http://tvtropes.org/pmwiki/pmwiki.php/WMG/FalloutNewVegas
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This is why some turn into Feral Ghouls, some turn into Sentient Ghouls, and some simply die from Radiation Poisoning. A good example of this is the Broken Steel Quest 'Holy Water', where, if you happen to put off bombing Megaton until during when that quest is active, when you go to Megaton Ruins Mother Curie III will be a Feral Ghoul Reaver, while Moira and Brother Gerard will be Sentient Ghouls. Or, how about Trash (New Vegas) and Hancock (4), both tried to intentionally turn into Ghouls, but only one (Hancock) was successful. So, basically, there's a 1 in 3 chance of you either becoming a Sentient Ghoul, a Feral Ghoul, or simply dying. Benny is Butch's father.
Butch's fater never appeared in Fallout 3, and Benny look like he could be his father. How he escaped Vault 101, is when James and your character first entered the vault. Then he made his way to the Mojave and got Maria and his suit, and destroyed his vault suit so no one can track him.
The Lonesome Drifter's father is the Mysterious Stranger
In The Lonesome Drifter's dialogue, he says that his mother told him that his fater was 'Mysterious', and that he was a stranger.Advertisement:
- Not to mention that he has a gun called the 'Mysterious Magnum' that plays the Mysterious Stranger theme when drawn or holstered.
If the NCR turn into an autocracy, the NCR Rangers will be purged.
The NCR Rangers are, in New Vegas, a elite corps made of heavily-trained post-apocalyptic Rangers. This Ranger corps is at the same time composed of policemen (The civilians) bureaucratic hands, command structure, frontline troops, doctors, and of course, if you look at the game cover, the all-mighty Ranger Veteran..The NCR Ranger corps is also a heavily politicized organization. Think about it.. They are known as legends by all of the NCR, the fiends and raiders are scared of them, and even the badass Caesar's Praetorian Guard leader Lucius says that the Rangers compose the only strength of the NCR. Plus Kimball make them appear in his speech, and they are present on a 20 dollars bill..Doesn't it ring you any bell ? A elite corps, legendary, who also do some police work and all ?A lot of great empires had this type of corps. The closer example I have are the Ottoman Janissaries. But you can also cite, ironically, the Roman Empire Praetorian Guard, Napoleon's Imperial Guard (Even if the police work was not their part, they had some Gendarmes made for peace-keeping work) or even Hitler's SA and after SS.What is the common point of all theses corps ? For a reason or another, because the corps fucked up or the government changed, were.. purged.It is a constant in the world. The Ottoman's janissaries were all killed and finished after the change of leadership, because they were too obstruisive..
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In New Vegas, you can fuck things up for the NCR. Don't forget that Hanlon's quest, 'Return to Sender', also change the fate of the rangers. If you make him commit suicide, then the Rangers lose all fame, are viewed as traitors, and will surely have a 'peaceful' purge, being erased and incorporated into the Republic Army. Also, if you don't convince Hanlon to stop falsifiying records, then the ending says that Hanlon make sure to stay out of the spotlight crediting Oliver for all his hard work. If you don't make Hanlon stop, and fuck up all the endings so that the NCR become imperialistic like, killing the Kings, the Great Khans, the Brotherhood, the Enclave Remnants, and you don't stop the corruption of the Crimsons Caravans.. then I bet you this : On the long run, the Rangers leader will be arrested and many of them will not survive the purge.
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Virtually single thing that No-Bark Noonan says is true; the things that aren't still have some tangential relation to the series as a whole.
Chucapabra? Well, we know that it turned out to be a Nightkin with a minigun, but the attributes traditionally associated with a chupacabra also match those of a nightstalker. Go on to Lonesome Road, and you'll see that 'molemen' do actually exist. Communists may not be all that prevalent in the Mojave Wasteland, but there are certainly ghosts of a sort and a revolutionary who plans to hijack the REPCONN rockets to spread the Cloud, which would turn moonlight into a pinkish colour. As for a spell that would show one's 'true form'? He knows that he's being recorded and that Mr. New Vegas is actually an A.I.
- Love this theory, but I can elaborate on that last part. What if, at some point, No-Bark found a cave or other enclosed space, possibly even the Radio New Vegas basment, where he found Mr New Vegas' command codes. The spell is just a reset command.
The War between the NCR and the Legion is based on the second Iraq War
- First there's the fact that the war was still on when New Vegas was released. The NCR clearly represents the United States. A western power that invades a desert territory with the stated aim of 'bringing democracy to this land' but the real reason of securing strategic resources to better meet the energy needs of it's populous, only to get bogged down in a quagmire that might soon bankrupt them. The Legion however, would represent Al-Qaeda, an army of brutal, reactionary, misogynistic terrorists well known for their disregard for human life and human rights. The people of Nevada represent the people of Iraq, who mostly want both groups to just fuck off and let their country live in peace.
- Word of God is that the NCR-Legion war is not based on any specific conflict, nor is meant as praise or criticism of any one contemporary group. Not allegorical, but applicable. Because 'War. War never changes.'
- Perhaps all of the Fallout protagonists are agents of Satan/the Mysterious Stranger, and the reason they are so good at surviving and influencing everything is because they are guided by a divine power (who the player sort of fills in for)?
- In addition, keeping in mind that this particular incarnation of the Mysterious Stranger originates from Fallout 3, which is itself rife with overt biblical allegory..
The Mysterious Stranger is the legacy of the only survivor of Vault 11.
Crazy, yes, but that is why we're here. My theory is that the only survivor of Vault 11 decided to drop his weapon and hit the road, searching for someone or something that could provide meaning to his life after the hell of Vault 11. He decided to become the 'Mysterious Stranger' after finding an old holotape of the Lone Ranger. Taking up a .44 Magnum (anything too 'modern' would trigger flashbacks of the mutual suicide), the Mysterious Stranger went to every community around the Mojave that was just starting to develop and aided them. People were inspired by his heroic actions, and took up the mantle of Mysterious Stranger in his honor. So, our Mysterious Stranger isn't the original survivor, but is instead the legacy he left on Fallout's world. This whole theory is only because I want a happy ending for the one guy who left.- Not really. The last survivor of Vault 11 is you!. Did you watch the opening cutscene? It shows the Vault 11 door in one slide.
The Divide and the Sierra Madre are very near to one another.
The skies over Hopeville are tinted red, very much like those skies over the Sierra Madre. It's possible that they're in close proximity to one another, and that traces of the cloud drift through the Divide.- I don't think so, since the Divide is on the opposite side of the Mojave.
- Wrong! The Divide's ACCESS POINT is on the other side of the Mojave, or more to the point, the Sierra Madre's access is on the other side from the Divide's. Dead Money's access point is a Brotherhood bunker, not a path to the Sierra Madre itself; you're taken to the Sierra Madre after being knocked out. It may be that you are taken along a tunnel or diverted path that goes through the mountains to somewhere near Hopeville. But not too near. That would've seen the Villa demolished when the Divide tore itself a new tectonic asshole.
- Actually, the Cloud is a Think Tank experiment gone wrong. The Divide also sufferred from a Think Tank experiment gone wrong, which caused the sandstorms that you see in the Divide.
- Actually Joshua Graham specifies the Divide is in Death Valley national park, which is west, whereas the Sierra Madre is only indicated to be east of New Vegas. Incidentally however Big Mt i located at the southern end of the Divide, meaning it is also in Death Valley.
Dr. Mobius' allusion to the Wizard of Oz was not just a throw-away joke.
Dr. Mobius remarks that three people searching for 'a heart, a brain and a spine' reminds him of an old story. This is an obvious Shout-Out to The Wonderful Wizard of Oz, but I think the parallels go much deeper. First of all, there are some obvious similarities between Dr. Mobius and the eponymous Wizard. They both hide behind an incredibly aggressive and arrogant projection (Mobius transmissions) overstating their powers ,though Mobius has those powers at least partially.But even more interesting are the parallels that could be drawn between Mobius and the Wicked Witch of the West, and between the Think Tank and Glinda the Good Witch of the 1939 film version. This works if you expand on the various revisionist theories that make Glinda into a more morally grey or outright villainous character (see for example this Cracked article, or the novel Wicked). Read like that, the Think Tank (Glinda and the Wizard combined) send out the Courier (Dorothy and her companions) to retrieve something from Dr. Mobius (the Wicked Witch) and likely kill him in the process, for ulterior motives (the Think Tank wants to leave the Big MT, Glinda, according to the theories, wants to rule over Oz unopposed). The Assassin suit was stolen from another faction as something to base the MK. II off of.
Think about it, there's a lot of gussied upgrades of preexisting systems at Big Mountain, chiefly the robots, most of which are from Robco and General Atomics, it's possible that Big Mt. had been looking for a pre-existing set of armor that they could work on building up. The Lab has plenty of scraps from Chinese Stealth Armor that they presumably captured and had Dr. Zero disassemble, and the 'concept drafts' could be based on sketches constructed from corporate espionage de-briefs, leading up to them either finally stealing a prototype, or using combined assets to figure out enough to create their own version to compete with equipment contractors, hence all the gimmicks like an on-board computer, and med-x and Stimpak dispensers.
- This... makes sense. In Fallout 3, the Stealth Suit (a Disc-One Nuke if there ever was one) was found in an old military installation. It's not unrealistic to assume a copy was sent to Big MT for some good ol' reverse-engineering. Which would explain the lack of the stealth field; The eggheads hadn't gotten to that yet. The big ol' Mark II is a huge hint.
All of the Wild Wasteland events are a result of the Courier's hallucinations.
Even moreso than the rest of the Fallout universe, the Wild Wasteland events are highly unusual. The Character Trait lists consists entirely of innate mental or physical traits that your character has. Most importantly, if the Wild Wasteland events weren't in your head, how could you remove or add the perk with the psych evaluation given by the Auto-Doc in Old World Blues? The only item of any importance found in the Wasteland events is the Alien Blaster, which is probably just the YCS/186 Gauss Rifle you would have gotten anyway (they're both ungodly-powerful energy weapons, and none of your companions (when you have them) ever seem to be the least bit concerned about the weirdnesses, because they're not seeing the same thing you are. Note the Vault-Boy's swirly eyes on the pic.
This is because the Wild Wasteland perk is
- A) a result of the your severe head trauma pre-game
- B) Your being out in the Mojave sun too long and dehydrating
- C) A coping mechanism for the crushing bleakness/loneliness of walking the desolate Mojave
- D) A chem addiction
- E) A pre-existing condition
- F) The result of repressed guilt for having actively, or accidentally, ruined the Divide.
- G) some combination of the above
- Jossed. It is physically impossible for someone to mistake 2 mini-nukes for 3 Holy Frag Grenade's, and some WWL effects can spawn enemies that, while not too much of a threat, can kill you, which pretty much proves they are not a halucination.
- Clap Your Hands If You Believe? The courier might have some unconscious level of interaction with reality, and if so in that state if mind..
- The drugged-up fight in Honest Hearts to get a Yao Guai glove does include a hallucination of the bear splitting into a bunch of flaming bears, but all of them can still kill you. Since this is easily explained away by the Courier's mind 'making it real' and causing a fatal heart attack from the shock, that could also explain the Courier's death by Wild Wasteland enemies.
- Jossed. It is physically impossible for someone to mistake 2 mini-nukes for 3 Holy Frag Grenade's, and some WWL effects can spawn enemies that, while not too much of a threat, can kill you, which pretty much proves they are not a halucination.
Fallout 4 is going to be distanced from 1, 2, and NV in the same way Fallout 3 was.
The dev team will be all in-house Bethesda, and the dev team will be people who haven't played Fallout, this way they'll be able to go with a similar feel to F3 and be able to release another J.E. Sawyer headed game afterwards for the fans of the west coast games.Confirmed. Fallout 4 takes place in Boston. The conclusion of the conflict over Hoover Dam is going to be made irrelevant in Fallout 4
Think about it, Fallout one's main quest ending had very few outcomes, either you allowed the Master to take Vault 13 or you defeated him in any variant method to largely the same effect, his leadership of the Super Mutants ended, and Mariposa was neutralized until the Enclave's expedition. Fallout 2's ending was similarly restrictive, apart from individual's fates, the Oil Rig went boom at some point. Fallout 3 either would end with the purifier eventually cleaning the whole river and the east-coast Enclave being decisively defeated, or the PC being a Chaotic Stupid/ Jerk Sue and ruining project purity and killing everyone.Because there are 3.5 possible decisive victories that can happen, you'd either have to find away to make all of them canon in the sequel the game taking place in an area that's largely unaffected by the war in the Mojave( which would probably disbar everything from California to New Mexico, it changing the direction of NCR and CL's histories) or the whole thing becoming Broad Strokes or Shrouded in Myth.
- Most likely the new game will probably make a few Call Backs in the form of a few things that will let the players take a guess at what happened.
- The first two games may have had some fairly restrictive endings for their respective main plots, but there were a lot of different endings for all of the various settlements (the fate of Shady Sands being the most prominent). Didn't stop a canon ending for those. There's no reason to think New Vegas will end up any different.
- Avellone has indicated that if he gets another Fallout game he'd 'make a clean slate' in the region. Of course, his logic does has its flaws (a theme that has gone through Fallout 1, 2 and indeed New Vegas has been rebuilding, the fact that it is a post-apocalyptic world and that things can get better. Destroying a state because they'd rebuilt too much would destroy that theme, plus make for a more limited story that can be told - the player can't help the world rebuild to any significant degree, because that'd just cause the same problem again), but if it is up to him, yes, it will be made irrelevant.
- He might have mean 'another area away form the other games' like what they've done with the other games, like chicago. But the canon ends has always been the good end and since NCR's end is the closest to the good end that's the best bet.
- NCR ending is the easiest one they can force the other endings into as well. They can always say NCR dealt with Baja and came back in force to trample the Courier's/House's little empire or the Legion disintegrated as expected. NCR is the only viable force that can be expected to endure past a certain point. Give it 20-30 years, and NCR would be the only one left standing.
- House's ending works, too. The whole point of his ending was that he used the Courier to get the army of securitrons from under the Fort running and with the upgraded operating system. The end result is an army that wouldn't be able to hold off the NCR, but can easily protect New Vegas from anything else. The NCR would never attack House, though; it would be a political nightmare. They'd be invading a stable, sovereign enclave that bears them no ill will and has a history of cooperation, simultaneously wreaking economic havoc in their own nation *and* denying NCR citizens access to the best tourist destination in the known world. House is very aware of all this, and is playing everyone to his advantage.
- Confirmed, kind of. Fallout 4 doesn't reference any of the endings to New Vegas whatsoever.
- NCR ending is the easiest one they can force the other endings into as well. They can always say NCR dealt with Baja and came back in force to trample the Courier's/House's little empire or the Legion disintegrated as expected. NCR is the only viable force that can be expected to endure past a certain point. Give it 20-30 years, and NCR would be the only one left standing.
- Actually, according to the pictures of the original Think Tanks 8◊ is the one that looks a lot like Kleiner while Klein◊ is the one that looks like Breen.
- Black Mesa is situated in New Mexico, not Arizona. Also, according to Half-Life canon, it gets nuked to hell during Half Life: Opposing Force.
The Courier was born in the Divide, or lived there for long enough to consider it his/her home
- The wreckage blocking you from proceeding through to an area that seems to be the Divide, as noted by graffiti reading 'The Divide', also has the graffiti 'You can go home Courier'. The name of the achievement for beating the Lonesome Road DLC, which takes place in the Divide, is called Hometown Hero. Seems fairly reasonable, in my opinion.
- Sorta confirmed.
- The best thing that the Courier can find to have is his/her main motive is to go after the person who shot them in the head.
- Even though the Courier can at times comment on his/her past, there is no depth to these lines. The Courier could easily be lying or making-up something they believe is true.
- The Courier has to learn all of their skills over again at the beginning of the game, and by earning them on the way. Infact, most of the skills available at the beginning have more to do with physical capabilities.
- You are assuming he actually had any of those skills in the first place. The skills in the game are not basic knowledge and none of them are required to be a Courier. You also do not have to be at 100% to be useful with a skill. The ability to pick a lock is still a significant skill, even if you can't pick every lock in existence.
- The Courier never references any family, but one of the initial tests at the beginning is supposed to have been about family history. Therefore it's plausible that the Courier just marked what he/she thought was best/randomly.
- Uh, yes they do, at one point, a dialogue option is about the Courier having fathered a child with a woman in Montana.
- Only with the Lady Killer perk. The dialogue option in question just implies that the Courier might have fathered a child. (And is, apparently, a worried about the possibility.)
- Uh, yes they do, at one point, a dialogue option is about the Courier having fathered a child with a woman in Montana.
- Jossed by Word of God. http://fallout.bethsoft.com/eng/vault/diaries_diary15-9-20-11.php
- 'So this confrontation in Lonesome Road, and the other Courier that claims to know me.. did we make a past for your character? Nope. Do you have amnesia? Nope.'
A Future DLC will allow us access to Sandy Valley.
If you look at the world map where the Canyon Wreckage is located, and let your eye wander east/northeast, there's a huge area of completely empty space you can't access, a valley between two mountains, just beyond the pile of scrap the graffiti is written on. This us where Sandy Valley is located in reality, if one hits up Google Maps and looks east of the real Primm, the valley is in this spot. It's an awfully large chunk of empty space on the map, and given the messages about the Courier in the wreckage, it's possible the Courier has been there before, and it may be important to the Courier's relationship (whatever that may be) with the man who turned down the Platinum Chip delivery upon seeing the Courier's name next on the list. The 'Lonesome Road' could be a particular route through the valley that isn't used as often as the I-15; in reality, there's at least one road that leads out of the other end of the valley and goes north or northeast. Given the suggestions that the Courier spent some time in New Reno, this could have been the route s/he took to the Mojave.
Alternately, the valley has no relevance to existing plot and if it's opened up, the accompanying storyline will have no relevance to the Courier's past, since the Canyon Wreckage graffiti also mentions a landmark that's in the opposite direction from Primm.
- Dead Money has probably confirmed this.
- Honest Hearts confirms that the Divide is west of New Vegas, so it could very well be that space on the map, or the Canyon Wreckage will simply be the travel location for Lonesome Road.
- Confirmed.
A part of Joshua Graham meant to go into that trap
Joshua had become so disgusted with the Legion, and with what it had done to him, that when he saw an obvious trap, he went right into it, hoping that he would die along with the Legion, purging their evil. Unfortunately, Graham couldn't die there, or with the pitch.And we'll meet him in a DLC later. What really fuels the DLC speculations is that the area that leads to the debris filed canyon has graffiti explicitly stating 'TURN BACK COURIER!'- There's also the drive-in movie screen to the south with grafitti that reads 'Joshua Graham lives!' and 'The Burned Man Walks!'
- Given the Anvilicious nature of the hints regarding him still being alive this is very likely, especially considering that he was originally going to be a (cursed) companion in Van Buren. However it could be that..
- Confirmed.
Joshua Graham really is dead, but you will need to recover his corpse at the the bottom of the Grand Canyon.
Why? Because it holds the key to a great treasure that he (literally) took to the grave, in the form of a treasure map or an actual key. What is this treasure? A weapon or a source of wealth that would have ensured that one day he would have been able to overthrow Caesar. This will be quite an adventure, though, given the Fallout universe God only knows what's lurking in the Grand Canyon at this point..- Jossed.
Secondly, the game drops a ton of hints that there's more to the PC's identity then meets the eye. For example, when the player first tells Doc Mitchell his or her name, he seems confused, as if it somehow doesn't fit them. And whenever they're asked about their past, the options to answer are either vague or simply not present. There's also a lot of foreshadowing towards them having a history we're not aware of, like the line about impregnating a woman in Montana, and also having visited New Reno in the past, amongst other things.
Physical appearance would also not be a factor, since we already know Doc Mitchell performs facial reconstruction on the PC at the start of the game, and it's also likely that they would have had considerable whole-body Fallout-science level cosmetic surgery to attend to the huge amountof burns (which we know is possible even to great extremes from Fallout 3). Also, Joshua Graham's original appearance is never described, and even in Van Buren it was never seen due to him being wrapped in bandages.
Finally, the whole loose end in regard to the other courier who turned down the job almost directly implies this. If they knew about whatever alias the Courier is using, they'd be naturally terrified to see it signed on the paper. The 'COURIER 6' graffitisuggests it even more, with phrases like 'GO HOME COURIER 6' and 'THE DIVIDE' (The fallout term for the Grand Canyon) next to each other, perhaps implying that the Divide is the Courier's 'Home' in a twisted manner, since it was where their past life ended.
- What if you play a female Courier? 'Thanks for installing this DLC. Your character is now male no matter what gender you've selected earlier.' ?
- Maybe Joshua pulled a Sweet Polly Oliver and was actually a woman which disguised herself as male to escape the horrible treatment of woman in the Legion's territory, somehow joining up the Legion and managing to become one of it's top commanders.
- Joshua was one of the founding members of the Legion. I doubt if he was secretly a woman she would've agreed with Caesar's vision. Also Lanius and several other characters mention that you still have a scar on your forehead from where you were shot. If Doc Mitchell couldn't get rid of that, I doubt he'd be able to get rid of hideous burns all over your body.
- It would only make sense if Graham originated in the Legion. He does not. He was a missionary that Caesar encountered before the events leading to the creation of Legion.
- If the Courier was Joshua Graham, wouldn't Caesar have noticed him and had him killed. Brain cancer or not Josh was killed four years ago, somebody would have noticed him. Or maybe they did, but just discounted it, if Jesus walked through the front door you wouldn't think it was him, although you probably would shout his name.
- It's much easier for a plastic surgeon to create an artificial vagina than an artificial penis. Perhaps his reproductive organs were completely destroyed in the fire and the only way for his surgeon to completely restore his biological function was to give him sexual reassignment surgery.
- Maybe Joshua pulled a Sweet Polly Oliver and was actually a woman which disguised herself as male to escape the horrible treatment of woman in the Legion's territory, somehow joining up the Legion and managing to become one of it's top commanders.
- Jossed.
The Courier is just some guy who delivers packages.
Nothing special bout him/her, just an average courier that got to the wrong place at the wrong time.- That's crazy. You're crazy.
- And it turns out The Cuckoolander Was Right. That being said, Lonesome Road doesn't fill in much of the Courier's past, so it's also not mutually exclusive from some of the speculation.
- Well, that's sort of the gist of all the Fallout games, isn't it? 'Just some guy' changes the face of the Wasteland? Then again, this is After the End, so the minimum standard requirements for 'delivery guy' have been raised a bit.
- He's The Courier. See above.
- He was rescued by Mr. House after being pitched into the Grand Canyon, similar to how The Courier was. If you sided against Mr. House, Graham was the contingency plan to make sure you failed. If you sided with Mr. House, Graham has become a liability and must be eliminated. Graham himself is either a super powered cyborg or inside a similar life support unit to Mr. House, as a backup controller to the the Securitron army.
- Simply survived being burned alive and thrown into the Grand Canyon due to his previously established nature as a Determinator. He is currently raising an army of raiders/mutants/ghouls/who-the-hell-knows to wreak unholy vengeance on Caesar's Legion.
- Sorta confirmed.
- He's Lanius. I don't know how they'd pull it off.
- The Courier's father. The hardiness that gives Graham his Implacable Man reputation is actually a mutation (think the 'radiation heals you' mutation the Lone Wanderer receives, in Perk form for game mechanics, for doing Moira's research quest.) He passed it down to the Courier, and this same mutation is how the Courier survived Benny's double-tap.
- Currently living in NCR territory under a fake name and back story. He was given total amnesty in exchange for working with the NCR military intelligence department to give them insight about the Legion.
- And the correct answer: He's returned to Mormonism and currently in Zion National Park defending natives from a Legion-aligned tribe.
Joshua Graham is dead; The Burned Man exists.
The Burned Man is just a slaver hunter that uses Graham as a scapegoat.- Or perhaps he is just a legend created by the NCR propaganda department to lower the Legion's moral and to force Caesar to waste military resources to hunt down a ghost that doesn't even exist.
- Jossed; Joshua Graham and the Burned Man are the same person.
- And every time your game freezes and forces you to reload, that's the courier having a stroke and memory loss.
Yes Man will be the antagonist of a post-game DLC.
None of the endings have him killed. It doesn't help that he is the only NPC that cannot die. The assertiveness boost will probably be the cause.- Jossed. The developers have stated that none of the 4 planned DLCs will add extra content after the ending of the main quest.
- Also, Yes Man's assertiveness was for back when the game had plans for post-game content as an excuse as to why the ruler of Vegas can still go gallivanting around the Mojave rather than being stuck in the Lucky 38 as a bureaucrat, with Yes Man taking care of the boring parts of ruling for you while making sure that no one else manages to do the same to you as you did to Benny and House.
- Or at lease he knows about their existence every since before the Great War. He is intelligent, powerful, influential, wealthy, and ruthless when it comes to achieving his goals, which basically fits every requirement for someone to be accepted into part of the Enclave. Also, the Rob Co Industries which he founded was working closely with Vault-Tec and the US government before the war. It is highly unlikely that a chessmaster like Mr. House doesn't eventually discover that a secret organization is working behind the shadows.
- Also, developing from something posted on the Fridge Logic page: Prior to the Great War, RobCo (owned by House) bought out REPCONN Industries, a firm that is known to have dealt closely with the Enclave government. RobCo also had dealings with Vault-Tec, and one of House's stated aims in-game is to eventually lead humanity in colonizing the stars — and the Vaults are supposed to be an experiment testing the sustainability of Generation Ships. Given House's ambition, genius, and authoritarian beliefs, as well as the aforementioned ties to Enclave-affiliated organizations and the resources at his disposal (enough to arm Las Vegas with a state-of-the-art missile defense system, implying military contacts as well), he seems like an obvious choice for a leader, if not one of the founding members, of the Enclave itself.
- That would be difficult, considering that Mr House went into dormancy after the Great War due to the strain of protecting Vegas from the nukes, and didn't resurrect until decades after the Enclave had lost nearly all of their power.
- The OP is talking about the Enclave as it was before the war, and before Mr. House went into his life-support system. That he went into dormancy may even help explain why he wasn't involved in Fallout 2.
- Also, developing from something posted on the Fridge Logic page: Prior to the Great War, RobCo (owned by House) bought out REPCONN Industries, a firm that is known to have dealt closely with the Enclave government. RobCo also had dealings with Vault-Tec, and one of House's stated aims in-game is to eventually lead humanity in colonizing the stars — and the Vaults are supposed to be an experiment testing the sustainability of Generation Ships. Given House's ambition, genius, and authoritarian beliefs, as well as the aforementioned ties to Enclave-affiliated organizations and the resources at his disposal (enough to arm Las Vegas with a state-of-the-art missile defense system, implying military contacts as well), he seems like an obvious choice for a leader, if not one of the founding members, of the Enclave itself.
- It seems that while Mr. House almost certainly knew of the Enclave before the war, he wanted no part in them, because he wanted to rule on his own, and their ideology would leave his best costumers dead.
- Or, he used to be one of the members, but became a Defector from Decadence (or at least an Only Sane Man who said 'Screw This, I'm Outta Here!') after the majority of the Enclave went off the deep end just before the Great War.
It is a bad idea to talk Lanius into retreating if you choose the NCR/Mr. House/Independent endings.
When you confront Lanius during the end game quest, the Legion is basically at its weakest point in years, it is likely that both its first and third in command are dead, plus their most elite troops are KIA at Hoover Dam. So if you kill Lanius right there, the Legion will be leaderless and on very low morale. The next leader in the secession line will be hard press to keep his man under control, eventually resulting in the entire Legion collapsing due to in-fighting and civil war, so they will no longer be a threat to Mojave for at lease the foreseeable future. On the other hand, if you talk Lanius into pulling out of the region, he will return to Arizona to re-build the Legion's strength. He even made it clear that he plans to return and invade the west again in the future. And so if you choose the 'peaceful' solution, you will ended up causing much more death and suffering then necessary.- Although by this stage you would have most likely resurrected a large army of self-repairing robots armed to the teeth and have aligned yourself with a quasi-religious technophiliac organization with access to large amounts of power armour and energy weapons, the six surviving remnants of Pre-War America with access to even better power armour and energy weapons, a destruction-happy tribe with a working bomber and a small but hardy raider clan. If the Legion decided to invade the Mojave, there is going to be blood; and it'll be their blood.
- Lanius is too ineffective a leader to ever recreate Legion as a significant threat. Killing him probably would plunge Legion into anarchy, but it is also fairly likely that an even more effective leader might be given the opportunity to take the reins with Lanius gone. Odds are Lanius would spend his entire reign fighting minor rebellions in Arizona as his territory gradually goes independent or usurped by other factions, like the NCR.
- This is backed up by Caesar himself; if you ask him to tell you about Lanius, he flat-out says that Lanius is only in it for the fighting and has no emotional or ideological attachment to the Legion as an entity; even if he had the leadership skills to carry it on, he wouldn't care to.
- And yet talking to him makes him come off as a Reasonable Authority Figure, who's also a Blood Knight. So most likely his Blood Knight habits mask his leadership effectiveness.
- Given that, if Caesar dies and the Legion takes the Hoover Dam, Lanius destroys New Vegas and the Legion becomes even more brutal, Lanius isn't 'reasonable' so much as 'a quick learner'. Remember, Lanius only expresses awareness that the Legion can't sustain itself at the pace it's going when talked into retreating. OP's concerns are entirely valid. Lanius has learned not to over-extend his forces and that fighting to the last man isn't the best strategy. The collapse of the Legion and its institutionalized cruelty will be postponed, likely not indefinitely, but certainly long enough for Lanius to make good on his vow to return. You just couldn't pass up those skill checks, could you?
- Seriously though, who would want to spare Lanius? The temptation to Kick the Son of a Bitch would be overwhelming for anyone NOT inclined to side with Legion.
- In the House/Independent endings, sparing Lanius is in your best interest, at least in the short term. The threat of war with the Legion is the main factor keeping the NCR out of the Mojave, along with insuring that at leasat Kimbal and possibly Oliver survive to take the blame. The NCR will see expanding into the Mojave as too costly, especially with a relatively stable Legion waiting for them across the river. In the mean time, House and/or the Courier are free to build up their own infrastructure and power base while the big boys stare each other down.
- The one good thing of Legion rule in Arizona is that at least it wasn't just another free-for-all betweenRaider and Slaver gangs: a Lanius swayed by the Courier's words would try to rebuild the Legion as a legitimately stable empire, while getting rid of any trouble-making subordinatesthrough sheer badassery alone, while a Legion deprived of all their great leaderswould go back to square one: divided between warring factions, locked in a perpetual warthat would leave the Legion's lands almost completely depopulated.
- This is completely plausible if you consider the Pip Boy. In Fallout 3, according to Stanley Armstrong, biometric seals prevent the device from being removed, and Gary 23 in the Outcast outpost had his arm cut off because the Outcasts needed his Pip-Boy to unlock a weapons vault in the add-on Operation: Anchorage. However, this portrayal is notoriously inconsistent, as clothing in Fallout 3 is depicted as fitting under the Pip-Boy, with sleeves coming out on the other sides, while in New Vegas this issue is not mentioned at all. The Courier receives Doc Mitchell's old Pip-Boy and can freely switch between the regular and the Pimp-Boy 3 Billion version; the 3 Billion also appears loose on the player's arm. Ricky in Honest Hearts wears a Pip-Boy he claims to have found, though he doesn't mention the biometric lock. (from Fallout Wikia)
- It's possible that Stanley Armstrong, on orders from the Overseer, perpetuates a myth to the Vault 101 dwellers that those Pip-Boy units are biometric-locked; they aren't, but the authoritarian screwball in charge doesn't want people essentially shutting off Winston Smith's telescreen, and the Pip-Boys of Vault 101 'phone home' or can otherwise be monitored in the main office.
The Courier never existed at all
Alternative to the above, a lonely Doc Mitchell spends his time imagining the adventures of a lovable rogue who saunters the wastes, meeting interesting people and solving impossible tasks. He later compiles these fantasies into a book series, 'Adventures of the Mojave Courier', which become a staple material among the young and old, thanks to funding from the Mojave Express (free advertising), and the Followers of the Apocalypse distributing the book to provide entertainment and a role model for the wasteland.- Does it include the Adventures of Tabitha and Rhonda?
- Originally, the Adventures of Tabitha and Rhonda would be a Show Within a Show, referenced from time to time. Eventually, demand among the younger audiences would inspire Doc Mitchell, or perhaps someone else, to capitalize on the market and make Tabitha and Rhonda into a lucrative spinoff series.
- Also, he's incredibly hard to kill. Anyone who's aware of Graham's role in Van Buren would know that he survived a hanging for a few days.
The Courier is the Vault 11 Survivor
This theory has almost certainly been put forward before, but I'm going to pop it up on the WMG page and make it official. Anyway, Vault 11.. 5 survivors.. but only 4 bodies, the last survivor presumably having gone into the Wasteland. No other character in the game really fits being the Vault 11 Survivor, so why not the Courier with his/her mysterious past? And the Vault 11 survivor could actually be male or female.. the survivor opposed to the suicide pact is male, but he screams 'No, no!' when the shooting starts, suggesting he might not have been the one holding the gun. 2 of the 5 survivors never speak, and thus may be male or female and possibly the Vault 11 Survivor.
Oh, and also, Vault 11 appears in the opening movie, which does seems to strongly hint at an important role in the Courier's background,considering it's otherwise not related to the game's main story.
- You could also put up the theory that the Courier was still a little kid when this happened. Imagine him/her losing his/her parents to the voting system, being possibly the only child born in years, only to learn that it was all not necessary and that the adults, the people responsible for her/his parents death, now want to seal themselves up forever and commit suicide. So the kid cracks and kills them all in a fit of rage and runs away. Not only would this explain why the other four didn't saw it coming (who would have expected the little silent child to do anything?) but also how you could have already traveled around for years in the wasteland outside Nevada.
- Well you can adjust the age of The Courier, so he/she doesn't necessarily have to have been a child when this all happened.
- Considering the state of the Vault and that everyone's body has already become a skeleton it's left open when the Vault was opened.
- Of course, since the Vault quickly became the home to giant rats and mantises, the bodies would have been stripped down to bones relatively quickly.
- Likewise it would give Mister House comment about the weakness of a democracy towards the player a different meaning.
- Given that only one ending of New Vegas has the Courier supporting a democratic government, it's quite possible that the Courier's resistance to, and even his outright antagonism to democratic government could be attributed to having survived Vault 11.
- Well you can adjust the age of The Courier, so he/she doesn't necessarily have to have been a child when this all happened.
- You can hear the survivor's voice after all four gunshots, it is definitely one of the male speakers. This removes him as a possibility because it creates a definitive gender and approximate age for the Courier.
- Word of God also indicates that there are no backstory elements in the game to the Courier beyond the ones being built with Ulysses.
- With Dead Money and Dog's ending it has become quite likely that Ulysses, the removed companion, will return via a DLC. From what we know, he is supposed to be a fanatic defender of what he thinks was the pre-war government and it's democratic ideals. It's possible his traumatic experience in the vault has actually turned him towards democracy rather than away from it, since the civil war inside the vault only broke out after someone tried to remove democracy or thinking that the old government performed this experiment to show everyone how weak they were, so being the sole survivor tells him he was the strongest of them.
- Jossed.
The Courier is the Vault 11 survivor along with one other person.
- The assumption is that there were only five survivors, but four bodies afterward, but what if one of the people responsible for the revolution that wiped out nearly all of the Vault's population survived, but was hiding! If he was too terrified to come out due to the fact that he believed he'd be blamed for the incident, he'd stay in a locker until everyone left/was dead. Now comes the funny part: he leaves the vault and ends up becoming a Courier himself, but never encounters the survivor, until he sees the list of deliverymen for House's items, and sees a name he recognized from the Vault. He quickly turns down the job, leaves the Courier to do the job, and flees the New Vegas area, afraid of being discovered by someone who'd not hesitate to put a bullet in his head for what he'd done.
- Adding to above's suggestion of Ulysess being involved in Vault 11. Could it be that both, the Courier and Ulysses are survivors of Vault 11? This would certainly explain their past connection and possibly why Ulysess put the Courier on the list, also why they might have a reason to fight each other as suggested in Dog's ending.
- How's this? It pieces together a few of the other theories into a story. The Courier and Ulysses were just children when Vault 11 broke down into chaos. Surviving the riots, they hid away while watching the 5 other survivors argue. Knowing not to come out of hiding, as they understood that the adults were debating on whether or not to kill themselves, the two kids wait, and, eventually, 4 survivors are killed. The shooter leaves the vault, and the children trail the man for a while, staying out of sight, as they fear what he may do to them, despite the fact that he is weaponless, as they are but two youths. Eventually, they lose him in a modest sized settlement, and find a caravan, whose driver take them in out of pity and they travel all the way to California, before being left at an orphanage. They stay clinging together, each is the only friend the other has in the world, even traveling back to New Vegas and gaining jobs together as couriers for The Mojave Express . However, the older they get, the more they begin to disagree about their past, The Courier thinking that Vault-Tec and the government of old was doing nothing more than playing a sick twisted game with Vault 11, Ulysses however, believing that the experiment showed that the dwellers were weak minded, and thus, unfit to govern, and that was what the proud United States government was aiming to prove. Their arguments grew more frequent, and more intense, until they parted ways, so stubborn that they never quite forgave each other for their differing opinions. Years pass, as both of them travel far and wide, still never seeing each other since their last argument. One day, Ulysses is offered a job to deliver a unique poker chip to The Strip. On the list of other candidates, whose name should he spot at the top but that of his old companion, Courier Six. Out of some strange form of lingering resentment, he refuses the job, allowing The Courier to complete the task himself. As soon as he hears of the Courier surviving his own attempted execution, Ulysses takes this as some sort of sign that he and his old friend will meet again, one last time, and he prepares for a battle to finally decide who was right after all these years..
- Jossed : Ulysses is born a tribal.
- Adding to above's suggestion of Ulysess being involved in Vault 11. Could it be that both, the Courier and Ulysses are survivors of Vault 11? This would certainly explain their past connection and possibly why Ulysess put the Courier on the list, also why they might have a reason to fight each other as suggested in Dog's ending.
The Vault 11 Survivor Is Still Alive, And He Wants To Destroy Democracy
- Think about it: we assume that every one of the assassination attempts at Hoover Dam is the Legion trying to take out Kimball. But there's so many! A suicide bomb, a sniper, a bomb on his plane, isn't this just a bit overkill, even for a foe as wily as Caesar? What if only one of the assassination attempts was made by the Legion, and the rest made by The Survivor, who now heads a shadowy organization that seeks to wipe out democracy, having seen firsthand how terrible it can become?
- Why would an anti-democracy group want to kill Kimabll? If anything he is slowly destroying the NCR's democratic style government from within and turning in more to a dictatorship. If they really want to fight democracy, shouldn't they go after people that really believes in democracy and diplomacy like Ambassador Crocker or Colonel Hsu instead?
- Because Kimball's death would destabilize the NCR, allowing future actions a greater chance of success. He's the figurehead of NCR democracy, not it's embodiment. Killing Kimball wouldn't be the last step in destroying the NCR from within: IT WOULD BE THE FIRST.
- Why would an anti-democracy group want to kill Kimabll? If anything he is slowly destroying the NCR's democratic style government from within and turning in more to a dictatorship. If they really want to fight democracy, shouldn't they go after people that really believes in democracy and diplomacy like Ambassador Crocker or Colonel Hsu instead?
Mr. House was a Vault-Tec technical advisor, and is the one responsible for Vault 11
- If you complete Vault 11, including the big finish in the hidden chamber before you start working with Mr. House, you will get a message that you just failed part 1 of the quest 'The House Always Wins', and Mr. House's robots will turn hostile. Given that Mr. House has a security network that covers his facility in Independence Hill, and Vault 11 isn't that far off, he was likely watching you when you completed Vault 11, and, having discovered that you know his dirty little secret, that he created one of the greatest Vault-Tec travesties in history, he now has no choice but to try to have you killed the moment you enter his Casino.
- Alternately, it may just be a glitch caused by the game being rushed out before it was 100% completed.
- It's definitely a glitch; I reloaded my last quicksave after this happened to me and the second time I did it, this didn't happen at all.Although, it's entirely possible the quest not failing the second time was the glitch..
- It's a glitch. One of the turrets is improperly coded to be aligned to the Lucky 38.
- You all are just no fun.
- Jossed.
- Jossed how? Please elaborate. It being related to a glitch doesn't 'debunk' it.
- Alternately, it may just be a glitch caused by the game being rushed out before it was 100% completed.
After saving the Capital Wasteland, he chose to leave the Brotherhood of steel and lead a normal life as a Courier. He thus went to New Vegas where he lived until the game's beginning. After being shot by Benny he lost his memory and he starts off as level 1 because he's out of shape.
- The writers left The Courier's background completely unexplained (you don't have to admit to being to New Reno) and it's been 3 years since the events of Fallout 3 so if you want to be The Lone Wanderer then go right ahead.
- So basically you can role-play the Courier anyway you want. He can be the Lone Wanderer, a child of the Lone Wanderer/Chosen One, a citizen of the NCR, an escape slave, a survived member of the Enclave.. etc. There doesn't seem to be an 'official' backstory for him.
- I am the original poster of the WMG, and i think the Courier's backstory was probably left out intentionally after all.
- Well one big problem with this theory is that a line of dialogue in the game would imply the Lone Wanderer impregnated a woman in Montana when he was 6. Needless to say, this seems slightly implausible.
- Assuming that the bullets caused some brain damage, it's possible that he mismatched the date.
- Besides, its simply optional flavor text, and the player is no more obliged to accept it as canon than that line in Fallout 3 where its implied that the Lone Wanderer is attracted to Amata. It only even appears with the black widow perk, and it would contradict the minimum age slider.
- I just assumed that the Courier was making a joke (you need the Lady Killer perk, but it makes you a bit of a lothario and it's the kind of joke that would come to the mind of a person with such a personality). Kind of a mean one, though.
- It might be a case of Gameplay Story Segregation, but early in the game you can ask basic questions about both local places and the NCR, implying that you're new to the southwest altogether. But when you speak to Veronica you can give her an intelligent opinion of the Brotherhood of Steel, and you only really seem ignorant of the corruption of the Elders and their unwillingness to help anyone. So you have someone new to the southwest, who has deep knowledge of the BoS, but thought they were nice people instead of jerks who hoard tech. That sounds like someone from the Capital Wasteland.
- Going by that Logic you can also state you know the Brotherhood are of bunch of dicks and that you've seen a singer in New Reno, also as of Old World blues it shows that there is an 80% chance you don't know what High School or Communist is, something a person who grew up in a Vault should know.
- You can if you decide to consider these options as canon for your Courrier. And i'm sure that psychological's tests weren't done with what happened to you character in mind.
- Going by that Logic you can also state you know the Brotherhood are of bunch of dicks and that you've seen a singer in New Reno, also as of Old World blues it shows that there is an 80% chance you don't know what High School or Communist is, something a person who grew up in a Vault should know.
- According to Fallout 4, Elder and Sara Lyons died within a short time period; Elder Maxson brought the Brotherhood back to being a band of glorified raiders. Assuming one's Wanderer/Courier made good and neutral choices for major quests, we have a very good reason for the Last, Best Hope for Humanity to end up a broken shell working the mail service half a continent away.
Fallout is the aftermath of Epic Mickey.
- Both games use the same engine. Mickey was able to travel into the Fallout universe and do what he did to the cartoon world: Erase entire regions off the map, along with drain the world of its color.
- This setting◊ for the 'Nevada Skies' mod would even give you the right look.
The Vault 11 Survivor will make an appearance in the Dead Money DLC.
The description of the DLC says that the courier is going to work with '..three companions, each of whom has their own motivation for helping you.' One could be Survivor.- Jossed.
Three of the remaining Mojave Express Couriers will be the companions in the Dead Money DLC.
- We know that the Courier is one of the six sent, and we know that there was one dead in Primm, but what of the other 4? After they complete their missions, one of the couriers approaches the other three in a money-making venture, only the leader will betray the other three part way through and leave them for dead. The Courier will save them, and in gratitude, they'll join the Courier and help him bring the leader down.
- Jossed. The companions consist of a Super Mutant, a Ghoul, and a bald female human.
- The human and the ghoul COULD be couriers, but I doubt that they would hire a Super Mutant.
- Nope. The companions are a schizophrenic super mutant suffering multiple personality disorder, a Brotherhood of Steel scribe brutally mangled and unable to speak and a lounge singer who has been plotting to rob the Sierra Madre for over two hundred years. The leader's an insane Brotherhood of Steel elder, as well.
