID: E8608 (Bartender), E8609-E860F (Wastelanders)

A bunch of dead unused wastelanders, all denoted VVCorpse## internally. Pictured to the right is the most interesting among them, a "Raider" with the internal name of VVCorpseBartender; VV stands for Vicky and Vance, where these dead bodies were at one time placed as decorations before the casino was repurposed from the scene of a massacre to a hideout for Primm's surviving residents. The bartender's face is severely malformed, a trait which very few characters possess. The name "Raider" is also used by only a single other NPC: the dead body on the bridge just outside of Novac.

Wasteland Adventurer#

Wasteland Adventurer standing on his unused location marker (modded).

Form ID: 15AD15 A cut scripted encounter that the player would have met at the road sign outside of Goodsprings. Carrying (Three Dog's) sunglasses at 55% health, random merc armor, a Varmint Rifle and grenade. He seems to have three vendor packages. The first one is identified as belonging to the "Wasteland Hunter":

  • 10mm Ammo
  • Leather Armor at 78% health
  • Bloatfly Meat
  • Giant Rat Meat
  • Medium-sized vendor caps package
  • Buffout
  • About 100 extra caps
  • Tanned Gecko Hide

The second is a 'buried' chest, meaning it is located in a remote location that the player can never access:

  • Leather Armor at 67%
  • Bloatfly Meat
  • 100 Caps
  • Coyote Meat
  • Random food and liquor
  • Jet
  • 10mm Ammo

The third is identified as belonging to "Wasteland Wanderer":

  • Leather Armor at 56%
  • Buffout
  • 2 Gecko Hides
  • 3 Bloatfly Meats
  • 25 10mm Ammo
  • 125 Caps

This NPC has several unused lines of dialogue. He is placed in-game in the July build, though is otherwise identical to his final counterpart.

Water Pump Guard#

Form ID: 123C85

A uniquely-named member of the Kings whose job should be fairly obvious. The water pump is instead guarded by Tapper. He has an empty script file VFSKingsWaterPumpGuardSCRIPT.

Westside Thug#

FNV-WestsideThugs.png

Form IDs: FB88F-FB891

Three NPCs who were originally going to confront the player during the quest The White Wash (specifically, after catching Hector in the act stealing water and leaving the cistern). Dialogue was recorded for this event but the NPCs are disabled so it, along with the speakers, remains unused.

Wrench#

An NPC involved in an early version of the quest The White Wash who seems to have been deleted from the game: all that remains of him are mentions in the early quest objectives, a single player-only line of dialogue and a pair of unused quest variables.

short bWrenchRepair         ; 1 = Player knows Wrench can repair stuff.
short bWrenchWaterShortage      ; 1 = Wrench mentioned he knows something about the water shortage.

He is present in the early builds of the game, flanked by his two Mr. Handy robots, and has complete TTS dialogue.

Xa Mo#

FONVXaMo.png

Form ID: EF40E

An unused NPC of Chinese origin. Has a form ID consecutive to that of Grigorsky. Dialogue recovered from the July build reveals he would have assigned the player with eliminating the mantises at Vault 22. More information on this cut task can be found on the quest page.