This is a sub-page of Fallout: New Vegas.
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Altered Quests#
Aba Daba Honeymoon#
There is a cut quest objective and quest stage present here that reveal at one point the player would need to procure drug making supplies for Jack as a part of this quest:
Stage Index |
Text |
|---|---|
5 |
Bring drug-making supplies to Jack. |
50 |
Bring drug-making supplies to Jack. |
Ain't That A Kick In The Head#
The opening scene is set up in such a way that a message will appear when grabbing the Brahmin skull above Doc Mitchell’s fireplace, congratulating the player for doing so. This was part of a cut segment where the player would do this to test their coordination. Dialogue for this sequence and a cut, extended tutorial can be found in the files for the April 17th build. Additionally, a set of unused scrips from the November 17th build reveal there was once another unused objective to jump on a chair, and that the starting weapon rewarded for tagging the cut Big Guns skill was the Single Shotgun.
Anywhere I Wander#
In the final game, NCR Troopers have a line for congratulating the player upon completion of this quest:
Speaker |
Dialogue |
|---|---|
NCR Trooper |
Can't believe you broke into the mine and saved those miners. |
The player doesn't actually rescue any miners, however, the hostages are regular NCR troopers. This is either an error, or a sign that the quest was somewhat different initially. Also worth noting is that dialogue for the Decanus Alexus exists in files from the July 21st build, but has no real bearing on the quest itself, it is simply background info.
Big Winner: The Tops#
One objective:
Objective Index |
Objective |
|---|---|
10 |
Visit your private Suite on the 13th floor of the Tops |
Bleed Me Dry#
The VMS38 quest script contains the following variables, revealing the player would've needed to recover the following for this quest as well:
scn VMS38QuestScript
Short CentaurAcquired
Short GoldenGeckoAcquired
Bye Bye Love#
An unused objective is present for this quest in the game files. It mentions a cut outcome, where the player could convince the hired guns (more than likely Big Beard and Little Beard) to turn on Carlitos and Joanna during their escape from The Strip. The player would do this by approaching Cachino at an undisclosed point during the quest; and revealing to him Joanna's plans to flee The Strip and reunite with Carlitos.
Objective Index |
Objective |
|---|---|
80 |
I decided to tell Cachino about Joana's intentions to escape. He wants me to turn the hired guns on Carlitos at the meeting. |
Come Fly With Me#
At one point Jeannie May Crawford would’ve assigned the player a task to eliminate the ghouls at the REPCONN rocket factory, worrying that their activities would impact the town's main source of salvage. There is unused dialogue for this present in the final game. If the ghouls were simply driven off, the player would be rewarded with Novac fame, but no other reward. If the player opted to kill the ghouls instead, Jeannie May would pay them 150 caps in addition to the Novac fame. The same amount of fame is gained regardless of whether the player decides to kill them or not.
Cry Me A River#
In the final game the player can only resolve this quest be speaking to Julie Farkas on Jerry’s behalf. There is unused dialogue present however for a route where the player would offer Jerry painkillers to help him survive his initiation. The player would need at least one dose of Med-X in order to complete this route. There is an unused quest objective for this:
Objective Index |
Objective |
|---|---|
10 |
Find Jerry the Punk some painkillers to help him get through his initiation. |
The target marker for the cut objective points to Jack, but there isn't any dialogue present for him specifically relating to this. Presumably, the player would just buy the Med-X from his inventory. The following dialogue script is attached to the line where the player gives him the Med-X:
setobjectivecompleted vms47 10 1
setstage vms47 20
The entry for stage 20 of this quest reads: quest completed, revealing that the quest would have ended here. There doesn't seem to be any scripting present to reveal what would happen next, however. Though the conditions appear to be set correctly, it seems the reason the lines don't play in game is because they aren't linked to any existing topic, leaving them effectively inaccessible. In addition to this, dialogue recovered from the April 17th build shows at one point Jerry may have been headed to New Reno instead.
Flags Of Our Foul Ups#
The VFreeformCampGolfScript that governs this quest contains the following unused variables:
scn VFreeFormCampGolfScript
short McCrediePlan ; 0 = player hasn't told the misfits about the plan, 1 = player told the misfits
short SuicideMission ; 0 = Not begun, 1 = Sent on mission unprepared (will get killed horribly), 2 = mission cancelled (will show up at endgame to kick ass)
The suicide mission is referenced in the following unused quest stages as well:
Stage |
Text |
|---|---|
10 |
Find a way to help the Misfits improve so they aren't sent off to their deaths. |
60 |
Delete the Misfits' mission orders. |
Note the unused objective 60, this is related to the cut Camp Golf Mission Parameters Terminal, which has the following messages attached:
NCRA Troop Dispositionator ME
v8.87
> Delete Misfits Combat Patrol Mission
Mission orders deleted
Dialogue for this iteration of the quest has been recovered from the April 17th build, and a detailed explanation can be found on that page.
For The Republic, Part 2#
There is a scene meant to occur at the end of the Brotherhood Of Steel portion of this quest in the event the NCR and Brotherhood agree to an alliance. It involves Colonel Moore and a Brotherhood Paladin named Todd, where the later requests the NCR return the Brotherhood's power armour. While Todd will appear in game once an alliance has been negotiated, he has no unique dialogue nor purpose. The script, VMSHDDoorScript, reveals that the conversation should begin once the door to Colonel Moore's office is opened. The issue seems to be that Todd and Moore are both placed outside of the office near the visitor centre, meaning the player would never open the door needed to start the conversation. The unused dialogue intended for this sequence can be found in the files for the final game.
