Moburma is a modder who has been restoring cut content to Fallout: New Vegas. He has posted a collation of his findings on Rusted Logic.<blockquote>There were supposed to be lots more Kings around. There are unused patrol routes for the Kings all over the area, and lots of unused King NPCs. In particular, at some stage there would be large groups of patrolling kings, the NPCs VFSKingsPatrol01Follower (etc) are set to follow the NPC VFSKingsPatrolLeader, but in the final game the leader is the only NPC used.
Interestingly there are lots of kings set up with the name "external", (e.g.VFSExteriorKing01). These are next to the NPC VFSExteriorGateKing which is used for the Kings outside the gate. Were these NPCs going to be Kings found OUTSIDE Freeside? The old enable/disable scripts also show there were originally several Kings members guarding the water pump, not just one.
There are three interesting disabled NPCs in Freeside and the surrounding area linked to a cut quest/follower. These are Betsy the Brahmin, Tom Dooley, and Kevin Hargrove. They are all part of an unnamed quest that would eventually net the player Betsy as a permanent follower. There is no dialogue for any of these characters (save a few lines for the player to say to Betsy), but script notes paint a reasonably clear picture of what would go on (if not the character's motivations). BetsyTheBrahminScript is pretty much the sole source of what would happen in this quest, but it's clear a) Betsy was located in a pen outside of Freeside's North gate (the wire "gate" on one side is named as such) b) the player could buy Betsy from Kevin Hargrove (who therefore must be nearby, almost certainly sitting at the nearby floor idle marker), and the player could also barter for a better price. Once this happened the player would own Betsy and she would presumably act like a normal companion. However, once the player slept anywhere, a check would run, and if the player had put more than 50 items in Betsy's inventory, she would run away back to Kevin. At this stage the items would be put in the shop inventory of another character called Tom Dooley (this name is clearly a reference to the folk song of the same name about a soldier who killed his lover) who would hang out near the North gate bodyguards in Freeside (I speculate therefore he would possibly be hawking his wares to the passing (cut) tourists. Once this happened Betsy's name would also be set to a generic "brahmin" name, which suggests this was all kept secret from the player. It's unknown what would happen next (save the player getting their stuff back), but there are variables for Betsy to "Hired for real, won't run away", so she presumably would have been a true follower character like Rex etc.
(...)
The whole sheriff quest ('My Kind of Town') has had huge amounts of stuff cut out. Originally the player had two objectives they had to fulfill to get the NCR to help out - firstly they had to eliminate Eddie at the NCRCF, and secondly they had to petition all the citizens of Primm to get them to agree to be occupied by the NCR. Vestiges of this remain in the final game dialogue - Hayes warns the player that people must pay the new NCR taxes, and says the NCR cannot protect the town due to the powder gangers to the north. Originally these concerns would be the major obstacles for the player to overcome in this area, but this was changed in the final to easily be solved by simply talking to Major Knight. Possibly this was due to the NCR branch being much longer and more complex than the other two (indeed the way the cut content works I doubt the other outcomes had even been thought of at this point, I speculate when it was decided to have other outcomes for the town the NCR branch was drastically cut short to match up with the new ones). There are still full quest objectives, huge amounts of scripting (in PrimmResidentScript for example), and the actual petition notes (PrimmSheriffPetition0 - 5) for all this, but only Johnson Nash has a line to say about it. Bizarrely the topic for this is 188ClayThoughtsHow, a topic intended for the weird kid at the 188 trading post!
There is a conversation between Hayes and McGee regarding taking over the town that is cut (and appears to be missing the first line in the game - a variable is not set that would presumably set by this line, the first line present has a "link from" set which only works if there is a line before it, and McGee's first line seems to be in answer to Hayes calling his name). Once McGee is installed for the NCR, 4 'Deputy' NCR troopers are supposed to be enabled, who then start patrolling the area. This is all set up in the game's scripts, but oddly is deliberately commented out. </blockquote>Thanks Briosafreak.
Interestingly there are lots of kings set up with the name "external", (e.g.VFSExteriorKing01). These are next to the NPC VFSExteriorGateKing which is used for the Kings outside the gate. Were these NPCs going to be Kings found OUTSIDE Freeside? The old enable/disable scripts also show there were originally several Kings members guarding the water pump, not just one.
There are three interesting disabled NPCs in Freeside and the surrounding area linked to a cut quest/follower. These are Betsy the Brahmin, Tom Dooley, and Kevin Hargrove. They are all part of an unnamed quest that would eventually net the player Betsy as a permanent follower. There is no dialogue for any of these characters (save a few lines for the player to say to Betsy), but script notes paint a reasonably clear picture of what would go on (if not the character's motivations). BetsyTheBrahminScript is pretty much the sole source of what would happen in this quest, but it's clear a) Betsy was located in a pen outside of Freeside's North gate (the wire "gate" on one side is named as such) b) the player could buy Betsy from Kevin Hargrove (who therefore must be nearby, almost certainly sitting at the nearby floor idle marker), and the player could also barter for a better price. Once this happened the player would own Betsy and she would presumably act like a normal companion. However, once the player slept anywhere, a check would run, and if the player had put more than 50 items in Betsy's inventory, she would run away back to Kevin. At this stage the items would be put in the shop inventory of another character called Tom Dooley (this name is clearly a reference to the folk song of the same name about a soldier who killed his lover) who would hang out near the North gate bodyguards in Freeside (I speculate therefore he would possibly be hawking his wares to the passing (cut) tourists. Once this happened Betsy's name would also be set to a generic "brahmin" name, which suggests this was all kept secret from the player. It's unknown what would happen next (save the player getting their stuff back), but there are variables for Betsy to "Hired for real, won't run away", so she presumably would have been a true follower character like Rex etc.
(...)
The whole sheriff quest ('My Kind of Town') has had huge amounts of stuff cut out. Originally the player had two objectives they had to fulfill to get the NCR to help out - firstly they had to eliminate Eddie at the NCRCF, and secondly they had to petition all the citizens of Primm to get them to agree to be occupied by the NCR. Vestiges of this remain in the final game dialogue - Hayes warns the player that people must pay the new NCR taxes, and says the NCR cannot protect the town due to the powder gangers to the north. Originally these concerns would be the major obstacles for the player to overcome in this area, but this was changed in the final to easily be solved by simply talking to Major Knight. Possibly this was due to the NCR branch being much longer and more complex than the other two (indeed the way the cut content works I doubt the other outcomes had even been thought of at this point, I speculate when it was decided to have other outcomes for the town the NCR branch was drastically cut short to match up with the new ones). There are still full quest objectives, huge amounts of scripting (in PrimmResidentScript for example), and the actual petition notes (PrimmSheriffPetition0 - 5) for all this, but only Johnson Nash has a line to say about it. Bizarrely the topic for this is 188ClayThoughtsHow, a topic intended for the weird kid at the 188 trading post!
There is a conversation between Hayes and McGee regarding taking over the town that is cut (and appears to be missing the first line in the game - a variable is not set that would presumably set by this line, the first line present has a "link from" set which only works if there is a line before it, and McGee's first line seems to be in answer to Hayes calling his name). Once McGee is installed for the NCR, 4 'Deputy' NCR troopers are supposed to be enabled, who then start patrolling the area. This is all set up in the game's scripts, but oddly is deliberately commented out. </blockquote>Thanks Briosafreak.