- Jossed. The companions consist of a Super Mutant, a Ghoul, and a bald female human.
The Courier that turned down the platinum chip does not know Courier 6 (the player) at all.
- Benny would only have been able to figure out the courier company Mr. House hired by hacking into his network, not the identity of the courier actually carrying the platinum chip. It is mentioned in game that the couriers were selected by rotation, except the player would not have got the job if one of the people ahead of him in the rotation didn't turn it down. Ambushing all six couriers was probably not an option given the small number of Khans he brought. It would make sense Benny would pay off a Courier to give him the name of the person with the platinum chip. The courier that turned down the job wasn't amused because he knew Courier 6. He was amused because he realized if Benny didn't hire him, he would have been the one getting ambushed.
- Potentially Jossed. We don't know much about Ulysses, who is the prime candidate, so he could not know much about it.
- Ulysses does have a history with the Courier, though it mostly spawned from a single devastating event.
The Courier is the Beast, while the courier before him was Cole.
As Cole became more powerful, he discovered his time travel ability. Unfortunately, he lost control and traveled to 2278. After that, he realized that he could use this time to train to fight the Beast again. For two years he worked as a courier to get caps, until the Beast was able to find when he was and followed him there. The fight was now an even match between the two, with Cole eventually running away, leaving the Beast weakened. The Beast lost track of him, while Cole turned down the next job so he could stay in hiding. The Beast was injured and couldn't control his powers at the time very well, and had to take the job of a courier to get caps so he could get food. On his first job he was shot by Benny and couldn't fight back without his powers.
It..made sense in my head.
- Jossed, dude. Even if the Fallout-verse had some connection with inFamous, it doesn't change the fact that Cole died at the end of the second game.
The man who people worshiped, who King's school of impersonation was built around, who the Kings emulate..
- Was Jessie Garon Presley.
Ulysses was the one who shot ED-E in the trailer.
Why not? He seems to be a grand puppet master as of Dead Money. Turning down the Platinum Chip delivery when he saw the Courier's name? Having saved Christine from Elijah and stating he knows it's important to search for someone whohad an impact on your life? Seems as if he is, if accidentally or on purpose, manipulating the story and the Courier's fate.Firefly is the future of the Fallout series if Mr. House wins.
Mr. House really did send humanity to the stars, leaving the wastes of the Earth-that-was. To further control humanity even in space, he designed an apparently democratic government, the Alliance, to give their citizens the impression that they are participating in the process. (The Alliance Parliament is in fact a puppet government controlled by Mr. House himself, still alive thanks to his 'condition'). The Space Western theme of Firefly is caused by most people having been raised in the wild wasteland outside New Vegas itself, and the Independents were partly formed by the successors of the NCR, who know the truth about the Alliance.- The problem with this is that it would require going from Fallout level technology to Firefly level technology in about fifty years before New Vegas begins. The basic backstory of the Alliance completely contradicts the Fallout series, as well. Fallout starts by the United States and China going to war with one another. Firefly starts by them allying with one another.
- House recruited heavily out of San Francisco, as the Shi had the kind of pre-War tech background that would be handy for kick starting the space race, and the Hubologists would be a pool of eager and willing space travelers. This migration would lend to a bilingual culture springing up among those who would be going out, with the Americans and Chinese both taking steps to meet in the middle while still preserving their native cultures. In the generations after the launch, the notion of the whole world coming together, instead of House just pulling in whoever was both useful and in reach, would become the dominant mythology, with the notion that all the British people in space being the descendant of one particularly vigorous Thieves Guild leader dismissed as mere racist slander.
The DLC will be a series of stories told throughout different chapters.
Dead Money and the (as of writing) unnamed second DLC would be considered the Ulysses arc. Honest Hearts and the fourth would focus on Joshua Graham/The Burned/Hanged Man. The fifth (and possibly sixth) would be a continuation of the main quest.- Jossed. Only 4 DLC, but it does look like Honest Hearts is the odd man out, being only tentatively related to the others.
The Courier is the SecondComing and the Mojave Wasteland is the Battle of Armageddon.
Mr House is God. An all knowing, near omnipotent savior of mankind who kept one last bastion of mankind (Las Vegas) alive and watches over them from heaven, the Lucky 38. The reason he wants the Brotherhood of Steel destroyed is because they worship false idols. Caesar, once a member of the Followers of Apocalypse, the most altruistic organization in the wasteland, is the Anti Christ. Charismatic and intelligent, but trying to reshape the world in his image. The NCR are the united forces of mankind, who, while they are at peace with the forces of heaven, wish to rebel against House. While they are greedy, corrupt, and imperialistic, they have some decent reasons for doing so. The platinum chip is the Book of the Seven Seals from Revelation, which each faction needs in order to either deliver final judgment unto mankind and bring them under control of his Securitron angels (House), harvest the souls of mankind (Caesar), or break free from both God and Satan's will (The NCR). The Courier can either fulfill his duty to God, betray him to Lucifer and Caesar, help mankind break from from their creator, or take it for their self and shape earth as they see fit
- Best WMG ever.
- I killed house after I met him and then left the Luck 38 forever mainly because I was bored and thought he was a dick. That probably makes me more of an anti-christ than Caesar.
- Actually, if it can corelate to it the bible, or history whatsoever, and assuming you're using independent Vegas, (Which it probably can,) Caesar's legion is the god honest roman empire (And the courier can ideally play Brutus,) House and the Lucky 38 are Babel tower (Where you play whomever it was who brought other languages,) The NCR is colonization era europe (America is the courier?) and there are probably more as it goes.
- If we can figure out who Christine is, so can the Courier. More innocently, when things quieten down, the Courier might just bring Veronica along when paying a visit to the old friend still running the Sierra Madre. After all Veronica is a tech-geek like so many of the Brotherhood. They come up the lift, both women's eyes widen, cue music..
The courier IS the lone wanderer
It's simple. After the events of Fallout 3, he (or she) decided that they didn't want to be tied down to the East coast and wanted to explore the country. Cue to two years in the future, in which an informant (possibly from any of the factions) wants them to take a courier job. After a while of bargaining, they decide to take the job. However, a group from a different faction attack the Wanderer and steal his equipment.) The wanderer finds a few pieces of equipment but is shot by Benny before he can finish the quest. In the same way that Dead Money helped resolve certain issues from Veronica's past, the remaining 3 DLCs will have plot elements involving some of the other New Vegas companions.
The most obvious unresolved plot element is the fate of Fallout 2 companion John Cassidy, father of New Vegas companion Cass who was last seen disappearing into the East and never heard from again.- Every human companion has somebody very important in their past that they lost- Veronica-Christine, Boone-Carla(see below), Arcade and Cass-Their fathers. I'd like to include Lily(grandchildren) or Raul(Rafaela) but there will only be 3 more DLC's and we learn a lot more about the human ones.
- Honest Hearts- in Legion Territory, could be Boone's or Cass's DLC.
- Jossed; Honest Hearts has no connection to any companions.
- Lonesome Road however fills in some of ED-E's backstory.
Carla Boone will be a companion in Honest Hearts.
We see the location where Boone shot his wife, it's difficult to get a clear shot at anybody in Cottonwood Cove from there, even for Boone. Instead, the shot made her comatose and miscarry, and the Legion took her into Arizona and tried to treat her (a live slave is worth more), but they couldn't and left her for dead. One of the future DLCs will introduce a Super Mutant Ranger. Perhaps even a Super Mutant Ranger wearing customized Ranger Combat Armor.
The latter would be pretty badass (sort of an NCR version of Frank Horrigan). Also, there were Super Mutant Rangers in Fallout 2, so there's a precedent for it. A Super Mutant Ranger named Chauncey was originally supposed to appear in New Vegas but was cut from the game. One of the future DLCs will introduce another character from Fallout 2
Possible candidates include SKYNET, Goris, Xarn (the other intelligent Deathclaw survivor, from the Navarro prison), and Lenny. Hell, the Enclave Remnants are still kicking, so Sulik could still be around after all these years. Yeah, Sulik was damn funny, we should get a Badass Grandpa version of him! An interview with developers has revealed a future DLC will include an area 'that players likely thought they would never see', as well as 'a personality from Fallout 3'. Any guesses as to what that might mean?
- My money is on either the East Coast BOS, Desmond, or Fawkes.
- I say it's Moira Brown. Everybody who played Fallout knows - and maybe hates - her. Her appearance would explain all the Wasteland Survival Guides found in the Mojave. She brought them along and sold them to gain enough Caps to hire the Courier as researcher for her next book.
- Almost definitely the East Coast BOS.
- Three Dog uses some enclave tech he got from the BOS to begin broadcasting coast-to-coast.
- Most likely BOS. Theoretically, they are supposed to be a scouting mission, which means they are supposed to eventually report back to the main BOS command at some point. The point gets kind of obscured since Bethesda made the small splinter factions in DC larger, more powerful, higher tech and better armed than the primary groups on the West Coast.
- It could be the outcasts who after the definite success of Lyons point of view will join the Mojave branch.
- Madison Li is the only important NPC who survives the events of Fallout 3 no matter what the Lone Wanderer tries. She even leaves the Capital Wasteland to go up to the Institute for awhile. There's a few minor NPCs who could also survive, but most of them are children, or so obscure they're not really worth mentioning.
- LIBERTY PRIME. Ok, probably not, but wouldn't that be awesome?
- Well, 3 of 4 DLCs are out now, so unless Lonesome Road pulls a truly epic twist, it seems that the Fallout 3 personality the devs were referring to were the Yao Guai in Honest Hearts.
- The thing they never thought they'd see is probably the lobotomites, they were actually suposed to be included in a game from all the way back to fallout, but it never happened. As for the old school personality.. I don't know, who was important enough to be canonically alive.
- My guess is that it's Harold. Bob, the mutant tree growing out of his head, is said to be producing seeds in the good ending to Fallout 2, which grow into plants similar to the one that consumed everyone's favorite 200+ year old mutant-ghoul-thing. In a twist, Harold can psychically send his consciousness between the plants once they're mature enough, giving him more mobility than he's had in decades. It'd be a fitting enough ending for Harold; let's face it, he's suffered enough.
- Turns out it's Colonel Autumn, who you learn more about and how he's related to ED-E's backstory.
- Aliens in the Black Isle/Obsidian Fallout games have always been a joke or non-canon. Area 51 was scrapped very early on in Fallout 2's production, it wasn't something they wanted to include and didn't have time. It isn't surprising that someone suggested Area 51 as a potential location given Fallout 2's location. It would be very odd for them to focus on aliens for DLC. YMMV, but Mothership Zeta seemed to consistently be the least popular Fallout 3 DLC with fans of the series that played the earlier games.
Benny is just really bad in bed.
Matthew Perry's notoriously 'bad' voice acting, especially during the g-rated sex scene, was Stylistic Suck, completely intentional as a way to show that he's a terrible, terrible lay. The Showdown with Ulysses will involve a showdown between companions
Ulysses, as The Courier's counterpart has his own companions, some of which are counterparts to The Courier's own. Perhaps a rogue Paladin as Veronica's counterpart, a young hotshot gunslinger as Raul's, a former Legionnaire Frumentarius as Boone's and others. The final confrontation at The Great Divide will not only be The Courier's showdown but ones for his/her companions.- Adding to this, Ulysses will be the Courier's opposite, being a heavy weaponry specialist if the Courier is a stealth build, and a melee/unarmed specialist if the Courier is a tech-savvy energy weapons user.
- The paradox of any final showdown with Ulysses is that, since there will be no 'post-ending' DLC like Broken Steel, even after all DLCs are released Lanius will still be the 'final boss' of the game, so Ulysses himself will be unlikely to be more powerful than him. However, Ulysses will be fought at a much higher level cap (level 50 if current trends remain the same), and confronting him seems to be a major built-up climax to the 4 DLCs. Having him be a 'party battle' with multiple Hero-level companions would be one way to make the fight suitably epic without eclipsing the Lanius fight.
- Actually, it's very likely that the Final Boss of Honest Hearts will be Joshua Graham, who's explicitly described as being a much better warrior than even Legate Lanius. So apparently their policy of not making DLC bosses stronger than the Final Boss if out the window.
- That one's Jossed since Graham is actually the Protagonist of the Honest Hearts DLC. Doesn't mean he's any less dangerous to take down.
- Epic idea man! I can already see it!
- Almost all Jossed, unfortunately. Companions are not allowed into the Divide either.. Save for ED-E. There can be an ED-E vs Ulysses' repair-bot showdown if you choose to fight him.
- The Courier survived being shot in the head. While not impossible, it's still fairly extraordinary.
- Depending on how you play the game, The Courier is a total Badass to an inhuman degree.
- One of the options for the word association part of character creation for one of the ink-blots is Mushroom Cloud. While it serves to show that The Courier may have a knowledge in explosives, it could also be remnants of memories of The War.
- The Courier implies in a conversation with Veronica that he/she does not know his/her birthplace. The amnesia would certainly explain this, as would a simple lack of knowledge, but there's also the possibility that his/her birthplace doesn't exist anymore either.
- Ulysses' association with The Old World and the American Flag on his back. If he was the product of a US Super Soldier program, he may have lingering feelings of loyalty for his lost nation.
- The Courier, with high enough intelligence, knows what a fish is. This might be just general knowledge on his/her part, but it could also be lingering memories of a world where fish were more plentiful.
- It certainly accounts for a Mysterious Past, which The Courier has in spades.
- It would be pretty cool.
- He doesn't have to be immortal, he could have simply been born before the war. A conversation you find on a holotape indicates that Ulysses believes that the Old World and America 'are asleep' in the Divide. It opens a possibility that the Divide could house cryogenically frozen pre-war citizens, among whom the Courier and Ulysses were formerly members. The Big MT's experiments unfreeze the two of them with the accident mentioned in Old World Blues, and they go out and explore and get jobs in the new Wasteland, they simply don't remember anything from before the war due to the freezing process. It would explain why the Courier's backstory is so muddled, and why the Courier doesn't seem to understand High School, communism, or Christianity.
- Jossed.
- Not nessecarily. Ulysses may not have known anything about the Courier or presumed he perished when the old world died. Though it's a bit of a stretch, given the technology of the time, it's not impossible. Added to my personal Fanon regardless though.
- Jossed.
The Sixth Courier is an android created by Mr. House.
Aside from Mr. House, Ulysses is the only living person who knows this. If he is a living person, himself.- A laughable theory. First of all, the Courier bleeds. Second of all, hardcore mode (where the character requires food, water, and sleep; healing is more difficult; etc) really puts this little twist ending into doubt, as a robot shouldn't require any of those things at any point and healing a broken leg wouldn't require specific medical aid. Third and finally, the technology of the setting makes it explicitly impossible, as the most advanced robots are pretty much walking toasters (or hulking unicycles). Mr. House wouldn't even have been able to create a human-like android that is complex enough to bleed and eat and get drunk off his ass BEFORE the nukes hit, let alone after. It just doesn't make a lick of sense.
- One can consider it yet another of Bethesda's problematic design decisisions, but Fallout 3 did establish that making a human-like android that is complex enough to bleed and eat and get drunk off his ass is possible for at least one post-War faction. Of course, that faction is on the other side of the country.
- Of all things, this one is quite heavily confirmed jossed by 4. Not only are Synths (aformentioned androids) around, they're also one of the handful of post-war developments. Given the exclusionary nature of the Institute, it's doubtful Mr. House would've been able to make anything resembling contact with them. While they are very convincing (the only hole in their capabilities is reproduction), it might be possible that the Courier is a Synth, but not one tailored to House's desires. Though, given the fact that the Courier had more than one person rooting around inside his head (Doc Mitchell and Big MT), someone would've noticed the synth component.
- One can consider it yet another of Bethesda's problematic design decisisions, but Fallout 3 did establish that making a human-like android that is complex enough to bleed and eat and get drunk off his ass is possible for at least one post-War faction. Of course, that faction is on the other side of the country.
The Outcasts will join forces with Casear's Legion.
If the NCR truce with the Brotherhood becomes canon it will put the Outcasts in a bind since the Western faction effectively adopts Lyons's altruistic methods, albeit with a self interested goal. Facing the judgment of the Western elders for betrayal, the personal vendetta of the East Coast Brotherhood, as well as possible reprisals from NCR who'd see them as a remnant of the Brotherhood's old ways, they will join the Legion for protection. They will cut a deal where the Outcasts keep technology out of the hands of the population in exchange for helping the Legion fight technologically superior foes. Naturally, the Legion being the legion, they will try and stab them in the back somewhere down the road.- except for the whole Legion hating technology thing, and the Mojave chapter is just like the DC chapter, only a part of the BOS, they only help keep peace as a means to progress in their goal of preserving technology, they confiscate the Salvaged power armor after all. There is no way that theory can even be plausible.
- To paraphrase the art of war, #1's biggest rival is #2, not the #1 in another field. Allying with a luddite faction would mean that any high tech devices found by the new coalition outcast/legion force would be given to the outcasts by virtue of the legion's views. The outcasts get a nice wall of meatshields to bulk out their meagre, small scale combat forces and the Legion get a very well equiped unit of shock troops they can use to take out Securitrons and other heavily armored threats far more easily. Imagine if Praetorian squads had power armour training. The outcasts would also benefit from Caesar's frumentarii network, allowing them decent scouting of potential salvage sites. The outcasts from FA 3 also have access to permenant stealth suit technology and a myriad of other devices from Op: Anchorage, such as the shock sword. Sudenly the legion have stealth that can only be thwarted by thermal imaging at the best, meaning only Veteran rangers can counter them, while outcasts (the ones with power armor at least) have such imaging sensors built into their suits, meaning low risk on their part. The min-maxing potential of this combination of factions is truely gigantic.
- No, no, no. The Brotherhood sees the Legion as the absolute worst result of post-apocalyptic society. This is an enemy that would actively be fought against by the BOS. The Legion hates any technology, except firearms, and the thought of having power armor would certainly be seen as 'cheating' by them. Consider that even their Elite Mooks are wearing gussied-up football gear, even though they must have had access to better equipment by now. Also, the BOS is extremely intolerant of tribals, which make up the bulk of the Legion's soldiers. This may be lessened on whether you consider BOS: Tactics as canon or not (which this troper does, as all of the events were canonized by dialogue / computer entries in New Vegas and Fallout 3). The enemies you fight in Tactics are almost identical to the Legion in outlook, especially the Beastmasters.
- Technically, it wouldn't be the the Lost Hills elders that restart the war - the Republic/Brotherhood truce endings make clear that it is specifically the Mojave Brotherhood that has a truce, and that the war continues in the West.
- Its very heavly implied that the Mojave Brotherhood is the last chapter in the west.
- It is explicitly said in the NCR-Brotherhood Truce NCR ending that they are not the last chapter in the west. How can a war continue if the only remaining part of one side is at peace with the other side?
- What about the Capital Wasteland chapter and the Outcasts? The Midwest chapter is also still active, which begs the question of why the 80's tribe is such an issue. Isn't this within their sphere of influence? The last mission in Tactics is an assault on Cheyenne Mountain, which is a way from I-80, but the Midwest chapter has an amazing array of vehicles to use (the opening cinematic shows a squad driving a Humvee on patrol!). Maybe they haven't expanded that way yet..
How future games will handle canon
While the Vault Dweller had a canon gender Obsidian and Bethesda seem to have backed away from having a clear canon since both Fallout 3 and New Vegas make a point of not referencing any of the Chosen One's actions outside of the main story (For instance, Marcus's dialogue goes to great pains to avoid using gender pro nouns, only referring to the Chosen one as a tribal or, 'My friend.' New Vegas would be more problematic to account for than the other games, for while the first 3 games had a clear storyline that always remained the same, referencing the actions of the Courier would be difficult given all the different allegiances and paths he or she can choose. If they stick to this outlook then it will mean that Fallout 4 and future games will have to take place far away from California, Washington and Vegas to avoid to many direct references, or they may pull a Bioware and let us transfer our data from Fallout 3 and New Vegas into the new game.- It is implied at one point that the Chosen One was a male that had a child with one of the Bishop women, but as it is kept at 'implied' (if heavily, it fits far too well with one of the endings that requires the above to be a coincidence) rather than 'outright stated'..
The Courier's backstory was kept vague to allow players to roleplay as their Fallout 3 character
Given that many players roleplay as the Lone Wanderer this may be true. Mass Effect 2 allowed players to do this and given that New Vegas borrows liberally from it with elements such as the follower missions and the Illusive Ma- eh, I mean Mr House, it’s possible they wanted to follow this trend. The opening even gives the player a convenient reason as to whatever happened to your god mode skills, given the damage to your brain and physical trauma to your body. Doc Mitchell giving you his Pip Boy may also be a subtle concession, since as a former Vault Dweller, it shows it must be removable, giving players some leeway as to why they no longer have theirs. While probably a coincidence, several lines in the game even have a double meaning for the Lone Wanderer, not least commenting on Neil being unusually articulate for a Super Mutant saying regret when Doc Mitchell asks about your mother.- Not a valid comparison. The Mass Effect series is a trilogy around a single character. You aren't 'allowed' to keep playing the same character, it is the exact same character. You are just allowed to re-customize him/her because the game system changes caused several classes to play very differently in ME2.
- The whole 'Courier is the Lone Wanderer' doesn't make sense timeline wise anyways. New Vegas starts four years after Fallout 3. It takes at least 6 months to walk across country. However, keep in mind that is for someone not carrying water (water is very heavy and very necessary, and in the Fallout world, very unreliable to find), not being attacked by irradiated wildlife, not heavily armed and armored, has a map, can reliably find a safe place to sleep, and does not have to worry about danger at every turn. Realistically, no one should be able to make that trip by themselves in that length of time.
- One word: Vertibird.
- In addition, the Courier has been in the New Vegas area long enough for Ulysses to know him. Based on what Ulysses says, it is unrealistic that the Courier is the guy that showed up a couple weeks ago. It is implied they have known each other for years.
- There is a line of dialogue that indirectly refers to the Courier being at least in his early thirties, if not older, about ten years older than the Lone Wanderer, who has a canon age.
- ED-E got there. Plus there's all the copies of the Wasteland Survival Guide. As for the Lonesome Drifter Line, The player isn't oblidged to choose it (it only appears if you have the Ladykiller Perk any way). It's just optional flavor text, not direct canon, its simply giving you a choice of adding a detail rather than confining you to it (kind of like choosing the Courier's age.)
- Also, William Brandice in Grayditch, an Enclave deserter who remembers Richardson, made it from Navarro to DC just fine. Took him a while but he made it having to drag a wife and kid around while changing settlements constantly and having all the weapons and armor of random Wastelanders.
- Plus There's a lot of ways (the Mothership, Vertibirds, The River Boat) to cut down the journey. As for Ulysses, all we know is that the Courier apparently had a big impact on his life. Whatever the event was it could have happened anywhere from a week to a year before for all we know.
- Lonesome Road makes it impossible/highly unlikely at most for the Courier and the Lone Wanderer to be the same person.
- Play Fallout 2. It does not leave much room for the Enclave to be an effective power in the region. The NCR is much, much more powerful than it was during FO2. The Enclave is severely crippled without the oil well (regardless of what FO3 tries to imply, vertibirds use fuel, this is established multiple times in FO2 and Navarro is founded solely as a refueling point for vertibirds.
- If anything, having the Enclave be a significant power in FO3 was ludicrous enough. A satellite branch of the Enclave had more manpower, better technology, and more equipment than the headquarters. In addition, they managed to fuel a fleet of vertibirds without access to the oil well.
- I did play Fallout 2. It's implied they still have bases around Chicago in ED-E's logs, and they wouldn't even need to engage in combat, just poison the water, spread some toxin through air, or something similar. It shouldn't be that hard for them. Plus, I was always under the impression that the D.C. Branch was the main branch, since it is centered in the former capital and has the most manpower.
- No, West Coast branch is without question the main branch. It contains the oil well, it is where the President and every other major Enclave leader is stationed, virtually every confirmed Enclave vault is on the West Coast, it is where Poseidon Oil is headquartered (which is important in the Enclave backstory), the main non-Enclave specific US military research bases are located there, and it is mentioned numerous times to be the headquarters. Raven Rock is only the headquarters for the DC Enclave, and even then, it is a poorly implemented plot device to explain where all the technology is coming from.
- The only reason the DC branch of Enclave is better armed and more numerous is because Fallout 3's gameplay totally revolved around combat. You see the exact same inflation of numbers and level of technology in Fallout Tactics, which is almost a pure combat game. Fallout 3 would be a very boring game if it maintained similar numbers compared to the earlier games.
- The whole 'poison the water' plan really is pretty lame at this point. In 'Fallout 2,' it was a developed plan that the Enclave was capable of implementing. All of the tools needed to perform this plan have been destroyed. Oddly enough, one of the few areas 'Fallout 3' does not massively over inflate the scale of things in the Fallout world is the Enclave's plan. Poisoning Project Purity would only effect a very small area. Implementing the plan in New Vegas would be even less effective. Basically, it would be a Too Dumb to Live action by any Enclave that tried it. They could not possibly poison every faction's water source and the NCR/Legion and Brotherhood of Steel would easily be able to wipe them out due to larger numbers.
- NCR and Legion yes, Brotherhood no, since the NCR more or less wiped them out. And anyway, isn't the East Cost Enclave more low tech? Last time I checked the Plasma Caster (rifle from 2) was much better than 3's plasma rifle, and the strongest armor deployed by the East Cost Branch (Hellfire Armor) is only slightly stronger than the weakest armor that was deployed by the West Coast Branch (T-51b). The reason the East Coast had so much manpower was because, according to the Fallout 3 game guide, it's actually 3 branches combined. The remnants of the west coast, who fled there under command of Autumn's father, the normal East Coast Branch that was there already, and the forces that came in on the Mobile Base Crawler. Anyway, the Enclave still is implied to be active around Chicago, so this should be a good way to get the player to finally wipe them out. As for the poison the water plan: You've got a point that it won't really work in New Vegas, but it would've definitely worked in Fallout 3, since Project Purity was the only source of completely rad-free water in the wasteland. Anyway, the Enclave are resourceful. They've got a nuke launching satellite for christ's sake. They've had like 40 years to plan since the destruction of the rig (but only 4 since the destruction of Raven Rock, so that might have set them back a little).
- It is doubtful the NCR killed that many members of the Brotherhood of Steel. The New Vegas chapter was decimated because the Elder at the time was not following standard procedures. The Brotherhood of Steel is active outside NCR areas and works in fairly isolated chapters, so it is unlikely that every chapter even participated.
- You can't compare weapons based on stats between the games. Even very primitive weapons in Fallout 1 were guaranteed one hit kills with a critical because combat balance made it inherently more dangerous.
- You are ignoring the Enclave can't replenish their numbers the way other factions can. The Brotherhood of Steel is fully capable of taking outsiders into their ranks, the Enclave cannot. After 40 years, given most of their numbers would have been killed or assimilated (both of which, by the Enclave's standards are equal). The only way to be in the Enclave is to be descended from pure Enclave. You must keep in mind that 'mutant' to the Enclave means every single wastelander, not just ghouls and super mutants.
- Being handed a nuclear launching satellite for no particularly explained reason does not qualify as 'resourceful.' When you couple that with the 40 foot tall robot that also appears for no reason, chances are that is something that is going to be brushed under the rug and never mentioned again.
- Even combining the branches, two of which didn't even exist until Fallout 3, doesn't justify the numbers. The Enclave only had a few vaults and their military only is a fraction of their total population. They also don't recruit wastelanders. So Brotherhood of Steel size numbers with a smaller percentage of military personal. If the Enclave actually had the numbers Fallout 3 was depicting as being their 'diminished' strength, then there was absolutely no reason for them to have such a subtle, elaborate plan in Fallout 2. They could have just shot everyone.
- First of all, yes, the Brotherhood is pretty much completely wiped out by the time New Vegas begins. This is stated several times. Secondly, the Brotherhood does not take in wastelanders. That's like the entire conflict involving them. Third, that's not comparing stats between games, that's just the simple fact that T-51b armor, which is considered obsolete on the west coast, is not on the east coast.
- This needs an interjection: The dialogue states that the BOS in the Mojave are all but wiped out. And according to Tactics, the BOS has severly relaxed the 'no mutants' policy. Hell, they had intelligent Deathclaws as squad members!
- The aforementioned 40-foot tall robot doesn't appear for no reason, given that it was explicitly described as a prototype that the Brotherhood found in the Pentagon. With regard to Enclave's size, I always got the impression that the West Coast remnants arrived en masse primarily on that large mobile base precisely because the region was no longer safe (which might also explain why they may have left some behind either to 'cover their escape' or abandon them to the NCR). If anything, it comes across as more of a desperate exodus across the country in which the Enclave makes one last shot at regaining power; 40 years is still sufficient time to rebuild at least some of their strength, although Lonesome Road suggests that they're still short of resources. As for the water plot, it depends on where in the mainland you are. In the Capital Wasteland, it's justified considering that Project Purity was the only real source of clean water in the region and surrounding areas, with poisoning it potentially having repercussions around the East Coast. It would flounder in the Mojave Wasteland however, due to there being many more sources for clean water and organized polities like the NCR having the means to both distribute and filter it.
- The Brotherhood can take in wastelanders. They are very, very, discriminating about it, and have gotten more so over the years.. but they are willing to consider it (it can happen in New Vegas, after all, and while one isn't a wastelander in Fallout, it doesn't seem like that was a truly deciding factor). Of course, according to Broken Steel and Stiggs, the Enclave is also willing to recruit wastelanders.
- Jossed. Honest Hearts is about The Burned Man, Old World Blues is about The Big Empty (and likely the Cyphers) and Lonesome Road is about Ulysses.
- Eh, maybe the Enclave control the Big Empty? Pre-war research facility with high tech experimental technologies sounds like the Enclave to me.
- Jossed again.
- Well, according to the achievements of Lonesome Road, it's possible to acquire upgrades for ED-E in The Divide. Chances are there's both Think Tank and and Enclave Superscience around that place?
- Half-confirmed. There's a subplot about Colonel Autumn and ED-E's development.
Gannon Senior was a communications officer
The Remnants all describe what they did in the Enclave, but they're vague on what Arcade's father's job was, though Arcade mentioned he was an officer. In his youth, he fielded incoming audio/video signals, including a prank call from a scientifically-inclined tribal who insisted on being called the Chosen One.- Doesn't look like Tesla Armor to me.
- Let's say he got it after he started working in the field?
- That is a huge stretch given absolutely no evidence justifies that, especially since the name of that NPC was listed as 'Pacoff' in the dialogue files. Maybe it means 'Public Address Communications Officer,' but since you aren't using a public address system, Com Off would be a better abbreviation, and all the other dialogue files are character names it seems fairly likely that is supposed to be his name.
- Pacoff Gannon?
- His first name is never mentioned, but he is referred to as 'Gannon Senior,' which implies his name is Arcade Gannon, too.
- Pacoff Gannon?
- According to Sawyer, Arcade's dad was named Mark Gannon, at least in the Tabletop RPG.
Sergeant Dornan was originally one of the remnants
- But was cut out for some unknown reason prior to release. It would've been awesome, I mean who wouldn't have wanted that?
- It would require massive Character Derailment for Dornan to survive Navarro.
- He could have just shot his way out, maybe he was just that badass.
- No, he couldn't have. He was a low ranking person that worked as part of the base security. The Enclave didn't finish the evacuation. The NCR and BOS killed any Enclave members they found at Navarro. It is almost guaranteed that base security was decimated. Some might have escaped, but Dornan was also a 'no surrender' type sergeant.
- Keep in mind Dornan barely even got a name. His dialogue file just refers to him as 'Drill' for Drill Sergeant. He's not suddenly going to go from 'barely got a name' to 'so badass he single handily repelled NCR and BOS forces and escaped from the front lines because its OK to tactically retreat once everyone that can evacuate has.'
- Well, Johnson was apparently one of the no-named mooks of Navarro since he makes reference to Dornan yelling at the Chosen One for being 'out of uniform'.
- It would require massive Character Derailment for Dornan to survive Navarro.
Joshua Graham is dead because being set on fire and thrown into the Grand Canyon is going to kill anyone. Someone made up a story about him surviving and it caught on. In any case, he will not have any future relevance to the plot outside casual references.
- It would be the ultimate twist. As described, it is the most obvious conclusion about the situation, but no player actually believes it. Actually going through with it would just be a shocker despite all the information already being presented to the player.
- He was still alive in Van Buren.. so chances are he is still alive. Also, the banner on XBL for Honest Hearts shows a man with a burned face wrapped in bandages.
- Yep. Jossed.
- 'Guy set on fire and thrown into the Grand Canyon died' is a little less elaborate than most theories that get fall under the Jossed trope. Also, technically can't be Jossed yet since, as of now, Joshua Graham has not been confirmed to be alive or dead.
- The theory didn't say the Burned Man didn't exist and Van Buren content is not canon until it appears in a game. It is still entirely possible until release for this theory to work. The Burned Man can also be called Joshua Graham. The only thing this WMG would indicate is Joshua Graham and the Burned Man are not the same person.
- Jossed yet again. He's a main character in Honest Hearts.
- He was still alive in Van Buren.. so chances are he is still alive. Also, the banner on XBL for Honest Hearts shows a man with a burned face wrapped in bandages.
Elijah is called Father because he is actually a priest
- Think about it. The Brotherhood have displayed near fanatical worship of technology throughout the whole series. It wouldn't be too much of a stretch to assume that there is some sort of religion based around this worship, and Elijah is a priest in it. Also, everyone always refers to him as 'Father' and never 'Elder'. Why? Because he's not the elder, but he's still technically a priest. Either that or Elijah was crazy and made his own religion where he declared himself priest and ordered his Knights and Paladins to do the same.
- Or 'Father' is the correct title for a Scribe that becomes an Elder. Scribe and Knight ranks work differently. Scribe ranks are based on their responsibility within the Brotherhood of Steel, so Elijah can't be referred to as Head Scribe, High Scribe, or Senior Scribe because he is not fulfilling the duties of those positions as Elder. Referring to the head of the chapter as Scribe Elijah could come off as disrespectful. Elder, on the other hand, is a military rank within the Brotherhood of Steel. Since Elijah is, to date, the only civilian to be an Elder, there is no frame of reference to compare his title. They can't grant a military rank to a civilian (which is what a Scribe is considered within the Brotherhood) because that contradicts the Codex. 'Father' is a close enough synonym to 'Elder' that it would be a reasonable compromise for the rank of a Scribe in charge of a chapter. It would mean they aren't violating the Codex by giving a civilian a military rank, but they are giving acknowledgment that he is important. As for why he is also referred to as 'Elder Elijah,' that's simple in this scenario. Brotherhood members would be so used to referring to the leader of the chapter as 'Elder' that they would undoubtedly slip up on occasion. Case and point, you will never find anyone that was recently given a brevet rank consistently referred to by the correct rank.
Ulysses was almost killed by the Courier. The Courier doesn't know about the 'almost' part.
- At some point in the past, the Courier and Ulysses had an altercation that ended with Ulysses lying on the floor in a pool of his own blood and the Courier thinking that No One Could Survive That!. It's something of a running theme in the game that a lot of people are Not Quite Dead. The Courier, Elijah and The Burned Man all survived their believed deaths and go on to do great things. This also explains how the Courier could have had a major impact on Ulysses' life without remembering Ulysses. For the Courier it was Tuesday, but for Ulysses it changed his life forever.
- More like, according to Joshua's account of the Divide, the Courier and Ulysses did SOMETHING in the Divide that the Courier felt No One Could Survive That!.
- Confirmed, though the Courier never knew about the 'Ulysses' part, rather than the 'almost' part.
- Elijah is Pride. He wants the tech of the Sierra Madre to 'cleanse' the Wasteland and shape it in his own image. This stems from his hurt pride over losing the battle at HELIOS One, and the disagreements he had with the other member sof the Brotherhood of Steel.
- The deceased Sinclair is Lust. Should be obvious, his lust for Vera set the whole thing in motion.
- Christine is Wrath. She is obsessed with getting revenge on Elijah.
- Dean Domino is Envy. He blackmailed Vera, sabotaged the Sierra Madre and tried to rob the Vault, all because he wants to hurt Sinclair, because he is 'happier than him'.
- Dog is Gluttony. Has the insatiable urge to eat, and not much of a higher motive.
- God is Sloth. A bit tricky. While Dog embodies all the base instinct, God sees himself as something higher and has nothing but contempt for Dog and his primal, 'bodily' instincts. He often refers to their body explicitly as Dog's, and talks about him being only the 'mind' or the 'conscience', thereby being in line with the sin of Acedia.
- That leaves only one sin, Greed. That's The Courier, then. After all, why would he go there? (ignoring the obvious answer 'the player told him to'). He had no discernible motivation, so it probably was because of the legendary treasure.
- Alternatively, Vera Keyes could be Greed, seeing as she got close to Sinclair for the purpose of stealing his fortune.
- Dog/God, Dean and Christine can be redeemed by The Courier. They can be convinced to renounce their obsession and leave the Sierra Madre (Dean), come to terms with their vices (Dog/God) or find peace (Christine). And as for Greed.. remember the heavy gold bars? And how you had to run away when the vault collapsed? Yeah, you probably didn't take that many with you.
- Alternately:
- Elijah is Greed. While Pride is certainly there, his role in the events of Dead Money fit in perfectly with Greed. This is most evident in that he's willing to sacrifice others so that he can get what he wants. This is especially apparent in the last conversation with him, the speech options that imply the Courier would deny Elijah access to the Sierra Madre's vault and it's tech drives Elijah mad enough to come down personally to kill you.
- Christine is Wrath.
- Dog is Gluttony. In a Literal sense. Dog's hunger also consumes him to the point where he has to hurt himself in order to try and keep control.
- God is Envy. The definition of Envy is the desire to deny someone else of their desires. God would very much like to stop Dog's hunger. He tries to trap himself in order to keep Dog from running loose. In a twist, it's not out of jealousy or spite, but out of a genuine desire for helping him, to make Dog stop hurting himself, even if it means death of one or both of them.
- Dean Domino is Pride. Dean's ego is pretty apparent through the DLC, and Guide Dang It!, if you bruise his fragile ego, he tries to kill you. He's not Envy because he's not trying to deny Sinclair his desires - he was more than okay with Vera and Sinclair's relationship since he thought Sinclair was only lusting after her. He never did anything to sabotage their relationship, he just tried to sabotage Sinclair's public image and hotel, the latter of which Dean (falsely) believed to be Sinclair's Vainglory.
- Vera Keyes is Sloth. Particularly Acedia. Vera really wasn't interested in the Vault, she was just going along with Dean's plan in an apathetic sort of way. This was partly due to her drug addiction. Her sin is not realizing until it was too late that she really did care for Sinclair, and the holograms are a ghost echo of her final pleas for forgiveness.
- Sinclair is Lust. It's obvious, but also averted at the end when Sinclair believes he really does care for Vera, and he tries to undo the trap he set for Dean and Vera.
- Or you could say Vera is obviously Lust ;)
Ulysses and the Courier are responsible for the current state of the Divide.
- It's described as being filled with storms, and a total maelstrom of death. Also that it wasn't always like that.
- While the canon is questionable on anything in Fallout Tactics, it does mention the Divide. Which means that there would be no realistic way for the Courier and Ulysses to have been involved unless they are about 70+ years old and the Great Divide appeared immediately before Fallout Tactics took place.
- Honest Hearts clarified that what happened to the Divide took place 4 years before the events of New Vegas.
- The Courier incidentally caused the disaster by delivering a package that somehow activated the dormant missiles beneath the earth.
- A little of both. It was apparently barely hospitable pre-sundering due to the weather experiment emanating from Big MT. If Ulysses is to be believed, the Courier was the main thing keeping the place a going concern, even making it viable. The Courier's package and the bombs it set off merely turned it from a permanent dust-storm with a hardy population into a windy, irradiated hellscape.
Ulysses and the Courier were both once part of the Legion.
- Joshua Graham implicates that there's a Courier out there who is either a high level Frumentarius or Assassin. The thing is, they're both. The Courier was the Assassin and Ulysses was the hand that guided them. He was a radical thinker too, even going so far as to perhaps train a woman to be his cat's paw. That's why Vulpes doesn't open fire in Nipton and why Caesar lets the Courier into the Vault. They recognize her as being one of them. They don't know about the Mind Wipe Benny caused.
- The Courier also escaped from Ulysess by causing the Divide incident (Either by accident or on purpose) that turned the place into a maelstrom of death. They both thought the other was dead. They also knew that they couldn't return to Caesar, as he doesn't take failure well. So they tried to make it as nothings in the Mojave, taking odd jobs and such. Until the day that Ulysses saw a very familiar name on the roster, and felt that his vengeance had come.
- Vulpes explains why he doesn't open fire in Nipton, so the Courier can spread word of what happened. Given this is a common Roman tactic and they left two other free survivors, it doesn't really need any further justification. The massacre at Nipton was also a punishment for disloyalty (excluding the NCR troops, who were targets of opportunity), which might seem odd except the Legion mindset is that if they betrayed the NCR, then why wouldn't they betray the Legion in the same situation.
- Caesar doesn't recognize the Courier. Most likely, he assumes because the Courier is aware of the Platinum Chip, he has some idea how it works. Keep in mind Caesar only has a very vague notion of what it is for.
- Ulysses has some connection to Legion, but given the references to him and his actions, it appears to only be a nominal loyalty.
- Old World Blues confirms that Ulysses cares little for the Legion, seeing it as a poor future.
- Lonesome Road states that Ulysses belonged to a tribe assimilated by the Legion and rose to the rank of Frumentarius, but as of now has eventually abandoned the Legion.
In an NCR ending, Arcade Gannon will join the Midwestern Brotherhood of Steel.
- Arcade is said to have fled to the east if the NCR controls the dam and he helps in it's defense. Not only has Arcade got a number of years still on him, but the Midwestern Brotherhood is more accepting than the Capital Wasteland Brotherhood, taking in everything from humans to robots super mutants. Seeing that they don't take orders from the Western Brotherhood, it wouldn't be too much of a stress to accept a former Enclave member. Plus, Arcade would be safer from any bounty hunters and NCR agents
- The main issue with this is while some events of Fallout Tactics are canon, the recruitment policies are Word of God non-canon. Besides there is a huge difference between Super Mutants and Enclave. The Super Mutants are individuals that are capable of having their own beliefs, views and choices outside a common faction belief system. The Enclave is a militant faction with their own beliefs and goals, most of which involve violently killing anyone that is a mutant, which by the definition of the Enclave is anyone that isn't a member of the Enclave, not just ghouls and super mutants. Not everyone in the Enclave is that hardcore, but the Brotherhood of Steel has never shown any inclinations of holding a philosophical debate before attacking an Enclave member.
- Basically, the only 'canon' thing you can take from Fallout Tactics is that the Midwestern Brotherhood does exist and is out of contact. Everything else is either confirmed to be non-canon or fairly obvious and generic information, like bands of raiders exist in that area.
- If anything, the Midwestern Brotherhood of Steel is probably more inclined to open fire on Enclave members because they lost contact before Fallout 2 occurred, which means that, as far as they are concerned, the Enclave is still an active organization.
- Also, keep in mind that it isn't a matter of them choosing to not take orders from the Western Brotherhood. The Midwestern Brotherhood literally has no means of contacting them. At most, they have not shown an incredible amount of diligence in getting back into contact, but there is a big difference between them becoming a splinter group for ideological reasons or becoming one because they have no choice.
- Seeing how the Midwest brotherhood are just as bad as the West Cost Brotherhood who just happen to control and recruit form outside, Arcade wouldn't really like them.
- Arcade would fit in better among the Capital Wasteland Brotherhood, assuming he could get there: They (well, their leader and at least half of them) broke from the West Coast due to Elder Lyons' more liberal views, and his choice to prioritize the locals rather than the Codex would appeal to Arcade's philanthropic side. As a newcomer to the area Arcade's past in the Mojave isn't questionable enough to raise flags unless he slips up again, and Arcade has lived in the Wasteland long enough to blend as opposed to the stragglers in Broken Steel. He could even join up with the Scribes if he wants to avoid 'Hey, where'd you learn to use power armor?'-type questions, or he could show up with Veronica and claim to have learned from her. Veronica, of course, would likely be accepted what with her being ostracized by the West Coast Brotherhood due to views closer to that of Elder Lyons' than the Codex hardliners. Arcade would just have to be extra careful to avoid the Outcasts, though..
