Fallout New Vegas Cut Materials

Brother None

This ghoul has seen it all
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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.
 
I am using some of his mods. They are great and a must-have, imo Just sucks that some of them (like open Freeside) are really not good for the games performance on my system.
 
Bewitched said:
I have downloaded all of his mods and uploaded them in one *.rar archive if someone is interested. Check this out.

It's probably best if you just ask him if you can before doing something like that, modders tend to be sort of precious about where their mods are hosted and what versions etc. To be fair, Moburma doesn't seem to be that sort of modder, but still, better to ask first.

P.S. : Some of the mods, like those that restore Koch and Bohr, are kinda pointless. Cut material sometimes it's cut because it's just bad.. even the mod description specifies that.
 
The stuff he's adding back to the game are all kinds of awesome. Also his delvings into the code help explain some of the weird logic gaps and lack of depth you can sometimes see.

Shame so much Freeside stuff was cut.
 
Alphadrop said:
The stuff he's adding back to the game are all kinds of awesome. Also his delvings into the code help explain some of the weird logic gaps and lack of depth you can sometimes see.

Shame so much Freeside stuff was cut.

Freeside Open and The Strip Open are really good if you have the horsepower for them, even though I find the restored introduction for the Van Graffs a bit too long and the pickpockets more annoying than anything. Outside Bets is also good. I'm not sure if I'd recommend the rest (a large chunk is integrated in the Freeside mod anyway), especially the intro since the in-engine version is unskippable and slightly wonkier than the movie.
 
tunih said:
Anyone know if it is compatble with sawyers mod?

I haven't checked in detail with FNVEdit, but they alter different things and in my limited experience with both mods (other titles take the priority, though I'm toying with mods for my next playthroughs) they work well together.
 
There isn't actually that much significant cut content; it's mostly little bits and pieces. Obsidian generally had a pretty solid idea of what was going to be in the game, and I think they mostly prioritised things well.

I sincerely concur with Morumba's sentiments.
 
I have also been downloading his mods and fortunately have the 'horse power' to run them.

Its really nice to have the missing NPCs back that were removed after the first patches and I am also glad to see some of the stuff that had already been removed before the release of the game.

Freeside and the Strip feel a lot better once you have all the barriers removed.

I do hope in the future more missing content can be implemented as yet.
 
sea said:
I also have to wonder why Freeside wasn't just considered a standard cell in the open world... Fallout 3 did just fine with huge areas, only New Vegas really seems to have these blocked off outdoor locations. I guess it's the number of NPCs that's partially to blame but, say, Westside and the Strip have quite a few already, much more than Freeside anyway.

Fallout 3 really didn't do fine in large areas, most of them were incredibly sparsely populated and blocked off by strategically located rubble. And yeah, Fallout: New Vegas' cells don't really have a lot of NPCs either but.. still enough to make the engine struggle.
 
Just remember Fallout 3's huge brahmin trade center, which was what... A long empty road with 3 or 4 NPCs walking around.

I don't mind the additional doors everywhere. Obsidian did the best they could do to fill up their locations and I am happy about that.
 
Wow, those mods look interesting.
I guess I'll start a new game, then. Along with Sawyer's Mod it should be quite a new experience.
 
sea said:
You're right, I guess I'm just thinking about what the technical reason was. Maybe having a town loaded as a separate level lets them flush out the memory used for all the other cells they need to simulate at the same time?

Honestly I have no idea about the technical reasons, but what I have noticed is that Bethesda's Gamebryo has problems with handling a lot of NPCs at the same time, so I suppose that splitting the areas in pieces was a way to reduce the problem. They also cut a lot of the NPCs with complex behaviors outright (though some of that might be due to the fact that hte scripts were unfinished and they had to prioritize other stuff), so maybe the problem is with the AI packages?
 
Don't forget their faces. The reason why all NPCs wear masks while the endbattle, is so their faces don't have to be generated. Lots of faces = bad performance.

The engine simply doesn't like lots of figures on screen.
 
That reminds me of the time Radiant AI made Oblivion mobs start up a soccer league without anyone telling them to with rivalries between different cities and everything and that just wouldn't do in a fantasy game so Bethesda had to cut it all out.
 
WorstUsernameEver said:
sea said:
You're right, I guess I'm just thinking about what the technical reason was. Maybe having a town loaded as a separate level lets them flush out the memory used for all the other cells they need to simulate at the same time?

Honestly I have no idea about the technical reasons, but what I have noticed is that Bethesda's Gamebryo has problems with handling a lot of NPCs at the same time, so I suppose that splitting the areas in pieces was a way to reduce the problem. They also cut a lot of the NPCs with complex behaviors outright (though some of that might be due to the fact that hte scripts were unfinished and they had to prioritize other stuff), so maybe the problem is with the AI packages?
Is there actually something Beths version of gamebyro engine can do?
 
Crni Vuk said:
WorstUsernameEver said:
sea said:
You're right, I guess I'm just thinking about what the technical reason was. Maybe having a town loaded as a separate level lets them flush out the memory used for all the other cells they need to simulate at the same time?

Honestly I have no idea about the technical reasons, but what I have noticed is that Bethesda's Gamebryo has problems with handling a lot of NPCs at the same time, so I suppose that splitting the areas in pieces was a way to reduce the problem. They also cut a lot of the NPCs with complex behaviors outright (though some of that might be due to the fact that hte scripts were unfinished and they had to prioritize other stuff), so maybe the problem is with the AI packages?
Is there actually something Beths version of gamebyro engine can do?

Make lots of money?
 
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