Guess Who I Saw Today?#
There are a series of messages and scripts present in the game files that reveal there was an optional objective present in game at one point that involved stabilising a prototype Stealth Boy:
This is a Stealth Boy Mark II prototype. As it is only a prototype, there are numerous fluctuations in its stealth field which would yield unpredictable results in a field test. A specialist in electronics could stabilize the field output.
[Repair of 65 or greater required.]
>Leave it alone.
>Stabilize the stealth field output.
This is the script that handles this interaction:
ScriptName VMS41StealthBoyPrototypeScript
Begin OnActivate
If IsActionRef player
ShowMessage VMS41StealthBoyMsg
EndIf
End
Begin MenuMode 1001
Set Button to GetButtonPressed
If Button == 1
ShowMessage VMS41StealthBoyFixedMsg
RewardXP 50
SetObjectiveCompleted VMS41 11 1
SetDestroyed 1
EndIf
End
This reveals that repairing the stealth boy would complete objective 11. Objective 11 is not present in the files for the final game, but is present in the build dated March 25 . The Stealth Boy in questions is also placed in game in this build, within Doctor Henry's lab. It is not known yet what the consequence of stabilising the prototype would be, however. The following message would be displayed if the player had successfully repaired the Stealth Boy's field:
VMS41StealthBoyFixedMsg
The prototype's stealth field has been stabilized.
How Little We Know#
There are two cut paths here for how the player could remove Clanden during the Cachino route of the quest. The first is to lure him to his secret room, the player could do this with either a speech or black widow check after learning of his activities. There is unused dialogue present in the game for this scenario. The dialogue options rely on objective 33, "Find out what kind of work Clanden does for the family", to be disabled in order to be accessed, which is the reason they are inaccessible in game.
There was another route also where the player would turn Clanden in to the NCR. The player would first need to speak with Cachino who would suggest it. After this, the player could report Clanden to Captain Pappas, after which NCR MPs would enter Gomorrah and arrest him. After this, Clanden would inhabit an inaccessible cell in the Military Police HQ for the rest of the game. He has no unique dialogue for this, however. Dialogue for reporting Clanden and his arrest is present in the game files. There is an unused objective for this also:
Objective Index |
Text |
|---|---|
71 |
(Optional) Turn Clanden's tapes into the NCR so Clanden can be charged with murder. |
The dialogue tree with Pappas can still be accessed, but the option to tell her Clanden is the man in the tapes is inaccessible. The dialogue option to turn Clanden in needs objective 71 to be displayed in order to be accessed. It should be triggered during conversation with Cachino, but this does not happen.
I Fought The Law#
The script that governs parts of this quest, named VFreeFormNCRCFScript, has a number of variables that are unused in the final:
scn VFreeformNCRCFScript
short HostageEscapeAttempt ; 1 = Hostage is making a run for it.
short HostageEscapeStage2 ; 1 = Hostage made it to the Visitors Center.
short HostageEscaped ; 1 = Hostage successfully got away.
short TroopersKilled ; Number of NCR Troopers who've been killed.
short GangersKilled ; Number of NCR CF powder gangers who've been killed.
short OfferedToKillEddie ; Player offered to kill Eddie for Scrambler.
short ScramblerHelp ; Scrambler's boys will back the player up.
short bEddieToTower ; Player convinced Eddie to go to tower.
short ToldScrambler ; Player told Scrambler Eddie's dead.
short bPlayerIsEnemy ; Player has become vilified, and thus the Powder Gangers hate him forever.
These include a cut NCR hostage, a coup by Scrambler and a system to track how many Powder Gangers had died during the NCR assault. Dialogue from this early version of the quest has been recovered from the April 17th build, that helps understand how the early version of this quest initially looked.
My Kind of Town#
The quest to recruit a sheriff for Primm has unused variables to allow for the player to recruit a new sheriff after one has been killed off. This is technically impossible on the game's quest engine, as it requires a quest to be completed, then started again. Johnson Nash has a bit of unused dialogue to accommodate this.
Additionally, there is a variable remaining from a time when the method of recruiting an NCR sheriff was through petition. Johnson Nash has something to say about this as well.
int NCRSheriffState ; 0 = no NCR sheriff, 1 = NCR Sheriff, 2 = NCR Sheriff Dead
int MeyerSheriffState ; 0 = no Meyer Sheriff, 1 = Meyers Sheriff, 2 = Meyers Sheriff Dead
int PrimmSlimSheriffState ; 0 = no Primm Slim Sheriff, 1 = Primm Slim Sheriff, 2 = PrimmSlim Sheriff Dead
int NCRPetition ; 0 = Player doesn't have NCR Petition, 1 = Player has incomplete petition, 2 = player has completed petition
Dialogue from these early scenarios has been recovered from the April 17th build, and a more detailed overview of this quest's earlier iteration can be found on that page. There is unused dialogue also for a cut conversation between Hayes and McGee where the later appoints him Sheriff. The first line is missing, but has been recovered from the February 16th build.
Render Unto Caesar#
Reviewing a number of different sources reveals that the initial plan for the quest was different and somewhat more complex than the original. On account of the length of the quest, each section will be covered individually.