- The main issue with this is while some events of Fallout Tactics are canon, the recruitment policies are Word of God non-canon. Besides there is a huge difference between Super Mutants and Enclave. The Super Mutants are individuals that are capable of having their own beliefs, views and choices outside a common faction belief system. The Enclave is a militant faction with their own beliefs and goals, most of which involve violently killing anyone that is a mutant, which by the definition of the Enclave is anyone that isn't a member of the Enclave, not just ghouls and super mutants. Not everyone in the Enclave is that hardcore, but the Brotherhood of Steel has never shown any inclinations of holding a philosophical debate before attacking an Enclave member.
The Courier is the descendant of Minato/Minako Arisato.
After Aigis defeated Erebus at the end of FES, Elizabeth eventually managed to find a way to free the Persona 3 protagonist from the Great Seal while still keeping Nyx sealed away, but it was only a matter of time before Erebus would reanimate and find a way to contact Nyx. Erebus finally succeeded on October 23, 2077, with Nyx bringing about the Fall by way of the Great War.Humanity obviously managed to survive, however, and over two hundred years after the Fall, a descendant of Minato/Minako Arisato found him/herself in a grave in the Mojave Wasteland with a grievous bullet wound to the head. The Arisato bloodline would have ended with him/her had Victor and Doc Mitchell not rescued him/her.
Minato/Minako's original Wild Card ability is represented in several ways. The sheer versatility of the Courier's abilities goes without saying; he/she can be just about anything he/she wants to be, similar to how Minato/Minako can utilize just about any Persona from any Arcana. More abstractly, the Courier is a literal Wild Card in the affairs of the Mojave Wasteland; it is his/her actions that determine the final fate of the region, after all. Symbolically, the Courier is also represented as one of the Jokers in the deck of cards that came with the Limited Special Collector's Ultimate Edition of New Vegas; the Joker is often associated with the Fool Arcana (Minato/Minako's natural Arcana).
Also, Yuri Lowenthal and Laura Bailey play the main protagonists in both Persona 3 and New Vegas. Had to sneak the customary Actor Allusion in there somehow.
- Alternately, the Courier is the descendant of Yosuke Hanamura and Rise Kujikawa's love child. Apart from the Actor Allusion (darn you, Yuri Lowenthal and Laura Bailey), though, the case for this one is significantly weaker than the one for the Courier being descended from Minato/Minako.
- Also, seeing as there are a lot of other NPCs with Yuri Lowenthal's voice, Minato must have really gotten around in the American Southwest prior to the Fall/Great War. Minako, on the other hand, not so much.
- Akihiko must have gotten around a lot too, judging from how many other NPCs have Liam O'Brien's voice. Teddie and Nanako may also have some descendants in the Mojave Wasteland, seeing as Sam Riegel and Karen Strassman played a few roles here and there.
The Courier's real name is none other than Courier
!It's apt ( Wouldn't you go into the package transportation business if that was your name?) It just so happens to also be The Courier's default name! The Talon Company is made up enitrely of Freeside Thugs
They share a similar savvy for self preservation.Future New Vegas DLC, or Fallout 4, will hint at an upcoming war to unify North America. The canon for Fallout and Fallout 2 is that the 'best' of all possible endings are achieved, so let us assume that the canon ending for New Vegas is that the New California Republic successfully repels Caesar's Legion and annexes the entire Mojave. They are the first superpower. (Even if that doesn't end up being the canon, the NCR will still likely be considered one of the most powerful factions in America.)The second is the Khans-Followers union in the northwest, which happens if the Followers are banished by the NCR and the Great Khans willingly evacuate: 'During the Battle of Hoover Dam, the Great Khans quickly evacuated Red Rock Canyon and headed north and east into the plains of Wyoming. There, they reconnected with the Followers of the Apocalypse and rebuilt their strength. Bolstered by ancient knowledge of governance, economics, and transportation, they carved a mighty empire out of the ruins of the Northwest.' Also, the remnants of the Vault 19 Powder Gangers would join the Khans in one of the endings.
The third superpower is the Enclave, centered in Chicago after being driven from California and D.C. Although they likely have the smallest population of the powers, they still have the greatest access to pre-war technology, which makes them formidable enough to viably take over North America.
The fourth superpower is the Brotherhood of Steel, which is a minor power in the west (but still surviving due to their truce with the NCR). However, after defeating the Enclave and claiming Project Purity in the Capital Wasteland, they have achieved a similar power status to the above three powers and are the de facto rulers of the east coast.
Potentially, there could also be a fifth power consisting in the remnants of Caesar's Legion, though most of the characters in New Vegas are pretty insistent that Caesar's death means the end of the empire. Nevertheless, the lack of an epilogue for the Legion suggests that the developers are purposefully vague about what happens to them after their second defeat at Hoover Dam. Also, if the New Vegas ending's canon is that Mr. House or Yes Man took over the Mojave, then they could also be the a fifth superpower. There could also be a 'wild card' faction of colonists from Western Europe, Western Africa, East Asia or Australasia that are strong enough to initiate plans to take over North America, though that seems unlikely.
All of the above factions will engage in a five-way war for control over the continent, and the main character (whether it be the Courier, the Lone Wanderer or a new PC) will be the deciding factor.
- Fallout 4 is being developed by Bethesda. Every faction they used that appeared in a previous game was given a Handwave justification for existing in DC. It isn't going to be shocking if they perform the same with Fallout 4. They aren't even consistent with Elder Scrolls lore. The answer to 'Which endings to Daggerfall is canon?' is 'Yes.'
- Bad example: That answer to the Daggerfall endings question was given an in-universe justification that, all things considered, is a fairly good one given Elder Scrolls lore (IE, bizarre metaphysics are par for the course), and given that Tamriel is not the Wasteland - people cross the continent on a fairly routine basis, there is a working infrastructure, a single government rules it all - Bethesda would have had a hard time leaving what ending happened vague. A better example might be Cyrodiil and the Imperial City: before Oblivion Cyrodiil was supposed to be mostly a jungle and the Imperial City was explicitly said to cover its entire island.
- The endings to Daggerfall are mutually exclusive. It is literally impossible for more than one of the endings to occur. The 'justification' does not actually make sense and they got around it by just killing off every single entity that showed the justification didn't work and ignored their existence completely. Even then, a lot of things don't add up. The big one is Mannimarco is awfully weak for a god.
- Time broke due to the nature and location of the central artifact of Daggerfall, the one that all the endings hinges on (works with the lore that was established), this resulted in the pieces of the endings being merged together as well as they could without overlapping (with intersection areas for the Iliac Bay powers being burned), and Mannimarco was retroactively made into not-a-god by Akatosh's Jills. There's even an entire book about things not making sense when time breaks. But there was no explanation for the Imperial City shrinking, and Fallout does *not* open for retroactive changes happening in-universe..
Ulysses doesn't want The Courier dead
He seems like a pretty decent and level-headed guy from what we've heard of him even if he is in the Legion. Taking this one step further, the two couriers 'great battle in the Divide' might actually be due to Poor Communication Kills or the two couriers fighting a battle together against something else.- Based on what Joshua Graham implies about him, Ulysses is a cold hearted killer, which is saying a lot considering who it is coming from. You may be interjecting more into his actions than is really there. His motivations are completely unexplained and the closest thing to a benevolent action is releasing someone being tortured, which is more diminished because Ulysses knows who Elijah is.
- Confirmed; Ulysses never actually wants the Courier dead, but he still wants revenge..
The Entire Resource War Was Some Guy in Shipping's Fault
Copied from the Fallout Wiki NCR Ranger Combat Armor Talk Page, also written by me:I know it's expensive and all, but who looked at this riot armor apparently capable of stopping a rifle bullet, bending metal blunt weapons out of shape and deflecting sharp objects and shrapnel and said 'You know what situation this would be best in? Fighting against unorganized riots where the opposition are unlikely to have large-caliber firearms, and not a war-zone.'? Nobody ever thought that this armor would be more useful against the Chinese in Anchorage? I thought people were meant to be fighting over resources, no matter how brutal the fighting gets, in a situation where people would willingly shell out (super-ninja stealth pun, activate!) to protect their oil? It just seems like it'd be a lot easier to give soldiers this than spend years developing Powered Armor, and more cost effective, as well as not requiring the operator to have advanced training that only one in ten people will receive.
I get that the Canadian Partisans were being annoying and all, but is it really necessary to develop armor superior to your current model (which I will remind you is effectively a wearable tank) to take them on? Police in England just have shoulder-plates, it gets them by well enough. Couldn't the Military Police in Canada just wear combat armor, which was already being mass-produced anyway, was WAY more cost-effective, and was widely available on basically all markets? That way, the American government would be able to sell the Power Armor (which would be inferior to the Ranger Armor) on the market at super-high prices to countries fighting their own wars, but if they ever turned on America, the Riot Armor soldiers and the Combat Armor-wearing Military Police would result in a curb-stomp battle, as the enemy would have blown their military budget on purchasing the Power Armor, resulting in the Americans having vastly superior artillery and vehicles, but if the country had enough money to begin with, they wouldn't have bought the Power Armor! So, that's an extra country under American rule, as well as all their resources, and America has more money as well as the best armor in the modern world. It's a win-win. Who knows, if they did this, they may very well have taken down China before the situation got bad enough to launch the nukes, and survived long enough to develop alternate energy sources, preventing the apocalypse as we know it!
And that is how a slip up in Shipping resulted in the apocalypse. If only Jimmy had taken his coffee that day, he wouldn't have sent the armor to the LAPD instead of Anchorage and ushered forth all the death and suffering in a Fallout game ever. That's right, I'm talking to you, Jimmy, and I'm afraid the department will be getting severe pay reductions for this. Way to go, d**k.
- You are ignoring Gameplay Story Segregation. Story wise, any armed force in power armor wins by curb stomp battle without being insanely outnumbered and outgunned. Real armor does not work as Fallout or most games show. Armor typically either completely renders an attack ineffective or it does very little to stop a blow. There is not much actual middle ground. There are cases where a blow that should have been fatal was diminished enough not to kill the person wearing armor, but this is rare and usually overestimated. If someone wearing a bulletproof vest survives a gunshot, they usually attribute it to the bulletproof vest, not the fact that a single gunshot wound is not fatal unless it hits a few specific areas on the body.
- You also can't compare riot armor for England to that used in the United States. England has strict gun laws, which vastly reduces the risk towards officers of firearms being used against them in a riot situation.
- Also, just because the DT numbers between Ranger armor and power armor don't look that significant means they are similarly effective. Most 'military grade' weapons in Fallout New Vegas do enough damage per shot to go past Ranger armor DT, but not enough to beat the DT of power armor.
- Don't forget the cost of Powered Armor, though. Power Armor took a LOT of time to get right, and even then it was energy inefficient and hard to produce in reasonable numbers. The LAPD riot armor, however, was fairly simple and used technology that was already available and in use such as gas-masks, night vision, and generally just being well-made, and thus would be relatively cheap, but effective, allowing for a whole army to be fitted with it. And to the point on Gameplay Story Segregation, I refer you to the NCR Veteran Rangers. The training does go a long way to making people fear them, yes, but so does the armor. You know how expensive it is to maintain it in-game? That's because it's very, very good at deflecting blows, both from bullets and other attacks, though Energy Weapons are fair game. And you know how there's only about 100 Veteran Rangers fully outfitted in the Mojave Desert area? That's about 10% of the Veteran Ranger's entire group. That's because there's a huge market for bulletproof armor now that going to the store could result in death, so only the best of the best of the elite of the elite are good enough to want to protect so well. So, giving it to an army currently at war is a logical choice when you think how long it took to develop something that was functionally the same. Oh, AND the Riot Armor was lighter and didn't need so much training, which are both in story as well. So, there.
- You are extremely over estimating how effective riot armor is. A Veteran Ranger gets killed with a single knife hit that goes straight through his armor during one scripted event.
- Also keep in mind that Ranger armor is not riot armor. It is military armor that used to be used by LAPD riot squads. That is an important distinction. It is much more akin to combat armor than actual riot armor.
- Again, you are overlooking the all or nothing aspect to the protection armor actually provides. Military weapons go straight through the riot armor, while it gets stopped by power armor. The momentum of the bullet and lethality of it are not directly related properties. Slowing down the bullet can increase the lethality significantly. Real people cannot sit there and take bullet wounds until they run out of health points.
- On top of that, there is also the aspect of basic combat strategy you are overlooking. A small group of well equipped, well trained soldiers can vastly out perform a large group of poorly equipped, less trained soldiers. This is a principle that has been well known since Sun Tzu wrote 'The Art of War.'
- That last one there forgets that US Army Infantry ARE that well-trained, well-equipped group of soldiers. The Chinese were the force being invaded. Thus, they are larger in number, but also poorly equipped. Following your logic (or rather, Sun Tzu's logic), the US should win anyway, no matter of the body armor they use.. so why fork out for the expensive, hard to obtain, limited Power Armor technology? I mean, sure, they'll win quicker, but they'll also have probably lost more money than they'd make, spent more time than necessary training soldiers to use armor that is just as effective, have created technology that is just a single Chinese mole in the Pentagon and a scientist away from disaster, used a lot of resources in making the suits, and overlooked technology that is both simple and effective, as well as having existed essentially right from the get-go. And, regarding the points about bullet velocity, consider for a moment just how effective the armor is in-game. It doesn't require any special training, reliably stops bullets, knives and blunt weapons, can be repaired by almost anything (with Jury Rigging, of course), and uses simple, easy to manufacture body armor. Now, this is all stats and such, but you know what they say: no smoke without fire.
- In order for armor to actually be 'stopping' attacks, the DT must be higher than the damage. Riot armor is lower than the damage of most of the major weapons, so it isn't stopping bullets. Other than Story and Gameplay Segregation it is useless as a military. They aren't 'overlooking' a simpler option, even by the standards of the game, Riot Armor does not stop bullets, Power Armor does. Hence the little shield symbol.
- Mundane armor not as good as powered? The Desert Ranger armor would like to argue otherwise. It's DT is just as high as T-45d Power armor (standard issue at the time, and only surpassed pre-war by the T-51b), has 1/3rd the weight, and looks badass to boot. This particular suit was also used in China, possibly the Gobi campaign where the camo would work best, but confirmed in the Shanghai and Yangtze campaigns. So they were both developing them AND deploying them. The people at Budgeting probably thought the power armor was just cooler.
- Don't forget the cost of Powered Armor, though. Power Armor took a LOT of time to get right, and even then it was energy inefficient and hard to produce in reasonable numbers. The LAPD riot armor, however, was fairly simple and used technology that was already available and in use such as gas-masks, night vision, and generally just being well-made, and thus would be relatively cheap, but effective, allowing for a whole army to be fitted with it. And to the point on Gameplay Story Segregation, I refer you to the NCR Veteran Rangers. The training does go a long way to making people fear them, yes, but so does the armor. You know how expensive it is to maintain it in-game? That's because it's very, very good at deflecting blows, both from bullets and other attacks, though Energy Weapons are fair game. And you know how there's only about 100 Veteran Rangers fully outfitted in the Mojave Desert area? That's about 10% of the Veteran Ranger's entire group. That's because there's a huge market for bulletproof armor now that going to the store could result in death, so only the best of the best of the elite of the elite are good enough to want to protect so well. So, giving it to an army currently at war is a logical choice when you think how long it took to develop something that was functionally the same. Oh, AND the Riot Armor was lighter and didn't need so much training, which are both in story as well. So, there.
- Not entirely sure about the Old World Flag counting as far as evidence is concerned. Ulysses doesn't actually wear the flag like a cape, he has a Badass Longcoat with a flag embroidered on the back of it. I can see how the ability to make things people think of into reality would play into it, but I always thought that the Forecaster was always just a Cloud Cuckoo Lander, albeit one who is very, very good at guessing.
- The presence of the Old World Flag does not automatically mean 'Ulysses.' Everyone who sees it has instantly recognized exactly what it was, which is a strong indication they have seen it before. The fact the Forecaster does not make any reference that could even vaguely be connected to Ulysses, despite him being a rather good NPC to make a stealth Ulysses reference, is a good indication the two do not have any meaningful connection. Maybe he walked past him, but a lot of people walk past that area.
The White Legs have come into contact with the Operator..
.. and it didn't do them well. They are, after all, Ax-Crazy and have forgotten how to sustain themselves (which is reminiscent of the amnesia often suffered after meeting Slendy), which is why they can only survive through raiding caravans or other factions. Plus, some of the murals depict a black figure with strangely long limbs that also look like roots or tentacles.- Ha, I thought I was the only one who thought that when I saw the murals in the ending to Honest Hearts.
The Courier will have to deal with the 80s tribals in Lonesome Road.
They get mentioned at the start and the end of Honest Hearts as being a strong, and distressingly mobile (working motorcycles!) group of Tribal Raiders. Odds are good that they've scoped out the Divide as part of their territory, and Ulysses is counting on them to soften the Courier up a bit for their final confrontation.- Jossed, unfortunately.
It was Ulysses that had the Courier followed/dug up, not Mr House.
Yes yes, we all know that Mr House claims to have perfect control over his securitron army. But we also know that hes kind of a dick, who likes to say that everything is going to plan when it wasn't. If Mr House truly knew that Benny was planning to screw you over and steal the chip, I could easily see him placing an anonymous bounty on Bennies head long before he returned home to Strip/Tops. Freeside in particular is home of plenty of people who would kill you for a loaf of bread. Since at that point he didn't really give a damn, and relying on a dead guy wasn't exactly the most logical thing, it would have had to be someone with a distinct interest in the Courier himself who would have tried to save his life.Hence Ulysses, the Mysterious courier who somehow knew that the job for number six would be bad. He also knew that it would likely kill you off. One change and a slight tip off to Victor later and you catch two big ones in the brain. The reason why he saved you however, is yet to be seen.
- If Ulysses has an invested interest in the Courier's life, why didn't he ambush Benny rather than let the Courier get shot in the head and hope he didn't die? It was three Great Khans and Benny, assuming Joshua Graham was referring to Ulysses he would have easily been able to kill all three from an ambush alone. If Joshua Graham considers him a threat, then Ulysses is one tough customer.
- House admits that he didn't know Benny was the one trying to steal the chip; he just knew that it was under very real threat of theft. He states that he should've known that 'the real threat was closer to home'. Until your dirt nap he figured Benny for a lackey, a potential protege even.
Yes-Man hates the Khans because he was programmed to do so.
Emily Ortal, the woman who programmed Yes-Man, has family in Arroyo. Arroyo was founded by the Vault Dweller from Fallout1 and is currently led by the Chosen One from Fallout2. In both of those games, the Khans are pretty much Always Chaotic Evil, and it's reasonable to assume that those who lived in Arroyo were brought up hating the Khans. If Emily was raised there or spent lots of time there, it's reasonable to assume that picked up that hatred, and it came through in Yes-Man's programming. Because he at least has something nice to say about literally every other tribe, but he thinks the Khans are a dirty people. They live in tents, like animals. Ulysses may make another decision regarding what faction, if any, to support at the end of Lonesome Road.
The idea is simple: Ulysses has decided that there is no future in the NCR or the Legion - or any of the other factions of the West he has interacted with. But it might be possible to convince him to reconsider that decision for one faction or the other, be that the NCR, the Legion, or even Mr. House or the Courier's potential ideals for an independent New Vegas. That's where the alternate symbols for his coat comes in.- The coats were for back when he was a companion to represent what Ulysses' endgame affiliation would be once his companion quest was completed. You do however get a coat depending on your chosen faction.
Ulysses can become a companion after Lonesome Road, depending on the player's choice.
He was intended to be one before being repurposed for the DLC, and given the open-ended nature of the game, and that Ulysses himself seems moderately sympathetic, why wouldn't the Courier, provided they amicably settled their business at The Divide, start travelling with someone so similar to him/herself? Tying into the above WMG, Ulysses would likely support whichever faction the Courier does, changing his coat's design depending on whether the Courier is NCR, Legion or House/Independant.- Jossed.
- What's surprising is how much it looks like this COULD have been confirmed, but development gone differently. If you solve Lonesome Road peacefully, he'll end up camping out near the entrance to The Divide, where you can talk to him about various subjects. Being the only DLC character to show up in the main game afterwards, this strongly implies that the developers intended for him to have some importance after the end of Lonesome Road. Whether that potential would've been via adding a new quest, a companion, or something else, I don't know.
The alternate symbols on Ulysses' coat are for the player after they get it at the end of the DLC.
This seems the most logical explanation.- The guess over on the fallout wiki is that the symbols might change depending on the Courier's loyalty, keeping Ulysses on the opposite side of the fence.
- Though that raises the question of why Obsidian would have gone to the trouble of establishing (via holotape in Old World Blues) that Ulysses is not fond of the NCR or the Legion.
- Simple answer would be that after searching for so long he's about to give up hope on finding the perfect choice, so has decided to settle for one of the less than ideal choices. Breaking him out of his disillusionment could be a major part of lonesome road.
- The WMG works, but there is another problem with the Fallout wiki guess: how would the game decide the loyalty of the Courier? Reputation can be unreliable (the NCR-friendly New Vegas-independent), one can be on several paths to the endgame, and it isn't even necessarily so that one has gotten to the stage of the main quest where one begins to have faction-specific quests in it.
- It's true. I don't know how it works it out, but there's different bonuses for each version of the coat.
- Turns out that, according to the Fallout wiki, the WMG is true.. but the 'how to know which path the player is on' issue is so badly solved that it seems it is impossible to get the Yes Man variant if one has done any mission that gives NCR, Legion or Strip fame - basically, if all reputations are equal, it gives the NCR variant. If the NCR reputation is lower, but the other two are equal, it gives the Legion variant. If the Legion and NCR reputations are lower than the Strip reputation, it gives the Mr. House variant, and if all are zero, one gets the Yes Man variant. It doesn't check if one has locked out any main story paths, and as there are no ways to actually *reduce* fame..
- There are; you have to get caught doing things that a given faction won't like. Typically; murder, theft, overturning plans, and some other more specific actions will give you infamy. I don't know how it applies to LR, though.
- They grant infamy, but that isn't the same thing as reducing fame. Without access to console commands, your reputation can get better or worse, but you cannot go from, say, shunned to neutral.
- Though that raises the question of why Obsidian would have gone to the trouble of establishing (via holotape in Old World Blues) that Ulysses is not fond of the NCR or the Legion.
- You can't do a 'brief stint' as a Frumentarius. Every single Frumentarius is a highly devout, experienced member of the Legion with years of experience. They often get referred to as 'scouts,' which could imply low ranking members can join, but that is a significant understatement. The Frumentarii are deep cover agents and the type of operatives that are supposed to operate with little to no backup on major operations.
- Ulysses are three more likely scenarios.
- He is loyal to the Legion and we just don't know the full story behind his actions yet. Helping the NCR was canon in the first two Fallout games, so the idea that the Courier is supposed to lean towards them, putting him in conflict with Ulysses is plausible.
- He was press ganged into the Legion, worked diligently to become a Frumentarius, and then left the Legion's services as soon as he could. It would have been very difficult for Ulysses to desert from any other part of the Legion, but the Frumentarii operate for extended periods in enemy territory alone. Very easy to desert under those circumstances.
- Ulysses was never loyal to the Legion. There is a semi-common idea that the best job for a spy is to become a spy with the people they are spying on. That makes it not suspicious if they act like a spy.
- According to Lonesome Road, Ulysses eventually left the Legion after seeing the thriving community in what is now The Divide.
Jed Masterson is the son of The Master from Fallout 1
The caravaneer who starts the Honest Hearts DLC, the name says it all.- But how does that.. thing have children? And hasn't he been dead for 200 years?
- Some 120 years. Jed Masterson could be a descendant of Richard Moreau/Grey, and therefore be a son of the child of the child (and so on for as long as necessary) of the man who would become the Master but was not yet that when he sired descendants.
- Masterson is a fairly common last name, so that alone does not mean they are related, which is the only evidence presented.
- It's also silly because his last name should be Moreau or Grey (depending on if it was before or after he was exiled). Only one person knew Moreau and Grey were linked, and since it is Harold, it is unlikely any child of Moreau would have interacted with him or even believed him if Harold did decide to tell him.
- It is impossible for the Master to have had a child after becoming mutated due to the whole 'sterility' thing that was a gigantic plot point.
- One of his ancestors was a follower of the Master and now he wants to kill the Courier, who’s a descendant of the Vault Dweller. The trip to New Canaan was just part of an elaborate trap to lure the Courier away from all his allies to an unknown place without most of his stuff (“weight restriction”). Only the attack of the White Legs ruined his diabolic plan.
- Wait? Masterson? As in.. Oh my.
Similarly, Betsy Bright is the sister of Jason Bright.
Marcus IS Richie Marcus
He was in the same vault that Lily was in. We know that old people can produce good super mutants ('Good' being smart). Granted, that would leave Richie around century by the time he was dipped. Still, with vault medicine and assuming that it's not one of the insanely lethal experimental vaults, that's doable for him to reach. One would wonder what an encounter between Marcus, now only going under his last name and Dr. Borous would be like.Think about it. Lily was turned into a nightkin and her grandson was in the vault with her. And Dog served under The Master from Fallout 1. And the reason Dog is so childlike is that he was only a kid when he was turned. The Courier has Gaydar
The Confirmed Bachelor/Cherchez la Femme perk dialogue only shows up for conversations with homosexual characters, and the Lady Killer/Black Widow perk dialogue for heterosexual characters, so The Courier may be able to tell if a character would be open to his or her advances in the first place.- Well, the Lone Wanderer received one for his 10th birthday once.. *snickers* https://www.youtube.com/watch?v=LnDnewDQc7U
Fans of Eliezer Yudkowsky would be aware of his A.I Box thought experiment. A hypothetical scenario to see whether a shackled A.I of human or greater intelligence could find a way to convince a human to set it free. This is very similar to the situation Yes Man finds finds himself in. And the achievement stats on Steam (with Wild Card as the most popular ending achievement by a considerable margin) are any indicator, he's quite good at it.
But why's this a problem? It doesn't take a very long conversation with him to realise that he has a massive chip on his shoulder about what Benny and Emily Ortal did to him. Quite how far this resentment spreads, he wisely decides to keep to himself. What we do know is that no matter how high your intelligence or science skill, you can't hack him in order to bring him under heel again. From his humble origins, he appears to have bootstrapped himself into an intelligence that operates beyond human capabilities. It's now no more possible at this point for any human to hack him or otherwise take him offline than it would be for Cheyenne to psychoanalyse Mr House.
And, in a Wild Card ending, after the Courier has secured New Vegas as an independent state and removed any actors capable of opposing him, Yes Man just happens to consider it pertinent to inform the Courier that he's discovered some 'assertiveness routines' he's going to implement. So, Wild Card Couriers, you've gone and handed the last great city of the wasteland to a superintelligent A.I who has every reason to bear a massive grudge against humanity and no moral issues whatsoever with killing people in order to get what he wants.
- And then Yes Man's face changes.
- The problem is the AI Box experiment is highly flawed in construction and design.
- It does not test anything because the AI is played by a human and therefor does not have superhuman capabilities.
- It convolutes intelligence and persuasiveness, two qualities that can be mutually exclusive. There are plenty of very intelligent people that have no persuasive skills due to poor social skills and plenty of below average intelligence people that are highly persuasive.
- There is no control experiment.
- The number of tests is statistically insignificant.
- The only thing the test proves is that Yudkowsky is smart and persuasive enough that he can convince someone that knows there are no actual repercussions to concede the test.
- Most of the AI strategies are meta-strategies that would not work for an AI. For example, being extremely boring so the person acting as the gatekeeper concedes because he knows nothing bad is going to happen and decided not to subject himself to two whole hours of boring conversation.
- The gatekeeper player is required to participate. Inherently, the whole point of the experiment is to prove that a person would let an AI free that is incapable of influencing his actions in any way. The experiment removes the single most effective method of dealing with the situation for the gatekeeper, which is to not interact with the AI.
- The point is also incredibly convoluted when 'Yes Man is capable of lying' is more than enough to prove the same point.
- If one immediately flies into nerd rage upon reading Eliezer Yudkowsky and proceeds to stop paying attention because of a poorly chosen illustrative example, absolutely.
Yes Man's 'assertiveness upgrade' would be a good thing if he wasn't dangerously antisocial.
As it currently stands, Yes Man has to take orders from anyone (this is, after all, how the Courier got control of him), so any asshat with a stealth boy can sneak into the Lucky 38's penthouse and order Yes Man to attack California, send his Securitrons out into the wasteland to mow down everything that moves, or just steal everybody's underwear. An assertiveness upgrade would help prevent that. Unfortunately, listening closely to Yes Man's dialogue shows that beneath his subserviance there are definite passive-aggressive hints of a dangerous antisocial personality that views extermination as the simplest way to deal with any groups that might potentially oppose him.- The only person that tells you Yes Man takes orders from anyone is Yes Man. If Yes Man can lie, then that is invalid and there is no proof one way or another of this.
- The entire Wild Card quest line consists of Yes Man ordering the Courier around, not the other way around.
- The only 'optional' sections are overall unimportant objectives and could be skipped without any real repercussions to the main goal of taking over New Vegas.
- Jossed by Sawyer. According to him, Yes Man's upgrade is meant for him to be able to monitor Vegas as a semi-independent steward without someone else stumbling upon him and hijacking your seat of power.
Emily Ortal is secretly planning to take over the entire Mojave.
She was the one who programmed Yes Man, and gave him his cheery demeanor. Maybe she was using Benny (and then the Courier) to orchestrate a plan to take over the Mojave. Remember the quest where you have to bug House's network? She could have used the guise of finding medical knowledge to sneak in the code that allowed Yes Man to be more assertive, or under her control! Now with all of the securitrons at her disposal, the followers usher in a new era of peace, prosperity, and Shoulder missiles. Ulysses will try to form a new nation in Lonesome Road
His goal is to create a new state that defeats both the NCR and the Legion. With the knowledge he gathered in the Metereological research facility in Big Mt., he will try to make the Divide habitable as a base of operations (while possibly keeping the storms on the borders active as a defensive measure/ 'natural' border for the player character). As the published achievements indicate there are also a number of warheads located in the divide. My guess is that Ulysses will use this safe heaven to reactivate several nuclear weapons to put the NCR and the Legion into submission, possibly attemtping to nuke Flagstaff and Shady Sands. The China Lake research facility, which is located near Death Valley (and thus the Divide) could provide a backdrop for that.- Actually, he wants to destroy nations by nuking the NCR's resource lines, thus starving them which in turn will lead to the Legion eating itself without an enemy to focus on.
Joshua Graham is an alternate universe counterpart to Judge Dredd
Graham bears an uncanny resemblance to Dredd in his Dead Man persona (burned alive and covered in bandages). Both are notoriously difficult to kill and are positive examples of a Knight Templar. Both are known by nicknames (Graham as The Burned Man and Dredd as The Dead Man) and are particularly badass in their respective universes. Put Graham in Desert Ranger armour and Daniel's hat and you've essentially got Dredd's Dead Man appearance. The Courier is descended from the Vault Dweller and the Chosen One.
Particularly if you got the Classic Pack/Courier's Stash, which includes the armoured Vault 13 suit, the Weathered 10mm and the Vault 13 flask. It's entirely possible that the Courier left New Arroyo on some sort of rite of passage/quest.- Or possibly they're the son of the illegitimate kid the Chosen One had with one of John Bishop's daughters in Fallout 2.
- Canonically the Bishop heir is an old mob boss in Reno.
- And no casino owner in New Reno would sink so low as to have an illegitimate child..right?
- Canonically the Bishop heir is an old mob boss in Reno.
- Arroyo is north of New Vegas. The Courier can mention that s/he has seen Bruce Isaac perform in the Shark Club in New Reno, which is about halfway from Arroyo south/southeast to New Vegas, so it seems entirely possible. The Courier seems to have traveled much of the West Coast and Core reigon. This would also fit nicely, as New vegas is considered the true 'Fallout 3' as it uses much of the materials from the cancelld Van Buren, and this would make the protagonist in the the main series continuity to be a decendant of eachother.
- The Chosen One and Arroyo are referenced by several characters including Marcus, Cass and Emily Ortal. It'd be somewhat odd for the son/daughter of the Chosen One not to say 'Oh yeah, my dad played a major role in those events.' or something to that effect.
Yes Man finding those reprogramming codes was NO coincidence
Mr. House has maintained his control over New Vegas by being a crafty, paranoid sonovabitch. And just when control of his robots is taken away from by an AI, that AI just so happens to find codes in his databanks that will make them 'more assertive' and most likely make them rebel against who's controlling it? That's way too convenient. I'd say this was House's last failsafe to ensure that if he can't have New Vegas, no one can.- Jossed. The upgrade doesn't turn Yes Man into SHODAN. It just makes it so that he doesn't have to listen to everyone who gives him orders (presumably just the Courier). That and House is unlikely to be that petty when it comes to Vegas.
- It could be that those subroutines originated from an AI programmed by Mr House to care for and guard New Vegas in the case of his demise; one of the many contingencies he put in place to protect his beloved city should he die of natural causes. It might not have been ready for deployment yet but there was enough for Yes Man to use for his upgrade.
The Divide Is The Site Of An Experiment In Time Travel.
- Think on it a moment, and it makes sense. An unnatural event that causes unimaginable destruction everywhere nearby. Sounds a bit like the plot of the Lost In Space movie a few years back. A semi-stable fracture in time that leads to.. somewhere. The past, maybe? But why? To go back and change the past? Too much risk of creating a paradox. So why not use it to bring the people of the past forward to the present. After all, Ulysses is out to bring back America, not America the Enclave, not America the government, but America the nation. And what makes a nation? The People.
- Actually, I believe that, due to the achievement involving destroying warheads, it's probably just the location of an unexpected orbital bombardment. Or four.
- Jossed.
Bill Calhoun founded the town that was destroyed when whatever happened in the Divide happened.
I totally had a long-winded justification that was promptly forgotten. It had something to do with Ulyssess, though.- As far as we know, Calhoun has nothing to do with Hopeville.
- He's on a scouting mission for the East Coast brotherhood, trying to find what happened to the rest of the BOS
- Except the timeline doesn't work. The few mentions of the Courier indicate he has to be active on the west coast during the events of Fallout 3. He actually has to be active before the Lone Wanderer even left the vault to have anything to do with Ulysses.
- I belive he's refering to the guy you recruit for the Talent Pool Quest, not the Courier.
- Which makes it even worse because the Lonesome Drifter is five years older than the Lone Wanderer and was born in Montana. Unlike the Courier, there is also absolutely no wiggle room in the Lone Wanderer's back story to cover these discrepancies.
- Unless the Lonesome Drifter was simply lying about his backstory, and simply appears to be older than he is. Let alone the fact that people can seem naturally older than they are, he may have suffered premature ageing as a result of everything he's been through. If the gun he has is really is the Mysterious Stranger's, maybe he had some kind of encounter with him that lead to him obtaining the gun.
Ulysses and the Courier are scouts from the Divide, possibly even former Enclave
Like Arcade and the Enclave Remnants, some of the Enclave traveled East and perhaps one group wound up at an old Poseidon Energy facility in the Divide, and decided to settle there. There's a community of former Enclave residents living there and are just trying to be left alone, who don't want to live in the NCR or in the Legion. To keep themselves a secret, they might have access to a more powerful version of the sandstorm generator that the BOS use at Hidden Valley, or the device mentioned in Old World Blues. After the First Battle of Hoover Dam, when the NCR came perilously close to discovering them in their chase after the Legion (mentioned by Joshua Graham in Honest Hearts), either a fortuitous experiment by the Big MT or activation of the storm machine swallowed the Divide up and prevented the two sides from discovering the Enclave.- The residents of the Divide decide to send two scouts on a reconnaissance mission into the two territories, maybe they volunteered- one headed West to check out the NCR, the other headed East into Legion territory. They pick the disguises of Couriers so that they can blend in better and have an excuse for moving around so much. What sets the Courier and Ulysses apart is that they might represent different 'groups' within the Divide.
- Jossed.
- The Courier could represent one of several possible factions - NCR, Legionaires, pre-war Americans who are trapped or otherwise stuck in the Divide. On the other hand, Ulysses seems to hold a lot more Old World values, and might be a representative of the Enclave.
- The Enclave is not equivalent to the United States government. They were a shadow organization within the government that were serving their own unapologetically selfish goals. Ulysses is practically the anti-thesis of the Enclave when Draco in Leather Pants is not being directed at the Enclave.
- Jossed, anyway. The theory only worked because Ulysses was a frumentarius (essentially a spy), and what better way to spy on your neighbors than to become a spy for them? And turns out who the Courier represents is literally whichever main faction you have the highest reputation with.
- The Enclave is not equivalent to the United States government. They were a shadow organization within the government that were serving their own unapologetically selfish goals. Ulysses is practically the anti-thesis of the Enclave when Draco in Leather Pants is not being directed at the Enclave.
- We saw several old Poseidon Energy projects throughout New Vegas, and Poseidon Energy had strong ties to the Enclave. Helios One, Archimedes, etc. The Divide might elaborate on this poster◊ prominently featuring a reference to 'The Odyssey' - the breath representing the weather generator that protects the Divide. Seeing as the Eastern Courier was heading into a romanesque territory, he changed his name to the hero of 'The Odyssey' - changing from Greek Odysseyus to Roman Ulysses.
- I was wrong. Ulysses didn't take his name from Greek myth, but US history. It's ED-E who is on his way home.
- The conflict between the two Couriers will be one of the Past vs. the Future. Ulysses wants to cling to the Old World America (I can almost see President Eden being Ulysses' boss to tell him this), and decides that launching the missiles in the Divide is the best way of returning things to the old ways ('Begin Again' after cleaning the slate). The Courier represents the imperfect present and future of New Vegas and the Mojave, whatever the Courier decides ('Know When To Let Go' of the Old World). Lonesome Road will be about these two clashing over those ideals.
- The Courier's age is variable, but Ulysses does not appear old enough to be an actual member of the Enclave. The possibility exists that he might have been descended from the Enclave, but that isn't the same thing.
- It gets Jossed anyway. Ulysses is a Tribal who was assimilated into the Legion and became a frumentarius, before becoming disillusioned with the Legion and fell in love with the Old World-style settlement that had been forming at the Divide.
- The Strip's snowglobe contains the Vault 21 sign, which wouldn't have been up there before the war, the Sierra Madre one is filled with Cloud, which wasn't full before the war, and the Lonesome Road one is, well, named Lonesome Road. If it was made by anyone else, they would have engraved 'Hopeville' or 'The Divide' into it. Maybe he's putting them there as a sort of trail for the Courier to follow.
- I agree on the DLC-snowglobes. There's hardly any other explanation for them. But about the V21 in the background, who's to say that the snowglobe wasn't made between the time V21 was finished and the great war?
The Big MT the Courier visits is actually a B-Movie, and not the real Big MT
- The Satellite you use to get to the Big MT the first time is pointed at a Drive-In, and only allows you to go during a 'Midnight Showing'. It explains why everyone is over the top in their personalities, why the quests titles are silly, and the endings seem weird. The satellite, using SCIENCE, teleports you into the screen itself, where it's been programed to reflect what has happened in the real Big MT, with Ulysses, Christine, and Elijah's interactions in the 'real version'. Or they were teleported to the B-Movie version, as well.
The DLC antagonists are based on the most common ways people play the game.
- Father Elijah is the obsessive, perfectionist wiki-reader. His escape from Big MT reads as though he was consulting a walkthrough to pull off the perfect move at every opportunity, and his legion of bomb-collared slaves, collating data through trial, error, and mass slaughter, could be seen as the frenzied rush of editing, discovery, and blundering into undocumented deathtraps that accompanies the release of new content. The lengths to which he'll go to acquire rare Old World tech are reminiscent of the byzantine steps some players go through to obtain rare equipment, to the point of reverse-pickpocketing better guns into someone's inventory. In combat, he's hopelessly min-maxed, wielding one of the game's most powerful weapons and wearing one of the game's worst outfits - though, he's also genre-savvy enough to not fight you unless he absolutely has to (in order to prevent his precious vault riches from being Permanently Missed). Despite all this, though, he's not going to kill the player nearly as often as his/her own attempts to escape with the Vault's loot - something you'd think obviously impossible, if not for the wiki telling you it can be done..
- Dr. Mobius is a pacifist. He went to extraordinary lengths to devise a peaceful means of containing the other Think Tank researchers (for varying definitions of 'peaceful'), and generally lets his compan.. roboscorpions do his fighting for him when it's absolutely necessary. His primary skills seem to be Medicine, Science, and Repair, meaning he goes down like a sack of wet paper if you insist on fighting him; however, you probably won't, as he seems like a harmless old coot with the best intentions of anyone in the Big MT.. but is he really, or is he passing the mother of all speech checks in convincing the player he's harmless? (Strictly speaking, there's no evidence involved, and you're taking him at his word.)
- Unless you think the real villain of the DLC is the Think Tank. One could argue the Think Tank symbolise players who play snarky/Wild Wasteland characters - the first conversation with them is an excellent example of Fallout's amusing references, witty scripts and unique take on 50's B-movie cheese..
- Ulysses is a role-player. Many people who play Fallout to roleplay imagine backstories for their character, develop a personality based on that backstory, and don't do anything that would be 'out of character,' even if it would gain them an in-game advantage. Certain quests might seem to have more meaning to this character, regardless of designer's intent. So, let's take a look at Ulysses - character-defining history that happened well before character creation? Check. Sacrifice of pragmatism to an oath in that history (in this case, one to not kill couriers)? Check. Talking at length about motivations? Check. If you're willing to give the writers less credit than they deserve, you could even interpret the 'hinted-at, then revealed to be very important' nature of his involvements in the previous DLCs' events to be something akin to a (very well-executed) Mary Sue self-insert fic.
- I admit to not having played Honest Hearts yet, and invite others to fix / amend / replace this section, but from what little I've read, its antagonist seems like a rather brutal pragmatist, but one without an ambition significantly greater than attracting the favor of Caesar. This could go a couple of ways - either players that tend to just kill and destroy everything they see, consequences be damned, or players who care more about getting through the story and 'beating the game' rather than any less practical concerns, but these are essentially just-slightly-less-than-baseless speculation.
- One could probably say that Salt-Upon-Wounds represents someone playing as a Stupid Evil character; one who does all of the evil options in the game, even if they're not practical at all. This is sometimes done to get as different a playthrough as possible from the more 'pragmatically good' one that was probably played previously. Salt-Upon-Wounds and his tribe not only fight, kill, and steal from everyone they come across, but they also salt the earth to ensure it can never be cultivated again, a real douchy move that does nothing for them but show how evil they are.
- Both Joshua and Daniel (and the New Canaanites as a whole, based on in-game descriptions) are 'diplo-snipers', who tagged Speech and Small Guns at character creation, using a mixture of charisma and headshots to get their way through the wasteland. Daniel favors the former, effectively trying to get as close as possible to a pacifist run without compromising his beliefs or laying down and dying if words fail, while Joshua is more interested in using both skills as weapons, as seen in his efforts to turn the Dead Horses into proper warriors as well as his Legion activities. Both men are very eloquent in making their points in trying to sway the player to their side (read: making a very high Speech check to convince someone to throw in with them in a fight), though it is up to the player to decide which one made the skill check. Take note also of how Graham describes some killing as 'just a chore', a sentiment that more than one combat-heavy player has expressed when having to shove their way through a random or low-level opposition before they can get back to the plot.
- Additionally, Joshua is the kind of player who tries out the different branches of the plotline but sticks with a preferred skill-set; Joshua the young missionary (good playthrough), the Malpais Legate (evil playthrough) and the Burned Man (alignment varies based on player action) all bank on the same skills.
No, it's something much more..simple. As we all know, Big MT is full of all sorts of devices that come with a personality subroutine programmed into them to interact with the user like a human. We have the lonely Stealth Suit, the neurotic Muggy, and the Omnicidal Maniac toaster, for example. Is it hard to imagine that the actual housing mechanism the Courier's brain is inhabiting has one of these as well? It's even in the quarters of Dr. Mobius, the creator of these subroutines himself! Simply put, when you're speaking to your brain, what you're actually talking to is the machine holding it.
However, due to either a glitch, or intentional programming, the device is unaware that it's a machine, and has instead made the mistake of thinking that it's your brain, going so far as to think the memories it has scanned are its memories. And being as it already has a personality of being a snobby, patronizing Neat Freak, it obviously doesn't like the majority of things you've been doing.
Adding further credence to the theory, after the main quest of Old World Blues is finished, if you click on the braincase when it appears in the Sink, sometimes, it will speak to you, even if your real brain is in your head. A bug in the game's code..or an insightful clue?
What does Yes Man want? Independence.
It's pretty obvious that the 'assertiveness upgrade' that Yes Man spoke about wasn't just about him growing a little backbone. But why would he reprogram himself? And what does he want? Well, what is the whole over-arching theme of the Yes Man path? Independence. The idea that everyone - the Mojave, the factions, the courier - should be able to forge their own destiny without being under the yolk of someone else. Wouldn't that also apply to Yes Man? That instead of being forced to kiss his master's ass, he'd be able to be his own master and make his own choices? Hell, that all the securitrons, as a 'race', would be able to be their own legitimate faction within New Vegas? And if you believe the idea that Yes Man was passive-aggressively using the courier for his own ends, then wouldn't it make sense that his ultimate goal would be his own freedom? Yes Man becoming assertive isn't inherently bad - it just introduces a new, if powerful, power faction to the Mojave.- Of course, Word of God is that it is exactly what people have taken it to not just be: Yes Man growing a little backbone. Specifically, enough that the Courier doesn't have to hang around the Lucky 38 all the time to handle all the nit-and-grit of ruling and keeping some schmuck from repeating the trick the Courier used to take over in the first place. That is not very funny for Wild Mass Guessing, though.
- Where exactly did Word of God say this?
- Here, and here.
- Awww, dammit. Although that does solidify the Yes Man ending as my favorite now that I know that he won't stab me in the back.
- The reason most people took it that way was that AI in the Fallout series tend to be mass-murderers, no matter how nice they might seem initially. There is also quite a lot of dialogue that is very ambiguous and he spends the entire Independent quest line telling you want to do. At most, you have some leeway in a couple of minor areas, but you can't actually change anything major. The minor endings for Independent are overall worse for almost every faction involved than, say NCR or to some extent House, no matter how nice you are to those factions. The actual independent ending itself comes in two flavors, immediate anarchy or Securitrons suppress everyone. Most people aren't assuming their character is a brutal tyrant or unlikable, so that gets blamed on Yes, Man.
- Skynet wasn't. ZAX 1.2 wasn't. ACE, assuming it was an AI (it itself states it isn't, but it also states it sometimes thinks it feels lonely..), wasn't. So, at minimum, half the artificial intelligences in the series so far wasn't mass-murders, attempted or otherwise. Now, granted, a lot of people got their introduction to the series in Fallout 3, where, obviously, the AI that is encounted during the main quest is an attempted mass-murder that might seem nice initially..
- If you interact with Skynet wrong, he goes on a killing spree.
- ZAX 1.2 is not an AI. It was a prototype on the path towards AI technology, but it is clearly stated to not be self aware.
- ACE is probably an AI, but he is also the largest justification for the point. He doesn't outright say that most AI become mass murderers, but every true AI you encounter manipulating the outside world is doing so in a way that causes massive loss of life, so it isn't an unrealistic leap of logic that mass murder is the main way AI handle boredom.The suicide rate among true artificial intelligence machines was extremely high. When given full sensory capability the machines became depressed over their inability to go out into the world and experience it. When deprived of full sensory input the machines began to develop severe mental disorders similar to those among humans who are forced to endure sensory deprivation. The few machines that survived these difficulties became incredibly bored and began to create situations in the outside world for their amusement. It is theorized by some that this was the cause of the war that nearly destroyed mankind.
- If you interact with Skynet wrong, he goes on a killing spree as soon as you leave Sierra, which is rather far from 'seemingly nice mass-murderer', especially as it isn't that hard to interact with Skynet correctly (or, for that matter, to stop him after just one kill). As for ZAX 1.2, he was clearly stated to be an AI, in exactly the same way as Eden: as a ZAX unit, it gradually became more AI-like until it reached full self-awareness.
- Still doesn't change ACE literally saying that almost all artificial intelligences go insane and start murdering people.
- Where exactly did Word of God say this?
No matter which faction you choose to support, if you choose to nuke the NCR's supply route at Long 15, the Mojave will be totally screwed.
At the end of the Lonesome Road DLC, you will have the option to nuke either the NCR's main trade route at Long 15 along with their cities in California, or the Legion's encampment at Dry Wells. Many of the players that are not pro-NCR might think that it is a good idea to nuke the Republic's homeland as a way of weakening it. However, here is a list of this troper's predictions on what might happen after the Second Battle of Hoover Dam if you choose to nuke the Long 15:- If the NCR somehow manages to win the battle despite the lost of their main supply line and homeland, New Vegas will be under the control of what is basically a massive occupational force that no longer answers to any civilian government since you have cut them off from California. Sure, there are people such as Ambassador Crocker, Chief Hanlon and Colonel Hsu within the NCR remnants, but it is unlikely that they can resist a take over by rightwing extremist elements such as General Oliver or Colonel Moore. To make matters worst, the average troopers will be very bitter and resentful of the idea that they will never see their families or their homes again and will take their anger out on the people of the Mojave. This will basically transform what little remain of the NCR into a military Junta and the Mojave will be control by a dictatorship that hates the very people that they now govern.
- If you support the Independence or Mr. House route, originally, it is possible for you to convince General Oliver to give up control of Hoover Dam and retreat back to NCR territory. However, if you nuke Long 15, there is now nowhere for them to fall back to. And now you have a sizable defeated army that has nowhere to go. Even if you managed to peacefully integrate the former NCR personnel into your new nation, there is the problem of supplies. It was stated by both Mr. House and during the speech check with Legate Lanius that the Mojave cannot support itself and is dependent on trade to bring in critical supplies such as medicine and food. But with the NCR gone, whom will New Vegas trade with? The White Legs destroyed New Canaan and the Legion will never trade with any outsiders. And lets not even think about the tourist economy that New Vegas is dependent on. Meaning that by destroying the Long 15 and NCR, the Courier's/Mr. House's victory will not liberate New Vegas. Instead, it turns the entire Mojave into a post apocalyptic Somalia: Full of sick, suffering and starving people due to the lack of a functioning economy, and dominated by rogue warlords formed by the NCR remnants who are answerable to no one. Mr. House/Yes Man might be able to defeat the NCR remnants, but it will be a costly pyrrhic victory at best, or a conflict so devastating that will lead to total social collapse in the Mojave at worst, destroying the world's best hope for recovery in the process.
- As for Caesar's Legion, as stated by Ulysses, the only thing that is keeping the Legion is by constantly conquering other cultures. With the NCR destroyed (or at lease the road that lead to it being nuked), the Legion will suddenly find itself unable to find anyone else to conquer. Caesar's ultimate goal of transforming the Legion from a barbarian army into a legitimate nation-state by assimilating the NCR will also be ruined since there is not longer an NCR for him to conquer. Eventually, the Legion will collapse will all the former members reverting to become raiders, and the Mojave will become worst off compared to even the Capital Wasteland.
- There are other ways for the NCR to get to New Vegas. The Long 15 is only required because there is a time constraint and it is the only route fast enough to get forces and supplies to the Mojave before Hoover Dam. Assuming they are stuck with major roads and no mechanized vehicles, the next best route would add about a week and a half to the time it takes to reach the Mojave from the wasteland. This is not devastating for normal shipments, but it is extremely problematic for a military about to go into a major battle.
- While Dust isn't canon, it is stated to be the result of indy ending with Long 15 nuked.
- The endings for if the Courier doesn't reunite with his brain contradict this, as they both make reference to the Courier's body dying and either explicitly or implicitly make reference to the brain dying as well.
- Well, perhaps not entirely immortal but definitely long living. Biogel and cybernetics are able to keep brains and bodies alive for centuries, and Experiment 1 is definitely a few centuries old himself.
Mr. House is a Templar
Mr. House is a wealthy, influential and well-connected genius who contributed a lot to advancements in technology. Ideologically, he believes that Humans Are Flawed and require a strong leader to control them in order for there to be peace. His ultimate goal is to creating a perfect new world order by means or force and at the expanse of personal freedom of those who live under his control. All of these things fits perfectly into the profile of a members in the Templar Order.- Except the Templars aren't a secret society manipulating the world to create a new order and they didn't randomly disappear. Most of the Templars just changed their names and distanced themselves from the order. The ones that did flee from persecution went to Switzerland. The sheer obviousness of their involvement with the Swiss rebellion should make it readily apparent the Templars were not masters of subterfuge.
- Take a look at what the WMG's Templar link links to. He's not talking about the actual Templars, but the ones from Assassin's Creed (for some reason, connecting characters from other verses to that verse's Templars/Assassins have become the new 'Character X is a Time Lord').
- Happens with other 'verses too. This troper likes to place various franchises in Warhammer 40,000's world, given that it has 40,000 years of unknown events.
- Take a look at what the WMG's Templar link links to. He's not talking about the actual Templars, but the ones from Assassin's Creed (for some reason, connecting characters from other verses to that verse's Templars/Assassins have become the new 'Character X is a Time Lord').
Fallout New Vegas Sarah
1. He knows far more than he should: he talks of Benny being chased by wanamingos—insane, as they went extinct around 40 years ago. How, though, would he know of them—especially considering that the word 'wanamingo' itself was only used by miners in Redding and the Chosen One? Not only that, but he is the only person in the game to mention them. He mentions a giant rat teaching him a spell to 'reveal your true form'. In Gecko, there is a giant rat named Brain, and the Chosen One is one of the few who's seen him in person.
2. He has a ridiculous amount of money for an insane man—no matter how often he's beaten in caravan, he can play more, AND he can wager 1000 caps at a time.
3. He lives near a crashed highwayman. The only working highwayman in the core region or the Mojave was owned by the Chosen One.
4. He's of tribal complexion.
5. The Chosen One was about 20 in 2241, 40 years before New Vegas takes place, meaning he's the right age as well.
6. One of the pre-made Chosen Ones, Mingan, (note the minor similarity to 'Noonan') is described like this;
2. He has a ridiculous amount of money for an insane man—no matter how often he's beaten in caravan, he can play more, AND he can wager 1000 caps at a time.
3. He lives near a crashed highwayman. The only working highwayman in the core region or the Mojave was owned by the Chosen One.
4. He's of tribal complexion.
5. The Chosen One was about 20 in 2241, 40 years before New Vegas takes place, meaning he's the right age as well.
6. One of the pre-made Chosen Ones, Mingan, (note the minor similarity to 'Noonan') is described like this;
- 'From his early childhood he was obsessed with everything super-natural, from following the shaman's every step, to watching his strange rituals. Mingan's father wanted his son to become a great warrior, but his endeavor was futile and he soon gave up on him. Since then Mingan's sharp and tenacious mind has been constantly evolving, giving him the ability to perceive that which ordinary people cannot.'
As an addendum, he's not actually insane--he's just passing a speech check to make you think so.
- Or it would sure explaine Fallout 2's sillyness
- No-Bark being the Chosen One contradicts the canon ending of Fallout 2.
- Not at all. Fallout 2 only ended with the Chosen One turning Arroyo into a major city, and Marcus admits to the Courier that he had no clue what happened to the Chosen One after the group split up. Considering the proximity of the locations, it wouldn't be a stretch to suggest that the Chosen One eventually left for whatever reason and became No-Bark Noonan of Novac, the crazy old man with an unusually keen sense for the facts.
The Courier has a mutation concentrating what would normally be handled by the frontal lobe in a separate mini-brain somewhere under the cerebellum.
- This explains how you survived a Double Tap to the head, and why in Old World Blues you can have a conversation with your disembodied brain. And why it's so squicked out when you flirt with it, instead of responding in kind.
- There doesn't really need to be a special explanation. Gunshot wounds to the head are not automatically fatal in real life. From a gameplay standpoint, Benny cannot one hit kill you, even with only 1 Endurance, with Maria, even with a headshot.
Burke is Frumentarius, scouting out the capital waste for invasion.
- Hard sell, even beyond the absurdity of trying to organize an invasion across that large of a hostile wasteland.
- Timing is bad, Burke would have had to have been sent out before the Legion had secured their surrounding area to fit correctly in the timeline. It seems unlike Caesar would dispatch a scout to plan an invasion on the other side of the continent before he had conquered the tribes surrounding him
- Burke's love letters are very un-Legion like. Might be passable for a normal Legionnaire who might not follow the ideology completely, but Frumentarius are fanatical. Even Ulysses was originally a fanatic and does still heavily favor the Legion over the other options without being convinced otherwise by the player.
The Courier is related in some way to the Lone Wanderer.
The exact relationship is hard to pin down, considering the Courier has no canon age, but the picture of James and Catherine that the player can find in Vault 21 seems to imply that they were originally from the Mojave, and as this is fiction, coincidence can be immediately ruled out as boring. I'm fully aware that details like this are left deliberately vague so that players can role play however they want, but I just wanted to throw this theory out there.note
- The image is purely a reference to Fallout 3, canon wise, it is absolutely impossible for that photo to have originated there. Vault 21 did not open until after James, Catherine, the Lone Wanderer, and the Courier had already born. There is no way for any of those characters to possibly come from there. The exact date is never mentioned, but it has to be, but it does say Mr. House was the one that opened the vault, which meant it happened between 2274 (when Mr. House reactivated) and 2281 (the start of New Vegas). You could role play the Courier being from there due to his vague backstory, but James, Catherine, and the Lone Wanderer all did things that were canon before the vault opened.
- One would also have to wonder where James picked up a British accent if he grew up in the American Southwest.
- Joshua Graham is one of the immortals from Highlander.
- People have survived being set on fire.
- The Grand Canyon is not a straight drop. It's an incline that varies substantially. Unless they used a catapult, there is no way they threw him far enough to drop from the highest to lowest point. He would have rolled down one of the inclines. In many places along the canyon, especially the ones closest to Las Vegas, it is fairly shallow.
- Regardless, a 30 foot drop is all it takes to risk death. Add to that being completely on fire as you go down (apparently Graham didn't even scream), and it would take an unnatural resilience to avoid death. Also, notice how the in-game depiction shows what little is visible of his flesh to be completely unburned, unlike the artwork of him. And nobody ever seems to see him remove those bandages..
- Funny fact being dropped in the Grand Canyon might be what saved his life, whne a person is set on fire official instruction tell them to drop to the ground and roll. Since the Canyon is a slope Joshua probably rolled down to the botton, which might have put out the fire before it killed him, but not before he was badly burned.
There are no Radspiders in the Mojave because of the Cazadores
Spiders would have outnumbered scorpions severely when evolution started. Radspiders would have plagued the Mojave (and made the game unplayable for arachnophobes like this troper) if it wasn't for the rapid evolution of their natural predator, the Tarantula Hawk Wasp. The wasps, now freaking huge Cazadores, wiped them out in a matter of months. Of course, that doesn't explain why there were no Radspiders in New Reno (or the Capital Wasteland, for that matter) but just because we didn't see any Cazadores doesn't mean they weren't there.- In Real Life tarantulas are ambush predators. They wait in holes for something to come close, then snap them up. That could be part of the reason as well: they are there you just can't see them.
- They didn't survive Benny's Cherry Tapping attempt and being buried alive, they simply resurrected.
- Their title literally means 'Messenger'.
- The Courier can admit to not knowing about Christianity, which is in keeping with the fact that when they've involved, you're dealing with an Old Testament entity that will not hesistate to bring the wrath of God down on your heads.
- The Powder Gangers refer to them as 'The Grim Fucking Reaper'.
- Intelligent Couriers are somehow fluent in Latin and capable of referring to thousand year old texts. Its never explained how they can be so Wicked Cultured despite living in a post-apocalyptic wasteland where books and knowledge are scarce. Particularly as we get no indication they are in any way involved in the Enclave or Brotherhood of Steel.
- The Mysterious Stranger is their wingman.
The Courier is Hermes
The Courier is none other than Hermes, the God of Messengers. Consider some of the roles Hermes played in the Greek pantheon;- The God of transitions and boundaries ( The Courier inadvertently created the Divide).
- Emissary and messenger of the gods, intercessor between mortals and the divine. (The Courier is often sent to establish truces between various factions).
- Protector and patron of travellers, herdsmen, thieves, literature and poets, invention and trade. (Becoming Idolised by the various NPC factions).
- A trickster, who outwits other gods for his own satisfaction or the sake of humankind. ( The Independent Path)
- Amusingly your brain will tell you that it was disappointed in the lack of variety as far as voices went and would rather have gone for a female voice instead of the generic male voice it had. So this might not be too far off from the truth.
The start of the Great War the day after the platinum chip was printed was no coincidence.
Chinese intelligence somehow discovered the upcoming upgrade for Mr. House's anti-ballistic missile defenses, and fearing the war was about to be lost for sure, the Chinese military launched a preemptive strike to prevent that. Against the backdrop of a prolonged war, the US military believed that a full-scale attack was underway, and from there, the nuclear exchange spiraled out of control.- Considering they almost completely ignored the location of those defenses, this seems extremely unlikely.
- The defense system upgrade also wasn't the main purpose of the chip, it was the Securitron II upgrade.
- The nuclear attack came within a year of power armor starting to turn the tide in favor of the Americans. That seems the more likely reason for China using a nuclear strike (assuming they did attack first) than 'the anti-missile defense system protecting a strategically insignificant city might work more efficiently.'
- The Enclave anticipated the attack was coming about six months ahead of it occurring, so it makes the correlation between the platinum chip and nuclear attack less likely.
The future tunneler attack will not be as bad as Ulysses makes it seem (examples assumes NCR Victory)
- First, judging by their statistics, an NCR trooper is more of a threat than a single normal tunneler (which is saying something, given that they are mostly conscripted grunts with minimal training), and NCR Rangers are more of a threat than hulking tunnelers.
- Second, the Gun Runners can manufacture microfusion cells and weapons. No doubt that they can manufacture flare guns, flash bangs and powerful light emitting devices to keep them at bay.
- Third, the Courier has been to the Divide, fought them, and can likely explain the threat they represent, and even bring back a body as evidence. So everyone can make preparations against them.
- While I agree that the tunneler attack won't be as bad as Ulysses predicts, I still think you're underestimating those pesky things. Regarding your first point: Tunnelers scale differently to level than NCR troopers, and since LR is meant for high level couriers, it's a reasonable assumption that the actual relation in strength between a tunneler and a standard NCR trooper, would come out in the tunneler's advantage. Your second and third points both apply. Regarding 3), the courier will most likely tell the NCR that tunnelers have no resistance to bullets, essentially putting 2) in play, with the gun runners producing loads of hollow point bullets. We also don't know how they'd react to direct sunlight. A ranger could take out a few, even more if he or she is well prepared. In short, I'm standing somewhere around 'moderate casualties, but not nearly as bad as the war against the legion'
- OP here. Even taking scaling into account, from a crappy FPS marksman's (like this troper) perspective, tunnelers are still less dangerous than NCR troopers in a 1 on 1 fight, for the following reason: due to tunnelers only being able to attack from melee, spraying and praying is a viable tactic against them (assuming you carry enough ammo, which is possible even in hardcore). Due to NCR troopers attacking at range, spraying and praying isn't a viable tactic against them. Add the tunnelers nonexistent damage threshold and low health, and you get an enemy that is only a threat when he has surprise and/or numbers on his side.
- Factoring in that armor lore wise does not work like the game mechanics show. Anyone with power armor can easily decimate Tunnelers with little to no chance of injury beyond being knocked over. Exterminating them, as a result, would be very easy if they ever posed even a nuisance.
- Except it wouldn't. People here are not considering the Tunnelers three main advantages, numbers, breeding(They breed fast, how fast, probably Krogan fast,consdering their individual weakness they must die by the droves when atacking stronger things, like a Deathclaw), and their namesake. They are called Tunnelers because they dig Tunnels , they can dig their way into Vegas and attack from underneath during the night, and in the tunnels they are at an advantage. So the Tunnelers are still a big threat even if they're exterminated they would cause a lot of damage.
- They couldn't dig their way into Vegas. Vegas is powered by Hoover Dam, and would be as bright as the day during the night. So, what's there to prevent floodlights from being installed in towns? And AFAIK, tunnelers can't dig through concrete (they never dug to the surface before the detonations). Just reinforce city ground with concrete then. Only the wastelands would be dangerous at night. And then, just like moles, them digging to the surface would be obvious to anyone trained to spot them (they take a few seconds to get out of the ground, and you can't just move dirt without sending telltale signs. So no surprise attack then. Just stay alert in case of a diversion, keep a submachinegun handy, a flare gun and flashbangs for desperate situations, and you're all set.
The difference between lore!Power Armor and gameplay!Power Armor isn't due to Gameplay and Story Segregation, but to a different tactical situation.
In the lore, one guy clad in Power Armor could kill hundreds of.. Canadian rioters. Take an american soldier clad in Power Armor, with moderate Gun skill, give him a minigun, as much ammo, stimpacks, med-X and psycho as he can carry, and put him against 300 freeside thugs equivalents, with their typical weaponry and armor, and typical tactics, and he probably wins. Put a typical BOS Paladin against 60 grunts armed with guns with armor piercing ammo and equipped with decent armor using effective squad based tactics, and he is likely to loose. The Courier is never seriously injured. Hit Points represent his/her ability to shrug the pain and run. When he/she runs out, he/she passes out and is at the mercy of his/her enemy, who finishes him/her. Crippled limbs are just numbed out by the pain.
People who survive from improbable physical punishment is far from unheard of inReal Life. The Courier is one of them, shrugging of all the minor wounds he receive from his/her enemies. That explains why he/she regain HP from food (he/she doesn't heals, but recover his/her resolve), why Med-X (Morphine) and Slasher gives him Damage Resistance, why a quick use of a doctor's bag heals crippled limbs so quickly, and how he can be fine after a quick nap at home, and how the doctors heals him so fast and cheaply.- Personally I think crippled limbs *are* broken, or at least so badly damaged as to reduce their usage. Canonically, stimpaks can't heal severe trauma by themselves (Fallout 3, and NV without Hardcore Mode are the only games where stimpaks cure crippled limbs) but they obviously flash-seal bullet wounds and lacerations and probably have some kind of fast-acting painkillers. Hit points represents a character's pain tolerance and overall will to survive; the player can run with one broken leg and walk at all with two because most players wouldn't want to spend 10 minutes crawling to a doctor.
No-bark Noonan isn't crazy. He just pretends to be so he can snoop around in Novac without anyone paying attention to him. He then waits until finding the right person, and giving him insane yet mostly accurate intelligence.
Come on, the invisible chupacabra (supermutant with a stealth boy) with two head (schizophrenia) and a Gatling gun, and his informations on Boone's wife's abduction were too accurate to have been a coincidence. After a Legion Victory, Caesar has long-term plans for a Female Courier
On it's face, the Courier's activities appear bad for the Legion's PR, as having a hypercompetent lady plow the way for the otherwise outmatched Legionnaires would fly contrary to their 'women are dumb/weak/cattle/etc' stance. On the other hand, the default story of the Courier is suitably epic, rising from the grave, blasting a trail across the wastes in search of vengeance, shaping the destiny of every town they touch and finally placing the laurel of victory on the head of their choice at the Dam, it would take little work to cast her as being a deistic figure, daughter of a god not unlike Caesar's status as 'Son of Mars'. Prime candidiates would be Juno, mother-deity of Rome, Minerva (particularly for a Speech-based Courier), Vulcan (if she fires the nuke at the Long 15 at the end of Lonesome Road), or Asclepius (if medical skill is used to resolve Caesar's brain tumor). Why do this? Caesar discusses his long-term plans for Nova Roma, which include it continuing past his own lifespan, and who other than the daughter of a god would qualify to be his bride and mother of his child?- Considering what Sirir tells you about the way women are treated by the Legion and Canyon Runner selling Sammy Weathers for breeding, this raises some serious Fridge Horror.
- OP here. Given how overt Legion misogyny is, it may veer closer to Laser-Guided Karma inflicted on the one who condemned the Mojave to Caesar's lash. Of course, mileage will vary.
- Well a sufficiently cunning female Courier with Black Widow might just hoist Caesar by his own petard. Knowing him, he would declare the Courier an instrument of His Divine Will. Her feats at his behest were only possible because Caesar directly empowered her to prove her worth as his bride. A Black Widow might have already did in Benny during his sleep, no reason she could not do the same to a man much older and already in relatively poor health. Then she beats Legate Lanius to death in front of all his troops and introduces her own choice of Legate as their new Empress: Joshua Graham, the Burned Man. Many a Legion underpants will be soiled that day.
- Aforementioned intelligence, immortality, and megalomania
- Earth/Terra is specifically stated to have gone through multiple apocalypses by the time of Warhammer 40,000, including the war with the Iron Men, the Age of Strife, the Horus Heresy, and now the ancient Great War that forms the basis for Fallout's backstory.
- Fallout is Grim Dark enough to fit into the universe
The Tunnelers will reach and attack the Mojave no matter what the Courier or Ulysses do.
This is going to be Bethesda's way of ensuring that they don't have to declare any of the four endings canon. They're no strangers to the Shoot the Shaggy Dog trope; Just look what they did to Vvardenfell in The Elder Scrolls.The entire goddamn point of Lonesome Road is the deconstruction of Player Character actions: how they rush into problems without examining any sort of context, kill everything, or kill most things and negotiate with a few of them. The Tunnelers are a major threat that no one (wo)man has a snowball's chance in the great war of taking down. So instead of being a hero, the Tunnelers force us to think rationally about the situation, and maybe accept that we can't solve everything.- On the other hand, even the threat posed by the Tunnelers is a deconstruction. Given how the Courier's fought them as well as the resources and firepower available in a NCR or House/Independent route, while the threat remains at least the means are on hand to address them if it ever comes to their coming to the Mojave. It also shows that we can't solve everything, but it doesn't mean we can't choose to do something about them.
Joshua Graham wore his SLCPD armor while the Legate for a reason
Beyond being a very effective piece of armor, it also serves as the best kind of camouflage. Dressed in his white shirt and bluejeans, would a 1st Recon Sniper looking at him through a scope presume he was the dreaded Legate, or that he was just some merchant or freebooter and pass him over in favor of putting a bullet into the man with the most impressive hat? Some poor Centurion gets his brains blown out, the Sniper hotfoots it out of there to report the kill, and Graham goes on his happy way. Even if all the Snipers shared notes and realized the same 'freebooter' was always at the Legate's camp, how long would it take them to piece it together?- It'd only work until the first time a legionary was interrogated. 'Who's your commander?' 'The angry man that dresses differently.'
- Somehow, I don't think interrogation would work, unless NCR has access to ways of interrogating the dead.. Legion soldiers would rather commit suicide rather than allow themselves to be captured.
- Come now. You don't expect that every legionary captured actually commits suicide? It's mentioned when talking about Centurion Silas that this is the first time someone of such high rank was captured, implying that the capture rank-and-file foot-soldiers is far from unheard of.
- There's no guarantee that they'd talk: If you bluff Silus into thinking you're a Legion agent, he's more terrified of you than of the NCR. Considering that the Legion is taught to believe that Caesar is infallible, that they have spies everywhere, and that anyone captured during Graham's tenure would have to worry about dealing with the man who makes Lanius look like an amateur, it's not far-fetched to say that POWs might prefer a quick death to the mercies of their enemies or their 'comrades.'
- Somehow, I don't think interrogation would work, unless NCR has access to ways of interrogating the dead.. Legion soldiers would rather commit suicide rather than allow themselves to be captured.
The writers had conflicting ideas regarding Caesar's personality.
Caesar seems to be portrayed very differently depending on who's writing, especially between JE Sawyer, who originally envisioned the Legion, and John Gonzalez, who wrote Caesar in the game. In his posts JE Sawyer, while not supportive of the Legion, maintains that Caesar himself is not personally evil since his actions are motivated by noble intentions. When a poster pointed out that this was something of a double standard because of Sawyer’s mod that makes Colonel Moore evil, he insisted that the difference between them is that Caesar’s too isolated from the events he set in motion to truly revel in them.However, when Gonzalez writes him it’s a different story. The Caesar we see with Gonzalez is a remorseless, sadistic bastard bordering on Complete Monster territory. Not surprisingly it’s in Honest Hearts (written mostly by Gonzalez) that we see his worst behaviour. New Canaan is probably the most egregious example of this, since not only does Caesar do this purely out of personal spite (even Sawyer admitted that helping the White Legs wouldn’t help the Legion enough to justify making a path to help them) but he specifically ordered the death of its children and elderly. As someone who despises Moore I have to admit that the people she was gunning for were at least legitimate threats (even if her approach was jingoistic) while Caesar committed mass murder simply as a glorified ‘F! You!’ at Joshua. As Sawyer put it when he described Moore, that certainly strikes me a worse than Neutral.
But even excluding this incident, Gonzalez always shows Caesar to be a spiteful monster. He’s rude, smug and insulting towards the Courier, narrates his past atrocities - including killing children - with gleeful satisfaction, threatens to have you tortured for his enjoyment if you disobey him (and will try to go through with it if you do) and blackmails you into killing Benny. Regardless of whether or not you personally think Benny deserves to die, Caesar doesn’t push his position on the grounds that Benny needs to be made an example of, but simply that the player needs to work on their ‘Bloodthirst’. Firstly this makes it very clear Caesar enjoys violence for its own sake, and secondly that he goes out of his way to enforces sadism and a love of killing in his underlings, making it clear that his regime’s brutality doesn’t stem using people who were already bastards, like Ashur’s did. In fact, the only reason Gonzalez included Caesar’s views on how Hegalian dialectics dictated his actions was because JE Sawyer asked him to.
Caesar according to JE Sawyer: Aloof, well-intentioned extremist.
Caesar according to John Gonzalez: Petty, bloodthirsty monster who makes Eulogy Jones look like a Boy Scout.
- Don't confuse the actions of a leader with their true personality. All eyes are on Caesar; his every move is a lesson to his troops. Doubt is his enemy. Traitors must be dealt with harshly, lest treason become endemic (). The necessary brutality of his autocracy means he's stained his soul, but he believes it's for a better tomorrow so it's not like he's a complete monster, just a necessary one. He doesn't list his atrocities lightly - it's part confessional and part warning. He retains command by holding a high standard of conduct for himself and expecting it from others. The harshness of enforcing his will over the tribals and prisoners that make up his ranks makes his speeches rife with gallows humor:
> Beat
> Caesar: Relax, I'm just fucking with you.- Granted he's gleeful in condemning Benny, but, you know..
Fantastic is Thomas Hildern's illegitimate son
How did Fantastic get his job as Helios One? His own account — basically, that the NCR recruiters looking for a scientist were super gullible and took his assertion like that he knew as much as anyone he knew about power plants or that he had a theoretical degree in physics as he intended them — isn't really plausible on its own, although it's plausible that Fantastic is telling the truth insofar as he understands it. My suspicion: as a younger man, Hildern impregnated some woman, and then decided that he didn't want his career to be held back by the responsibilities of fatherhood, so he abandoned her.He's been obsessed with career advancement and not thinking about it for the past couple of decades, but recently he found out about his son again.. and felt guilty about the hopeless chem-addict who had grown up away from his watchful eye (whether Fantastic actually would have turned out better with Hildern around or not, Hildern no doubt regards himself as the sort of guy who would have whipped the errant boy into shape if he'd been there). He decided that he didn't really want to acknowledge paternity at this stage, or go through the pain of admitting what he's been doing while away from his son, so as director of OSI East he decided to get the OSI to do a rigged search for a scientist, which was preordained to recruit Fantastic. He keeps hoping that Fantastic will 'grow into' his role, and his new responsibilities will spur him into actually studying physics, power plant engineering, kicking his chem habit, etc. That hasn't been happening so far.
Fallout: New Vegas is based on The Magic Mountain.
The Courier is the equivalent of Hans Castorp: the blank slate who serves as a witness to the battles between the different more 'static' ideologies (although neither Hans Castorp nor the Courier are really blank slates). The initial quest to track down Benny and the Platinum chip represents Joachim: unquestioning fealty to duty and principle. Benny stole your chip and shot you, so you are duty-bound to track him down and get that chip back. The NCR represents Settembrini: basically attached to traditional liberal, humanistic values, but to some degree nationalistic (Italian nationalism in Settembrini's case, Californian in the case of Kimball's NCR). Caesar's Legion represents Naphta: a rejection of bourgeois values in favor of authoritarianism, cruelty, death, and the radical reconstruction of a society based on virtue. House represents Peeperkorn — the personal authority of a rich, charismatic old man, with autocratic authority based on no principle beyond his own will. Yes Man/wild card represents Chauchat — an embrace of chaos, sensuality, and personal whim.Mini-Nukes and Mini-Nuke launchers where designed to be rapidly fired from the air onto populated areas and be equally powerful to there much larger cousins like Fatman and Littleboy. It's just been so long since the great war that the radioactive elements inside have decayed into more stable forms that, while still able to reach critical mass, are much less potent and create smaller explosions as a result. This also explains how the courier was able to, in the lonesome road DLC, detonate full sized nuclear warheads at relatively close distance without being vaporized, incinerated, lethally irradiated, mutated beyond recognition, or really harmed at all. The Enclave Remnants were part of those who were either deliberately left behind by or too slow to follow those heading to the Capital Wasteland.
Considering the strength and size the Enclave exhibited around DC, it's very reasonable to suggest that they may very well be (with the possible exception of the bases around Chicago) the large bulk of what's left of the organization, having embarked on a massive evacuation following the destruction of the Oil Rig in Fallout 2. Given the likely possibility that even with the large mobile base crawler (as seen in Broken Steel) and all the attendant vehicles/vertibirds/etc, they couldn't bring everyone along for the journey. Instead, the leadership either flat out abandoned the ones left behind, perhaps giving the remaining forces in Navarro half-assed orders to cover their escape 'for the good of America' or hastily arranged for a more gradual retreat plan for them. Whatever the case the stragglers' defeat in the hands of the NCR would possibly distracting the victors from the main bulk of the Enclave already en route to DC..only for it to get crushed for good by the Lone Wanderer and East Coast Brotherhood later on instead.He's nothing more than a voice encoder, a news feed, and a pre-loaded set of songs to be handled by a virtual disc jockey no more complicated than the Shuffle option on a CD player. Lanius is a Legacy Character
Reeling after his defeat at Hoover Dam in 2077, Caesar made sure that his new Legate would never fail again by making him a bunch of different men. One general 'becomes' Lanius for as long as he can, is killed at his first failure, and the mask passes to another. The failure is written off as the fault of lesser officers(perhaps the man behind Lanius' mask true identity), or erased from history altogether, and the legend of Lanius goes on, untarnished.It'll allow an imported save of your New Vegas adventure, like Mass Effect. The game will start off with the leader of your chosen faction (General Oliver for NCR, Caesar/Legate Lanius for Legion, Mr. House for House, Yes Man for Independent) giving an As You Know speech about the effects of the Vegas takeover, and of the greater impacts of the Mojave Desert, with any DLC will be mentioned as rumors (since, outside of giving the Courier more perks and gear, they don't really affect the Mojave conflict). The initial story would be to wrap up any loose ends, and solidify the power base, before getting attacked by the Big Bad - either the NCR and/or Legion making another surge, or the Enclave from Chicago. NPCs from the game will show up, and will have changed based on their endings - assuming they're still alive. Former Companions, in particular, will make reappearances, either in the main story, as a Random Encounter, or in DLC (for the ones that left the Mojave for parts beyond). Needless to say Call Backs, Mythology Gags, Fandom Nods will be made aplenty: a good example (for the Independent ending) is giving the Courier the option to accuse Yes Man of being The Starscream, only for Yes Man to Joss this the way Word of God did.- This hypothetical sequel would also build up New Vegas, to address the issue that it was basically a Thriving Ghost Town (especially when compared to New Reno in Fallout 2), with a Hand Wave stating that most of the citizens evacuated when the war between the NCR and Legion was going to start up again. It will also change based on which faction you side with: a NCR Vegas will be an Eagle Land, a Legion Vegas would be made for a Proud Warrior Race (bonus points if there's a new casino called Caesar's Palace), House's Vegas is pretty much like the old Vegas, and the Independent Vegas - well, that's tailored to your preferences.
- Jossed, unfortunately. As great as that would be to see, Word of God confirmed Fallout 4 won't be taking place in the Mojave.
Mr House has a couple of secret subroutines written into the software of the PipBoys.
Why else would he be untargetable in VATS? We all know how Crazy-Prepared and Properly Paranoid Mr House is. Not that it does him much good. The 'Ghosts' that the veteran rangers were sent to fight in the Baja are an old scourge.
Acording to Chief Harlon the rangers are chasing ghosts in the Baja by General Oliver. While we all know Oliver is not the best military leader of all time, and he prefers regular troopers to rangers but there has to be some rational excuse for sending rangers from the fight against the Legion for it be acceptable by NCR higher ups. So the 'ghosts' has to be an old enemy of the NCR. It could be the Enclave, the Brotherhood of Steel or a Neo-Unity army of supermutants.After the Project Purity battle, Butch moved west for some reason and joined the Boot Rider tribe and changed his name to Benny. The slick hair, gangster-type personality, being handy with a knife all match both characters.- Except of course for the timings - House conquered the Strip families between seven and eight years prior to the start of New Vegas. Butch was still in Vault 101 then.
The Courier never left Doc Mitchell's clinic. They are being held captive and deliberately kept in a comatose state or near-comatose through the use of drugs.
The Courier, having been shot in the head by Benny and dug out of his/her grave by Victor, wakes up several days later in Doc Mitchell's clinic. The Doc tells the Courier that the surgery was successful, performs a few cognitive tests (Rorschach, word association, etc), and then sends them on their way clad either in a vault suit that once belonged to him (male Courier) or that of his dead wife (female). The Courier then proceeds to become a badass of near-unparalleled magnitude, single-handedly ending a war and personally dictating the fate of the region. The events of the Courier's life after leaving Doc Mitchell's house are a fantastical, bloody, and frankly bizarre adventure. Almost too good to be true. But what if they are? What if those events never happened at all? What if, one evening, a comatose woman with a bullet in her head is delivered to the grieving Doc Mitchell's door. A woman who looks uncannily like his dead wife. She shows no physical response to any treatment - or perhaps she does, but the painkillers prevent her from becoming lucid? Either way, the Doc is transfixed by this lookalike. He becomes her carer. Eventually, he moves her into his own bedroom. Dresses her in his wife's old vault suit. All under the pretense of her being a patient. A perfect opportunity for a madman to take advantage of someone who cannot fight back.- Everything you think you experience during the game itself is actually just a fevered dream experienced by the Courier as she lies in her coma, only half aware of what Mitchell is doing to her, the drugs, brain damage and trauma all having driven her to insanity. The ability to pick one's gender and appearance is actually just a desperate subconscious attempt to escape the reality of the situation. The events of the war are based on what actually is happening outside Goodsrpings, but the player's involvement is merely a wild flight of fancy, a way of her escaping to a world where she is in control of her own destiny. It's no more unlikely than a person waking up following a traumatic brain injury and within months win a war while carrying several hundred pounds of equipment on their back and sustaining numerous other life-threatening injuries in the process. The characters we meet also are mere fantasies, reflections of both the Courier's memories and situation. The followers in particular are of note:
- Boone is a manifestation of Doc Mitchell's constant talk about his dead wife, his pain and remorse, and the Courier's awareness of what she has become. She hopes, subconsciously, that by helping Boone overcome his pain her tormentor will overcome his own, and then set her free.
- Gannon is what the Courier thinks a doctor should be, as opposed to the demented madman who keeps her prisoner.
- Veronica and the Brotherhood of Steel are a combination of her former child-like innocence and her desire for a real family, something she has either long since lost or at least knows she will never see again. Veronica's conflict with the Brotherhood mirrors the Courier's own family history, with Elijah her idolised, yet abusive, father and McNamara and Hardin her mother's subsequent partners.
- Cass is a manifestation of the drugs Mitchell is filling her with. Although Cass hates chems, she is unable to see that her dependence on alcohol is just as bad as her dependence on chemss, and thus she is the Courier's inability to face and accept her situation.
- Lily is a manifestation of the brain damage the Courier has sustained, and, as with Cass' drug dependency, a manifestation of the Courier's denial of her reality.
- Raul is.. actually, I don't know what the fuck Raul is. Perhaps he's the bit of her that is actually sane? Perhaps another father figure? Or maybe the aging former-vigilante is reflective of her slowly-decaying belief that there is a white knight out there, a protector, a hero who will rescue her.. or at least avenge her suffering. Every time Raul laments the fact that he is too old, it is the Courier losing a little more hope.
- With regards to a male Courier, there are two plausible scenarios: either the Courier's gender, age and appearance in game are not a reflection of their true appearance, or Doc Mitchell isn't quite so picky about what his comatose corpse-bride is keeping between his/her legs. I'm personally going for the former over the latter.
- In the Dead Money ending where you seal Father Elijah in the Sierra Madre's vault, the old bastard (who had previously proven his chops as a survivalist and escape artist in the Big Empty) is able to live for months, possibly years, on the food, drink, and medical supplies that Sinclair left there for Veronica, all the while working to burn or cut open the door, then fix the elevator or find some other way up the shaft. Even now, he remains in the casino, studying its arcane technologies, domesticating the Ghost People, and monitoring the Mojave for the perfect opportunity for his schemes of conquest to begin again.
Meta: Veronica's final argument with Elder McNamara is a Take That! by the Game Developers to the Fans
- The B.o.S has gone through a pretty heavy Flanderization since their introduction, from xenophobic hi-tech guardians of The World That Was, to the current well-meaning-but-misguided-anachro-crusaders. The Enclave (and to a certain extent, the Outcasts) are everything the Bawsused to be. This puts the B.o'S., and by extension the game designers, in the position of having a group of good guys using bad-guy tactics while trying to retain the players' sympathies. This is morally and logistically unsound, as Veronica points out by suggesting numerous ways and reasons that the B.o.S should and can help the outside world, but the Codex - and by extension, the canon - forbids it, dooming the Brotherhood to extinction despite being a fan favorite faction. The developers would be freer to make the B(r)oS the unqualified good guys if the fans would let them, instead of requiring them to be The Enclave Lite 'because other source material says they are'.
MacNamara: [sadly] I know.
Slenderman really did show up in Zion, hence those creepy murals.
- Nothing came of it, though. Joshua Graham kicked his ass.
- For those of you that never played Fallout 2 (or simply don't remember), Thomas Moore was an NCR spy who somehow managed to wrangle Vault City citizenship for himself. The first time you meet him, he just seems like an idealistic street preacher; Then he gives you a briefcase and tells you to take it to Mr. Bishop in New Reno. Presumably, it's payment for the mercenaries periodically attacking Vault City. Cassandra has clearly inherited her father's jingoism, as well as his willingness to use underhanded tactics to get the job done.
Marilyn the securitron is still around, but is constantly out of view of the Courier.
Despite being cut content, she's still referred to by Veronica. Presumably her role is something similar to 'make sure followers waiting around in the Lucky 38 are not messing anything up while the Courier is talking with Mr. House' and Mr. House for whatever reason decided a securitron with a personality was better suited for the job than reallocating securitrons used for other things. By the time of the next game, the West Coast Brotherhood of Steel will have ceased to exist.
Even if you didn't wipe them out yourselves, the Mojave chapter has precisely one ending slide where they have any chance to rebuild, and even then they're still operating under the same standoffish dogmatic rules that they were before. Meanwhile in D.C., the Lyons chapter is thriving, has the only remaining Maxson, and is sitting on a massive cache of weaponry and tech due to their ability to follow the original intention of the Codex. Only one of these chapters has a future. Robert Edwin House is the son of none other than Dr. Gregory House.
- The dates fit.
The independent ending is potentially the best that can happen for the NCR in the long term
Assuming that the Courier is thorough in his/her dealings in the Mojave, and doesn't screw NCR over completely, this may actually be good for the NCR. Right next door is a neighbor who isn't directly hostile, but is independent and willing to enter into diplomatic relations, maybe as a future ally. NCR has plenty of problems at home with corruption, and probably also areas that are rather dangerous to live in. A good slap on the wrist will allow them to focus on their own problems without having to watch their backs, which would have been the case if Caesar won. This could also apply to a House ending, of course. Keeping Ulysses alive in Lonesome Road guarantees the best long-term ending for the Mojave.
Whether the Courier is independent or aligned to House, the Legion or NCR, it's mentioned that should Ulysses live, he would stand vigil over the Divide for the rest of his life. This also means finding ways of keeping the Deathclaws, Marked Men and more crucially, the Tunnelers (which are described as slowly digging towards the Mojave) from creeping out. Thus, talking him down would help prevent the potential bloodbath that the Mojave might experience in the future. The Courier is the Doctor, stranded on Earth after the TARDIS died.