Securitron Bunker#
In the final game, the player blows up the generators within the securitron bunker in order to destroy it. In an early version of the quest, the player would need to flood the bunker instead, this is revealed in a series of cut messages:
SVPumpControlMsg
Pump Control
This console regulates the pumps keeping Lake Meade from flooding the Securiton storage galleries.
> Leave the console alone.
> Plant the explosive charge.
There is a script for this also, with an additional note revealing when this outcome was commented out:
scn SVPumpControlScript
short Button
short Opened
begin OnActivate
if IsActionRef player
ShowMessage SVPumpControlMsg
endif
end
begin GameMode
set Button to GetButtonPressed
if ( Button == 1 )
SVPumpControlMarker.Disable
;Disabled 6/30 CES set VFreeformTheFort.PumpsActivated to 1
SetDestroyed 1
endif
end
This is supported by an early version of the VFreeformTheFortQuestScript also, recovered from Fallout_Debug.xex.
scn VFreeformTheFortQuestScript
; Securitron Vault variables
;------------------------------------------------------
short PumpsActivated ; 1 = Water pumps activated.
short PowerActivated ; 1 = Main power online.
Notably, in the Fallout_Debug.xex memory dump, there are multiple instances of water placed in the securitron bunker. If the coordinates for these placements are taken and placed in the final game, they appear within the securitron galleries, though only up to halfway width wise. This suggests the layout of the bunker was somewhat different originally. This version of the quest seems to have been abandoned after that.
Great Khans & The Kings#
A look at an early set of quest objectives recovered from the files of a January 27th build reveal an early objective list for this quest. The quest was called "The Enemy Of Enemy" at this point in development, and was not implemented in game before this build, making this the earliest look at the quest's initial structure as implemented in game:
Stage |
Text |
|---|---|
10 |
< Great Khans Objective> |
Notably, Caesar would have the player visit the Great Khans before they had dealt with the Boomers. The Caesar Dialogue Plan design document contains the following objective description for this stage:
Stage |
Text |
|---|---|
10 |
Go to Red Rock camp and meet with Karl; assess his work with tribe; learn from his successes or mistakes; terminate him if he has failed. |
It is worth taking into consideration that many ideas contained in the document are not finalised, and there is debate in the design documents about how best certain aspects of the quest might be implemented (at this point in development, selling Arcade into slavery was a suggestion, it did not become a concrete route in game until later). Given that the Great Khans objective is present in this build, however, it can be assumed that it was seriously considered to be a part of the final quest. Worth noting are these lines for Ulysses, recovered from the July 21st build:
This is a dialogue exchange:
Speaker |
Dialogue |
File |
|---|---|---|
Ulysses |
The Legion's playing with this tribe. And they'll crush them when they've made use of them just like they did with other tribes in the East. |
0015fefc |
Ulysses |
We need to stop him. An alliance with the Khans would give the Legion too much strength in the coming battle. |
0015fefc |
Ulysses |
Also, allying with the Legion means the end of these people. If you can convince them of that, they break from him. |
0015fefc |
This is a location bark:
Speaker |
Dialogue |
Form ID |
|---|---|---|
Ulysses |
They sign with Legion, the Khans and their chem trade are done. |
001601da |
Consideration should be given too to the fact that Ulysses lines are also contradictory, some of them talk about the alliance as if it has already happened, and some refer to the alliance as an uncertainty. The document also makes reference to another objective, to enlist the aid of The Kings, but this does not seem to have been implemented in any of the existing builds.
Brotherhood of Steel#
Included in the February 16th build is the following quest objective:
Objective Index |
Objective |
|---|---|
80 |
Tell Caesar that you were unable to acquire the Brotherhood of Steel's help against the NCR. |
This is redundant as in the final game, there is no need to tell Caesar this as the player is sent to destroy them, not negotiate. Worth noting is that the alliance is mentioned in the final game, in this unused speech check:
Speaker |
Text |
|---|---|
Player |
<Speech 55> When the Legion attacks Hoover Dam, the Brotherhood will attack HELIOS One. |
Caesar |
[SUCCEEDED] And you think the value of their attack on HELIOS, the chaos it will sow behind the Profligates' lines, is worth letting them live. |
Caesar |
All right, let it be so. The Brotherhood will have to be dealt with eventually, but for the moment, they {getting one over on them}live to serve. |
Player |
When we attack the dam the Brotherhood will rise from their bunker to conquer HELIOS One! |
Caesar |
[FAILED] And you think they'll stop at that? How long before they attack the dam, or Vegas? |
Caesar |
The risks outweigh the rewards. Go back to their bunker and finish the job. |
This speech check does not appear because the conditions are incorrectly set. In order for this dialogue option to appear, the variable "VStoryEventBoS" needs to be set to 1. According to the VMQEndStatesQuestScript, this is only set to 1 once an alliance has been brokered between the Brotherhood and NCR. Proceeding that far into the NCR main quest however will fail the Legion main quest, making it impossible to see under normal circumstances.
While it's not known how the player would've secured the Brotherhood's support, it's notable that in the speech challenge, the player uses the Brotherhood's planned attack on Helios One as an incentive for Caesar to spare them. This is something that only happens if Hardin is made the elder, McNamara will take a more passive approach that minimises open conflict with the other factions. In the final, the player can only ally the Brotherhood with the NCR if McNamara is the Elder, Hardin will not ally with them. It's possible that installing Hardin as Elder was a prerequisite to allying them with the Legion, but this is unconfirmed.