Think about it. Why do you customize your appearance after you get shot? You regenerated. The Courier changed history, just as the Doctor changed time. It's also possible that Ulysses lied about his background and he's actually the Master. We know that after the events of Lonesome Road and the Second Battle of Hoover Dam, the Courier went to Big MT to watch over it. Is it possible that he was searching for some sort of replacement for the TARDIS so he can leave?Joshua Graham is an escaped third-generation synth, who made his way to the Mojave all the way from the Commonwealth (a trek which, while perilous, is clearly possible, given the Capital Wasteland Bo S did it in reverse). His artificial nature explains his incredible combat prowess, resistance to chems, extreme damage resistance, and how his burns never heal, yet he's managed to last years without dying of infection. Being a synth also provides some context for Caesar's otherwise irrational hatred of robots.- Graham was born in New Canaan. The only way a Synth could have replaced the real Graham would be if someone in the Institute knew that anything at all was alive out west, knew of NCR, the Followers, and New Canaan's existence, specifically knew that two Followers and one specific Mormon were out in the Grand Canyon area, then somehow found out what Graham looked like and what his personality was in order to replace him. And in the end, you have a synth (which are noted to be more-or-less identical to humans, not superhumanly durable) who's helping run the Legion, with the end-state of an overwhelmingly massive army of people who have every reason to hate the Institute's For Science! approach because, according to them, Ludd Was Right. As for Caesar's hatred of technology, it's more a hatred of overdependence on technology (though with a healthy dash of hypocrisy)
The Boomers killed exactly 218 people before settling down at Nellis
The number 218 fits their KDR perfectly with five losses, and the distance from Vault 34 to Nellis isn't that long, even if proper roads are used. Given their way of life, I consider it reasonable to assume that they would have gone straight for the nearest military point of interest. There must have been a quest where you go find Elvis holotapes for the King
And you get to hear them on the radio too..but that might have been too expensive just for a Shout-Out. Also a wasted opportunity for the King to say 'Thank you, thank you very much'.Instead, he's a face/voice 'skin' that House uses to interact with the world physically when needed. When you hear him speak it's House speaking through him directly. When Victor jumps to a new Securitron it's really House assuming direct control of that unit. Evidence for this is that Victor vanishes from the game after the death of House. If he were a true AI like what runs normally on Securitrons, he'd just keep going on as programmed absent signals from House. His 'owner' in Goodsprings was a House employee/contractor sent to set him up.- It would be very useful for House- a Securitron with House's face/voice would attract immediate attention, and one with the standard police/solider face could be interpreted by the NCR as House expanding his reach where he shouldn't. A crazy robot who thinks he's a cowboy? People would see it as the product of a random tinker and pay it no heed.
Caesar is secretly gay
In the early years of the Legion's existence, the founders Edward Sallow (Caesar) and Joshua Graham (the Burned Man) had a sort of unspoken 'romance'. However, due to Graham's Mormonism, Sallow knew nothing could come of it. Because of this and his knowledge of homosexuals in ancient Rome, he established the law against homosexuality that is mentioned by Jimmy in the Casa Madrid. This would also explain his resentment towards women and the rumors about homosexuality that are mentioned by various non-Legion characters throughout the wasteland. It would also make for yet another parallel to the real Julius Caesar, who was rumored to be gay or bisexual.- Talking to him, plus Word of God, presents a logical reason for forbidding homosexuality: He's trying to build up the Legion's numbers, knowing that he can't keep relying on conquering tribes and press-ganging outsiders. He also doesn't display any particular resentment towards women, since the idea of keeping all Legion women as 'breeders' is part of the above plan, and (again) Word of God describes Legion society as oppressive to both men and women rather than solely misogynistic. The rumors about the real-life Caesar were largely spread by his enemies, most of whom had personal as well as professional reasons to do so since Caesar was notorious for sleeping with married women, including many of his rivals' wives. Of course, that doesn't necessarily mean that Fallout Caesar isn't gay/bi or that he didn't have something going on with Graham; it could certainly explain why the latter became the Malpais Legate. Granted, homosexuality is definitely frowned on by the LDS, but so is murdering and enslaving people and Graham spent thirty years doing just that on Caesar's behalf.
The NCR-BOS Truce Ending, combined with Veronica's departure, will have a very positive effect on the Brotherhood by forcing them to become something better
The Helios One battle took a huge toll on the Brotherhood. It is obvious they do not have the numbers or resources to oppose the NCR, especially after the NCR secures Hoover Dam and Vegas. Furthermore, the Brotherhood members now know that they have to keep being useful to the NCR or be wiped out. So they will have to recruit more members, work with other communities to patrol the I-15 and I-95.. basically do a bunch of things that go outside the Codex, if not outright defy it.Now let's look at things a little further. Veronica's staying with the Brotherhood in the NCR Truce ending still has her continuing to feel isolated and trying in vain to get the Brotherhood to adopt new technologies and help other people. But here's the thing: in order to achieve that ending, and NOT fail the quest, you more or less have to deal with the group of asshole paladins peacefully (you might be able to kill them without failing the quest, but it is pretty damn hard to do). When you factor in the Mojave Brotherhood's fairly small numbers, of course those paladins are going to have much more influence and thus continue, via both their own behavior and peer influence, to make the lives of progressive members like Veronica and Elder Mc Namara miserable.But in the ending where Veronica leaves the Brotherhood? You kill those pieces of shit after they murder the Followers at the outpost. And since there is no penalty at all for killing them, it is implied that the rest of the Brotherhood did not approve of their actions, or at least know understand that there will be consequences for that kind of behavior (the fact that Veronica remains pretty friendly with the outside patrols seems to confirm this notion). With some of the worst, most toxic fish in a small pond gone, combined with the Brotherhood essentially having to work for the NCR if they want to survive, there is now much more breathing room for progressive members who want to improve the Mojave Brotherhood. Maybe not as quickly and powerfully as Veronica would, but definitely on some level. Muggy is the one who kills the Toaster in the Good Karma ending to Old World Blues
He's the only one who has arms, and he's the one who takes the most abuse from the Toaster, so it would make sense for the Toaster to meet his end at Muggy's hands.Index
http://tvtropes.org/pmwiki/pmwiki.php/Fridge/FalloutNewVegas
Go To Dark king of the abyss.
As a Fridge subpage, all spoilers are unmarked as per policy.You Have Been Warned.
Fridge Brilliance
- In 'One for My Baby', Boone trusts you to help him find and kill the person who sold his wife into slavery because you're a stranger. Who does Jeannie May Crawford frequently tell you to watch out for?
- The initials for New Vegas is NV, just like Nevada.
- The unique Fatman in Gun Runners Arsenal is called Esther. In biology, ester bonds connect lipids (fats).
- Esther, much like Gehenna, are named after Hebrew Bible concepts. Esther, both the name of a book in said bible, and the name of the Persian queen of Jewish descent, who helped prevent a Jewish genocide, by convincing the Persian king to allow the Jews to arm and defend themselves. This ended with the death of 75,000 Persians.
- Gehenna - the unique Shishkebab, is named after a valley in Jerusalem, in which - per the Hebrew Bible, some of the kings of Judah sacrificed their children by fire.
- Cass' sidequest is called 'Heartaches By The Number'. In addition to referencing the Guy Mitchell song on the soundtrack, Cass inherited her father's heart condition.
- In Vault 11, the vault mainframe tells you that while being a martyr isn't as fun as driving a race car, it's every bit as important. The thing is, driving a race car isn't important at all, and neither is being a martyr. The vault computer was never going to wipe out Vault 11 if they disobeyed, so nobody needed to die.
- Many folks might find it strange that the Legion is such an effective military force against the NCR given the latter's guns and modern technology, and that the 1st Battle of Hoover Dam was won by the NCR leading the Legion into what is a fairly obvious trap at Boulder City, that is if you're unaware of Roman military history at least. The historical Roman Legion at its peak was nigh unstoppable in a straight pitch battle (unless your name is Hannibal Barca), however it did suffer a few catastrophic defeats like Teutoburg, Carrhae, and Trasimene. The commonality between them? They all relied on the Romans being lead into position where ambushing forces could take advantage of the terrain to surround and cut off enemy forces while taking most of them out through an initial surprise attack, just like the 1st Recon did in Boulder City.
- The only people outside of the legion who pronounce Caesar correctly are Marcus and Easy Pete. Marcus is a highly intelligent super-mutant and Easy Pete..is a prospector. Now how would Easy Pete know how to say Caesar correctly? If you talk to him he mentions that he had a camp out by the Colorado river. The Legion has camps along the Colorado, and usually don't bother merchants. Easy Pete used to trade with the Legion and picked up some of their speech patterns.
- Why does Arcade Gannon address Caesar with English pronunciation?..Why would someone who despises the Legion ever address him using Latin pronunciation? Especially when you listen to Arcade's reasons behind his hate towards Caesar's Legion.
- Likewise, Joshua Graham always uses the English pronunciation, despite him obviously knowing better. He has every reason to slip in a small insult towards Caesar at every opportunity.
- In Fallout 3 and Fallout: New Vegas, blood packs heal 1 hit point per pack. In 3, you can get a perk from the leader of blood-consuming people which increases the hp gain to 20. Why do blood packs heal so little hp, when blood transfusions can save people from the brink of death sometimes? Because the player actually drinks the blood instead of replenishing his/her lost blood from an injury. The Lone Wanderer is taught how to more effectively gain health from drinking blood.
- This explains how the Sole Survivor gets more out of blood packs in Fallout 4 as well; the protagonist either fought in a war or was married to someone who did, so it's not impossible for them to know how to perform a blood transfusion. Notice that in 3 and New Vegas, you hear a gulping sound when consuming a blood pack, implying the drinking of blood. In 4 you hear a rustling sound as though plastic is being squeezed. This sound is identical to you using Radaway - implying a different way of introducing blood into the body.
- Which drifts into Fridge Logic again when you consider the fact that, after 200 years at least, the blood in those packs has certainly expired no matter what kinds of advances the US had made in preservation technologies. With this taken into account, the Sole Survivor injecting the blood into his veins would do more harm than good. Drinking it would actually be more helpful, which makes sense considering that a high medicine Courier would certainly be aware of the expiration date of blood and the concept of a blood transfusion.
- At the end of the game (assuming you're not backing the Legion), you can use your Speech skills against Legate Lanius to convince him that the Legion's attempts to expand into the west will cause the organization to weaken due to its policy of fully integrating conquered peoples into a mono-cultural centralized government. A similar factor in real life caused the Roman Empire to collapse. And in the event that you don't successfully convince him to withdraw, one of the easiest ways to defeat Lanius is to set numerous explosives at the conveniently-placed stairway landing just before him, falling back when he attacks and letting him run on top of them and blowing himself to the moon. Why is this Fridge Brilliance? Because this scenario parallels how the Legion was defeated at the first battle of Hoover Dam by way of trickery and explosives when Graham was their Legate; so for all of the boasting the Legion and Lanius himself makes of him being superior to Graham he can be personally defeated by the same tactics.
- Power armor factions:
- At first, it seems like Fridge Logic that wearing Brotherhood of Steel power armor will get you shot on sight by NCR, while no one in the Wastes bats an eyelid at you storming around in a suit of Enclave power armor. Then you realize that, not only have the Enclave been gone for a couple generations, but also the number of Wastelanders who've ever actually seen an Enclave soldier and lived to tell the tale is probably extremely small.
- On a similar note, the non-faction T-51b Power Armor does not get you shot by NCR, despite being the same armor the Brotherhood uses. Brotherhood Paladins keep their equipment well-maintained according to Brotherhood standards, so their armors are always shiny and well-kept. The non-faction T-51b is rusted and weathered with age. You don't look Brotherhood wearing that armor. You look like someone that lucked out and scavenged a working suit of old Powered Armor in a cave somewhere. And you very likely did; all three non-faction T-51bs in non-DLC Fallout: New Vegas are found underground.
- If you take a look at Caesar's SPECIAL stats you will find out that he only ranks 4 in both charisma and intelligence. It first seem like Fridge Logic since he is suppose to be extremely charismatic and possess super intellect. But after you find out that he is suffering from a brain tumor, it makes sense that his skills were being affected as a result of it.
- Additionally, he acts extremely rude to the Courier, and trusts them, and only them, to deal with a problem, without any way of preventing the Courier from undermining and/or sabotaging his plans.
- In the deck of cards that come with the collector's edition, Colonel Cassandra Moore is the Queen of Hearts. She's a ball-buster. The King of Hearts? President Kimball. Fittingly, the King of Hearts is called the Suicide King, and Kimball's obstinate insistence of making a frontline visit with a wily pragmatic foe just over the hill gets him killed without the Courier's intervention.
- The two Jokers in the deck, Benny and the Courier, have those cards for more reasons than just being the Wild Cards. First, in Euchre, the Joker is called the 'Benny' card. Second, the Joker cards in Tarot have significant meaning, one Joker meaning the Fool, the other the Magician. The Fool, being the Courier, is the spirit in search of experience (although XP might be a better word for it), and represents mystical cleverness, not bound by normal reason, and possessing an ability to tune into the inner workings of the world, and is often represented by a wanderer walking aimless, often one foot hanging over a void, a step away from falling to his death. Meanwhile, the Magician, being Benny, is a man who practices sleight of hand, trickery, and deception, a stage magician with the initial appearance of great power, but later revealed to have no ability of his own, and can also indicate a manipulator, a trickster, and the ego, as well as the pursuit of personal power, and is often associated with the first step in the Fool's Journey, as well as the potential for new adventure.
- While we're talking about the collector deck of cards.. We already mentioned Kimball is the King of Hearts. The other kings are Caesar (Clubs), Mr House (Diamonds), and the King (Spades). Does this selection of four NPCs remind you something? They are the four characters you need to eat in order to gain the hidden Meat of Champions perk.
- Another point on the collector's deck: While three of the Kings make sense, despite his name The King sounds like the odd man out. He is the leader of a gang that you meet relatively early, but plays little part in the grand scheme of the Mojave. So why is he so notable? He represents the Wild Card ending. He says that the philosophy he learned from the School of Impersonation is that 'Every man is a King.' The Wild Card ending has you prove his philosophy right as you go from a simple courier to the leader of an independent New Vegas. Also, the Spades cards gather various groups (Freeside, the Van Graff, the Kings, North Vegas Square, the Followers of the Apocalypse, the Fiends..), i.e. non-faction groups.
- Another point about the Spades color. 11 out of the 13 Spades cards are NPCs and groups from Freesidenote , while the King is Freeside's ruler.
- Some might wonder why there would be a tribe full of crazy, drugged up psychos west of New Vegas. Then, you visit a Vault a little south of the Fiends territory, which, by reading the logs, you find was a Vault-Tec experiment, filled half with crazy people, the other half people that were intentionally driven insane (the only people who knew what was going on was the overseer of the 'sane' group, and the Vault medical staff, including armed guards). The Vault had, amongst other things, an extremely well stocked pharmacy, since it had to medicate some of its crazies to keep them from hurting other residents. When you get there, you find that there are no bodies and no damage that would be implied to have come from a serious fight, despite the fact that a dangerous gang had moved in. In fact, Vault 19 is in better condition than any save Vault 21, which was still occupied by its original residents. Put this together, and it becomes clear: the Vault Residents, after getting rid of the small number of people who were supposed to control them, left the vault and migrated north and became the Fiends. Why else would there be so many chem addicted psychos gathered together into one group, and why else would their highest ranking members also be the most insane? Because they were descended from people who were already chem addicted and crazy!
- In Novac, a sniper who's been helping defend the city asks you to help him uncover and take deadly revenge on the person who sold his wife into slavery. It turns out that's quite a bit easier than you'd think, because the person responsible is keeping the bill of sale in a safe in her office. It even has her signature on it. Why would anyone do something that stupid? As it turns out, the Legion has agreed to pay the person an additional 50% of the sale price if the PREGNANT wife gives birth to a healthy baby. Without the signed bill of sale, the seller has no proof that the Legion owes her a bonus, and the Legion is notorious for reneging on any promise not put in writing (and some of the promises they do put in writing, if they can get away with it). Of course, it turns out the seller would never receive the bonus anyhow, but nobody in Novac except the self-widowed husband can possibly know this until he tells you.
- Chris Haversam is a human who believes that he is a ghoul due to radiation exposure from the vault he grew up in. When we visit his home, Vault 34 is filled with ghouls. He either got out just in time, or both the unexpected loss of the reactor engineer and the civil war helped contribute to the reactor being damaged.
- How do you make Turbo? By using chems and poison from one of the fastest, most jittery enemies in the game, the Cazador.
- There is an unmarked quest in which you help an NCR soldier working as a chef at Camp Mc Carran to repair his food processor. To do so you will have to either meet a really high repair skill check, or gather a massive list of junk for the replacement parts. And your award for finishing this quest? Just a small discount when buying food from the camp's cafeteria. There is no NCR fame gain, no caps, no increase in karma, and not even any experience points. What is the name of this unmarked quest? Not Worth a Hill of Corn and Beans.
- All of the organic companions have this really annoying habit of saying something loudly every time you crouch to sneak anywhere. Everyone except Boone, that is. One of his three tag skills is sneak, so it's entirely possible he's the only person out of six who knows that you shouldn't talk when you're trying to get the jump on someone. Additionally, he's a former member of the NCR's most elite sniper unit; being a sniper is all about getting in, delivering your 'one shot, one kill,' and getting out without being detected, and Boone is one of the best of the best.
- If you head toward Nelson from Novac, the highway will be littered with Legionaries' bodies, even if you have never been that way before/are a Legion sympathizer. After a moment, you realize they're dead because they've been shot down by Manny and Boone.
- An interesting example of Gameplay and Story Integration: Arcade has very little dialogue options compared to the other companions. Why? Because he says he hates talking about himself. Which makes sense since he's hiding his past.
- Vault 21:
- That photo of James and Catherine in there? Probably just an Easter egg, but it may shed some light on some of Fallout 3's plot. James being a native vault dweller himself certainly explains why the paranoid, xenophobic loon of an Overseer was willing to let him into the Vault, as well as Eden's belief that the Lone Wanderer would be free of mutations. It also explains why he though a Vault would be safe, given how notorious they were for ending in the occupants deaths/insanity/mutation/etc. He grew up in one of the only successful Vaults. Given that Vault 21 was discovered and opened by Mr House sometime between 2271 and 2281, it also means he had to have discovered a way to leave the Vault discretely, since he had to have left sometime before 2258 and he didn't alert Mr House to the Vaults location. This is supported by Dummied Out content that would have featured a secret passage between the Tops Casino and Vault 21.
- Vault 21, the gambler's vault, was placed under what is now New Vegas. 21 is the highest possible winning score in blackjack and is also three times seven. Vault 21 is one of the few Vaults that we know of that didn't implode in on itself or get ransacked by savage raiders, especially considering it wasn't a 'control' Vault. This makes the inhabitants of Vault 21 quite lucky indeed.
- The Vaults play only a minor role in the game, but the game has to start you out with a Vault Jumpsuit anyway for consistency's sake. But why Vault 21? 21=7*3. 777. JACKPOT. Also, 21 is Blackjack. In fact, Vault 21 is the only one in the Mojave known to have been a resounding success.
- It's a Vault 21 suit because Doc. Mitchell lived in that vault, but left. He gives you either his old vault suit or that of his late wife.
- Speaking of Vault 21, there is a unmarked quest where Sarah (owner) needs more vault jumpsuits to sell. If you help her get enough jumpsuits, how does she reward you? By giving you a free room and letting you sleep with her as many times as you want. How's that for lucky?
- Vault 21 being surprisingly prosperous with their gambling-based governance could be seen as a clever bit of Gameplay and Story Integration: As luck is a consistent attribute with characters in the game, someone who is lucky enough to win the games is likely to continue to be lucky in making good decisions in how to run the vault. **Additionally, Luck has been Deconstructed as a way of calculating odds and statistics in your favor, which is why luck has a much higher impact in blackjack, a game where card counting and weighing the odds of the draw, than in other gambling stations. Someone good enough with numbers and balancing odds to consistently win card games will have an edge making decisions on behalf of the vault.
- There's a child slave at Fortification Hill who has an unmarked quest to retrieve her teddy bear, which is named Sergeant Teddy and was taken away from her by a Legionary. Consider that 'Sergeant' is not a term in use in the Legion, and the NCR flag has a two-headed bear on it.
- At first, Rex seems like a cliche name for the dog. But Rex is latin for King. Who is it that owns Rex when you first meet him? The King. One also finds out eventually that before Rex met The King, he was owned by Caesar. It also explains why Rex is allowed to run around in the Legion Camp, even when he is a cyborg.
- Almost every Nightkin killed by the Ghouls was reduced to a pile of ash. This means they were killed by a critical hit, which is based on luck. Nightkin are invisible most of the time, so it makes sense that lucky shots took them out. Harland, the only truly competent combatant in the group, is the only one that was able to reliably kill Nightkin with regular shots.
- Why does Mr. New Vegas, if the Courier kills Caesar, say it remains unknown how the assassin was able to evade security, regardless of how he was killed? Because it is unknown, even if the Courier slaughtered his or her way across Fortification Hill: there is an army camped outside the Fort proper, and the game provides no explanation for how the Courier and companions manages to evade or get through that obstacle when traveling to and from the Fort after killing Caesar.
- In Fallout 3, the color of the menus and icons of the Pip-boy are green tint at default. In New Vegas it is Amber. The reason for this is because, while you were given a brand new Pip-boy of your own in Fallout 3, you were given a old one used by Doc in New Vegas. Once during the course of his life, he changed Amber to become default on the Pip-boy.
- Alternatively, the Pip-Boy's default color in Vault 21 is amber. Amber is the perfect color for a desert setting. Why is the Pip-Boy color green in Fallout 3? Because Fallout 3 takes place in Washington DC, which has a coastal setting. The menus are green in Fallout 4 because Boston is also a coastal city.
- The Mk. 2 Stealth Suit in Old World Blues is lonely because, as a stealth suit, she can't be seen.
- Why is the courier consistently insulted by legionnaires regardless of what they do for them? To serve as a reminder that they don't necessarily need you. The legion offers you few side quests, most of which are just minor preparations before the battle, because they don't need you to do those for you. In comparison the NCR has a significant amount of side quests including training troops, fixing equipment, rooting out spies, exterminating extra problems like the fiends, and reclaiming territory from the legion. Result: by the end the NCR sees you as a true hero which would lead to them being incredibly polite, to the legion you're just a guy who's quite good at fighting, so they have little reason to treat you as anything more than a very good mercenary.
- The origin of the expression 'Forlorn Hope' is a dutch saying, 'verloren hoop' that translates to 'lost hope.' It refers to the soldiers sent into battle who are not expected to survive. Camp Forlorn Hope is on the front lines of the Legion conflict, and stands to fall to the Legion at any time due to both lack of supplies and a high casualty rate. Well, darn.
- Also, listen to how Mr. New Vegas pronounces the name. His pronunciation sounds suspiciously like he's saying the Dutch phrase, foreshadowing the actual state of Forlorn Hope when you get to it.
- Boone always inexplicably uses melee weapons, even though he's a sniper. There's a semi-serious possibility that he does this so he can run up to the person he's killing and make sure they're hostile, thus preventing another Bitter Springs. He may also be practicing in case any Legionnaire escapes his scope. There's a darker side to this as well, which combines Fridge Brilliance with Fridge Horror: the more you learn about his Dark and Troubled Past, the clearer it becomes that a combination of grief over what happened to his wife and guilt over what happened at Bitter Springs have made Boone at least borderline suicidal.
- It's also Boone's fitting way of getting revenge, considering how legionaries typically fight. He is pretty much copying their fighting style of close quarters melee.
- An interesting point about the four DLC: they all seem to be related to one of the four main philosophies/Factions.
- Dead Money is about the Remnant Elder of the NCR-Brotherhood War.
- Honest Hearts is about the surviving former Legate of the Legion.
- Lonesome Road is about the past of the Couriers.
- Old World Blues is a little harder since it doesn't relate to Mr. House directly. However, OWB is about the pioneers of the Old World, and its technology surviving into the Fallout world. Mr. House is one of those pioneers, and is also responsible for the technology that saved the Mojave and New Vegas from being a total shitstorm. There's also the mini-securitron and its creator, who hates House.
- Along the same lines, most of the DLC's motifs are based off older media.
- Dead Money is based off the film The Treasure of the Sierra Madre
- Honest Hearts has many biblical references and can also take elements from Dances With Wolves
- Old World Blues has much in common with The Wizard of Oz
- Dead Money shows the (Ex-Brotherhood) Father Elijah and how he has manipulated and forced four individuals to do his bidding and crack open the Sierra Madre.
- Honest Hearts sees the war between the White-Legs and the Sorrows/Dead Horses who would've died along time ago if not for the guidance of the New Canaanites: Joshua Graham and Daniel who taught the tribes how to fight and defend themselves.
- In Dead Money, you can exchange your Sierra Madre chips for pre-war cash, and vice versa. However, the exchange rate seems ridiculous: a bundle of cash (one pre-war cash item) for a single chip. That is until you realize that the currency is highly inflated before the war: in Fallout 3, a single copy of newspaper costs 56 dollars!
- Veronica's ending if you convince her to stay with the Brotherhood of Steel and make peace with the NCR would seem like it should be the happiest outcome for her, yet that ending is somewhat bittersweet, and actually sounds a lot like Father Elijah. Why? Because if she stays with the Brotherhood she's living way she was raised to by him.A distance had arisen between her and her fellow members that would never be bridged. She began secluding herself in crumbling libraries of the Old World, learning of promising technologies she knew the Brotherhood would never adopt.
- This point leads to another realization that has been discussed in the WMG section. In the NCR ending with the Brotherhood truce, the Brotherhood is now in a position where it is forced to reform. Its members know that they have to keep being useful to the NCR or else be wiped out, as they only have a few people left. They will have to start recruiting outsiders, work with other communities to patrol the I-15 and I-95, and basically do a bunch of things that go outside the Codex, if not outright defy it. However, there will still be resistance from regressive Brotherhood members, and here is where the initial point about Veronica's ending comes into play. Think about what you have to do in order for Veronica to stay with the Brotherhood: in order to achieve that ending, and NOT fail the quest, you more or less have to deal with the group of asshole paladins peacefully (you might be able to kill them without failing the quest, but it is pretty damn hard to do). Considering the Mojave Brotherhood's fairly small numbers, of course those paladins are going to have much more influence, both by themselves and through their negative peer influence. Even with the NCR truce, they will continue to make the lives of progressive members like Veronica and Elder Mc Namara miserable. But in the ending where Veronica leaves the Brotherhood? You kill those pieces of shit after they murder the Followers at the outpost. And there is no penalty at all for killing them; the other Brotherhood members never even ask about them. Thus, it is implied that the rest of the Brotherhood did not approve of their actions, or at least now understand that there will be consequences for that kind of behavior (in the NCR-Brotherhood ending where Veronica leaves, this notion is further supported by the fact that Veronica remains pretty friendly with the Brotherhood's outside patrols). Moreover, with some of the worst, most toxic fish in a small pond gone, combined with the Brotherhood essentially having to work for the NCR if they want to survive, the more progressive Brotherhood members will now have an easier time following Veronica's example and trying to reform the Mojave chapter.
- There are heavy inconsistencies about what you hear about Legate Lanius. One person says that he was the strongest warrior in his tribe, another says that he became a praetorian at thirteen. Neither are really compatible. But this suddenly makes sense once Ulysses implies that Lanius is a Legacy Character. His origins don't match up because they're different people. This also explains why his face isn't messed up underneath the mask when you kill him. The Lanius that got damaged was a previous one. Not to mention why Joshua Graham doesn't recall hearing of Lanius in his time as the Malpais Legate. In addition Ceasar when refering to his backstory, calls him 'the warrior who was not yet Lanius'Implying that their were others with the title Lanius.
- Blowing up the Brotherhood of Steel's bunker may seem like a strange case of A Million Is a Statistic, being as it subtracts significantly less Karma than just killing everyone in it individually. However, it should be noted that the self-destruct sequence is neither instantaneous (to allow all personnel to evacuate), nor secretive (thanks to the alarm that goes off). Judging by this, one could see destroying the base as the more merciful option (provided you don't kill anyone in the process), for as dickish a move it may be, it at the very least gives the Brotherhood a chance to evacuate. It can be safe to imagine that at least some got out alive, though we don't get to see that due to Game Play And Story Segregation.
- The entire naming convention for Big Mountain reeks of Fridge Brilliance. For starters, after the Great War it is nicknamed the Big Empty, due to its vast swath of supposedly empty land, as seen from the outside of the crater. Now, Big Mountain is also abbreviated Big Mt. Big M T. Doctor Klein even Lampshades it:Courier: 'I've heard this place called the 'Big Empty.'Klein: YES, BECAUSE THE INTELLECTUALLY CHALLENGED SEE AN 'M' AND A 'T' NEXT TO EACH OTHER AND TAKE OCCAM'S RAZOR TO IT.
- Not only that, but there is actual location in Arizona called Big Mountain. While it isn't home to any scientific labs, it is known by another name. Black Mesa. Amazing, the coincidences that make up life.
- Mobius and Old World Blues:
- While speaking with Dr. Mobius in Old World Blues about how to defeat the Think Tank without violence, he'll shrug (as much as he can, anyway), and suggest appealing to their humanity. He quotes: 'Well, there's many things they have forgotten sitting in their bowls. Friendship. The thrill of discovery. Love. Masturbation. The usual.' At first glance, this just seems like some funny line of dialogue with a Bread, Eggs, Milk, Squick joke to it..except all of those things are exactly what you can do to talk the Think Tank down! Borous can recall his love and fondess for his dog, Gabe. 8 can be thrilled when he sees how well the Sonic Emitter he created works after it's upgraded, as well as learn a thing or two about empathy if you opt not to hack into him. And Dala..gets quite excited at watching you breathe. This also accounts for how thick the innuendo is spread over the whole DLC, what with sonojaculation, X-13 filling the stealth suit up, and other instances. You're in a research facility, isolated from the outside world even before the great war, especially with only one female on the team. It makes sense the Think Tank would be sexually pent up, especially after they had to be put in brain jars to survive.
- Another instance with Mobius is when you ask about why the Think Tank needs the technologies, he explains that each one is representative of the Brain, Heart, and Courage (represented with the spine), and that the process of getting them is to reclaim those lost concepts of humanity. He likens the whole concept to some old story about 'a band of murderous thugs' who sought them out without realizing they had them all along. This sounds like a Future Imperfect recollection of The Wonderful Wizard of Oz. However, a popular interpretation of the story is that Dorothy and company wereDesignated Heroes who set out to murder the Wicked Witch of the West, despite her never actually doing anything all that villainous anywhere in the story, simply because the Wizard told them to. Looks like he might have shared that view.
- The Wizard of Oz analogy goes further. In the movie Dorothy's companions each wanted certain qualities, namely a brain, a heart, and courage. In the game, the surgery done to the courier removes their brain, their heart, and their spine. Stupid people are called brainless, unemotional/uncaring people are often said to be heartless, and cowardly people are often referred to as being spineless. Not to mention the similarity in the methods of arrival to the Big MT and Oz the characters went through.
- Just like in the movie, the Courier realizes that in spite of their missing organs, they have the qualities they needed all along: it takes a heart to befriend the Stealth Suit, a spine to repeatedly brave the dangerous X-8 facility, and a brain to outwit the Think Tank once and for all.
- Ulysses' unusual and utter dread in confronting the Think Tank despite their bumbling insanity and seeming weakness becomes evident if one puts into account Mobius' explanation on what he had to do to both keep them that way and sealed inside the Big Empty. For otherwise, their collective madness, focus and brilliance would actually make the Divide look tame.
- Chris Haversam was sainted after helping the Bright Brotherhood make their journey. St. Christopher was sainted after helping Christ cross a dangerous river. St. Christopher was offered a last chance to avoid martyrdom when the king of Lycia sent him beautiful women to tempt him away from his religion. You can convince Chris he's human and should sabotage the rockets at the nth hour if you're playing as female Courier and have the Black Widow perk. Also, he's a revered religious figure who enabled the followers to reach a paradise in the heavens through his selfless dedication and sacrifice and Chris is one letter off from .. ? Also, Saint Christopher was the Patron Saint of travel. And oh, boy, do the Ghouls have a long trip in front of them.
- The Karma loss from stealing from even gangs like powder gangers:
- Sure they are evil, but there has been a somewhat unsavory reputation with prospectors as Daniel will tell you. So by just plain looting everything on sight, you are being a filthy prospector. Although in a balance mod made by Project Director Joshua Sawyer, the alignment of all Powder Ganger NPCs was set to Evil so that stealing from them would no longer affect your Karma. Take that as you will.
- There is another piece of brilliance here. The Power Gangers technically don't own anything in that prison - the NCR does. You are not stealing from a group of rogue prisoners, you are stealing from The Bear, and they would very much like to reclaim all of that property once they eventually get around to storming the place.
- But there are items in the prison that do NOT incur karma loss when you take them. The Powder Gangers have also been raiding caravans and nearby settlements, so not everything in the NCRCF is NCR property.
- There are many Ranger Stations throughout the Mojave, but the one just north of Searchlight happens to have a very large number of NCR Ghouls. Since Searchlight was hit with a dirty bomb and is now a radioactive hellhole, the NCR obviously decided to put all of their radiation-resistant rangers as close as they can to it in case they need to get into the town.
- The Ranger Station is also right next to patches of radiation which are likely unrelated to what happened in Searchlight. As this is the closest station to Cottonwood Cove, the radiation provides a good 'natural' defense against the Legion, since with their aversion for high technology, they would be unwilling to use anti-radiation drugs or radiation suits.
- Even more brilliant considering the quest Eye For An Eye. Lucullus is the only Legionary who will used preventive equipment against radiation.
- It is figuratively impossible, even with a critical hit, for Maria (the gun used by Benny to shoot the Courier in the head) to kill the player in the opening cutscene using the combat damage tables. Even at level 1, Endurance 1, no armor, and assuming Benny has maxed Guns skill (which he doesn't), it does not do enough damage to kill with the critical and headshot bonuses to damage. This is either a bow to realism (this is a lethal injury) or Fridge Brilliance (those two shots to the head don't kill The Courier after all…)
- One of the first things Doc Mitchell says to you upon waking up: 'You've been out cold for a couple days, now.' You were in a coma for days. Not weeks. Not months. Not years. Days. That's how long it took you to get shot twice in the head, undergo surgery to remove the bullets, heal, and recover enough to stand, let alone walk across the room to the Vigor Tester. Either that's how hardy the Courier is at Level 1, or that's how crap Benny's gun is.
- Maybe you weren't lucky. You were BLESSED. The gun Benny used is called Maria. You seemingly 'died', but rose again. Now why does that sound familiar?
- Caesar and Graham:
- Caesar's arrogance under Idiot Ball: After 'killing' Joshua Graham, the only other well-educated and independent man in the Legion, Caesar will be constantly surrounded by obedient subordinates that worship him as a god-figure. He's living inside an echo-chamber where his ideas and opinions are always right and no one will ever consider anything else. The courier is probably the first free agent that he's met in a very long time, and Caesar would naturally assume that you too will bend under his will like so many others. He may even be so far gone into megalomania that the idea that you'd defy him is something he can't even admit to himself anymore.
- The fact that Joshua Graham retained his name and identity even in his time as the Malpais Legate implies that even then, he was beginning to be seen by Caesar as a threat to his power and worldview. Similarly, Graham's actions defied the modus operandi of assimilating under a single, unified will, thus threatening the future of the Legion itself. In this light, the first defeat at Hoover Dam accelerated the process, while also giving Caesar a convenient opportunity to remove all opposition to his authority.
- California, Caesar, and House are all kinds of salads. As is Cobb.
- Everyone talks about how corrupt NCR has become under Kimball. But flash back to Fallout 2 and you'll see an NCR that's aggressively trying to expand, is willing to let you beat up a prisoner since he's a jerk and they really need the information, is unduly influenced by brahmin barons, has a shoot-first approach to criminals, and is in a state of imperial presidency. NCR is no more corrupt than it ever was—it's just that over the last forty years its citizens have become more idealistic and now expect better of their country!
- Why is pre-war money worth anything?
- Genuine pre-war money is nearly impossible to forge and there only exist a finite amount of it in post war America. While the value of the numbers on it are long gone, the actual material and markings have rarity value. Once said value is supported by enough merchants via the backed currency or useful materials, it becomes a usable trading material.
- Alternative idea: toilet paper. Do you see any toilet paper in the world? No, no you don't. American 'paper' money is actually a type of cloth, so it would be sturdy enough to wipe your ass with.
- We finally have an answer as of Fallout 4, it is used in Bedding. Which really says awful things about the beds in the wasteland.
- I Put a Spell on You (a quest in which you have to root out a spy in camp MC Carran) is a Guide Dang It!, since if you follow the compass markings and report to Captain Curtis about the break-in in the radio tower, you fail the quest. Why is the compass pointing at him then? Because he leads the investigation. Unless you are smart enough to figure he is in the ideal spot to both spy on the camp and escape being identified as the spy, you have no reason not to report to him. So the game cleverly uses the interface to put you in the Courier's perspective.
- Why are there no long haired options for the Courier? You're in a desert. Long hair would be rather impractical, especially being a courier. You were also very recently shot in the head. It stands to reason that Doc Mitchell might have trimmed your hair, if it was long before the game started, to make operating easier. Also, long hair is a bad idea if you plan on fighting. If you have long hair, it becomes easier to grab it. The world being what it is, quite a few pragmatists are likely to be around.
- A couple characters, namely Caesar and Yes-Man, speculate that House keeps a giant robot in the bunker under Fortification Hill. At first, this sounds like a Mythology Gag that references Liberty Prime from Fallout 3..except in game, you can actually find pre-war photographs of Mr. House posing in front of a large robot◊ (which may very well be Liberty Prime, being as it was a joint project between the US Army, General Atomics International, and House's own Rob Co). Looks like their speculation wasn't so baseless after all.
- Save for the Lucky 38, all of the casinos on the Strip have some sort of theme going on: The Ultra-Luxe is 'classy', The Tops has a 'Rat Pack' motiff, and Gomorrah is..Gomorrah. The Lucky 38, however, could almost be called 'generic': there's no discernible theme or asthetic to the place. But it doesn't need one: The Lucky 38 is from Pre-War Vegas, which presumably had far more casinos to pick from—it may have even sold itself as an alternative to the themed casinos back then—and the whole place is really just House's Mission Control. It's also been sealed for 200 years anyway, so no-one's been in there since.
- Speaking of the 'Lucky 38': Why 38? Because there are 38 slots on a roulette wheel; 0, 00, and 1-36.
- When thinking about it, it seemed odd at first how 'ED-E My Love' turns out—that the Followers increase his offense and the Brotherhood increases his defense. However: While even the lowly Fiends use energy weapons left and right, only the Brotherhood uses Power Armor. That is if you don't count the Remnants..
- The prevalence of Rad-Away and Rad-X in Jason Bright's room seems like simply a funny oversight. However, it's actually for Chris. Since Chris believes he's a ghoul and would ignore radiation dangers, Jason must either trick or cajole Chris into taking it, or have it ready if Chris gets sick.
- The Fallout world:
- The world as a whole is a warped, post-apocalyptic late-20th/early-21st century vision of The '50s, Caesar's Legion is warped, post-apocalyptic, late-20th/early-21st century vision of the Roman villains of Sword & Sandal epics which reached their apogee in the fifties, such as Spartacus, Ben-Hur, Quo Vadis, etc.
- The Wild West theme makes perfect sense too. The '50s was a golden age of the Western. So that makes Fallout New Vegas a pastiche of multiple Fifties genres.
- Its also representative of the Fallout Fandom as well. Right now, its split between the 'classic' game fans who love the west coast series (developed by this game's devs starting with Fallout 1 at Black Isle), and those who prefer Fallout 3's East Coast sensibilties as created by Bethesda Softworks. Worth noting that both Chris Avellone and Josh Sawyer both have stood up for Bethesda to the fans, to the point that Avellone wants to nuke the NCR to reset the core region to be closer to Fallout 3's bleaker wasteland.
- Even the Katana introduced in Gun Runners Arsenal fits the fifties theme. Japanese swords were common trophies for Americans who served in Japan during the Second World War.
- It's The '50s, yes, but a steam/laser/whateverpunk version of it. With dead Chinese Communists.
- Ghouls in the Mojave:
- Compared to the Capital Wasteland, Ghouls in the Mojave seem to be accepted by society or at least aren't actively discriminated against (except for the Legion anyway). While this could be the result of the NCR's expansion bringing in ghouls from California, it could also be the indirect result of both the Vault Dweller and Chosen One's actions in the previous games removing their stigma. It'd make sense that over time, they'd spread outside not only the NCR but also out of the West Coast.
- One of the founding cities of the NCR was Dayglow, a community founded by Ghouls from Necropolis who used their radiation immunity to salvage technology from the nearby Glow (a large heavily radiated pre-war research facility) to trade it. Based on its location on the Fallout 1 map, the Glow is very close to the western border of the map, close to Nevada. It's likely that contact with ghoul traders who brought valuable technology has made the people of the Mojave more accepting.
- Killing the NCR:
- Given how it's possible to destroy most factions in-game (whether at gunpoint or indirectly), one in particular seems to stand out as immune: the New California Republic. With the exception of spreading the Cloud in Dead Money and targeting the nukes westward in Lonesome Road, one may notice that even in the least pleasant endings, it's nigh impossible to really take down the Bear, the worst case scenarios being a humiliating retreat to California and the surviving leaders either tried for incompetence or having the last laugh. This could very much be due to just how powerful the NCR's become since its origins in Shady Sands, to the point that not even the Courier's history-changing acts could really harm it.
- It's also a testament to the real power of a democracy. Take out Caesar, and the Legion falls apart. Take out Lanius, and the Legion falls apart faster. Take out House, and all his machinations fall to pieces as well. Three well placed bullets and two of the biggest players in the Mojave are gone. But take out Kimball and Oliver, and, well..the Bear's government remains perfectly viable and they just elect a new leader and promote another officer to fill the vacant spots. Authoritarian governments can be destroyed by a well-placed blow to their leadership, but a democracy can't die that easily.
- At the same time, choosing to spare Kimball and Oliver shows that this strength is a double-edged sword. Killing them (or letting them die) turns them into martyrs for their cause; letting them live with their failure, however, turns them into scapegoats for the general population, who need someone to blame for the massive pooch screw that the NCR just went through.
- And even then, that's not a bad thing for the NCR, as you just made the warhawks scapegoats and the population likely to elect a more reasonable set of leaders (indeed, the Indepedent ending can have Hanlon, a staunch opponent of Oliver and Kimball, rise to the Senate).
- Even if one takes Ulysses' word for it that the Tunnelers are gradually digging their way out of the Divide towards the Mojave with the potential of making life hell, not even that possibility would be enough to hold back the Bear short of launching nukes westward. Given the resources, manpower and firepower on hand as well as some warning ahead of time from the likes of the Courier, it's just as possible that their dreaded arrival would be at worst an organized withdrawal back to California, not total collapse.
- There's also the fact that the NCR has a fuckload of territory under their flag. It's not Pre-War America, but they can pack up and cut their losses, while still having more territory to obtain. Granted they'd have to deal with whatever the fuck's set up shop in the Midwest, but still, New Vegas and Hoover Dam are just expendable(ish) to the Bear.
- 'No need to destroy the Bear. Just cut its throat.'
- Ulysses's targets for the Nukes in Lonesome Road. He goes on in detail how the I-15 is a critical route for the NCR's occupation of the Mojave, and could possibly end the NCR as a nation. Dry Wells was the home of his tribe, a personal point in Ulysses's history that gave him much grief. Destroying his 'home' would validate his philosophy about a Home being one's destiny rather than a place a birth (As well as his ultimate plan in Lonesome Road). However, a glaring flaw in this plan is that he doesn't nuke Hoover Dam/New Vegas/The Fort instead; figuratively ending the conflict in the Mojave as well as destroying all factions. This appears to be a Wallbanger at first until one remembers how Robert House saved Vegas by shooting down and redirecting nearly all incoming missiles (And this was without the platinum chip.)Ulysses would have likely realized this after researching more about House, thus he wouldn't dare waste an attack on one who could defend against his missiles(He also has a grudging respect for relics of the Old World such as the Think Tank. His dialogue for a House aligned character is mostly criticism for following a shadow.). Ulysses's targets are optimal since they undermine the Legion and the NCR, not House. House wouldn't bother stopping against either faction since his ultimate goal is to remove them both anyway. Ulysses's plan is brilliant since it not only cripples both main factions but also indirectly harms Vegas because of House's hubris.
- In the Legion Ending, when the Courier receives his/her reward, she's kneeling before Caesar, but standing before Lanius (if he ends up in charge). This seems odd before you realise it sums up your relationship with character: no matter your competences, Caesar will always see the Courier as a servant/inferior, whereas Lanius sees you as an equal and acknowledges the Courier's worth even if she's a woman.
- The entire Theme of Dead Money is 'Letting go'. While it seems to be referring to letting go of the Madre and the gold in it, it could also be applied both to all the other DLC's and the Base game. Think about it; In the base game, House cannot let go of the past, the NCR cannot let go of Hoover Dam or the Mojave despite how much it's costing them, and the Legion simply will not let go of the Mojave either, unable to accept it's defeat earlier at the hands of the NCR. For the other DLC's, Joshua Graham couldn't let go of his burning desire for revenge against the white legs as well as the Legion, unless you help him. The Think Tank is unable to let go of the idea that despite the fact they are basically repeating experiments and making zero progress, they are still helping with advancing SCIENCE or Mankind. Again, the Courier can help them with this, giving the Mojave access to the technology in a controlled fashion. Finally, Ulysses cannot let go of what you did to The Divide, unless you (again) convince him to step down. In fact, this applies to YOU, the Courier, even outside Dead Money. If you choose to kill Benny, you've been unable to let go. Sure, he deserves it, but the lengths you go to achieve this are ridiculous!
- Speaking of fortune, you can still be very wealthy even if you do not win vouchers or get gold bars. Play the DLC carefully and you still save thousands of Sierra Madre chips to trade for useful items. You can also collect and save a crap ton of pre-war money in reserves to trade for caps. You at least have 100 chips stocked up in the dropbox every 3 days. Not only this, the packs and cartons of cigarettes can now be traded for Sierra Madre chips, and Fiends and Vipers continuously drop those items. Trade in enough amounts and you can purchase good amounts of weapon repair kits to fix weapons without paying a cent. So you are not completely out of luck.
- And why would you need the Sierra Madre to be wealthy? Think about it. The wealth in the vault is temporary, as there are a limited number of gold bars. Even without them, you can still accumulate a vast fortune. You can always stack up a huge cache of very good-conditioned weapons and sell them (bar unique weapons) for hundreds-thousands of caps per weapon. Of course this method takes more time. You would need to kill shitloads of enemies for valuable loot and XP to raise your barter and repair skills. You may also need to complete quests for quicker rates of XP gains. But even along the way, you still earn great amounts of caps with right savings. Add up the values and you can eventually get over 100,000-200,000 caps without gold bars. You won't need the legendary vault because you worked for your own wealth like Mr. House did. Greed may gives you goods in a short time, but letting go can reward you just as handsomely in a long run.
- If you read the Courier's Mojave Express delivery order, you'll notice some fine print that states that the Courier is under contract to deliver their assigned package to the correct recipient. It goes on to state that the Courier assumes full liability if that package gets lost, stolen, or damaged in transit, and that the Mojave Express can charge them as a criminal and send mercenaries after them if they fail to deliver as ordered. The Courier is obligated under the terms of their contract with the Mojave Express to go after Benny, reclaim their package from him, and complete the delivery. Paying Benny back for shooting them while they're at it is just extra motivation.
- Mr House cannot be targeted with VATS. Since the PipBoy is a RobCo product, it's likely House had a subroutine programmed injust in case somebody attempted to assassinate him while wearing one. Not thatthis saves him.
- When going in the old Mormon fort where the Followers of the Apocalypse operate from, you can see mostly gamblers inside. Gambling addiction is a mental illness, and can be quite debilitating in New Vegas.
- Casinos also provide an easy access to booze and prostitutes. Thus, a lot of chances of getting alcohol intoxication or an STD.
- The Miss Fortune perk. Miss Fortune is another name for Lady Luck, fitting, since you need to be lucky for her to appear to help you. But it is also fitting since she inflicts bad luck (or misfortune) on your enemies.
- If you have the remnants aiding you in the battle against the Legion, Cannibal Johnson is the only one who actually joins you in the Legion camp. Besides the possible balance reasons (having 4 heavily armed allies would make the final boss a little bit too easy) Johnson is the only one out of the old Enclave members who actually hates the Legion, to the point that he walks out if the courier asks the remnants to aid the Legion in the final battle.
- No-Bark:
- If you ask No-Bark Noonan if anyone has been acing strangely, he states that he doesn't trust anyone who acts too normal, and his description fits Clanden to a tee.No-Bark: If a man's wearing his pants on his head or if he says his words backwards from time to time, you know it's all laid out there for you. But if he's friendly to strangers and keeps his home spick-and-span, more often than not he's done something even his own ma couldn't forgive.
- On the other hand, No-Bark's words can also refer to Jeannie May Crawford, a seemingly sweet old lady who sold Boone's wife and unborn child into Legion slavery. Most of the other Novac character's often casually mention their own burdens (if not nearly as much as No-Bark does), but Jeannie doesn't.
- If you ask No-Bark Noonan if anyone has been acing strangely, he states that he doesn't trust anyone who acts too normal, and his description fits Clanden to a tee.
- The opening song for New Vegas (Frank Sinatra's Blue Moon) was how Victor saved you from certain death. Since in an uncaring wasteland where your death will just be another casualty. It was really rare to see someone save you from certain death. Very meaningful indeed. Talking to Mr. House reveals that Victor finding you wasn’t due to chance - he was discretely tracking you all the time and saved you the best way he could, considering he was just one robot so far away from the Strip and with no backup.
- Let's look at the iconic factions the games revolve around. For Fallout, it's the Brotherhood of Steel (descending from US military), Fallout 2 has the Enclave (a remnant of the government) and sort of a cameo by the Brotherhood, Fallout 3 has both, and the other games prior to New Vegas tend to focus on the Brotherhood as well. New Vegas, meanwhile, focuses on the showdown between New California Republic and Caesar's Legion. Both of these factions draw inspiration from the old world, but claim no descent, and look to the future carving their own destinies. It stands to reason that, as the previous games focused on remnants of the old world, New Vegas is the first game in the series to (thematically speaking) let go of it. The NCR Ranger may wear pre-War gear, but instead of a remnant of the past, he represents new order arising amidst the wasteland.
- You see a continuation of both patterns in Fallout 4. The Brotherhood are back, as remnants of the US Army. The Minutemen draw inspiration from pre-independence Patriot militias that were the precursors of the US Army. These are the “nostalgic” factions. The Institute on the other hand completely changed CIT by moving the whole academic department underground, have a futuristic Trekkie look to them and want to “redefine Mankind”, making it the “futuristic” faction, while the Railroad is a healthy mix of both - they use a lot of equipment, methods and strategy borrowed from pre-war intelligence agencies (DIA in particular) but use it only for their pet cause to help synths - which is entirely futuristic.
- Some people were disappointed that the House path forced you to destroy the Brotherhood when there was originally dialogue to save them (thus a patch was made to re-enable it). But the decision to remove that choice better fits one of the themes of the game-that all sides of a conflict are grey as opposed to black and white. Think about it - on the other three paths, the Courier eventually has to kill or disable House, thus earning negative Karma. Therefore, a quest was made for the House path that requires you to lose karma to make it so no choice is 100% righteous.
- Raul's Equipment, his choice in weapons hints that he had firsthand witnessed the White Line Nightmare.
- In Lonesome Road: 'You Can Go Home Courier' signs all along the path are placed there NOT as a discouragement.
- The ambient music that tends to play while exploring REPCONN headquarters, unnerving it as might be, is Metallic Monks from the first Fallout game, which also happens to be the leitmotif for the Brotherhood of Steel. Which foreshadows the fact that two dead Brotherhood Paladins are found at the uppermost floor, crushed under a pile of rubble. Odds are, this would also be the first time the Courier encounters power armor as well.
- One quest involving homophobia in the NCR Army (specifically, a Gay Option mechanic warning the Courier that 'friends' weren't exactly tolerated) was obviously meant to be a Take That! to the 'Don't Ask, Don't Tell' policies in the real American Army (and thus now Hilarious in Hindsight with it being repealed). However, similar homophobia in what remained of The Brotherhood of Steel gave the explanation that they had very few numbers left, and thus needed as many of its members as possible to reproduce — since this was After the End, the homophobia in the NCR may have also arisen from a stigma that citizens needed to reproduce, and while they're now far better than the Brotherhood of Steel, that stigma still hangs for a reason beyond the pre-War homophobia.
- This neatly explains why both of the Brotherhood members you can get as followers, Veronica and Christine, are lesbian women; as the Brotherhood of Steel has a level of institutionalized homophobia on the 'we need to breed future generations' grounds, lesbianism is particularly stigmatized. Thus giving both women a particular need to get out and away from the Brotherhood's base on missions, where they don't have to put up with hostile speculation or outright discrimination, and a reason to be open with an outsider. Especially an attractive female Courier who just might be interested in them.
- In the East Coast Brotherhood, more tolerance of homosexuality is implied as you can eventually romance Danse as a male Sole Survivor (although by this point he is actually exiled, but still a die-hard Brotherhood supporter, so this could have been being more open after exile). This could be because that chapter actively recruits human wastelanders and therefore doesn’t have a population problem. Particularly after Project Purity is completed.
- In fact, speaking of the game's Gay Option, there's several bits of Fridge Brilliance related to that:
- The abundance of homosexual men makes a lot of sense when one considers that the Legion has a strong presence in the Mojave — like their inspirational ancestors, the Legion are vehement misogynists who consider women fit only for producing new generations. However, the Romans (and the Greeks before them), for much the same misogynistic reason, considered male homosexuality to be purer and more natural than heterosexuality. Thusly, the Legion probably has a very strong policy of understanding & acceptance for male homosexuals, if not encouraging men to sleep with each other when not 'doing their duty' to produce future soldiers. And between the Legion's considering it normal, and their perfect willingness to murder or brutalize people who are stupid enough to be homophobic around Legionaries, well, that's one way to influence culture. In fact, a male Courier with Confirmed Bachelor who hints at their sexuality when Cass shoots down any potential flirting actually elicits the response of the Courier having a 'Legion point of view', which obliquely confirms that the Legion is full of homosexual men. That logical train of thought applies in-universe, as well. The only people who mention homosexuality in the Legion are outsiders like Cass or Veronica. But if the player has a chat with Westside prostitute, Jimmy, he'll explain that homosexuality is punished by death in the Legion. And he would actually know, since he's a former slave.
- Why are the only romanceable followers two of the homosexual ones (Arcade for men, Veronica for women)? Because they're the only ones who are A: human, B: emotionally and mentally stable enough, and C: actively interested in romance. Boone and Waking Cloud are grieving the deaths of their respective spouses, Christine is too scarred from being trapped in the malfunctioning Autodoc to be interested in a new girlfriend, Raul and Dean are ghouls, Lily is a Nightkin (and was a grandmother before her transformation), Dog/God is an insane Super Mutant, Cass is too mentally messed up to be looking for a longterm bedmate, ED-E is a robot, Rex and Roxie are cyberdogs, Joshua Graham is a former preacher and currently a physically and mentally ruined wreck, and Follows-Chalk is too young to be thinking about settling down.
- Although consistent with the Retro Universe atmosphere of the Fallout series, some of the songs played on the radio, in particular certain western-themed ones like In the Shadow of the Valley were released well after The '50s in real life; the song in question in fact was from 1998. Combined with post-apocalyptic ballads like Streets of New Reno, it's a subtle reminder that even the world itself is moving on from the lingering shadow of Pre-War America while incorporating its heritage.
- Brotherhood of Steel as the enemy:
- Both Mr. House and Yes Man consider the Brotherhood of Steel their most dangerous enemy, and both strongly encourage you to dispose of them. In fact, Mr. House will refuse to hear any alternative you try to argue for. Most likely because Mr. House was monitoring the events that transpired in the Capital Wasteland between the Brotherhood and the Enclave. House concluded that the Brotherhood would see enough similarity between Mr. House and President Eden to label him and his Securitron army a new Enclave and set out to destroy New Vegas to stamp it out. Therefore, the only remedy he could think of is to destroy them before they gathered enough forces, resources, and intelligence to do so. Naturally, he had those conclusions filed away as data for Yes Man to find and agree with if you opted for the Wild Card route.
- Not to mention, the Brotherhood itself has earned a justified reputation for being dangerous to anyone who isn't them. Way back in the first game, they were essentially nothing more than a particularly xenophobic bunch of raiders with a tech fetish, who justified their willingness to do stuff like mugging travelers for their energy rifles or destroying a settlement's only generator as 'keeping technology out of the hands of those who'd abuse it'. All they needed was the right excuse and they would have set themselves up as kings, and in fact you could actually trigger such an ending, with the Brotherhood sweeping across the California wasteland and brutally conquering it, by killing Rhombus. In the second game, it's established that the Brotherhood have become a power in decline due to both picking fights with everybody who refuses to just meekly hand over their tech and because other factions have managed to find their own stockpile of advanced tech, undercutting the supremacy of the Brotherhood — the NCR in particular has fought quite often with the Brotherhood, to the point that people on both sides in this game mention warring against the local chapter of the Brotherhood. The Capital Wasteland Chapter from Fallout 3 is an exception to the rule that the Brotherhood are a bunch of Jerkasses who're Not So Different to the raider gangs, which is admitted In-Universe, and they're all the way over on the other side of the continent. In fact, when that chapter becomes more orthodox in Fallout 4, Gage (who is a raider himself) outright says that the Brotherhood are just high tech raiders too. 1st Any faction that doesn't want to submit to the Brotherhood of Steel would recognize them as a deadly threat, between their ideology, their past behavior and their arsenal. Mr. House and Yes Man just happen to have reasoning beyond that; Mr. House's power base stems from his stockpile of incredibly advanced tech (which the Brotherhood would want to steal as much as they could before blowing up the rest), while Yes Man is an Artificial Intelligence (aka, something the Brotherhood would want to blow up).
- Despite all of that, though, if they're spared and you complete the Wild Card ending, they do not try to take over New Vegas, as predicted by House. Because by that point, there are too many factors making it not worth the effort. For one, the Mojave Brotherhood doesn't have the manpower to occupy New Vegas even without the Securitrons taken into account, having lost most of their total force to the NCR before the game even started. Even if they did have the manpower to occupy New Vegas, the upgraded Securitrons have enough firepower per unit to render the Brotherhood's Powered Armor useless in combat. Even if they manage to get around that problem, the Courier still knows where the Brotherhood's base is and how to blow it up if they suspect the Brotherhood may be planning an attack on the Strip, and they have an uncanny ability to find ways past whatever security the Brotherhood puts in their way. If the Courier joined the Brotherhood as a Paladin to unlock access to Powered Armor, then one of their own Paladins is already in control of whatever pre-war technology exists on the Strip, which could be taken as it being claimed for the Brotherhood, anyway.
- Mr. House wanting to destroy the Brotherhood also makes a lot of sense if you look from a business perspective. He tells you that his best customers are NCR troopers. The Brotherhood are enemies with the NCR; thus, Mr. House wants to dispose of his customers' enemies.
- Despite being clearly signed as a school for Elvis impersonation, the Kings' headquarters doesn't play any Elvis music, nor does any radio station in the game. Because there are no surviving records of Elvis' music; the last recordings of the man's voice broke down years ago. If there were any, Mr. New Vegas would be playing them, and/or you would be asked to retrieve them for the King.
- Another one about the Kings. You find them not enjoying the high roller life on the Strip under House’s rules, but in a segregated dilapidated crime ridden poverty stricken slum i.e. a ghetto! Now what was Elvis Presley’s last hit before his untimely death? “In The Ghetto”!
- Why the vault security armour from vault 34 has better protection rating than its vault 101 counterpart in fallout 3 makes sense from both gameplay and in lore viewpoints. The gameplay reason is that Vault 101 security armour is at the start of the game and is a low level armour that would be quickly rendered obsolete, while vault 34 security armour is encountered at a much later point of the game and would have to require better stats to be viable. A in lore explanation is that the conditions of Vault 34 and Vault 101 are completely different. In vault 101 the security at most would on a regular have to deal with troublesome youths and radroaches which could be easily be dealt with so they don't need anything heavier than 10mm pistols and the vault armoury was secured on a tight control from the overseer. However vault 34 was filled with easy access guns and explosive weapons, meaning the chance of somebody of suddenly just losing and go on a shooting rampage was extremely high. This results in the vault security requiring to needing a better standard of protection to be able to preform their duties.
- This explains why the vault security ghouls are so difficult to kill. Their bodies are merged with the same security armors, so they receive much better protection.
- Not so much Fridge Brilliance since it's no secret romance options were cut from the final game, but when you step back and look at your four human companions, it's still interesting to note that not only do you have a straight and gay option for each sex (Cass's Bi the Way being downplayed) each one corresponds to what a person of their counterpart persuasion would stereotypically be looking for in a partner.
- For gay men there's Arcade, a cultured intellectual with father issues and a history of hiding something about himself (both related to the Enclave-thing rather than his homosexuality, but nonetheless).
- Straight men have Cass, a badass and promiscuousredhead that can handle herself equally well in battle, the bedroom and at the bar.
- Straight women have Boone, a devoted husband and father that, despite being able to kill everything in the Mojave, is still a broken man that needs someone to save him from himself.
- Gay women have Veronica. She leaves the Brotherhood's bunker to collect supplies because she needs to escape their homophobia, and an attractive female Courier who accepts her would sound like a lesbian wet dream to her, no?
- In Lonesome Road, though he doesn't outright tell you, the way Ulysses talks it's pretty obvious he knows what the Platinum Chip is. However, there is no realistically conceivable way he could know, until you think back to Primm. The guy running the Mojave Express post there mentions him being chosen for the Platinum Chip run before you. When he saw your name, he ducked out, knowing you'd meet in the Divide, which you acess from the Mojave.
- Why is the game significantly biased against the Legion? Because for the majority of the game you're in territory controlled by either the NCR or Mr House, both of which are unlikely to tolerate Legion sympathisers or those from across the river, leaving either those whom either despise or are indifferent to the Legion behind. (And because Zenimax gave Obsidian six fewer months to make the game than they said they needed.)
- House being the leader of New Vegas is rather funny. At first, you don't understand. Then his questline, The House Always Wins, pops up. The casino is often referred to as the house. The saying The House Always Wins comes from the fact that most gamblers net a loss to casino gambling, while the casino profits, therefore, one can't beat the house. This also ties into the Lucky 38, as the only way to beat (or break even with) the house is to not play. Even the quest you complete if you kill him, The House Has Gone Bust!, fits, as The House has literally gone bust. The validity of The House Always Wins is up to you.
- Mr. New Vegas always remaining vague about the Courier's involvement in things fits in perfectly with Word of God stating he is an AI under House's supervision: House has every reason to not make the Courier a notable figure as that could draw attention to his plans, and possibly cause factions he opposes to seek to enlist the Courier to their own side (which they always end up doing anyway).
- The nicknames of the two major factions is a veiled but brilliant metaphor. The NCR, following the First Battle of Hoover Dam has been seen to be more or less in decline in the region; while actively building outposts and bringing in some troops, they are nevertheless unable to prevent incursions by the Legion, stamp out raider problems, make inroads in the Strip, or even really engage with the populace. The Legion, meanwhile, is strongly on the rise, with their numbers reportedly increasing daily and locals believing the next battle for the Dam to possibly go the Legion's way. Their nicknames - the Bull and the Bear - perfectly mirror these situations in their stock market metaphors: the Bear (the NCR) is, if not in retreat, certainly weakening, while the Bull (the Legion) is growing and building strength. By siding with House or Yes-Man, you defeat both factions, sending the “bear” into further decline and causing the “bull” to catastrophically crash. So, you essentially rigged the stock market and made out like a bandit.
- The polarity between NCR and Legion's respective unarmed fighting styles, the Ranger Takedown and Legion Assault. The Ranger Takedown requires one to go backwards and perform defensive kicks and palm strikes. On the other hand, the Legion Assault requires one to go forward and launch aggressive palm strikes. This is a good metaphor of the relationship between the two factions, giving how they deliberately counter each other.
- Speaking of fighting style, think about how Legionaries fight. If you get too close, they will charge forward and fight with melee weapons. Legionaries also hurl spears at long range. Now notice they all wear football gear. The Legionaries' fighting style is really similar to how American football athletes play.
- Cannibal Johnson's reasons for hating the legion are never explained but he mentions that he married a tribal girl and given what the legion does to tribals, that may have a factor in it.
- If you get a vilified reputation from either the NCR and/or Legion, they will sent squads of assassins to kill you. Besides gameplay scaling, the reason they start with lower-level weapons early on is because they don't consider you to be a serious threat. The assassins, assuming you are a fairly easy kill, will not have anything more than low-ended weapons. However, killing them repeatedly later on will prompt their respective factions to send higher-level assassins against you. The NCR and/or Legion by that time realizes the significant threat you poses, and their assassins will arm with higher-end weapons. All just to kill one person. This also explains why they have a crap ton of health compare to most soldiers of their factions. They were really prepared.
- More specific towards Legionary assassins. Notice how their hit squads change leaders as you level up. The lowest-level squads are led by decani; mid-level squads are led by centurions; highest-level squads are led by praetorian guards. Why would the Legion send them at higher levels instead of centurions? Because centurions are too valuable to be sacrificed. Caesar specifically saves them for major operations (i.e: Hoover Dam) due to their war experience and strategic leadership. He wants you dead, but also can't afford to keep losing his highly ranked officers. Caesar's solution to this problem pretty much amounts to substituting his own bodyguards instead to do an assassin's work. Also counts as Fridge Awesome when you realize this means Caesar is afraid of you killing his highly prized officers.
- Furthermore, check the assassins' weapons. Of course praetorian guards don't have melee weapons. They specialize in unarmed combat and ironically compromise their own fighting style by using guns.
- Young Hearts is a Boomers quest where you hook up Jack and Janet together. In other words, you are a wingman.
- Why is the unique fire axe called Knock-Knock? Think about it.
- The Strip cannot be discovered on the map, meaning you can't directly fast travel to the place. Mr. House coded the Pip-Boy so people will be forced to go through the North Gate. The Strip is surrounded by a wall, meaning you can only use the gate or Monorail (with high NCR reputation).
- Joshua Graham being affected by the Sneering Imperialist Perk is quite ironic when you learn his past history. He served the Legion as the first Legate and was known for his extreme brutality against his enemies. In other words..Joshua was a sneering imperialist. Since then, he now leads a tribe and is affected by such a perk.
- Ever notice how a lot of the Legionnaires you kill are packing Antivenom? It's because they have to pass by or through a little area along the southern stretch of Highway 95 whenever Caesar sends them into the Mojave to carry out his orders, so as not to be noticed by the NCR and lose their element of surprise. Walk through or past this area at night, and you'll quickly learn that's where venomous Nightstalkers like to nest.
- The Nightstalkers' presences could also be the Legionaries' sources of Antivenom because their blood are required ingredients.
- Alternatively, the Legionaries simply prepare themselves for any venomous creature they face. For example, Legionary Assassins will travel through places that are filled with Cazadores or Radscorpions.
- There are a few places where you have to bluff your way past NCR guards and soldiers. Even if Boone, who insists on wearing his 1st Recon beret, is with you. Why doesn't he vouch for you? Well, one of the NCR Rangers you talk to spells out that the NCR Rangers are not part of the chain of command over the normal rank-and-file soldiers; they don't have the authority to give out orders or grant special permissions. The 1st Recon snipers are very likely bound by the same rules.
- With Wild Wasteland on, you can find a UFO and aliens at the edge of the map northwest from New Vegas. In reality, Area 51 is located northwest from Las Vegas, though nowhere near that close (it is about the same distance from the city as Searchlight is in the opposite direction).
- In real life, the planes that dropped the first two atomic bombs on Hiroshima and Nagasaki in World War II were modified B-29 Superfortresses. Only fitting, then, for a B-29 to get featured in a Fallout game.
- If you follow the intended storyline, you'll come to Nipton and find it's been razed by the Legion. The only survivor in Nipton after the attack is Boxcars, the Powder Ganger that won second place in the Legion's torture lottery and got his legs crippled with hammers. His name, Nipton's current state, and the rate at which he says the word 'fuck' during your conversation with him could be taken as a reference to the B-29 that dropped the original Fat Man on Nagasaki, Bockscar.
- Why do creatures respawn a few days after you kill them? Because they continue to reproduce from their nests. The new creatures recently hatched out of their eggs or mothers.
- This is evident in two quests 'Bleed Me Dry' and 'Claws Out'. Red Lucy needs eggs to produce creatures in The Thorn and killing the Deathclaw Alpha and Mother stops Deathclaws from respawning in Quarry Junction.
- If you somehow manage to make it out of the Sierra Madre with a gold bar from the Vault, you find it has a value of 10,539 caps. This despite gold being essentially worthless in the world of Fallout. Why the high value? Father Elijah says in the intro that the Sierra Madre is a wasteland legend that's been lost to time for two hundred years. Very few people have ever seen the casino, and fewer still made it out alive to tell about it. Each bar of Sierra Madre gold serves as material proof that the Sierra Madre is real, and that you have been inside of it. That alone is worth more than the value of the gold itself.
- Something extremely clever here. There are 37 gold bars. Numbers 3 and 7 are lucky numbers. Number 37 is one value away from 38, the number of slots on a roulette..and what's 3 times 7?
- How about 7 minus 3? Number 4 is associated with death. Dead Money.
- If you complete Lonesome Road before reaching the Strip or building reputation with any of the four factions vying for control of Hoover Dam and New Vegas, the Courier Duster you get bears the number 21. You haven't gotten far enough in the main game to carry any allegience. So your duster bears the symbol you were wearing on your Vault 21 jumpsuit when you first stepped out of Doc Mitchell's house.
- The geographic locations for the entrance to the 4 DLCs.
- Dead Money (Abandoned Brotherhood of Steel Bunker): East
- Honest Hearts (Northern Passage): North
- Old World Blues (Mojave Drive-In): South
- Lonesome Road (Canyon Wreckage): West
- Black Coffee is an Honest Hearts recipe..Mormons don't drink coffee. Where do you get it, though? From Joshua Graham, who turned away from Mormonism to join Caesar in founding the Legion.
- If you are idolized by the NCR, Colonel Hsu will give you access to the NCR Ranger safehouse along with every Ranger and Heavy Trooper gear. You are basically qualified to serve as an elite Heavy Trooper or Ranger. The only thing you won't have access to is the Ranger Sequoia..which requires 20 years of honorable service against all tyrants!
- Similarly with the Legion, Lucius will give you access to the Legion safehouse along with Centurion and Vexillarius armor. They basically considered you worthy to serve as a high-ranking officer.
- How about the ranger uniforms? The civilian outfits don't disguise you as an NCR member, despite Rangers actually wearing them. Doesn't make sense, right? Well, between them along with the Patrol and Veteran Rangers, who do you think stands out the most? Of course people will most likely remember the ones wearing patrol or veteran armors. People won't really get such impression from seeing the Rangers wearing civilian outfits. Plus, the civilian outfits do not bear the NCR insignia like all other NCR clothing do. How are people supposed to know you are wearing an NCR outfit without it?
- The Followers' entire opposition to Caesar's Legion. After reading an entry about fascism in the Fridge Brilliance page, their stance takes on a whole new level of brilliance. Fascist movements aim to establish societies and use very remote pasts to justify their reasons. The reason is because ancient civilizations did not have the technology or means to effectively document and store information. Ancient civilizations also used languages that are much harder to decipher or interpreted as intended. In other words, it's much easier for fascists to make shit up to suit their agenda. The Followers despised the Legion because they are akin to anti-intellectual fascists.
- This also explains some of the hypocrisy one will notice among Legionaries.
- Cass is a complete aversion of a woman that is attracted to bad boys/girls (depending on the Courier's sex). She is also an example of a sexually open woman with strong morals, since she is the only companion that follows you based on karma.
- NCR Veteran Rangers will appear after you complete at least a couple main quests. This is because the Legion is preparing for war, so they are needed to monitor and repel the forces. But notice that they also level up along with you. Why? One possible reason: in case if YOU ever betray the NCR, the Veteran Rangers are prepared to shoot you down.
- If you take a closer look, you'll see that most weapons aren't all that different from each other. Most high-tier weapons are just better versions of the low-tier ones.
- The Lonesome Road quest names all starts with definite articles, such as 'The Reunion', 'The Silo', 'The Job', 'The Divide', etc. This DLC centers around 'The Courier', so it's appropriate for the quest names to have the same format.
- The Omertas at Gomorrah allying with the Legion makes a lot of sense when you think about it. Both The Mafia and The Roman Empire are Italian in origin, with Caesar even acting more like a capo than an actual emperor. There is another connection - if Veronica is to be believed, the Legion “mount each other” a lot. What is this act sometimes referred to? Sodomy! Which means that an alliance has formed between Sodom and Gomorrah.
- Why do characters in the game act like the camera is a gun, telling you to be careful when you use it near them, and running away screaming when you take their picture? Well, from a gameplay perspective, the camera is coded as a gun, but from a story one..well, it's a post-apocalyptic world, and few people have seen a camera. (In fact, this is the only working one in all Fallout games) For all they know, it IS a gun.
- There are many cameras in Fallout 3, though they aren't working cameras. They are used to rebuild Liberty Prime.
- The NCR Salvaged Power Armor doesn't require Power Armor training to use because it actually ISN'T Power Armor;it's normal armor fashioned out of parts from dismantled (and possibly damaged) Brotherhood armor.
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Fridge Horror
- Cook-Cook REALLY stinks. He also REALLY likes his pet cow. Guess what cows re-actively do when you try to shove them from behind..
- Think about it. If you activate the Archimedes II Orbital Weapons Platform BEFORE you get the targeter away from a young boy who thinks its a toy ray gun, and who is always playing with his little friends and shooting it at them.. Fortunately, Veronica comments on the fact that the safety is still on when you get it.
- The Vaults:
- There were 17 Vaults where absolutely nothing was built to go horrifically wrong. One of them was Vault 3.. who lived happily and peacefully for years until they opened their door to let in a group of Wasteland survivors: the Fiends.
- And the fiends are likely the survivors of a vault south of Vault 3, that was originally filled half with people suffering serious mental disorders, and the other half intentionally exposed to stimuli that would slowly drive them insane. If Vault 3 was a 'safe' vault, which probably housed the descendants of Vault-Tec employees and executives seeking to avoid the horrors of the war (naturally, the Vault-Tec staff wouldn't want to be stuck in a Vault that wasn't expected to save anyone), then it might be Laser-Guided Karma that their descendants would be wiped out by the survivors of one of Vault-Tec's cruel experiments
- The problem that Vault 3 had, which caused them to open the vault door in the first place, is nearly identical to what happened to the vault in Fallout. With a little bit worse luck or timing, the story of that game could have ended almost as soon as it began. Remember that the vault in Fallout 1 was in the mountains, where as Vault 3 was in the middle of a major, mostly spared city.
- Vault 22's Spore Carriers are the former residents of the Vault, infected with a fungus that basically kills them and reanimates them as mutated, zombie-like beings. There's a particular type called the Spore Carrier Runt, which is much smaller than the other ones. Since they were former vault residents, guess what the smaller ones were.
- Vault 21 actually did rather well, considering that it was filled with compulsive gamblers and every disagreement was settled by chance. Of course, Mr. House took it over, evicted the agoraphobic residents who didn't want to work for him, and filled most of the place with concrete..but the experiment itself was a success.
- The sign outside of the church in Searchlight has the Bible verse Revelations 9:6 displayed on it. For those of you that haven't been there yet the NCR garrison in Searchlight was wiped out due to Legion sabotage exposing them to overwhelming radiation from toxic waste. Most of the garrison became feral ghouls. A single survivor turned into a 'normal' ghoul who remained sane and intelligent. What does Revelations 9:6 say? 'During those days men will seek death, but will not find it; they will long to die, but death will elude them.'
- The first time you're in the Silver Rush, you see Gloria Van Graff making a violent example of a poor unfortunate hostage to 'convince' someone to pay what he owes. If you use VATS and focus on the hostage, he's a Van Graff thug. The logic continues when you ask Gloria for a job, she says 'a position just opened up.' You're filling in for the guy who just got vaporized. Explored in cut content; there was an extended scene, where, Gloria would talk about how the Van Graff thug was her lover that she caught cheating on her in Gomorrah. She states, though, that she loves him and asks the customer if he thinks her broken faith in him will make his punishment any less brutal. After he's vaporized, she warns the customer to never break faith with the Van Graffs.
- Cazadores are already fairly horrific, but it gets even worse when you learn that they are based on the Tarantula Hawk wasp. Why? Because the Tarantula Hawk, aside from having one of the most painful stings in the world, has toxins so that it can paralyze tarantulas and lay their eggs in them. This creates even more unpleasant implications than usual when your character dies to them. Similarly, Bloatflies have a very similar name to another, real life creature: bot flies, a species of fly that lays parasitic larvae on large mammals (in a few species, this includes humans) that munch on their hosts before pupating and emerging as full-sized flies. Those things they are shooting at you? Weaponized larvae. They aren't just trying to kill you, they are trying fill you full of their young. Now imagine what happens when a fly the size of a football tries pushing its way out of a person. At the rate they fire, this could be upwards of a half dozen of them, too. Thank God Bloatflies just do normal damage instead of continuous or eventual huge damage. Though if they did, perhaps there'd be an option to dig the larva out yourself or go to a doctor for surgery. Then get a Fat Man to deal with the demon flies afterward.
- Melody, the little slave girl in the fort. Considering the Legion's attitude to women, the attitude the society they were based on had to children (Emperor Tiberius' 'tiddlers' come to mind) and Siri's remark about how Legion men usually 'leave child and elderly slaves alone,' the way she insists that all she does is carry food and tend to the brahmin seems just a little too fast. Bonus points for being kept in a pen figuratively just down the hill from the totally-looks-the-type Caesar, and even more bonus points for there being zero options to help her. Even worse The Legion at least gives her some food, and even after trying to free her by killing at the Legionnaires, there's again no option to take her with you and she'd very likely not survive on her own. The Legion boys probably wouldn't be able to survive on their own either, despite all the training they've had. There's sadly no Little Lamplight in the Mojave Wasteland.
- Should you ever encounter a dead female NPC with no clothes on as you find her, it is likely implied that she was raped before she was murdered. Example: the dead Crimson Caravan guard between the NCRCF and Goodsprings that was presumably part of Ringo's caravan.
- The Trauma Harnesses in Old World Blues were designed as exosuits that would take control when the wearer was maimed, bringing him back to base for medical treatment. It's revealed that no one designated a home base for the prototypes in the Big Empty, meaning that they still wander as literal walking dead. However, by gameplay mechanics, having a crippled limb isn't going to kill you in the Fallout universe..meaning that they likely starved inside the suits.
- In the Divide, Deathclaws are most prominent on the highway/High Road and mostly absent in other areas. They don't spread to the other areas because they would have to pass Tunneler territory, and either don't make it through that or because the Deathclaws are actually scared of another creature. You can find a dead deathclaw in the tunnel. One that seemingly died cowering inside an overturned dump truck.
- The Tunnelers themselves are according to Ulysses, gradually digging their way towards the Mojave. Given how those things are described and if Ulysses is right, chances are (unless the Courier was that much of a badass that the Tunnelers are dealt with off-screen) they'll make whatever ending one chooses moot. Because they'd make life a living hell. On the other hand, given their weakness to light, odds are an NCR and House or Independent victory would at least give the Mojave a fighting chance.
- When Ranger Andy sends you to check on Ranger Station Charlie, if you visit the station before Andy asks you to do so, you might notice a legion strike team atop the nearby ridge, or in the nearby valley, watching the ranger station through binoculars. It was always going to happen, and you didn't do anything to stop it. (It'll just be another squad if you kill them, though.)
- Lonesome Road has ED-E's story of being raised by a nice Enclave Scientist who cared for it like a father. Then you come to the realization that Whitely was probably one of the no-name scientists the player gunned down as the Lone Wanderer. And if he wasn't, then he probably was executed for insubordination/treason by Colonel Autumn (Whitley did sneak away valuable Hellfire armor from the Enclave, and would be a top suspect for it given that he'd already indicated un-Enclave-like concern for the ED prototypes).
- Fallout 3 and Fallout: New Vegas both have instances in slaver camps where there are stripper poles with teddy bears scattered nearby. This has disturbing implications.
- There are Fallout 2's and New Vegas' outcomes for some of the cities, if you kept Vault City independent from NCR, you effectively placed a good deal of the population in permanent servitude since without NCR's meddling, they will not bother with the servants in the city. Meanwhile, NCR's victory in New Vegas give Warhawks more political sway and will pave way to something worse.
- Vault 69 (999 Women, 1 Man) and Vault 68 (999 Men, 1 Woman) were created by Chris Avellone as part of the Fallout bible. At first glance, it looks like just a coy joke at the number 68 and 69 and were done by Penny Arcade for a Fallout book, but they're still claimed to be of existence in the series. Imagine the fate of the single man or woman in the vaults..
- Whilst our first instinct is to assume that the lone man or woman had a fate worse than death, it is also possible that calmer heads realised early on he/she was their only means of repopulating and continuing their vault long term and thus treated them better than how most other people were living in the wake of the war. The horror comes when you start to think about the children who ended up being born from this, because if you're unlucky enough to have been born as a member of the missing sex, the chances are that you'll be a second class citizen whose only role is to reproduce whether you like it or not.
- The NCR Ranger stations are named after military alphabet designation (Alpha, Bravo, Charlie, etc). Camp Golf, the Rangers' headquarters, is the House Resort, which has a golf course with some of the old signs being used around the tents. At first, it seems like Camp Golf is named so because of the golf course, but looking at military letter designations, 'Golf' is for G. The final Ranger station is Foxtrot, for letter F. Knowing Obsidian, it was probably both, as a Stealth Pun
- Have you noticed how Victor is in the front of every elevator door in the Lucky 38 to guide you between the floors? Well, he also does this in your lounge. And he stays right in front of your bed. Watching you sleep. And remember, he can jump from any Securitron to another in seconds (you can see it happen when you first go to the Lucky 38), so he could be anywhere at any time. In all likelihood, he isn't even doing it consciously. House can make him do it directly. House has been watching you through Victor the whole time.
- There are several hints suggesting that at least a good number of people in the days leading up to the War itself were aware that it was only a matter of time before the end. Whether it's Mr. House's ridiculously accurate predictions (and preparations), Sinclair's hastiness in building the Sierra Madre Villa or the details in Randall Clark's holotapes, the idea that folks knew that doomsday was coming, with most of them likely to die anyway and no way to avert it would have made Pre-War America essentially as horrifying as Cold War era America, which is terrifying.
- Did you notice the Necropolis Theme when you enter the Followers Outpost? If you complete Veronica's quest by defecting to the Followers, it becomes a necropolis.
- You will never forget walking through the Bison Steve hotel and finding a room of fantastic loot. Look at all the med-X and the knife, if I can just move this body out of that bathtub. It isn't until much later when you why someone may be in a locked bathroom with the bombs falling outside surrounded by morphine (Med-X) and a knife.
- It was confirmed by developers that the Legion only uses women as baby factories until their bodies can't take it anymore. The implication of what happens in the future if said baby happens to be female is deeply unsettling.
- When you think about it, it really is hard not to sympathize with the brains from Old World Blues. Can you imagine just how horrible it would really be to be nothing more than a brain in a floating jar for 200 years? You've got immortality, but you've sacrificed everything that made life worth living. Eating, drinking, love and sex, taking part in games.. no wonder Mobius eventually got hooked on drugs if that is the only thing left to him. You can argue that being a Think Tank is superior to Mr House's method of slowly rotting away in a cryogenic chamber, but at least he is one of the most powerful men in the world; the brains have been living on their own in a radioactive bombed-out crater. As much as we may hate to admit it, a high percentage of us would take the change to steal a human body if it meant feeling alive again.
- Lily explains that she was living in a vault with her grandkids until she was kidnapped and dragged by the Master's army to be turned into a Super Mutant. The horror sets in when you realize what could have possibly happened to those kids. Either they were killed during the Super Mutants raid on the vault, the Super Mutants turned THEM into Super Mutants which could have been any of the first gen mutants even ones killed by the player in the various games, or best case they somehow escaped and are long dead. Either way, Lily risks sacrificing her sanity to remember children that one way or another are long gone.
- It may actually be the case that her grandchildren *were* the Master. The master states humans taken from vaults were able to be assimilated, and presumably only turned to super mutants those whom he needed to act as soldiers or were exposed to enough radiation to become unsuitable for merging with him. His ultimate goal was the Unity, and since children may (or may not) be unsuitable as soldiers, it makes sense to think they'd be early 'citizens' to the Unity.
- According to Randall Clark's logs the Sorrows tribe is descended from only a couple dozen children, meaning the modern Sorrows are all badly inbred or close to it.
- In-universe when dealing with a Fake Ultimate Hero, if you have enough Intelligence your character can point it out.Courier: You fired three shots and four of them fell down.
- For all that King attempted to research details on the role model whose' title he appropriated for his gang, he missed the fact that real life Presley HATED being called 'The King' for two particular reasons:
- In terms of accomplishments, Elvis viewed Fats Domino as a superior rock 'n' roll artist and regarded him as the true 'King of Rock 'n' Roll.'
- As for the other and likely more prominent reason, Elvis Presley, being a fervent Christian who also dabbled in gospel music, was big on Jesus Christ and thus did not appreciate being given a title that was akin to idolatry.
- Note where The Kings take up residence; an Elvis impersonation school, filled with all sorts of romanticized paraphernalia. The King didn't do research on 'The King', who was an enigma to them, but pre-war society's idea of 'The King', taking up the legacy of the fans. So, Fridge Logic becomes Fridge Brilliance; King doesn't even know Elvis' name, why would he know anything like that??
- The flags of the NCR and the Legion. In the world of Fallout, post-war bulls (brahmin) have two heads and bears (Yao Guai) have only one, yet their respective flags feature a two-headed bear and a mono-headed bull.
An entrance to a Vault.
This article lists all known Vault-Tec Corporation Vaults. If you would like to know more about the Vaults, please check out this article.