Return To Sender#
Two unused quest stages are present for this build that reference "Optional Content":
Stage |
Text |
|---|---|
50 |
Optional Content Completed - Assigned to Speak to Hanlon. |
200 |
Everything done, optional content declined. |
Additionally, the quest script, VMSRSGlobalCommBreakdownScript, makes reference to station "hijacks", and additional investigations that do not occur in the final game:
scn VMSRSGlobalCommBreakdownScript
int StationHijacks
int AlphaHijack
int BravoHijack
int CharlieHijack
int DeltaHijack
int EchoHijack
int FoxtrotHijack
int BravoInvestigation
int CharlieInvestigation
int EchoInvestigation
There is this script present also, tracking entry into the disabled Foxtrot Bunker:
; Test script to assign start-of-quest state to RS Foxtrot on entering the bunker
scn RSFoxtrotQuestTestSCRIPT
begin onTrigger
if getStage VMSRSGlobalCommBreakdown < 10
setStage VMSRSGlobalCommBreakdown 5
ShowMessage BMRadioHelloMsg
endif
end
These are part of an earlier iteration of the quest. Fortunately, full dialogue intended for the early version of this quest has been recovered from the April 17th build, and a more detailed overview can be found on that page.
Run Goodsprings Run#
This quest has an unused variable to set the Bighorners free, presumably to run amok.
short bBighornersFree
This variable can be found in VMS16bQuestScript.
Still In The Dark#
Dealing With The Ranger#
Dialogue and scripts recovered from the April 17th and November 17th builds respectively reveal there was a cut outcome here to send the Ranger to Quarry Junction. This was an alternative resolution to the first part of the quest. Additionally, an unused scene for Dobson has been recovered from the February 16th build, where he has a conversation with the Paladin hit squad sent to dispose of him and the player. This happens if the player betrays the Brotherhood's location to Dobson. More detail on those outcomes can be found on the respective build pages.
Hardin Route#
Early scripts and dialogue seem to point towards the fact that Head Paladin Hardin's quest was different in early development. Quest stage 101 reveals the following:
Quest Stage |
Text |
|---|---|
101 |
After the player reports the chapter's peril to Hardin, the Head Paladin calls for a vote of no faith in McNamara's leadership, resulting in his exile and Hardin's assumption of the title. |
It seems that in order to oust McNamara in this early version of the quest, the player would have to learn of the chapter's peril and convince various senior members of the Brotherhood to vote in Hardin's favour. An early dialogue script from Senior Knight Lorenzo's dialogue reveals the following:
; Set Lorenzo to convinced
;set VDialogueHiddenValley.LorenzoConvinceState to 1
;set VDialogueHiddenValley.NumberConvinced to VDialogueHiddenValley.NumberConvinced + 1
; Complete the objective to convince Lorenzo
SetObjectiveCompleted VMS55 52 1
; If you've convinced three or more people, update objective
;if VDialogueHiddenValley.NumberConvinced >= 3
; SetObjectiveCompleted VMS55 50 1
; SetObjectiveDisplayed VMS55 59 1
;endif
It seems that the player would have to convince at least three members of the Brotherhood of Steel's senior leadership to vote in Hardin's favour. The chapter's peril mentioned earlier was the bunkers failing air filtration system. Reading Lorenzo's terminal entry on the subject would update the condition DiscoveredLorenzoJournal, and would unlock dialogue with Lorenzo convincing him to vote for Hardin. This dialogue is present in the files for the final build. Dialogue found in the July further tells us that Ramos could also be informed of this, possibly being a way to secure his vote. The following dialogue topic also exists for Scribe Ibsen: vDialogueHiddenHVScribeIbsenVoteForHardin, telling us he could also be convinced to vote for Hardin.
The following player only lines for this version of the quest also exist:
Target NPC |
Text |
|---|---|
- |
What can you tell me about the other members of the Brotherhood here? |
Player |
Explain to me again what you're trying to do. |
Lorenzo |
I changed my mind. I'll keep your little secret. |
Lorenzo |
So you won't vote for Hardin? |
Ibsen |
So you'd vote against McNamara if Hardin called a tribunal? |
McNamara |
What's article 49? |
Ramos |
Can you tell me about some of the other people here? |
Ramos |
I've discovered proof that the chapter is in danger, and McNamara has covered it up. |
Ramos |
So you won't support Hardin if he calls a tribunal? |
Furthermore, the script HVLevel1ToBunkerDoorScript also confirms Hardin's quest was changed, but does not elaborate on how.
scn HVLevel1ToBunkerDoorScript
; This used to be used for Hardin's quest, but due to changes it's no longer needed.
; Keeping in case this door needs some scripting.
Someone To Watch Over Me/Hostetler Affair#
The VDialogueVegasNorthScript makes reference to a number of unused events, including a cut outcome where the player would inform Mrs Hostetler of her husband's affair:
scn vDialogueVegasNorthScript
short CrandonStage ; 0 = no watch quest, 1 = squatters, 2 = fiends, 3 = ghoul
short FiendsDealtWith ; Set to 1 after Fiends done
short NumFiendsDead ; Number of Fiends killed
short HostetlerAffair ; 0 = no knowledge of Mr. Hostetler's affair, 1 = player knows about affair, 2 = player agreed not to tell Mrs. Hostetler, 3 = Player told Mrs. Hostetler
short HostetlerMarriage ; Set to 1 when player learns Mr. Hostetler is married.