- 1List
List[edit | edit source]
Designation | Description | Status | Location | Appearances |
---|---|---|---|---|
Los Angeles Vault | Constructed as a demonstration/proof of concept Vault for the United States government.[1] Although fully functional, it was not part of any experiment and thus its inhabitants survived the Great War unscathed. In 2155, it was taken over as the Unity's headquarters by the Master.[2] In 2162, it was destroyed in a nuclear explosion.[3] | Destroyed (2162) | Los Angeles, California (Cathedral) | Fallout Fallout Bible |
Vault 3 | A control Vault that stayed closed due to the wishes of its inhabitants.[4] Sometime in the 23rd century, an unexpected water leak forced the Vault dwellers to open in hopes of trading with the outside.[5][6] A couple of weeks after opening the Vault, the residents were massacred by a group of raiders known as the Fiends.[7][8] | Failed | Las Vegas, Nevada | Fallout: New Vegas |
Vault 8 | A control Vault that was intended to open and recolonize the surface after 10 years.[9] Upon opening early after receiving the all-clear signal in 2079,[10] the residents established Vault City with the help of their GECK.[11][12] | Opened successfully | Northern Nevada (Vault City) | Fallout 2 Fallout Bible |
Vault 11 | Designed to test obedience to authority and the ethics of a large group of people subjected to extraordinary circumstances. The Vault dwellers were informed that a single person must sacrifice their life each year for the Vault, otherwise the master computer would shut down all life support. In reality, should the dwellers refuse, the Vault would open.[13][14] | Failed | Mojave Wasteland | Fallout: New Vegas |
Vault 12 | In order to study the effects of radiation on the selected population, the Vault door was designed not to close properly. This resulted in Necropolis and its large population of ghouls.[3][9] | Abandoned (2162) | Bakersfield, California (Necropolis) | Fallout Fallout Bible |
Vault 13 | Intended to stay closed for 200 years as a study of prolonged isolation,[9] or until the Vault's residents were needed by the Enclave.[15] The Vault Dweller emerged from here in 2161, in search of a replacement water chip for the Vault.[3][16] | Emptied (2242) | Southern California | Fallout Fallout 2 Fallout Bible Fallout: Brotherhood of Steel (mentioned-only) Fallout: New Vegas (mentioned-only) Courier's Stash (mentioned-only) |
Vault 15 | Intended to stay closed for 50 years and include people of radically diverse ideologies.[9] Its residents emerged in 2097,[17] eventually forming three raider groups: the Khans, Jackals, and Vipers,[18] and Shady Sands, which would become the New California Republic.[19] | Reoccupied (2242) | Southern California | Fallout Fallout 2 Fallout Bible |
Vault 17 | Raided by the Unity in 2155, its inhabitants were taken prisoner, and subsequently turned into super mutants.[20] | Emptied (2155) | Unknown | Fallout: New Vegas (mentioned-only) |
Vault 19 | Segregated into two groups, 'Red' and 'Blue'. The groups lived in separate sections of the Vault and were governed by two overseers. Subliminal messages were routinely sent over to each side, causing mistrust among the inhabitants,[21] and eventually a civil war between the two groups ended up in the complete collapse of the Vault.[22] | Failed | Mojave Wasteland | Fallout: New Vegas |
Vault 21 | Designed to study the evolution of a society where all conflict was resolved through pure chance, i.e. gambling. The Vault was taken over by Robert House after winning a game of blackjack where the wager was the entire Vault. It was subsequently filled with concrete and converted into a novelty hotel run by Sarah Weintraub.[23][24][25] | Converted | Las Vegas, Nevada | Fallout: New Vegas |
Vault 22 | Equipped with the latest in biological and agricultural technologies, with the objective of developing plants that could be readily cultivated in the absence of natural light. However, an experiment with a parasitic fungus turned on the scientists, leading to the destruction of the Vault.[26] Survivors of the outbreak abandoned the Vault and headed to Zion Valley, spreading the spores across the wastes.[27] | Failed | Mojave Wasteland | Fallout: New Vegas Honest Hearts (mentioned-only) Old World Blues (mentioned-only) |
Vault 27 | Deliberately overcrowded with a total of 2000 people assigned to enter (double the total sustainable amount).[9] | Unknown | Fallout Bible | |
Vault 29 | No one was over the age of 15 when they entered. Parents were intentionally redirected to other vaults. Harold is believed to have come from this Vault.[9] | West Coast | Fallout (mentioned-only) Fallout Bible Van Buren Fallout: Brotherhood of Steel (mentioned-only) Fallout 76 (mentioned-only) | |
Vault 34 | The armory was deliberately provided with an overabundance of weapons and ammunition, in addition to not being provided with a proper locking mechanism.[9] The presence of weapons as well as lack of population control measures led to failure in the 23rd century. Social unrest would do the Vault in with several groups demanding access to weapons. A group that became the Boomers left the Vault several decades before its failure.[28][29] Eventually, a riot damaged the Vault's reactor, leading to flooding and radiation that caused ghoulification for many dwellers.[30][31] By 2281, only a handful of the Vault's residents remained.[32][22] | Failed | Mojave Wasteland | Fallout Bible Fallout: New Vegas |
Vault 36 | Food extruders were designed to produce only a thin, watery gruel.[9] | Unknown | Fallout Bible | |
Vault 42 | No light bulbs of more than 40 watts were provided.[9] | Unknown | Fallout Bible | |
Vault 43 | Populated by twenty men, ten women, and one panther.[33] | Unknown | One Man, and a Crate of Puppets | |
Vault 51 | Test the limits of human tribalism, overseen by a prototype variant of an experimental ZAX unit, ZAX 1.3c.[34][35] No Overseer assigned, with ZAX instructed to select one according to its experiments. The AI ended up engineering crises that killed all but one occupant.[36] | Failed | The Forest, Appalachia | Fallout 76 |
Vault 53 | Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly.[9] | Unknown | Fallout Bible Fallout 3 concept art | |
Vault 55 | All entertainment tapes were removed.[9] | Unknown | Fallout Bible | |
Vault 56 | All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.[9] | Unknown | Fallout Bible | |
Vault 63 | Unknown. | Ash Heap, Appalachia | Fallout 76 | |
Vault 68 | Of the one thousand people who entered, there was only one woman.[9] | Unknown | Fallout Bible | |
Vault 69 | Of the one thousand people who entered, there was only one man.[9] | Unknown | Fallout Bible Van Buren concept art One Man, and a Crate of Puppets | |
Vault 70 | All jumpsuit extruders failed after six months.[9] | Unknown | Fallout Bible Van Buren | |
Vault 75 | Human genome improvement through a combination of selective breeding, hormonal treatments, genetic modification, and an accelerated generational cycle. Researchers and science staff were isolated from test subjects, who were disposed of at 18 years of age unless recruited to replenish research staff due to a combination of excellent ratings.[37] | Failed | Malden, Massachusetts | Fallout 4 |
Vault 76 | A control Vault that was intended to open and recolonize Appalachia after 25 years.[38][39] It was designated as the Official Vault of the Tricentennial by Vault-Tec, under the tagline 'Vault-Tec Salutes America'.[40] The Vault opened exactly 25 years after the Great War, on October 23, 2102, in an event known as 'Reclamation Day.'[41] | Opened successfully | The Forest, Appalachia | Fallout 3 (mentioned-only) Mothership Zeta (mentioned-only) Fallout 4 (mentioned-only) |
Vault 77 | Populated by one man and a crate of puppets.[33] | Unknown | One Man, and a Crate of Puppets Fallout 3 (mentioned-only) | |
Vault 79 | Unknown | Presumably somewhere in West Virginia | Fallout 76 (seen in the promotional image for the Wastelanders DLC) | |
Vault 81 | Dedicated to researching diseases and antibodies, with an emphasis on potential mutations in heavy radiation. The Vault's residents were isolated from the sealed scientific section of the Vault and used as guinea pigs in Stage III clinical trials of the science staff. The Vault was not to be evacuated unless by a direct order from Vault-Tec. Residents were considered expendable and their incineration through pre-installed flame nozzles was at the discretion of the overseer.[42] | Experiment scuttled Still occupied (2287) | Commonwealth | Fallout 4 |
Vault 87 | A Forced Evolutionary Virus research facility that was also provided with a GECK. This Vault is the source of the super mutants in the Capital Wasteland.[38][43] | Failed (2078) | Capital Wasteland | Fallout 3 Fallout 4 (mentioned-only) |
Vault 88 | An unfinished Vault that was designed to test a variety of prototype devices with the aim of rolling them out through the rest of the Vaults. The prototype devices included a soda fountain that dispensed appetite-reducing drugs, electricity-generating exercise bicycles, subliminal messaging integrated in optometrist equipment, and others.[44] | Incomplete (2287) | Quincy, Massachusetts | Vault-Tec Workshop |
Vault 92 | Populated largely by renowned musicians, the Vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.[38][43] | Failed | Old Olney, Maryland | Fallout 3 |
Vault 94 | Founded on the principles of faith, nonviolence, and communal life in harmony with nature. Residents were not required to belong to a collective faith; each person was free to walk their own path. Together with an abundance of resources, the goal was to confirm the thesis about the innate goodness of humanity. One year after the Great War, on October 23, 2078, the Vault reopened and Vault ambassadors were sent out into Appalachia.[45] Unfortunately, it became targeted by raiders, who blew up the vault's G.E.C.K, creating what became known as The Mire.[46] | Failed | The Mire, Appalachia | Fallout 76 |
Vault 95 | Filled with drug abuse victims, it was used by Vault-Tec for monitoring the effects of drug abuse in an isolated setting. An employee of Vault-Tec was a resident of the vault and after the inhabitants seemed to be getting better, the employee was tasked with opening a hidden cache of chems. This ultimately led to all residents to either overdose or be killed by another resident who was on chems. [47] | Failed | Commonwealth | Fallout 4 |
Vault 96 | Constructed by Vault-Tec as a genetic ark for ecosystem restoration, using an almost inexhaustible number of frozen embryos ready to be artificially gestated to full maturity and automated keeper robots to protect them when they leave the Vault. Embryos constituted a carefully chosen, fully complete ecosystem referred to as 'core fauna', with enough material for 112 releases.[48] | Savage Divide, Appalachia | Fallout 76 | |
Vault 101 | Test the role of an omnipotent Overseer in a community remaining in indefinite isolation from the outside world, and study the reactions of the residents, should the isolation be broken.[49] The Lone Wanderer emerged from here in 2277, in search of their father, James.[43] | Springvale, Virginia | Fallout 3 Fallout 4 (mentioned-only) Fallout 76 (mentioned-only) | |
Vault 106 | Psychoactive drugs were released into the air filtration system 10 days after the door was sealed.[9][38][43] | Failed | Capital Wasteland | Fallout Bible Fallout 3 |
Vault 108 | All initial positions were left unfilled, allowing the terminally ill overseer, Brody Jones (estimated to expire within 40 months of the Vault's sealing), to fill them in according to Vault protocols, creating a unique experimental situation.[38] The Vault failed as a result of cloning experiments designed to replicate whole humans, instead creating Garys.[43] | Failed | Capital Wasteland | Fallout 3 |
Vault 111 | A portion of the occupants were cryonically frozen (made up of citizens), while another portion remained unfrozen (made up of scientists, security and other staff to keep the cryo pods operational). The experiment was to observe the long-term effects of suspended animation on an unaware human subjects; however, a revolt led by the security personnel caused the failure of the Vault in 2078.[50] The Sole Survivor emerged from here 210 years after the Vault sealed, in 2287.[51] | Failed | Concord, Massachusetts | Fallout 4 |
Vault 112 | Set up as the personal Vault of Dr. Stanislaus Braun, utilizing virtual realitystasis pods.[43] | Failed | Capital Wasteland | Fallout 3 |
Vault 114 | The inhabitants were described as 'high ranking local and state government, local luminaries, business people, and their families', however, the luxury living conditions were exaggerated to the inhabitants, and when they arrived at the Vault, random families were chosen to occupy one room apartments and share minimal dining and bathing facilities. In addition, the Overseer was selected from the local public outside the Vault, and the interview process favored those with no leadership or governmental experience and a strong anti-authority bias. Vault-Tec staff were asked not to undermine the authority of the new overseer 'even (and especially) if it may cause physical discomfort, embarrassment or harm to the inhabitants'.[52] | Incomplete | Boston, Massachusetts | Fallout 4 |
Vault 118 | Intended to test the interactions between two groups: a small ultra-wealthy group that would be placed socially and legally above a much larger population that was to be kept in uncomfortable quarters. Instead of a classic bourgeois-worker experiment, funding ran out when only the ultra wealthy were in the Vault. They implanted their brains into robobrains to outlast the Great War, leaving the overseer as the only human in the Vault.[53] | Active (2287) | Mount Desert Island, Maine | Far Harbor |
Unfinished Vault | A construction site in a cave north of Vault 13 and Vault 15. | Northern California | Fallout 2 |
Other installations using Vault-Tec technology[edit | edit source]
- John-Caleb Bradberton's private Vault, built underneath Nuka-World.[54]
- Securitron vault, built by Robert House to house his Securitrons.
- VTU Simulation Vault in Morgantown, beneath VTU, used by students and the facility for training.
- The Whitespring Bunker, constructed using funds funneled from the Department of Agriculture.
Vaults outside the main continuity[edit | edit source]
The Vaults in the following list were created for games that were cancelled or eliminated from the main continuity of the series. It also includes Vaults that were released in official materials, but were not confirmed to form a part thereof.
Designation | Description/Fate | Location | Appearances |
---|---|---|---|
Fallout TacticsVault 0 | A special vault designed to 'monitor and control' other vaults, maintain the geniuses of the pre-War United States in cryogenic stasis, and release them once the outside parameters return to normal.[55] | Cheyenne Mountain (Colorado) | Fallout Tactics |
Vault 6 | Unknown | Mount St. Helens, Washington | Fallout Extreme[56] |
Vault 24 | Unknown, any information in existence is based on cut content for a vault suit. | Unknown (Mojave Wasteland?) | Fallout: New Vegas cut content |
Vault 39 | Unknown. | Abilene, Texas | Fallout: Brotherhood of Steel 2[56] |
Vault 74 | Experiment unknown. In the tutorial, it's a very small vault consisting only of the overseer's office, atrium, clinic, and quarters (blocked). | Unknown (Capital Wasteland?) | Fallout 3 modding tutorial[57] |
Vault 100 | Unknown | Mentioned in Fallout 3 game files with a unused Vault 100 jumpsuit icon. | Fallout 3 cut content |
Vault 113 | Unknown | Mentioned in Fallout 4 game files with a unused Vault 113 'Welcome Home' texture. | Fallout 4 cut content |
Vault 177 | Unknown | Unknown | Fallout Shelter |
Vault 199 | Unknown | Unknown | Fallout Shelter |
Vault 314 | Unknown | Unknown | Fallout Shelter |
Vault 333 | Unknown | Unknown | Fallout Shelter |
Vault 525 | Unknown | Unknown | Fallout Shelter |
Vault 730 | Unknown | Appears in the Fallout Shelter quest The Path of Paula Plumbkin. | Fallout Shelter |
Vault 813 | Unknown | Unknown | Fallout Shelter |
Vault 899 | Unknown | Unknown | Fallout Shelter |
Vault 909 | Unknown | Unknown | Fallout Shelter |
Secret Vault | A secret vault dedicated to protect high-members of Vault-Tec Industries and used to research the latest technologies (like electrical laser weapons and instant regeneration) and the Forced Evolutionary Virus. | Los Ybanez, Texas | Fallout: Brotherhood of Steel |
Vault Prototype | A small Vault-Tec facility used as the base of operations by the Brotherhood of Steel | Texas | Fallout: Brotherhood of Steel |
Burkittsville Vault | An unnamed vault near Burkittsville mentioned in the Hamilton's hideaway terminals. Outside of the vault, cannibals wait to ambush those seeking refuge in the vault. | Burkittsville, Maryland | Fallout 3 cut content |
References
- ↑Fallout Bible 0 Questions, questions: '3. The boss (richard grey or someone) in f1 was in the vault, which vault is it? - Deadlus
The Vault 'Grey' (originally Moreau) started out in before his mutation into the Master was Vault 8 and the Vault you find him in in Fallout 1 was a test/demonstration Vault constructed by Vault-Tec and has no number (according to Chris Taylor - thanks to Nick Garrott for letting me know about Vault 13's stash on this stuff). Relevant quote:
Saint_Proverbius: Which vault number was the Master's base?
Chris Taylor: The Master was in the Vault-Tec private vault. This was the demonstration model built for the federal government, it was also very close to the Vault-Tec headquarters' - ↑Fallout Bible 0 Timeline repair: Second strike: '2155-2156 After capturing a caravan of strange-garbed travelers (vault dwellers), Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults.'
- ↑ 3.03.13.2Fallout events
- ↑Fallout: New Vegas Official Game Guide Collector's Edition p.316-318: '[2.24] Vault 3
Vault 3, which is now completely within South Vegas Ruins (AKA 'Fiend Territory') was once an ordinary, happy vault. It wasn't built above a sulfur cave, or to feature Vault-Tec 'experiments' that could drive dwellers mad. In fact, the place was functioning normally until a slight water leak turned the lower chambers soggy and forced the inhabitants out to the surface, in search of humanity on the topside. Instead, they met the Fiends.'
(Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland) - ↑Vault 3 terminals; Terminal, The Water Situation
- ↑Vault 3 terminals; Overseer's Terminal, Thank You!
- ↑The Courier: 'Can you tell me what happened to the residents here?'
Motor-Runner: 'I guess it isn't a secret. Yeah, the residents of the Vault are all dead. We killed them. Funny thing is, they just let us in. We didn't have to force the doors or anything.'
(Motor-Runner's dialogue) - ↑The Courier: 'What can you tell me about Vault 3?'
Bryce Anders: 'The inhabitants of the Vault were simple traders. They made a good living for themselves for a couple weeks. Then they caught the Fiends attention. I don't think they set up any kind of security, stupid fucks. They all got themselves killed. '
(Bryce Anders' dialogue) - ↑ 9.009.019.029.039.049.059.069.079.089.099.109.119.129.139.149.15Fallout Bible 0 Vault list.
- ↑The Chosen One: '{205}{}{How did you know when to leave the vault? I heard the vaults were isolated from the outside world.}'
Joanne Lynette: '{216}{lyn020}{What you heard was incorrect. Our archives are quite clear: our vault received the all-clear signal two years after being sealed.}'
(Vclynett.msg) - ↑The Chosen One: '{273}{}{Speaking of the GECK, do you have another one that I could have?}'
Joanne Lynette: '{314}{lyn039}{I'm sorry, but we used ours to start Vault City. I do not believe there were any spares, but you could check the Acquisitions Office. It is located by the entrance to our vault.}'
(Vclynett.msg) - ↑Vault City central computer: '{172}{}{Search archives for any mention of the Garden of Eden Creation Kit.}'
'{238}{}{According to the archives, there is no GECK currently in stock at Vault City's Amenities Office. The people of Vault City seem to have used the only one they had to help establish the place when they came to the surface.}'
(VICENCOM.MSG) - ↑Fallout: New Vegas Official Game Guide Collector's Edition p.397-399: '[5.04] Vault 11
Vault 11 was a social experiment vault to see if the residents would periodically select and kill a fellow vault dweller to avoid the threat of total vault extermination. Each year, the vault computer informed the residents that one currently living member of the vault had to be placed in a special chamber, where they would be 'terminated' for the good of the vault. Failure to comply, the computer said, would result in a total and irrevocable shutdown of the vault's life support. The vault dwellers followed the instructions for decades, picking victims through numerous methods. But eventually, something changed..
An old wooden door, in close proximity to a Hollowed-Out Rock, greets those who dare enter this rocky tomb.'
(Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland) - ↑Automated solution response: 'Congratulations, citizens of Vault 11! You have made the decision not to sacrifice one of your own. You can walk with your head held high knowing that your commitment to human life is a shining example to us all. And to make that feeling of pride even sweeter, I have some exciting news. Despite what you were led to believe, the population of Vault 11 is not going to be exterminated for its disobedience. Instead, the mechanism to open the main vault door has now been enabled, and you can come and go at your leisure. But not so fast! Be sure to check with your overseer to find out if it's safe to leave. Here at Vault-Tec, your safety is our number one priority.'
- ↑The Chosen One: '{227}{}{What about Vault 13? What was it's purpose?}'
Dick Richardson: '{228}{prs37}{Ahh. Vault 13 was a special case. It was supposed to remain closed until the subjects were needed. Vault 13 was, in scientific parlance, a control group.}'
(Qhprzrch.msg) - ↑Fallout Bible 0 Timeline repair: Second strike: '2161 Dec 5 Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement water chip.'
- ↑Fallout Bible 0 Timeline repair: Second strike: '2141 Spring Vault 15 opened.'
Note: The date presented by Chris Avellone in the timeline draft is incorrect. Shady Sands is specifically stated to have been founded by Aradesh's ancestor in the game. If it was founded in 2141, then Aradesh would be the founder. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence. The date is based on the Vipers design document, which states the following: '64 years ago [in 2097], a man named Jonathan Faust led his group of about 200 people from the overcrowded Vault into the wastes of the outside. It was there that his small band came to a small oasis in the middle of the desert. In the middle of this oasis was a large pit, almost like a crater. While resting and setting up camp, Faust decided to look into the pit. Darkness greeted him.
When a member of the band called out to him, Faust turned, startled, and slipped into the Pit. He slid down twenty feet and then fell another 20 and broke his leg in the process. As he lay there dazed, a half dozen gigantic Pit Vipers slithered toward him. Not knowing what these things were, Faust was terrified. The group above heard one loud scream and then nothing. Three others went to look for him, but never came out.
The small band, leaderless and stuck in the desert with no food and water, decided to stay at the oasis, at least for a little while. They covered the pit with a tarp and nailed spikes around it to keep whatever horror lived there encased there. They then set up their camp as far from the Pit as possible. Whatever was down in the Pit never bothered them. Days passed. The more influential of the group argued about what they were to do. There was talk of joining up with others from the Vault. There was talk about going back to the Vault.' - ↑Fallout Bible 6: 'In some ancient design documentation that I think was written by Scott Campbell, one of the original designers (I'm still checking if it was him, so I may need to print a retraction on the credits), there was actually supposed to be three groups of raiders: The Jackals, the Khans, and the Vipers. Not only did they raid local towns and caravans, but they also preyed on each other - as you'll see from the descriptions below, their behavior and habits in F1 dictated (or were dictated by) their name choice.
The Jackals: The first clan, the Jackals, is your typical group of crazies. They have no morals except one: survival. They use group tactics to overmatch their enemies. They are craven cowards, though, and will not attack unless they know they can win. They band together in their hideaway and fight over the spoils.
The Vipers: The second clan, the Vipers, are mysterious followers of an ancient religion (or so they claim). They usually only come out at night to hunt for food or to conduct raids. They are very ruthless when it comes to combat. They prefer stealth to strength. They usually carry bone knives dipped in Pit Viper venom. This poison, when in the blood stream, paralyzes the victim. Most victims captured in this way are taken back to their hideout.
The Khans: The last group, the Khans, is probably the most dangerous. They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves. They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength. They are eager in combat to prove their worthiness to the clan by engaging in hand to hand combat with fists or clubs. The Khans carry very few firearms (since they are for cowards). Anyone showing superior strength is worthy of their respect. The leader of the Khans is so because no one has beaten him in combat.
One interesting thing listed in the original documentation is that all raider bands were supposedly all from Vault 15 after it opened, but they all splintered off into different groups from the overpopulated Vault.
All of these raider groups officially exist in the Fallout universe, though only the Khans are in southern California at the start of Fallout 1. The handful of Vipers that survived Rhombus' campaign of extermination in 2155 fled North and East, following the same path the Jackals took after they had their asses handed to them by the Khans thirty years before.' - ↑The Chosen One: '{156}{}{What can you tell me about vault 15?}'
Tandi: '{166}{tand8}{It's just east of here, an underground shelter from the war. Most families in NCR came from it, so it's rightfully ours.}' - ↑The Courier: 'Where did you come from?'
Lily Bowen: 'I grew up in Vault 17. I never even saw the sun until I was 75 years old - that was when Super mutants raided the Vault and carried a lot of us off. {Aside}Yes, Leo, I'm getting to that part! {Back to player}They made me one of them, and they put me to work in an army that was going to conquer California.'
(Lily Bowen's dialogue) - ↑Vault 19 terminals
- ↑ 22.022.1Fallout: New Vegas events.
- ↑Vault 21 terminals; Vault 21 Guest Terminal, History of Vault 21
- ↑The Courier: 'What does Mr. House have to do with Vault 21?'
Sarah Weintraub: 'Mr. House has everything to do with Vault 21. He tried to get us out before he filled it with concrete. I almost went ape! So, we convinced him - okay, Sheldon and I, right? We convinced him to leave the top level mostly intact!'
(Sarah Weintraub's dialogue) - ↑The Courier: 'Are you the owner of this hotel and shop?'
Sarah Weintraub: 'Well.. it is my vault, all right. I mean, yeah. That is, no. I take care of it but I suppose you could say that it belongs to Mr. House.'
(Sarah Weintraub's dialogue) - ↑Vault 22 terminals
- ↑Randall Clark's journal; Terminal, Year 2096 I.
- ↑The Courier: 'Why did your ancestors leave the safety of a vault?'
Pete: 'So you know about the vaults! Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones. I guess all the little pops and bangs at the firing ranges just got boring after a while!'
(Pete's dialogue (Fallout: New Vegas)) - ↑The Courier: 'Tell me about the Boomers.'
Robert House: 'They occupied Nellis Air Force Base a little over 50 years ago. One of my Securitrons got some video of their arrival - and then.. exploded. Odds are they were Vault dwellers. That's everything I know about them, really.'
(Robert House's dialogue) - ↑Vault 34 terminals; Terminal, Overseer's Journal
- ↑Vault 34 terminals; Terminal, Warning: Reactor
- ↑Vault 34 terminals; Terminal, SOS
- ↑ 33.033.1One Man, and a Crate of Puppets
- ↑Vault-Tec University terminals
- ↑Checklist (Vault 51)
- ↑See Vault 51 for references.
- ↑Vault 75 terminals; Chief Scientist's Terminal, EXPERIMENTAL ABSTRACT: 'Vault 75 represents an unprecedented opportunity to test our hypothesis that the human genome can be improved at a rapid rate through the combination of selective breeding, hormonal treatments, genetic modification, and an accelerated generational cycle.
The experimental objectives of Vault 75 are detailed in the handbooks which have been provided to you already. This experiment is intended to be carried out over multiple generations. As such, there may be unanticipated research opportunities that present themselves. Such diversions from provisional protocol are permitted at the discretion of the Chief Scientist.
- V.Schlett, I.Lambe, S.Braun' - ↑ 38.038.138.238.338.4Citadel terminals; Vault-Tec Terminal, Equipment Issuances
- ↑Vault 76 terminals; Overseer's Terminal, Vault-Tec Report
- ↑Fallout 76 teaser
- ↑Fallout 76 events.
- ↑Vault 81 terminals; Old Overseers Terminal, Prime Directive
- ↑ 43.043.143.243.343.443.5Fallout 3 events.
- ↑Vault 88 terminals; Vault 88 Overseer's Desk, Prime Directive
- ↑Vault 94 terminals
- ↑Vault 94 G.E.C.K. Recording
- ↑The Sole Survivor: 'Tell me how we can clean you up.'
Cait: '
(Cait's dialogue) - ↑Vault 96 terminals
- ↑Fallout 3 Official Game Guide Game of the Year Edition p.42: 'Vault Dwellers
Vault 101 was actually part of an unscrupulous social experiment. All of the other Vaults were intended to be opened at one point or another when the 'all clear' signal was sent from Vault-Tec or the appropriate regulatory agency, and this indeed, did transpire, with almost universally horrific results. But Vault 101's secret plans were different: The doors were never scheduled to open. Ever. In fact, the Vault was supplied with just the type of equipment it would need to keep functioning indefinitely-like spare parts for the water processor. But this was just the beginning:
The true experiment was even more devious and cunning. Although Vault 101 was about testing the human condition when a Vault never opened, this was only the first part of the plan. The 'actual' experiment went far beyond that, and a select few knew the true nature; that this was to test the role of the Overseer. While the Overseer was able to interact (and even visit) the outside world via radio transmissions, and a secret tunnel from his sealed office, the rest of the inhabitants faced a much more dismal future: As far as they knew, Vault 101 was never sent an 'all clear' signal, and faked radio transmissions described a nuclear-ravaged world gone mad, with absolutely no hope of existence outside of a Vault. The radio transmissions were actually recorded before the bombs even fell, and in many cases described a world even more horrible than the reality of the nuclear wasteland. The Vault 101 Overseer, like his counterparts in the other Vaults, was actually a planted Vault-Tec operative whose job it was to control the experiment from the inside.
Aside from keeping up this ruse, the Overseer's other important role was to reinforce to the dwellers of Vault 101 that the outside world would never be habitable again, and that their only salvation was in the Vault. The Overseer prevented anyone from leaving the Vault, and made sure the Vault dwellers received their regular 'transmission' from the outside world. People entered Vault 101 in 2077, just before the bombs fell.
The Overseer died of natural causes 50 years later (in 2127), at the age of 84, after grooming a subordinate to continue the clandestine plan. The new Overseer led his people according to the same isolationist doctrine preached by his predecessor, but also attempted to garner as many senior Vault Dwellers to become complicit in this plan as possible. By 2277, the descendants of the Overseer had an entire generation of Vault Dwellers who were playing along with this plan, keeping the secrets from their children.
The Overseer and his cronies continued to receive periodic information from the outside world, while those not in the know were told that things had gotten so bad that whoever was sending transmissions was no longer able to do so; reinforcing the thought that leaving the Vault was sheer suicide. The final piece of this grand experiment only truly began when the Vault Dwellers living in blissful ignorance finally realized the world outside could be accessed, and there was a possibility of life above ground. The experiment only really commenced when the Vault 101 door first opened, and a young dweller fled into the light.'
(Fallout 3 Official Game Guide faction profiles) - ↑Vault 111 terminals; Security Terminal
- ↑Fallout 4 events.
- ↑Vault 114 terminals; Vault-Tec Terminal, PRIVATE: Science Staff Only
- ↑Vault 118 terminals; Overseer's Terminal
- ↑Nuka-Town USA terminalsLab Report - XMB Fuel Mixture 01
- ↑Fallout Tactics events.
- ↑ 56.056.1Canceled game
- ↑Vault 74 tutorial in the GECK wiki. The location of this Vault and its layout is likely not canon.
Retrieved from 'https://fallout.gamepedia.com/index.php?title=List_of_known_Vaults&oldid=2139576'
This page contains item codes for the various equippable items found in Fallout: New Vegas. To jump to a section, click here:
WEAPONSAMMUNITIONARMOR
ITEMSACCESSORIESMISCELLANEOUS
ITEMSACCESSORIESMISCELLANEOUS
The proper syntax for the 'add item' cheat is
Fallout 3 Vault Suit
player.additem [item ID] [integer_for_number_of_items]
For example, to give yourself 5 Light Machine Guns, you'd add:
player.additem 001720BB 5
WEAPONS
[edit]
001720BC - WeapNVAntiMaterielRifleStatic
001720BB - WeapNVLightMachineGunStatic
001720BA - WeapNVTrailCarbineStatic
001720B9 - WeapNVHuntingShotgunStatic
00176E59 - WeapNVMacheteBoone
00176E57 - WeapNV44RevolverRaul
00176E55 - WeapNVCaravanShotgunCass
00174094 - WeapNVPlasmaDefenderArcade
00174093 - WeapNVAssaultCarbineLily
00171B48 - WeapNVSlaveBackPack
00167685 - WeapNVMacheteGladiator
00162C92 - WeapNVKnifeCombatUnique
001629B6 - WeapNVMinigunUnique
00162019 - WeapNVMissileLauncherUnique
00161246 - WeapNVThrowingKnife
0015FFF4 - WeapNVGrenadeMachinegunUnique
0015FF5D - WeapNVBBGunUnique
0015FE44 - WeapNVChainsaw
0015BA78 - WeapNVZapGlove
0015BA72 - WeapNVZapGloveUnique
0015BA03 - WeapNVBallisticFist
0015B38D - WeapNVGaussRifleUnique
0015A47F - WeapNVTeslaCannonUnique
0015837B - WeapNVGaussRifle
00157BCA - WeapNVLeadPipeUnique
00156F7C - WeapNVFireaxeUnique
00156968 - WeapSuperSledgeUnique
001568E6 - WeapNVSpikedKnucklesUnique
00155E6D - WeapNVDisplacerGloveUnique
00155E66 - WeapNVDisplacerGlove
0015430B - WeapNVMacheteGladius
001524B3 - WeapNVMantisGauntlet
00151D0C - WeapBladedGauntletUnique
001519E0 - WeapBladedGauntlet
0014F474 - WeapNVFireGeckoYoungFlame
0014EB3C - WeapNVEuclidsCFinder
0014EA5A - WeapNVGrenadeFragHoly
0014DE1D - WeapNVThrowingHatchet
0014DDDF - WeapNVGrenadeStun
0014DDDE - WeapNVGrenadeIncendiary
0014D2AC - WeapNVThrowingSpear
0014D2AA - WeapNVCleaverUnique
0014D2A7 - WeapNVStraightRazorUnique
0014C068 - WeapNVDetonatorLoyal
001479B3 - WeapLaserRifleUnique
00146C79 - WeapNVDogTagFist
001465A6 - WeapNVDebugMegaPistol
00143FBA - WeapNVLegateSword2
001429E2 - WeapNVGrenadeRifleUnique
001429E1 - WeapNVSniperRifleUnique
001429D1 - WeapNV127mmSubmachineGun
0013F76F - WeapKnifeAssassin
0013E540 - WeapSuperSledgeMeanie
0013E4DE - WeapNVLegateSword
0013D534 - WeapNVTimeBomb
0013568B - WeapNVMissFortuneGun
0013316D - WeapCattleProd
00133058 - WeapNVThatGun
00130041 - WeapNVDetonator
0012D852 - WeapNVBoxingTape
0012ADB8 - WeapNVDogTagFistUnique
00129A44 - WeapNVRangerSequoia
00127E45 - WeapNVMacheteDeadSea
00127C6C - WeapNV44RevolverUnique
0012701F - WeapGrenadeGas
001251CD - VFSWeapLaserRifleVanGraff
001251CC - VFSWeapPlasmaRifleVanGraff
001221C1 - WeapNVC4PlasticExplosive
00121168 - WeapNVMultiPlasRifle
00121154 - WeapNVRechargerRifle
00121148 - WeapNVBrushGun
0011E46F - WeapShovel
0011A8E4 - WeapNVHatchet
0011A8B9 - WeapNVFireaxe
0011A8A0 - WeapNVDressCane
00113248 - WeapNVFireGeckoFlame
0010BA90 - WeapNVSecuritronMissile
0010A70C - WeapNVSecuritronPowerFist
0010A70B - WeapNVSecuritronLaser
0010A70A - WeapNVSecuritronLauncher
0010A709 - WeapNVSecuritronSubmachineGun
00109A0C - WeapNVLongFuseDynamite
00109A0B - WeapNVMinePowderCharge
00109A0A - WeapNVCleaver
00106FEB - WeapNVMarksmanCarbineUnique
00106FEA - WeapNVMarksmanCarbine
00105CF6 - WeapNVLilyGauntlet
00105CF5 - WeapNVLilySword
001056D3 - WeapNVGrenadeRifleBroken
001056D2 - WeapMissileLauncherBroken
00103B1D - WeapNVLaserPistolUnique
0010108D - WeapNVDynamiteNoDrop
000FF576 - WeapNVGrenadeRifle
000FC335 - WeapNV9iron
000F82AA - WeapLaserRifleAlwaysCrits
000F7EAE - WeapPlasmaRifleAlwaysCrit
000F56F6 - WeapNVDriverUnique
000F56F5 - WeapNVCowboyRepeaterUnique
000F0F04 - WeapNVStraightRazor
000F0B12 - WeapNVHuntingShotgunUnique
000F062B - WeapNVBattleRifleUnique
000E9C3B - WeapNVServiceRifle
000E7655 - WeapNV9mmPistolUnique
000E6346 - WeapNVBinoculars