The following script is relevant to the original version of stage 2, notice it tracks Fiend deaths, and not Greasers:
scn 1EWatchFiendDeathScript
begin OnDeath
set VDialogueVegasNorth.NumFiendsDead to (VDialogueVegasNorth.NumFiendsDead + 1)
if VDialogueVegasNorth.NumFiendsDead == 4
set VDialogueVegasNorth.FiendsDealtWith to 1
If GetStageDone VDialogueVegasNorth 20 == 1 && GetStageDone VDialogueVegasNorth 25 != 1
SetStage VDialogueVegasNorth 25
Endif
endif
end
More info on the changes this change experienced throughout development can be found on the pages for the November 17th and April 17th builds.
Talent Pool#
It seems Bruce Isaac's portion of the quest once involved a bounty hunter, presumably hired by Mr. Bishop. This unused variable can be found in VMSTheTopsTalentPoolScript.
short BruceHunter ; Set to 1 after the player has encountered the bounty hunter on Bruce's trail.
In addition to this, unused dialogue is present in the game files for an unused interaction with Tommy Torini where the player suggests that Billy Knight is worth more than The Tops is paying him. If the player successfully passes this barter check Tommy Torini will increase the players finders fee for recruiting Billy to account for this. This dialogue never plays because the variable BillyRecruited needs to be set to 2 for the dialogue option to appear; in normal gameplay it will only ever be set to 1.
There Stands The Grass#
There are two unused variables located in the VFreeformVault22Script, the designated quest script for VMS06, There Stands The Grass:
;------------------------------------------------------------------------------------------------------------------------------
; Side Quest variables
;------------------------------------------------------------------------------------------------------------------------------
int LookingForEggs ; 0 = Not looking for eggs, 1 = Looking for eggs
int LookingForClaws ; 0 = Not looking for claws, 1 = Looking for claws
There is no objective in the final game that requires the player to look for claws in Vault 22. The quest "Bleed Me Dry" has Red Lucy direct to the player to Vault 22 to find mantis eggs, but this portion of that quest is governed by the VMS38SupportScript, separate from this one. The VMS38 support script reveals that there was once a differentiation between Vault 22 mantis eggs and normal mantis eggs:
Elseif GetStage VMS38 == 10
;If (Player.GetItemCount V22MantisEgg >= 12) ; Vault 22 mantis eggs are obsolete - we use only the general mantis eggs now.
; VPitMantisEggsREF.Disable
; Player.AddItem VMS38MantisEggs 1
; Player.RemoveItem V22MantisEgg 12
Script notes mention that the Vault 22 specific mantis eggs were made obsolete at some point. Sen Lin has three orphaned dialogue topics present in the final game, VSenLinAgree, VSenLinNoEggs and VSenLinHaveEggs. In earlier builds these are stored under the VMS06 quest, revealing that Sen Lin would have the player retrieve eggs from the vault. Prompts and conditions have been recovered from the November build also, telling us the player needed 15 eggs in order to succeed here. Worth noting is that the dialogue condition checks specifically for the Vault 22 mantis eggs, telling us Sen Lin required eggs from the vault specifically and not the normal variety. It is not known what the reward for this was, however. A single line of voiced dialogue and a description of a greeting line have been recovered from the July and the February the 16th builds for Sen Lin also.
Two greeting lines have been recovered for Xa Mo, also from the July build. These reveal he would instead have the player eliminate the mantises in the vault, citing “the look on his brother’s face” as reward enough for him. These lines again suggest the Vault 22 specific mantis variety were important somehow. He would have paid the player in caps for completing his request. It is not yet known how Grigorsky would have been involved, he has a similarly orphaned dialogue topic, VGrigorskyAgree, meaning he could have assigned a task on another characters behalf or a different task entirely. It is likely this quest was also tied to the cut mantis gauntlet schematic. Sen Lin's form ID is 000EFB39, which is close to the form ID for the mantis gauntlet schematic, being 000EFB3C.
The House Always Wins V#
This quest has an unused stage:
Objective Index |
Objective |
|---|---|
62 |
(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood. |
It is impossible to negotiate peace between House and the Brotherhood.
The House Always Wins VI#
In the final game, if the player has a negative reputation with the NCR, they will not be able to attend the president's visit, the quest will simply proceed to the next stage. Unused dialogue for Mr House however reveals that initially House would still send the player to the Dam. He would instruct them to attack the crowd there so the visit would be cancelled, retroactively ensuring the president's safety.
Speaker |
Transcript |
|---|---|
Mr House |
{NCR REPUTATION TERRIBLE}{ALTERNATE} Unfortunately, I can't very well send you off to protect Kimball. The NCR won't let you come within a thousand feet of the President. |
Mr House |
This can be used to our advantage, though it'll a {beat}grim business. Go to Hoover Dam and attack the gathering crowd, and his visit will be cancelled. |
The Moon Comes Over the Tower#
|
|
To do:
|
This quest includes an unused stage:
Objective Index |
Objective |
|---|---|
15 |
Disable the Lucky 38's network encryption from three executive consoles. |
These three consoles are located at Camp Golf, H&H Tools Factory, and New Vegas Steel. The option "Lucky 38 Executive Override" appears on a console in all three locations in the final game, but it does nothing. Also, present in game files for the November 17th build is an early version of the quest script that shows the original access point to be bugged was the Lucky 38 Reactor found in the basement level.
The White Wash#
There is an early version of this quest, the quest object itself having been repurposed to hold variables for the final version of the quest, though its original objectives are intact. More information on the early version of this can be found in game files recovered from the November 17th build, and a write up has been included on that page.
Objective Index |
Objective |
|---|---|
10 |
Speak to Lieutenant Romanowski about the water shortage. |
20 |
Check the East Pump Station computer for evidence of a water shortage. |
25 |
Talk to Wrench about the water shortage. |
30 |
Return to Lieutenant Romanowski with the information you uncovered from the East Pump Station. |
35 |
Buy Wrench's Super Tool Kit back from Angelo's Pawn Shop and find out what he knows about the water shortage. |
40 |
Catch someone in the act of stealing water from one of the western cisterns. |
50 |
Confront Anderson about the water shortage. |
60 |
Complete the White Wash to resolve the mystery of the missing water. |
Why Can't We Be Friends?#
There is evidence in game to suggest this quest was different in early development, though details are scarce on how the quest would have proceeded initially. There is an unused note present in the files that would have been given to the player by Eddie upon successful completion of I Fought The Law. In the note, Eddie tells Cooke that the player is trustworthy, it reads as follows:
Letter of Introduction
Cooke,
This man has been useful to us down here at the prison, and he's been of great help keeping the NCR away. Since he's proven to be competent and trustworthy, I sent him in your direction. Maybe he can help.
If so, we're even.
Eddie
Dialogue recovered from the April build further reveals that Eddie would have directed the player towards Quarry Junction to meet Cooke. In the final game, Eddie does not have a follow up for the player after I Fought The Law is complete. Cooke also is not present at Quarry Junction; the player would have to stumble upon Vault 19 while exploring to start Cooke's quest.
Further to this, there are two variables present in the VMS42 quest script that are redundant in the final: cookeInRedRock and lemInRedRock. In game, the player can ask Cooke about the Vault. This dialogue is set only to appear if the condition cookeInRedRock is set to 0, further evidencing that Cooke would have appeared in Red Rock Canyon and could be spoken with. Similarly, barks for generic Powder Gangers also have this condition, implying that they could be encountered there also. It can be inferred that Lem also would have appeared there if sided with. In the final game, the group and its leaders simply disappear after the quests completion.
Mentions of more unused content from this quest are present in data recovered from Fallout_Release_Beta.xex23.
Young Hearts#
There is an unused message in the game titled NellisCCJanet, with the following text: Janet. This type of message is used to change an NPC’s name mid game. There are a number of blank topics also for asking Crimson Caravan staff if they are familiar with a redheaded worker, showing the player would have to locate Janet manually. More information on the cut portion of this quest has been retrieved from the November 17th build.
Cut Quests#
Ammo For The Scorpions#
An Unused note reveals that at one point there was a cut task here to secure a source of ammo for the Scorpion's recently acquired firearms. This would be done through dialogue with Yvette, who would then direct you to Camp Mcarran's quartermaster (presumably still Daniel Contreras). After this, a shootout would occur outside of the Monte Carlo Suites, with the player having the option to help the Scorpions. Unused markers outside the Monte Carlo suites reveal where about the Fiends would have spawned. An early version of the VDialogueVegasWest script recovered from the November 17th build contains the script variables that would track this, and unused player lines for Yvette and Roller have been found from that build also. Unfortunately, it seems the quest was never implemented in its entirety; dialogue with Contreras doesn't seem to be present, and there is nothing to reveal what would have happened after the shootout with the Fiends.
Betsy The Brahmin#
Present are two scripts for a cut quest involving Betsy The Brahmin:
scn VFSKevinHargroveScript
int BarterCheckPassed
int FreeingBetsyState ; 0 = No freeing Betsy
; 1 = Freeing Betsy now
; 2 = Freed Betsy
Betsy's companion script is present too. For the sake of brevity, parts of the script that govern basic companion functions have been removed, showing only the text unique to Betsy:
scn BetsyTheBrahminScript
;------------------------------------------------------------------------------------------------------------------------------
int AbandonedPlayer ; 0 = Haven't abandoned, 1 = Abandoned
int BetsyState ; 0 = Default, will run away when the player sleeps
; 1 = Ran away, back at Kevin's
; 2 = Hired for real, won't run away
;------------------------------------------------------------------------------------------------------------------------------
begin OnLoad
; Set Betsy's carry weight to a super high number
; setav carryweight 600
end
;---------------------------------------------------------------------------------------------------------------------------------------------
A message named internally as BrahminNameMsg is present in the files as well. Messages of this kind are used to change NPC names, and likely would've been used to both reveal and conceal Betsy's identity when deemed appropriate throughout the quest. Dialogue for this quest has been recovered from the April 17th build, with additional dialogue being recovered from the July 21st build also, allowing a look at the latest version of the quest.
Biggs & Harcourt#
Contained in the VFreeformFoxtrot quest internally are a number of otherwise blank topics for two characters named Biggs & Harcourt. These characters were cut from the game, but their dialogue is present in files recovered from the April 17th build, which helps understand more about the characters and task associated with them.
Chip Provenance#
Called 'VChipHistory' internally. This appears to be the remnants of a quest that tracks the ownership of the platinum chip - at one point, it was possible to give it to a faction, steal it back, then return it again. The script file for this quest is incomplete but revealing:
scn VChipProvenance
int ChipHouse
int ChipNCR
int ChipCaesar
int ChipFollowers
; 0 = The player has never given the Chip to the specified faction.
; 1 = The player gave the Chip to the specified faction, but then stole it back.
; 2 = The player stole the Chip from the specified faction, but then returned it.
; 3 = The player gave the Chip to the specified faction.
Of note is the variable tracking chip ownership by the Followers - they are the only faction with which the player cannot side in the final game, nor can the chip ever enter their possession.
End States for The Strip#
This quest should track end game changes for The Strip, but is redundant given the game ends after the final quest.
Freeside Post-Endgame Content Quest#
See above.
Great Khan Initiation (VMS48)#
Present in the game’s files are a number of blank topics for a cut character named the Ritemaster. He was part of a cut quest that involved joining the Great Khans and attempting the initiation. While nearly all traces of this have been removed in the final game, dialogue recovered from the April 17th build reveals what this quest looked like early on, while even more dialogue recovered from the July 21st build (this time fully voice acted) helps understand how the quest looked in its most complete iteration.
Infected Brahmin Meat#
The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use for an unmarked quest which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew and dog bowls, but the scripts attached to the message are nonfunctional. The slave girl Siri would have been involved in this quest, as remnant dialogue strings indicate. There are also leftover dialogue strings indicating that dropping the infected meat on the plate would result in the death of the Legion's mongrels, but the results of adding it to the stew remain unknown. An earlier, more complex version of this quest is alluded in files for the February 3rd build.
ID |
Name |
Text |
Menu Button 1 |
Menu Button 2 |
|---|---|---|---|---|
FortDogBowlMsg |
Dog Plate |
Meat intended for the Legion's mongrels is usually dropped onto this plate. |
Leave the plate alone. |
Drop the infected Brahmin meat on the plate. |
FortPotMsg |
Stew Pot |
This pot contains ingredients for the Legionaries' stew. |
Leave the pot alone. |
Added the infected Brahmin meat to the mix. |
Jack Wilson#
An Unused note references a cut task involving a character named Jack Wilson. Dialogue for Ike's intro for this quest has been recovered from the April 17th build, helping understand a bit more about this situation.
Jailhouse Rock#
An NCR sidequest involving the unused NPCs Trooper Willis, MP Fretwell, and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, VMS27 and VMS28 (VMS29 is Kings' Gambit).
NCRCF Freeform Quests#
While the VFreeformNCRCFScript makes reference to unused content related to the quest I Fought The Law, it also makes reference to a number of unmarked quests intended for the NCRCF that were cut. Dialogue for Chavez and Hannigan's cut quests can be found in files recovered from the April 17th build.
scn VFreeformNCRCFScript
short OneOfUs ; 1 = Eddie has allowed the player to buy from Carter.
short ChavezFree ; 1 = The player picked the lock to Chavez's cell.
short HanniganTrained ; 1 = Player gave Hannigan a Medicine skill book or trained him personally.
Spying For Schuler#
There also exists a number of unused scripts and variables for tracking a task assigned to the player by Senior Scribe Schuler. In the Hidden Valley dialogue script there is an otherwise unused variable named SpyingForSchuler, and attached to one her lines about Taggart is the following otherwise unused dialogue script:
; This might not be necessary. I might be able to
; add a top level topic for telling her what you
; found out and simply have it check to see if you
; discovered the PTSD sim.
set VDialogueHiddenValley.SpyingForSchuler to 1
This task is also referenced in the April build. There is a third level of difficulty unlocked for the VR sim by the player if they successfully beat Apprentice Watkin's VR score of 30 kills. Taggart will be impressed with the players performance and unlock the "PTSD" simulation for the player. Scripts for the simulation link it to the Elder McNamara, with the pod being labelled as "McNamara Pod" and the terminal "McNamara Terminal". Two Brotherhood barks in the final game allude to this:
Target NPC |
Text |
|---|---|
Brotherhood Member |
There are whispers that McNamara's lost his nerve. I can't believe that, not after what he did at HELIOS One. |
Brotherhood Member |
I heard the Elder's got Taggart working on some kind of secret project. |
There is reference in game to the Elder having lost his nerve at the battle of Helios. An unused location bark intended for Ulysses when visiting Helios One also alludes to this connection. This dialogue was recovered from the July build:
Target NPC |
Text |
|---|---|
Ulysses |
Some say the ghosts of this battle live on in computer systems. |
It is currently unknown what the outcome for this task was, nor what effects it would have on the Brotherhood questline.
TempMan#
Quest associated with Test Man.
The House Always Wins#
There is no "The House Always Wins", only parts I-VIII. There is also no way to negotiate a peaceful solution between Mr. House and the Brotherhood.
Objective Index |
Objective |
|---|---|
5 |
Talk to Mr. House at the Lucky 38. |
10 |
Bring the Platinum Chip to Mr. House |
12 |
Recover the Platinum Chip from Benny at the Fort. |
20 |
Deliver the Platinum Chip to Mr. House. |
25 |
Go to the Basement of the Lucky 38. |
26 |
Observe Upgrading of Securitrons. |
27 |
Return to Mr. House. |
30 |
Use the Platinum Chip to open the secret bunker at Fortification Hill. |
31 |
Enter the hidden bunker. |
32 |
Upgrade Mr. House's secret Securitron army. |
36 |
Report back to Mr. House for further instructions. |
40 |
Convince the Boomers to support Mr. House. |
42 |
(Optional) Neutralize the Boomers by killing the tribe's leaders. |
45 |
Inform Mr. House that the Boomers will support his cause. |
47 |
Inform Mr. House that the Boomers have been neutralized. |
50 |
Investigate the Omertas and stop them if their plans oppose Mr. House's interests. |
52 |
Inform Mr. House that the Omerta threat has been neutralized. |
60 |
Find the Brotherhood of Steel and destroy them. |
62 |
(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood. |
64 |
Inform Mr. House that the Brotherhood's bunker has been destroyed. |
70 |
Go to Hoover Dam and protect President Kimball during his visit. |
72 |
Inform Mr. House that President Kimball survived the assassination attempt. |
74 |
Inform Mr. House that President Kimball is dead. |
80 |
Go to Hoover Dam and defeat Caesar's Legion. |
The House Always Wins: Lockdown#
An unused quest that would have the player locked out of the Lucky 38 for misbehavior.
Objective Index |
Objective |
|---|---|
10 |
Escape the Lucky 38 until Mr. House's security lockdown expires. |
12 |
Escape the Lucky 38 or kill Mr. House as Caesar directed. |
14 |
Escape the Lucky 38 or neutralize Mr. House as Colonel Moore directed. |
16 |
Escape the Lucky 38 or neutralize Mr. House as Yes Man directed. |
18 |
Escape the Lucky 38 or neutralize Mr. House. |
20 |
Deliver the Platinum Chip to Mr. House when his 24 hour security lockdown has expired. |
30 |
Return to Mr. House when his 24 hour security lockdown has expired if you want to continue working with him. |
Its associated script contains the following variable and description:
scn VMQHouseLockdownSCRIPT
int iLockdownState ; 1 = Lockdown on (faction hostile/no House dialogue/elevators only accessible to Casino (ground)).
; 2 = Lockdown over (24 hours have elapsed/faction neutral again/House dialogue acitve/previous elevator state restored).
The Thorn Mayhem#

At some point it was possible to open the Thorn's cages, releasing the creatures within and causing widespread mayhem. Methods of doing so may have involved Red Lucy's otherwise useless computer terminal, or some unused keys. Unused dialogue was recorded for multiple NPCs' reactions to this event. The quest's script explains in no uncertain terms why it was never completed:
Scn VMS38bQuestScript
; Script to control the sequence of events (general mayhem and pandemonium) following the shutting down of
electric current to creature cages in The Thorn.
; Cut, not enough time to implement as polished as it should be.
; - Jorge
Underpass Water Purifier#

An unmarked quest that has the Courier fixing a water purifier in the Underpass, a location north of the Mole Rat Ranch that is still in the game but almost empty (Carlyle St. Clair and a few mad Brahmin live there). This quest would have likely been assigned by an unused NPC by the name of Meg Reynolds. While the quest exists in name and very incomplete script form only, the unused message for solving it is still around:
This purifier would provide clean water to Underpass, if it were functional.
Whoever assembled it had no idea what they were doing - many parts are connected incorrectly or hooked up backwards.
Someone with the proper knowledge could easily get the purifier operational.
[Repair of 35 or greater required to fix the generator.]
[Science of 35 or greater required to modify the generator's settings.]
You repaired the purifier. It's now producing clean water.
You modified the purifier's settings. It's now producing cleaner water.
Viva Las Vegas!#
Unused post-endgame stage of the main quest. It has variables for each outcome of the final battle at Hoover Dam, but nothing else.
Quest Stage |
Log Entry |
|---|---|
10 |
Independent Vegas stub |
20 |
NCR Stub |
30 |
Legion Stub |
40 |
Mr House Stub |
Welcome to Fabulous New Vegas#
There are two quests with this name: one of them for a press demonstration, another that tracks dialogue for an unused in-game rendered version of the introductory cutscene. The press demo version has only one stage:
Objective Index |
Objective |
|---|---|
20 |
Kill the Raiders. |
World Changes Post-Endgame#
There is no post-endgame, the game just ends.
Hidden Quest Names#
These are not unused, but they still have names you cannot see in gameplay.
- A Difference of Opinion: This is the name of the quest dealing with Chief Hanlon at Camp Golf. The quest was instead consolidated into Return To Sender.
- Arachnophobia: Second half of the Camp Searchlight quest, consolidated into Wheel of Fortune.
- Caesar's Foe: The negative counterpart to Caesar's Favor. Never actually assigned, Legion Assassins just start showing up to kill you.
- Like Water For Stealth Boys: This is the part of Come Fly With Me involving the Nightkin in the REPCONN basement. Its objectives were consolidated into Come Fly With Me.
- Limited Access: The NCR equivalent to Caesar's Hire, for mixed NCR reputation.
- Most Wanted: The NCR equivalent to Caesar's Foe.
- Stocking Up: Bring holotags to Camp Forlorn Hope.
- Team Spirit: Bring Legion Ears to Camp Forlorn Hope.