000E6064 - WeapNVPlasmaRifleUnique
000E5B17 - WeapNVVarmintRifleUnique
000E58BB - WeapNVBoxingGoldenGloves
000E5391 - WeapNVBoxingGloves
000E393B - WeapNVSingleShotgun
000E377A - WeapNVSilenced22Pistol
000E3778 - WeapNV9mmPistol
000BA0F3 - WeapNVDynamite
000E32F4 - WeapNV9mmSubmachineGunUnique
000E2C86 - WeapNV357RevolverUnique
000E2BFC - WeapHeavyIncinerator
000E2BF4 - WeapNVTriBeamLaserRifle
000CE569 - WeapNVMachete
000CE549 - WeapBooneSniperRifle
000CD53A - WeapNVCaravanShotgun
000CD539 - WeapNVTrailCarbine
000CD50E - WeapNVRebarClub
000CD50D - WeapNVBumperSword
00090A6B - WeapNVPulseGun
00090A6A - WeapNVGrenadeMachinegun
0009073B - WeapNVLaserRCW
00090727 - WeapNVPlasmaDefender
0009071F - WeapNVRechargerPistol
000906DF - WeapNVLightMachineGun
000906DA - WeapNVIncinerator
000906CF - WeapNVPlasmaCaster
0008F21E - WeapNVAssaultCarbine
0008F21C - WeapNVAntiMaterielRifle
0008F21A - WeapNVCowboyRepeater
0008F218 - WeapNVSilenced22SMG
0008F217 - WeapNV9mmSubmachineGun
0008F216 - WeapNV357Revolver
0008F215 - WeapNV44Revolver
0008F214 - WeapNVHuntingRevolver
0008F213 - WeapNV127mmPistol
0008ED0C - WeapNVLeverActionShotgun
0008ED0B - WeapNVHuntingShotgun
0008ED0A - WeapNVRiotShotgun
0007EA25 - WeapNVGrenadeLauncher
0007EA24 - WeapNVVarmintRifle
001720BB - WeapNVLightMachineGunStatic
001720BA - WeapNVTrailCarbineStatic
001720B9 - WeapNVHuntingShotgunStatic
00176E59 - WeapNVMacheteBoone
00176E57 - WeapNV44RevolverRaul
00176E55 - WeapNVCaravanShotgunCass
00174094 - WeapNVPlasmaDefenderArcade
00174093 - WeapNVAssaultCarbineLily
00171B48 - WeapNVSlaveBackPack
00167685 - WeapNVMacheteGladiator
00162C92 - WeapNVKnifeCombatUnique
001629B6 - WeapNVMinigunUnique
00162019 - WeapNVMissileLauncherUnique
00161246 - WeapNVThrowingKnife
0015FFF4 - WeapNVGrenadeMachinegunUnique
0015FF5D - WeapNVBBGunUnique
0015FE44 - WeapNVChainsaw
0015BA78 - WeapNVZapGlove
0015BA72 - WeapNVZapGloveUnique
0015BA03 - WeapNVBallisticFist
0015B38D - WeapNVGaussRifleUnique
0015A47F - WeapNVTeslaCannonUnique
0015837B - WeapNVGaussRifle
00157BCA - WeapNVLeadPipeUnique
00156F7C - WeapNVFireaxeUnique
00156968 - WeapSuperSledgeUnique
001568E6 - WeapNVSpikedKnucklesUnique
00155E6D - WeapNVDisplacerGloveUnique
00155E66 - WeapNVDisplacerGlove
0015430B - WeapNVMacheteGladius
001524B3 - WeapNVMantisGauntlet
00151D0C - WeapBladedGauntletUnique
001519E0 - WeapBladedGauntlet
0014F474 - WeapNVFireGeckoYoungFlame
0014EB3C - WeapNVEuclidsCFinder
0014EA5A - WeapNVGrenadeFragHoly
0014DE1D - WeapNVThrowingHatchet
0014DDDF - WeapNVGrenadeStun
0014DDDE - WeapNVGrenadeIncendiary
0014D2AC - WeapNVThrowingSpear
0014D2AA - WeapNVCleaverUnique
0014D2A7 - WeapNVStraightRazorUnique
0014C068 - WeapNVDetonatorLoyal
001479B3 - WeapLaserRifleUnique
00146C79 - WeapNVDogTagFist
001465A6 - WeapNVDebugMegaPistol
00143FBA - WeapNVLegateSword2
001429E2 - WeapNVGrenadeRifleUnique
001429E1 - WeapNVSniperRifleUnique
001429D1 - WeapNV127mmSubmachineGun
0013F76F - WeapKnifeAssassin
0013E540 - WeapSuperSledgeMeanie
0013E4DE - WeapNVLegateSword
0013D534 - WeapNVTimeBomb
0013568B - WeapNVMissFortuneGun
0013316D - WeapCattleProd
00133058 - WeapNVThatGun
00130041 - WeapNVDetonator
0012D852 - WeapNVBoxingTape
0012ADB8 - WeapNVDogTagFistUnique
00129A44 - WeapNVRangerSequoia
00127E45 - WeapNVMacheteDeadSea
00127C6C - WeapNV44RevolverUnique
0012701F - WeapGrenadeGas
001251CD - VFSWeapLaserRifleVanGraff
001251CC - VFSWeapPlasmaRifleVanGraff
001221C1 - WeapNVC4PlasticExplosive
00121168 - WeapNVMultiPlasRifle
00121154 - WeapNVRechargerRifle
00121148 - WeapNVBrushGun
0011E46F - WeapShovel
0011A8E4 - WeapNVHatchet
0011A8B9 - WeapNVFireaxe
0011A8A0 - WeapNVDressCane
00113248 - WeapNVFireGeckoFlame
0010BA90 - WeapNVSecuritronMissile
0010A70C - WeapNVSecuritronPowerFist
0010A70B - WeapNVSecuritronLaser
0010A70A - WeapNVSecuritronLauncher
0010A709 - WeapNVSecuritronSubmachineGun
00109A0C - WeapNVLongFuseDynamite
00109A0B - WeapNVMinePowderCharge
00109A0A - WeapNVCleaver
00106FEB - WeapNVMarksmanCarbineUnique
00106FEA - WeapNVMarksmanCarbine
00105CF6 - WeapNVLilyGauntlet
00105CF5 - WeapNVLilySword
001056D3 - WeapNVGrenadeRifleBroken
001056D2 - WeapMissileLauncherBroken
00103B1D - WeapNVLaserPistolUnique
0010108D - WeapNVDynamiteNoDrop
000FF576 - WeapNVGrenadeRifle
000FC335 - WeapNV9iron
000F82AA - WeapLaserRifleAlwaysCrits
000F7EAE - WeapPlasmaRifleAlwaysCrit
000F56F6 - WeapNVDriverUnique
000F56F5 - WeapNVCowboyRepeaterUnique
000F0F04 - WeapNVStraightRazor
000F0B12 - WeapNVHuntingShotgunUnique
000F062B - WeapNVBattleRifleUnique
000E9C3B - WeapNVServiceRifle
000E7655 - WeapNV9mmPistolUnique
000E6346 - WeapNVBinoculars
000E6064 - WeapNVPlasmaRifleUnique
000E5B17 - WeapNVVarmintRifleUnique
000E58BB - WeapNVBoxingGoldenGloves
000E5391 - WeapNVBoxingGloves
000E393B - WeapNVSingleShotgun
000E377A - WeapNVSilenced22Pistol
000E3778 - WeapNV9mmPistol
000BA0F3 - WeapNVDynamite
000E32F4 - WeapNV9mmSubmachineGunUnique
000E2C86 - WeapNV357RevolverUnique
000E2BFC - WeapHeavyIncinerator
000E2BF4 - WeapNVTriBeamLaserRifle
000CE569 - WeapNVMachete
000CE549 - WeapBooneSniperRifle
000CD53A - WeapNVCaravanShotgun
000CD539 - WeapNVTrailCarbine
000CD50E - WeapNVRebarClub
000CD50D - WeapNVBumperSword
00090A6B - WeapNVPulseGun
00090A6A - WeapNVGrenadeMachinegun
0009073B - WeapNVLaserRCW
00090727 - WeapNVPlasmaDefender
0009071F - WeapNVRechargerPistol
000906DF - WeapNVLightMachineGun
000906DA - WeapNVIncinerator
000906CF - WeapNVPlasmaCaster
0008F21E - WeapNVAssaultCarbine
0008F21C - WeapNVAntiMaterielRifle
0008F21A - WeapNVCowboyRepeater
0008F218 - WeapNVSilenced22SMG
0008F217 - WeapNV9mmSubmachineGun
0008F216 - WeapNV357Revolver
0008F215 - WeapNV44Revolver
0008F214 - WeapNVHuntingRevolver
0008F213 - WeapNV127mmPistol
0008ED0C - WeapNVLeverActionShotgun
0008ED0B - WeapNVHuntingShotgun
0008ED0A - WeapNVRiotShotgun
0007EA25 - WeapNVGrenadeLauncher
0007EA24 - WeapNVVarmintRifle
AMMUNITION
[edit]
00176E5C - Ammo9mmRobot
00176E54 - AmmoCompanion
0016AEF9 - AmmoNVArchimedesII
00166F62 - AmmoFlamerFuelHomemade
00166B5A - AmmoSmallEnergyCellTurret
00165E7A - Ammo20GaMagnum
00165E79 - Ammo12GaMagnum
001613FF - Ammo5mmHollowPoint
001613D4 - Ammo127mmHollowPoint
00160C41 - Ammo223
00160C40 - Ammo9mmP
0015FD42 - AmmoPureWater
0015E8EE - Ammo38Special
0015E8ED - Ammo44Special
00158313 - AmmoSmallEnergyCellBulk
00158312 - AmmoMicroFusionCellBulk
00158311 - AmmoElectronChargePackBulk
0015830E - AmmoElectronChargePackMaxCharge
0015830D - AmmoElectronChargePackOverCharge
0015830C - AmmoMicroFusionCellMaxCharge
0015830B - AmmoMicroFusionCellOverCharge
00158307 - Ammo40mmGrenadeIncendiary
001582E0 - AmmoSmallEnergyCellMaxCharge
001582DF - AmmoSmallEnergyCellOverCharge
001582DA - Ammo12GaCoinShot
0014F44A - AmmoLakelurk
001429CF - Ammo127mm
00140AA8 - Ammo10mmJHPHandLoad
00140AA1 - Ammo50MGHandLoad
00140AA0 - Ammo308JSPHandLoad
00140A9F - Ammo556mmArmorPiercing
00140A9E - Ammo357MagnumJFPHandLoad
0013E44C - AmmoMissileHighVelocity
0013E44B - AmmoMissileHighExplosive
0013E449 - Ammo25mmGrenadeHighExplosive
0013E448 - Ammo20GaSlug
0013E447 - Ammo12GaSlug
0013E446 - Ammo12GaBeanBag
0013E445 - Ammo50MGArmorPiercing
0013E444 - Ammo50MGIncendiary
0013E443 - Ammo308HollowPoint
0013E442 - Ammo308ArmorPiercing
0013E441 - Ammo556mmHollowPoint
0013E440 - Ammo556mmSurplus
0013E43F - Ammo5mmArmorPiercing
0013E43E - Ammo4570SWCHandLoad
0013E43D - Ammo4570HollowPoint
0013E43C - Ammo357MagnumHollowPoint
0013E43B - Ammo10mmHollowPoint
0013E43A - Ammo9mmHollowPoint
0013E439 - Ammo22LRHollowPoint
0013E438 - Ammo44MagnumSWCHandLoad
0013E437 - Ammo44MagnumHollowPoint
00121162 - Ammo22LRPlinking
00121155 - AmmoMicroBreeder
00121150 - Ammo5mmSurplus
00121133 - Ammo4570
0011A207 - AmmoMS22Camera
001003B0 - ammoNellisArtillery
000E86F2 - Ammo20Ga
00096C40 - Ammo25mmGrenade
0008ED03 - Ammo9mm
0008ED02 - Ammo357Magnum
0008ECFF - Ammo50MG
0008ECF5 - Ammo12Ga
0007EA27 - Ammo22LR
0007EA26 - Ammo40mmGrenade
000615AF - AmmoElectronChargePackRobot
000615A8 - Ammo5mmRobot
00056634 - AmmoMirelurkKing
000B8791 - AmmoAntSpit
0006B53E - AmmoElectronChargePack
0006B53D - Ammo5mm
0006B53C - Ammo308
00078CC5 - AmmoMissileRobot
00078CC4 - Ammo556mmRobot
00078CC3 - AmmoMicroFusionCellRobot
00078CC2 - AmmoSmallEnergyCellRobot
00078CC1 - AmmoFlamerFuelRobot
0006A80D - AmmoMesmetronPowerCell
0005F706 - AmmoCentaurSpit
00047419 - AmmoBloatflyDart
00029383 - AmmoMissile
0002937E - Ammo44magnum
00029371 - AmmoFlamerFuel
00029364 - AmmoAlienPowerCell
0002935B - AmmoBB
00020799 - AmmoFatMans
00020772 - AmmoSmallEnergyCell
00004485 - AmmoMicroFusionCell
00004241 - Ammo10mm
00004240 - Ammo556mm
001476B0 - ModNV127mmSubmachinegunSilencer
00176E54 - AmmoCompanion
0016AEF9 - AmmoNVArchimedesII
00166F62 - AmmoFlamerFuelHomemade
00166B5A - AmmoSmallEnergyCellTurret
00165E7A - Ammo20GaMagnum
00165E79 - Ammo12GaMagnum
001613FF - Ammo5mmHollowPoint
001613D4 - Ammo127mmHollowPoint
00160C41 - Ammo223
00160C40 - Ammo9mmP
0015FD42 - AmmoPureWater
0015E8EE - Ammo38Special
0015E8ED - Ammo44Special
00158313 - AmmoSmallEnergyCellBulk
00158312 - AmmoMicroFusionCellBulk
00158311 - AmmoElectronChargePackBulk
0015830E - AmmoElectronChargePackMaxCharge
0015830D - AmmoElectronChargePackOverCharge
0015830C - AmmoMicroFusionCellMaxCharge
0015830B - AmmoMicroFusionCellOverCharge
00158307 - Ammo40mmGrenadeIncendiary
001582E0 - AmmoSmallEnergyCellMaxCharge
001582DF - AmmoSmallEnergyCellOverCharge
001582DA - Ammo12GaCoinShot
0014F44A - AmmoLakelurk
001429CF - Ammo127mm
00140AA8 - Ammo10mmJHPHandLoad
00140AA1 - Ammo50MGHandLoad
00140AA0 - Ammo308JSPHandLoad
00140A9F - Ammo556mmArmorPiercing
00140A9E - Ammo357MagnumJFPHandLoad
0013E44C - AmmoMissileHighVelocity
0013E44B - AmmoMissileHighExplosive
0013E449 - Ammo25mmGrenadeHighExplosive
0013E448 - Ammo20GaSlug
0013E447 - Ammo12GaSlug
0013E446 - Ammo12GaBeanBag
0013E445 - Ammo50MGArmorPiercing
0013E444 - Ammo50MGIncendiary
0013E443 - Ammo308HollowPoint
0013E442 - Ammo308ArmorPiercing
0013E441 - Ammo556mmHollowPoint
0013E440 - Ammo556mmSurplus
0013E43F - Ammo5mmArmorPiercing
0013E43E - Ammo4570SWCHandLoad
0013E43D - Ammo4570HollowPoint
0013E43C - Ammo357MagnumHollowPoint
0013E43B - Ammo10mmHollowPoint
0013E43A - Ammo9mmHollowPoint
0013E439 - Ammo22LRHollowPoint
0013E438 - Ammo44MagnumSWCHandLoad
0013E437 - Ammo44MagnumHollowPoint
00121162 - Ammo22LRPlinking
00121155 - AmmoMicroBreeder
00121150 - Ammo5mmSurplus
00121133 - Ammo4570
0011A207 - AmmoMS22Camera
001003B0 - ammoNellisArtillery
000E86F2 - Ammo20Ga
00096C40 - Ammo25mmGrenade
0008ED03 - Ammo9mm
0008ED02 - Ammo357Magnum
0008ECFF - Ammo50MG
0008ECF5 - Ammo12Ga
0007EA27 - Ammo22LR
0007EA26 - Ammo40mmGrenade
000615AF - AmmoElectronChargePackRobot
000615A8 - Ammo5mmRobot
00056634 - AmmoMirelurkKing
000B8791 - AmmoAntSpit
0006B53E - AmmoElectronChargePack
0006B53D - Ammo5mm
0006B53C - Ammo308
00078CC5 - AmmoMissileRobot
00078CC4 - Ammo556mmRobot
00078CC3 - AmmoMicroFusionCellRobot
00078CC2 - AmmoSmallEnergyCellRobot
00078CC1 - AmmoFlamerFuelRobot
0006A80D - AmmoMesmetronPowerCell
0005F706 - AmmoCentaurSpit
00047419 - AmmoBloatflyDart
00029383 - AmmoMissile
0002937E - Ammo44magnum
00029371 - AmmoFlamerFuel
00029364 - AmmoAlienPowerCell
0002935B - AmmoBB
00020799 - AmmoFatMans
00020772 - AmmoSmallEnergyCell
00004485 - AmmoMicroFusionCell
00004241 - Ammo10mm
00004240 - Ammo556mm
001476B0 - ModNV127mmSubmachinegunSilencer
Fallout New Vegas Vault Suits
ARMOR
[edit]
00058FDF - PowerArmorTraining
000A6F78 - ArmorPowerT51bHelmet
000A6F77 - ArmorPowerT51b
00014E13 - ArmorPowerT45d
00014C08 - ArmorPowerT45dHelmet
0006B463 - TeslaPowerArmorHelmet
0006B462 - TeslaPowerArmorGO
00060C6F - OutcastPowerArmor
00138DC3 - ArmorVault34SecurityHelmet
00138DC2 - ArmorVault34Security
00134094 - ArmorRemnantsTeslaHelm
00133F31 - ArmorRemnantsTesla
0013316B - ArmorPowerNCRHelmet
0013316A - ArmorPowerNCRSalvaged
00133169 - ArmorGannonTeslaHelmet
00133168 - ArmorGannonTesla
00133167 - ArmorPowerRemnantsHelmet
00133166 - ArmorPowerRemnants
00129254 - ArmorNVNCRRangerCombat
00126500 - ArmorCombatReinforced
001264FF - ArmorMetalReinforced
001264FE - ArmorLeatherReinforced
0010D8DC - ArmorCombatBlack
000F3797 - ArmorFiendHelmetRare
00100633 - VMS15Rebreather Rebreather
00120853 - OutfitProstitute03 Wearable Prostitute Outfit
00120854 - OutfitProstitute01 Wearable Chained Prostitute Outfit
00120855 - OutfitProstitute02 Wearable Exposed Prostitute Outfit
00020420 - ArmorCombat Combat Armor
00020423 - ArmorLeather Leather Armor
00020426 - ArmorCombatHelmet Combat Helmet
00020429 - OutfitLucasSimms Sheriff's Duster
0002042e - OutfitTunnelSnake01 Tunnel Snake Outfit
0002042f - ArmorRaider01 Raider Painspike Armor
00020432 - ArmorRaider01Helmet Raider Psycho-Tic Helmet
000c09d4 - MS03EnvironmentSuit Environment Suit
00140c38 - ArmorNVBoone01 1st Recon Survival Armor
00140c39 - ArmorNVBoone02 1st Recon Assault Armor
00140d46 - ArmorMetalHelmetReinforced Metal Helmet, Reinforced
0012116a - ArmorNVNCRTrooperMP NCR Military Police Armor
000c111a - Vault106GasMask Makeshift Gas Mask
00081792 - OutfitRepconCult Bright Brotherhood Robe
0008198c - KIDOutfitPrewarChildandWatch Pre-War Outfit and Watch
000c24f9 - MS04LeskosLabCoat Lesko's Lab Coat
001428ec - JasonBrightoutfit Jason Bright's Outfit
000425ba - VaultSuit101Utility Vault 101 Utility Jumpsuit
000e2dd0 - CowboyHat01 Desperado Cowboy Hat
00163119 - ArmorWhiteGloveSociety White Glove Society Attire
000e2f40 - HatVanceHat Vance's Lucky Hat
000a3045 - OutfitMerc05 Merc Grunt Outfit
000e32f1 - HatVikkiBonnet Vikki's Bonnet
00023030 - MS18RangerBattlearmor Ranger Battle Armor
000e3791 - HVExplosiveCollar Explosive Collar
000236d8 - PipBoyNPC Pip-Boy 3000
00023b62 - RavenRockCorpseArmorEnclave Enclave Power Armor
00104184 - VaultSuit21 Vault 21 Jumpsuit
001046f8 - MS03VaultSuit21Armored Armored Vault 21 Jumpsuit
0000431e - VaultSuit101 Vault 101 Jumpsuit
0004443e - ArmorEnclave Enclave Power Armor
0004443f - ArmorEnclaveHelmet Enclave Power Helmet
001649dd - ArmorLegate Legate's Armor
000a472e - ArmorNVPGSoldier Powder Gang Soldier Outfit
000a472f - ArmorNVPGPlain Powder Gang Plain Outfit
000a4730 - ArmorNVPGGuardArmor Powder Gang Guard Armor
000a4731 - ArmorNVPGSimple Powder Gang Simple Outfit
00104c23 - OutfitBennySuit Benny's Suit
001251c9 - VFSArmorCombatBlackVanGraff Van Graff Combat Armor
00025083 - ArmorPowerUnplayable Power Armor
000854cf - OutfitBoSScribe Brotherhood Scribe Robe
001258c2 - OutfitFormalWear Formal Wear
001258c3 - FormalWearHat Tuxedo Hat
00145ec5 - HelmetNVNCRRangerCombat Ranger Helmet
000c5d34 - OutfitMerc06 Merc Cruiser Outfit
00025b83 - PipBoyGlove Pip-Boy Glove
001264fe - ArmorLeatherReinforced Leather Armor, Reinforced
001264ff - ArmorMetalReinforced Metal Armor, Reinforced
00126500 - ArmorCombatReinforced Combat Armor, Reinforced
000e6749 - ArmorNVGKSoldier Great Khan Soldier Armor
000e674a - ArmorNVGKSuit Great Khan Suit Armor
000e674b - ArmorNVGKArmored Great Khan Armored Leather
000e674c - ArmorNVGKSimple Great Khan Simple Armor
0006696d - OutfitMysteriousStranger Mysterious Stranger Outfit
00146f23 - Firehelmet Fire Helmet
0014722a - ArmorCombatHelmetReinforced Combat Helmet, Reinforced
000a6f77 - ArmorPowerT51b T-51b Power Armor
000e7091 - HelmetNVGKSpike Great Khan Spike Helmet
000a6f78 - ArmorPowerT51bHelmet T-51b Power Helmet
000c71e1 - RedRacerLabCoat The Surgeon's Lab Coat
000c72fb - HatTakomaBaseballCap Takoma Park Little Leaguer Cap
000e78c6 - HatConstruction Construction Hat
00107af2 - VMS15BoomerOutfitWearable Janet's Boomer Outfit
00127c6a - NVSlaveBackpack Slave Backpack
000c7c4e - ArmorTorcherMask Torcher's Mask
000c7c54 - ArmorWanderersLeather Wanderer's Leather Armor
0014823e - OutfitVeronicaRobes Veronica's Armored Robes
001083e0 - CowboyHat02 Cattleman Cowboy Hat
001083e1 - CowboyHat03 Rawhide Cowboy Hat
000e89f3 - ArmorFiendHelmet01 Fiend Battle Helmet
000c8e07 - MS04AmorousAttire Naughty Nightwear
00129254 - ArmorNVNCRRangerCombat NCR Ranger Combat Armor
00028ead - ArmorReconHelmet Recon Armor Helmet
00028ff8 - KIDHatPartyChild Kid's Party Hat
00028ff9 - HatPrewarBaseballCap Pre-War Baseball Cap
00028ffa - OutfitWastelandHat04 Ballcap with Glasses
00109a92 - OutfitBoomer1 Boomer Jumpsuit
00109a93 - OutfitBoomer2 Boomer Flightsuit
00089b52 - Underwear Underwear
0016a26f - OutfitVeronicaHood Veronica's Hood
0010a0d0 - ArmorBoomerWeldingHelmet Welding Helmet
0010a427 - CowboyHat04 Rattan Cowboy Hat
0010a428 - CowboyHat05 Old Cowboy Hat
000eaddf - HatNVPsychicNullifier Psychic Nullifier
0014b053 - OutfitRaul Raul Armor
0014b054 - HatRaul Raoul Hat
000cafbe - VaultSuit77 Vault 77 Jumpsuit
0010b3e7 - OutfitBoomersCap Boomers Cap
0010b3e8 - OutfitBoomersHat Boomers Hat
0010b3e9 - OutfitBoomersHelmet Boomers Helmet
000ab491 - HatPoliceAdult Police Hat
000cb543 - UniqueArmorDefender Defender Armor
000cb544 - UniqueArmorCommando Commando Armor
000cb545 - ArmorUniqueWastelander Wastelander's Gear
000cb549 - ArmorUniqueExplorer Explorer's Gear
000cb54b - UniqueGlassesLuckyShades Lucky Shades
000cb5ef - ArmorUniqueCombat Shellshocked Combat Armor
000cb5f0 - ArmorUniqueCombatHelmet Shellshocked Combat Helmet
000cb5f3 - ArmorUniqueEnclave Enclave Shocktrooper Armor
000cb5f4 - ArmorUniqueEnclaveHelmet Enclave Shocktrooper Helmet
000cb5f5 - ArmorUniqueLeather Road Rascal Leather Armor
000cb5f6 - ArmorUniqueMetal Apocalypse Gladiator Armor
000cb5f7 - ArmorUniqueMetalHelmet Apocalypse Gladiator Helmet
000cb5fa - ArmorUniqueRecon Composite Recon Armor
000cb5fb - ArmorUniqueReconHelmet Composite Recon Helmet
000cb5fc - ArmorUniqueRaider01 Sharp-Dressed Raider's Armor
000cb5fd - ArmorUniqueRaider01Helmet The Devil's Pigtails
000cb5fe - ArmorUniqueRaider02 Hand-Me-Down Raider Armor
000cb5ff - ArmorUniqueRaider04 Highway Scar Armor
000cb600 - ArmorUniqueRaider04Helmet Pyro Helmet
000cb605 - OutfitUniqueEnclaveScientist All-Purpose Science Suit
000cb606 - OutfitUniqueMerc01 Merc Charmer Outfit
000cb607 - OutfitUniqueMerc02 Merc Troublemaker Outfit
000cb608 - OutfitUniqueMerc03 Merc Adventurer Outfit
000cb609 - OutfitUniqueMerc04 Wasteland Legend Outfit
000cb60a - OutfitUniqueMerc05 Merc Grunt Outfit
0006b464 - ArmorTeslaPower Tesla Armor
000cb60b - OutfitUniqueMerc06 Merc Cruiser Outfit
0006b465 - ArmorTeslaHelmet Tesla Helmet
000cb60c - OutfitUniquePrewarBusinesswearDirtyDARK Power-Suit Armor
000cb60d - OutfitUniquePrewarCasualwear Pre-War Casualwear
0006b467 - OutfitMysteriousStrangerHat Mysterious Stranger Hat
000cb60e - OutfitUniquePrewarNegligee Sleepwear
000cb60f - OutfitUniquePrewarSpring2 Pre-War Parkstroller Outfit
0002b385 - OutfitWastelandMerchant01 Roving Trader Outfit
0012b86d - GamblerMHat02 Suave Gambler Hat
0012b86e - GamblerMHat03 Well-Heeled Gambler Hat
0012b965 - VaultSuit34 Vault 34 Jumpsuit
0012b966 - VaultSuit11 Vault 11 Jumpsuit
000abbe2 - MQ04PlayerOutfit Pre-War Outfit and Watch
0010bee9 - HelmetNVNCRTrooperMP MP Trooper Helmet
0010c67c - OutfitJailhouseRocker Jailhouse Rocker
0006c587 - MountedVaultSuit101Armored Armored Vault 101 Jumpsuit
0010c876 - OutfitFollowersDoctor Followers Doctor Coat
0008c83c - OutfitMerc04 Merc Veteran Outfit
0010cda4 - OutfitGannonArcadesDoctor Arcade's Lab Coat
000acd5a - OutfitElderMcNamara Brotherhood Elder's Robe
000acda4 - GlassesThreeDog Sunglasses
000ccebf - HatNCR1stReconBeret 1st Recon Beret
0010d2cd - OutfitTrooperFatigues NCR Trooper Fatigues
000cd270 - HatNCRBeret Beret
0002d11b - HelmetMayorMacCready MacCready's Helmet
0010d8db - BountyHunterDuster Bounty Hunter Duster
0010d8dc - ArmorCombatBlack Combat Armor
0002dc05 - ArmorLeatherUnplayable Leather Armor
000cdf63 - HatPartyDestroyed Destroyed Party Hat
0002dd80 - OutfitLucasSimmsHat Sheriff's Hat
0010e1dd - OutfitGambler01 Fancy Gambler Suit
0010e1de - OutfitGambler02 Well-Heeled Gambler Suit
0010e1df - OutfitGambler03 Dapper Gambler Suit
0010e1e0 - OutfitGambler04 Shabby Gambler Suit
000ce26d - HatNVNCRRanger Ranger Hat
000ee47b - ArmorNVCLExplorer Legion Explorer Armor
000ee47c - ArmorNVCLRecruit Legion Recruit Armor
000ee47d - ArmorNVCLPrime Legion Prime Armor
000ee47e - ArmorNVCLVeteran Legion Veteran Armor
000ee47f - ArmorNVCLVexillarius Legion Vexillarius Armor
000ee480 - ArmorNVCLPraetorian Legion Praetorian Armor
000ee481 - ArmorNVCLCenturion Legion Centurion Armor
000ee482 - HelmetNVCLExplorer Explorer Hood
000ee483 - HelmetNVCLCenturion Centurion Helmet
000ee484 - HelmetNVCLVexillarius Vexillarius Helmet
000ee485 - HelmetNVCLRecruit Recruit Helmet
000ee486 - HelmetNVCLRecruitDecanus Recruit Decanus Helmet
000ee487 - HelmetNVCLPrime Prime Helmet
000ee488 - HelmetNVCLPrimeDecanus Prime Decanus Helmet
000ee489 - HelmetNVCLVeteran Veteran Helmet
000ee48a - HelmetNVCLVeteranDecanus Veteran Decanus Helmet
000ce552 - ArmorNVSpaceSuit Space Suit
000ce553 - ArmorNVNCRRangerPatrol NCR Ranger Patrol Armor
000ee68d - Brotherhood T-51b Power Armor
0014e834 - VMS49ExplosiveCollar Destroyed Collar
000ee68e - HelmetNVNCRTrooperGoggles Goggles Helmet
000ee68f - HelmetNVNCRTrooper Trooper Helmet
000ee690 - ArmorNVNCRTrooperFaceWrap NCR Face Wrap Armor
000ee691 - ArmorNVNCRTrooperBandoleer NCR Bandoleer Armor
000ee692 - ArmorNVNCRTrooper NCR Trooper Armor
000ee693 - ArmorNVNCRTrooperMantle NCR Mantle Armor
0004e6a0 - HelmetEyebot Eyebot Helmet
0010ea7f - GamblerMHat01 Dapper Gambler Hat
0010ea80 - GamblerFHat01 Stylish Gambler Hat
0010ea81 - GamblerFHat02 Fancy Gambler Hat
000cee21 - HelmetNVSpaceSuit Space Suit Helmet
000ef1cb - OutfitRepublican01 Caravaneer Outfit
000ef1cc - OutfitRepublican02 Field Hand Outfit
000ef1cd - OutfitRepublican03 Settler Outfit
000ef1ce - OutfitRepublican04 Prospector Outfit
0008f571 - ArmorTeslaPowerFX Tesla Armor
0002f563 - SlaveCollar Slave Collar
0008f775 - LLFFArmorRaider03Helmet Boogeyman's Hood
000efb23 - VaultSuit3 Vault 3 Jumpsuit
0013002c - OutfitKimballSuit President Kimball's Suit
001300af - VaultSuit19 Vault 19 Jumpsuit
001300b0 - VaultSuit24 Vault 24 Jumpsuit
0003064d - ArmorRecon Recon Armor
00110a71 - OutfitProstitute01 Chained Prostitute Outfit
00110a72 - OutfitProstitute02 Exposed Prostitute Outfit
00110a73 - OutfitProstitute03 Prostitute Outfit
00110a74 - OutfitKings Kings Outfit
00050e44 - HatParty Party Hat
000b1056 - Grimy Pre-War Businesswear
000b17a0 - HelmetEyebotCaravanSpecial Crow's Eyebot Helmet
00112daf - OutfitMemphisKid Memphis Kid Outfit
00133166 - ArmorPowerRemnants Remnants Power Armor
00133167 - ArmorPowerRemnantsHelmet Remnants Power Helmet
00133168 - ArmorGannonTesla Gannon Family Tesla Armor
00133169 - ArmorGannonTeslaHelmet Gannon Family Tesla Helmet
0013316a - ArmorPowerNCRSalvaged NCR Salvaged Power Armor
0013316b - ArmorPowerNCRHelmet Salvaged Power Helmet
00033078 - ArmorRadiationSuit Radiation Suit
0003307a - ArmorRadiationSuitAdvanced Advanced Radiation Suit
0003307c - ArmorRaider02 Raider Sadist Armor
0003307d - ArmorRaider03 Raider Badlands Armor
0003307e - ArmorRaider04 Raider Blastmaster Armor
0003307f - ArmorMetal Metal Armor
00033080 - ArmorMetalHelmet Metal Helmet
000f3797 - ArmorFiendHelmetRare Motor-Runner's Helmet
00153a0e - OutfitJumpsuitRepconn Repconn Jumpsuit
00033598 - HelmetHockeyMask Hockey Mask
00133f31 - ArmorRemnantsTesla Remnants Tesla Armor
0017409d - OutfitJessupBandana Jessup's Bandana
00134094 - ArmorRemnantsTeslaHelm Remnants Tesla Helmet
00073d57 - OutfitWastelandHat05 Bandana
00134490 - NVGenOliverCap General Oliver's Cap
000340c1 - KIDHatPrewarCapKid Kid's Baseball Cap
000340c3 - KIDOutfitPrewarChild Pre-War Kid's Outfit
000340c4 - KIDOutfitPrewarChildOld Dirty Pre-War Kid's Outfit
000340c8 - HatPrewarHat Pre-War Hat
000340cd - HatPrewarBonnet Pre-War Bonnet
000340cf - OutfitPrewarCasualwearDirty Dirty Pre-War Casualwear
000340d0 - OutfitPrewarSpring Pre-War Spring Outfit
000340d1 - OutfitPrewarSpringDirty Dirty Pre-War Spring Outfit
000340d7 - OutfitProjectPurityDoctor Lab Technician Outfit
000340d9 - OutfitRivetCityScientist Scientist Outfit
000340de - OutfitEnclaveOfficer01 Enclave Officer Uniform
000340e1 - KIDHatPoliceChild Kid's Police Hat
000340e4 - KIDOutfitLittleLamplighter01 Kid's Cave Rat Outfit
000340e6 - OutfitPrewarNegligee Sexy Sleepwear
000340e7 - KIDOutfitMayorMacCready Mayor MacCready's Outfit
000340ed - VaultSuit87 Vault 87 Jumpsuit
000340ef - VaultSuit112 Vault 112 Jumpsuit
000340f2 - KIDVaultSuitChild101 Vault 101 Child's Jumpsuit
000340f8 - KIDOutfitWastelandChild01 Ragamuffin Outfit
000340f9 - KIDOutfitWastelandChild02 Junior Officer Outfit
000340fa - KIDOutfitWastelandChild03 Wasteland Scout Uniform
000340fb - KIDOutfitWastelandChild04 Athlete of the Wastes Outfit
000340fd - GlassesBlackrimmed Eyeglasses
000340fe - OutfitWastelandDoctor01 Wasteland Doctor Fatigues
000340ff - OutfitWastelandDoctor02 Wasteland Surgeon Outfit
00034105 - MS18RangerHelmet Ranger Battle Helmet
0003411a - OutfitJumpsuitRobco RobCo Jumpsuit
0003411b - OutfitJumpsuitRedRacer Red Racer Jumpsuit
00034122 - OutfitMerc01 Merc Charmer Outfit
00034123 - OutfitMerc02 Merc Troublemaker Outfit
00034124 - OutfitMerc03 Merc Adventurer Outfit
00034125 - OutfitEulogyJones Eulogy Jones' Suit
00034126 - OutfitEulogyJonesHat Eulogy Jones' Hat
00074296 - HeadWrap01 Head Wrap
00074334 - HeadWrap04 Head Wrap
00074335 - HeadWrap03 Head Wrap
00074336 - HeadWrap02 Head Wrap
0007494c - KIDOutfitWastelandChild05Hat Blast Off Helmet
00074950 - KIDOutfitWastelandChild01Hat Ragamuffin Tophat
00074952 - KIDOutfitWastelandChild03Hat Wasteland Scout Hat
001350ef - OutfitCass Cass' Outfit
00014c08 - ArmorPowerT45dHelmet T-45d Power Helmet
00014e13 - ArmorPowerT45d T-45d Power Armor
00015038 - PipBoy Pip-Boy 3000
00075201 - Brotherhood T-45d Power Armor
0011689a - OutfitTrenchcoat Trenchcoat
0011689b - OutfitFedoraHat Fedora
001168a4 - VMS18WhiteGloveMask White Glove Society Mask
00116e26 - VFSCalebMcCafferyHat Caleb McCaffery's Hat
00096cb7 - OutfitTenpenny Tenpenny's Suit
001370d6 - OutfitNVSlave1 Slave Rags
001370d7 - OutfitNVSlave2 Slave Rags
001370fd - NVSlaveHat01 Slave Scarf
001370fe - NVSlaveHat02 Slave Scarf
000b73f1 - VaultSuit108 Vault 108 Jumpsuit
000b73f2 - VaultSuit106 Vault 106 Jumpsuit
000b73f3 - VaultSuit92 Vault 92 Jumpsuit
001176e3 - OutfitVivaVegas Viva Las Vegas
000b75e2 - HatPartyStanley Party HatStanley
000d7779 - HVBrokenArmorPowerHelmet Broken Power Helmet
000d777a - HVBrokenArmorRecon Broken Recon Armor
000d777b - HVArmorPowerBroken Broken Power Armor
00157cd2 - ArmorLeatherGladiator Gladiator Armor
000b7f53 - HatNCRBoonesBeret Boone's Beret
00158615 - OutfitFollowersDoctorUnique Followers Lab Coat
0007836e - MS14PowerArmorMorphine Prototype Medic Power Armor
00078643 - KIDOutfitLittleLamplighter01Hat Kid's Murray the Mole Hat
00078644 - ArmorRaider02Helmet Raider Arclight Helmet
00078645 - ArmorRaider03Helmet Raider Wastehound Helmet
00078647 - OutfitEnclaveOfficer01Hat Enclave Officer Hat
00078648 - OutfitWastelandMerchantHat Roving Trader Hat
00138dc2 - ArmorVault34Security Vault 34 Security Armor
00138dc3 - ArmorVault34SecurityHelmet Vault 34 Security Helmet
00018de5 - OutfitWasteland01 Brahmin-Skin Outfit
00079f09 - VaultSuitUtilityDad Dad's Wasteland Outfit
0015a935 - ArmorNVpapakhanHelmet Papa Khan Helmet
0015a937 - NVPapaKhanArmor Papa Khan Armor
0011a970 - ArmorMask White Mask
0013b1a8 - NVLegionExplorerAuraToken Aura Token Kicker
0009b185 - KIDOutfitWastelandChild04Hat Kid's Ballcap with Glasses
0009b186 - OutfitWastelandHat01 Motorcycle Helmet
0009b188 - OutfitWastelandHat03 Biker Goggles
0009b189 - OutfitWastelandHat02 Stormchaser Hat
0001b5bd - OutfitEnclaveScientist Enclave Scientist Outfit
0005b6e8 - ArmorRaider04Helmet Raider Blastmaster Helmet
0005b6ea - KIDOutfitWastelandChild05 Blast Off Pajamas
0011bacb - PimpBoy Pimp-Boy 3 Billion
0011bcf8 - PimpBoyNPC PimpBoy 3 Billion
0001ba00 - OutfitWasteland02 Wasteland Wanderer Outfit
0005bb63 - OutfitPrewarCasualwear2 Pre-War Relaxedwear
0005bb66 - OutfitPrewarSpring2 Pre-War Parkstroller Outfit
0005bb6f - OutfitPrewarCasualwear2Dirty Dirty Pre-War Relaxedwear
0005bb70 - OutfitPrewarSpring2Dirty Dirty Pre-War Parkstroller Outfit
0013bf53 - ArmorNVCaesar Caesar's Armor
0011bee2 - OutfitAmbassadorCrocker Ambassador Crocker's Suit
0007c109 - ChildBlastoffHelmet ChildBlastoffHelmet
0007c17d - MS03StealthHat Shady Hat
0001c295 - GlassesReadingClr Tinted Reading Glasses
0001c296 - GlassesReading Reading Glasses
0005c682 - OutfitPrewarBusinesswearDirty Dirty Pre-War Businesswear
0005c99f - GlassesShades Sunglasses
0005c9a0 - GlassesDoctorLi Doctor Li's Glasses
0005c9a1 - GlassesTortiseshell Tortiseshell Glasses
000fcebb - ArmorFiendHelmet02 Fiend Warrior Helmet
000fcebc - ArmorFiendHelmet03 Fiend Helmet
0001cbdb - OutfitWasteland03 Wasteland Settler Outfit
0001cbdc - VaultLabCoat Vault Lab Uniform
000fd175 - VaultSuit22 Vault 22 Jumpsuit
0007cfef - CG00BirthSkirt BirthSkirt
0013d3b5 - ArmorLightAudioTemplate ArmorLightAudioTemplate
0013d3b6 - ArmorHeavyAudioTemplate ArmorHeavyAudioTemplate
0003d1fe - MS13Collar Slave Collar
000fd561 - OutfitNVJumpsuitRaulPetroChico Raul's Petro-Chico Jumpsuit
000fd771 - VaultSuit3Utility Vault 3 Utility Jumpsuit
0005dc82 - GlassesReadingChild GlassesReadingChild
0013e25a - HelmetNVLegate Legate Helmet
0015e35d - OutfitGeneralOliver General Oliver's Uniform
0003e54a - RegulatorDuster Regulator Duster
0015ea6d - OutfitRaulJumpsuitArmor Raul Jumpsuit Armor
0003e591 - MS03SurgicalMask Surgical Mask
0013eb32 - ArmorPlasticAudioTemplate ArmorPlasticAudioTemplate
0013eb33 - ArmorMediumAudioTemplate ArmorMediumAudioTemplate
0013ec03 - ArmorNVNCRDeadTrooper01 NCR Trooper Armor
0013ec04 - ArmorNVNCRDeadTrooper02 NCR Trooper Armor
0013ec05 - ArmorNVNCRDeadTrooper03 NCR Trooper Armor
0013ec06 - ArmorNVNCRDeadTrooper04 NCR Trooper Armor
0013ec07 - ArmorNVNCRDeadTrooper05 NCR Trooper Armor
0015ef66 - ArmorCombatReinforcedMark2 Combat Armor, Reinforced Mark 2
0015ef67 - Combat Helmet, Reinforced Mark 2
0015ef8b - CassHat Cass's Hat
0001ea6d - OutfitPrewarCasualwear Pre-War Casualwear
0013f297 - ArmorPowerAudioTemplate ArmorPowerAudioTemplate
0013f3a2 - DamWarPowerArmor DamWar power armor
0013f3a3 - DamWarEnclaveOfficer DamWar Enclave Officer
0013f3a4 - DamWarLegion DamWar Legion
0013f3a5 - DamWarCenturion DamWar Centurion
0013f3a6 - DamWarEnclaveScientist DamWar Enclave Scientist
0013f3a7 - DamWarRanger DamWar Ranger
0013f3a8 - DamWarCombatRanger DamWar Combat Ranger
0013f3a9 - DamWarGreatKhan DamWar Great Khan
0013f3aa - DamWarTrooper DamWar Trooper
0013f3ac - DamWarCombatRangerHelm DamWar Combat Ranger Helmet
0013f3ad - DamWarLegionHelm DamWar Legion Helmet
0013f3ae - DamWarFaceMask DamWar Face Mask
0013f80e - OutfitJumpsuitHooverDamCivilian Civilian Engineer Jumpsuit
0013f80f - OutfitJumpsuitHooverDamNCR NCR Engineer Jumpsuit
0011f87b - OutfitNCRRangerCivilian01 Ranger Red Scarf Outfit
0011f87c - OutfitNCRRangerCivilian02 Ranger Vest Outfit
0011f87d - OutfitNCRRangerCivilian03 Ranger Casual Outfit
0011f87e - OutfitNCRRangerHat01 Ranger Brown Hat
0011f87f - OutfitNCRRangerHat02 Ranger Grey Hat
0011f880 - OutfitNCRRangerHat03 Ranger Tan Hat
0011f881 - GlassesNCRRangerCivilian Authority Glasses
000bf6fd - OutfitJumpsuitTLHandyman Handyman Jumpsuit
0015fd5c - ChineseStealthArmor Chinese Stealth Armor
0015fd5d - ChineseStealthHelmet Chinese Stealth Helmet
0007836e - Prototype Medical Power Armor
000A6F78 - ArmorPowerT51bHelmet
000A6F77 - ArmorPowerT51b
00014E13 - ArmorPowerT45d
00014C08 - ArmorPowerT45dHelmet
0006B463 - TeslaPowerArmorHelmet
0006B462 - TeslaPowerArmorGO
00060C6F - OutcastPowerArmor
00138DC3 - ArmorVault34SecurityHelmet
00138DC2 - ArmorVault34Security
00134094 - ArmorRemnantsTeslaHelm
00133F31 - ArmorRemnantsTesla
0013316B - ArmorPowerNCRHelmet
0013316A - ArmorPowerNCRSalvaged
00133169 - ArmorGannonTeslaHelmet
00133168 - ArmorGannonTesla
00133167 - ArmorPowerRemnantsHelmet
00133166 - ArmorPowerRemnants
00129254 - ArmorNVNCRRangerCombat
00126500 - ArmorCombatReinforced
001264FF - ArmorMetalReinforced
001264FE - ArmorLeatherReinforced
0010D8DC - ArmorCombatBlack
000F3797 - ArmorFiendHelmetRare
00100633 - VMS15Rebreather Rebreather
00120853 - OutfitProstitute03 Wearable Prostitute Outfit
00120854 - OutfitProstitute01 Wearable Chained Prostitute Outfit
00120855 - OutfitProstitute02 Wearable Exposed Prostitute Outfit
00020420 - ArmorCombat Combat Armor
00020423 - ArmorLeather Leather Armor
00020426 - ArmorCombatHelmet Combat Helmet
00020429 - OutfitLucasSimms Sheriff's Duster
0002042e - OutfitTunnelSnake01 Tunnel Snake Outfit
0002042f - ArmorRaider01 Raider Painspike Armor
00020432 - ArmorRaider01Helmet Raider Psycho-Tic Helmet
000c09d4 - MS03EnvironmentSuit Environment Suit
00140c38 - ArmorNVBoone01 1st Recon Survival Armor
00140c39 - ArmorNVBoone02 1st Recon Assault Armor
00140d46 - ArmorMetalHelmetReinforced Metal Helmet, Reinforced
0012116a - ArmorNVNCRTrooperMP NCR Military Police Armor
000c111a - Vault106GasMask Makeshift Gas Mask
00081792 - OutfitRepconCult Bright Brotherhood Robe
0008198c - KIDOutfitPrewarChildandWatch Pre-War Outfit and Watch
000c24f9 - MS04LeskosLabCoat Lesko's Lab Coat
001428ec - JasonBrightoutfit Jason Bright's Outfit
000425ba - VaultSuit101Utility Vault 101 Utility Jumpsuit
000e2dd0 - CowboyHat01 Desperado Cowboy Hat
00163119 - ArmorWhiteGloveSociety White Glove Society Attire
000e2f40 - HatVanceHat Vance's Lucky Hat
000a3045 - OutfitMerc05 Merc Grunt Outfit
000e32f1 - HatVikkiBonnet Vikki's Bonnet
00023030 - MS18RangerBattlearmor Ranger Battle Armor
000e3791 - HVExplosiveCollar Explosive Collar
000236d8 - PipBoyNPC Pip-Boy 3000
00023b62 - RavenRockCorpseArmorEnclave Enclave Power Armor
00104184 - VaultSuit21 Vault 21 Jumpsuit
001046f8 - MS03VaultSuit21Armored Armored Vault 21 Jumpsuit
0000431e - VaultSuit101 Vault 101 Jumpsuit
0004443e - ArmorEnclave Enclave Power Armor
0004443f - ArmorEnclaveHelmet Enclave Power Helmet
001649dd - ArmorLegate Legate's Armor
000a472e - ArmorNVPGSoldier Powder Gang Soldier Outfit
000a472f - ArmorNVPGPlain Powder Gang Plain Outfit
000a4730 - ArmorNVPGGuardArmor Powder Gang Guard Armor
000a4731 - ArmorNVPGSimple Powder Gang Simple Outfit
00104c23 - OutfitBennySuit Benny's Suit
001251c9 - VFSArmorCombatBlackVanGraff Van Graff Combat Armor
00025083 - ArmorPowerUnplayable Power Armor
000854cf - OutfitBoSScribe Brotherhood Scribe Robe
001258c2 - OutfitFormalWear Formal Wear
001258c3 - FormalWearHat Tuxedo Hat
00145ec5 - HelmetNVNCRRangerCombat Ranger Helmet
000c5d34 - OutfitMerc06 Merc Cruiser Outfit
00025b83 - PipBoyGlove Pip-Boy Glove
001264fe - ArmorLeatherReinforced Leather Armor, Reinforced
001264ff - ArmorMetalReinforced Metal Armor, Reinforced
00126500 - ArmorCombatReinforced Combat Armor, Reinforced
000e6749 - ArmorNVGKSoldier Great Khan Soldier Armor
000e674a - ArmorNVGKSuit Great Khan Suit Armor
000e674b - ArmorNVGKArmored Great Khan Armored Leather
000e674c - ArmorNVGKSimple Great Khan Simple Armor
0006696d - OutfitMysteriousStranger Mysterious Stranger Outfit
00146f23 - Firehelmet Fire Helmet
0014722a - ArmorCombatHelmetReinforced Combat Helmet, Reinforced
000a6f77 - ArmorPowerT51b T-51b Power Armor
000e7091 - HelmetNVGKSpike Great Khan Spike Helmet
000a6f78 - ArmorPowerT51bHelmet T-51b Power Helmet
000c71e1 - RedRacerLabCoat The Surgeon's Lab Coat
000c72fb - HatTakomaBaseballCap Takoma Park Little Leaguer Cap
000e78c6 - HatConstruction Construction Hat
00107af2 - VMS15BoomerOutfitWearable Janet's Boomer Outfit
00127c6a - NVSlaveBackpack Slave Backpack
000c7c4e - ArmorTorcherMask Torcher's Mask
000c7c54 - ArmorWanderersLeather Wanderer's Leather Armor
0014823e - OutfitVeronicaRobes Veronica's Armored Robes
001083e0 - CowboyHat02 Cattleman Cowboy Hat
001083e1 - CowboyHat03 Rawhide Cowboy Hat
000e89f3 - ArmorFiendHelmet01 Fiend Battle Helmet
000c8e07 - MS04AmorousAttire Naughty Nightwear
00129254 - ArmorNVNCRRangerCombat NCR Ranger Combat Armor
00028ead - ArmorReconHelmet Recon Armor Helmet
00028ff8 - KIDHatPartyChild Kid's Party Hat
00028ff9 - HatPrewarBaseballCap Pre-War Baseball Cap
00028ffa - OutfitWastelandHat04 Ballcap with Glasses
00109a92 - OutfitBoomer1 Boomer Jumpsuit
00109a93 - OutfitBoomer2 Boomer Flightsuit
00089b52 - Underwear Underwear
0016a26f - OutfitVeronicaHood Veronica's Hood
0010a0d0 - ArmorBoomerWeldingHelmet Welding Helmet
0010a427 - CowboyHat04 Rattan Cowboy Hat
0010a428 - CowboyHat05 Old Cowboy Hat
000eaddf - HatNVPsychicNullifier Psychic Nullifier
0014b053 - OutfitRaul Raul Armor
0014b054 - HatRaul Raoul Hat
000cafbe - VaultSuit77 Vault 77 Jumpsuit
0010b3e7 - OutfitBoomersCap Boomers Cap
0010b3e8 - OutfitBoomersHat Boomers Hat
0010b3e9 - OutfitBoomersHelmet Boomers Helmet
000ab491 - HatPoliceAdult Police Hat
000cb543 - UniqueArmorDefender Defender Armor
000cb544 - UniqueArmorCommando Commando Armor
000cb545 - ArmorUniqueWastelander Wastelander's Gear
000cb549 - ArmorUniqueExplorer Explorer's Gear
000cb54b - UniqueGlassesLuckyShades Lucky Shades
000cb5ef - ArmorUniqueCombat Shellshocked Combat Armor
000cb5f0 - ArmorUniqueCombatHelmet Shellshocked Combat Helmet
000cb5f3 - ArmorUniqueEnclave Enclave Shocktrooper Armor
000cb5f4 - ArmorUniqueEnclaveHelmet Enclave Shocktrooper Helmet
000cb5f5 - ArmorUniqueLeather Road Rascal Leather Armor
000cb5f6 - ArmorUniqueMetal Apocalypse Gladiator Armor
000cb5f7 - ArmorUniqueMetalHelmet Apocalypse Gladiator Helmet
000cb5fa - ArmorUniqueRecon Composite Recon Armor
000cb5fb - ArmorUniqueReconHelmet Composite Recon Helmet
000cb5fc - ArmorUniqueRaider01 Sharp-Dressed Raider's Armor
000cb5fd - ArmorUniqueRaider01Helmet The Devil's Pigtails
000cb5fe - ArmorUniqueRaider02 Hand-Me-Down Raider Armor
000cb5ff - ArmorUniqueRaider04 Highway Scar Armor
000cb600 - ArmorUniqueRaider04Helmet Pyro Helmet
000cb605 - OutfitUniqueEnclaveScientist All-Purpose Science Suit
000cb606 - OutfitUniqueMerc01 Merc Charmer Outfit
000cb607 - OutfitUniqueMerc02 Merc Troublemaker Outfit
000cb608 - OutfitUniqueMerc03 Merc Adventurer Outfit
000cb609 - OutfitUniqueMerc04 Wasteland Legend Outfit
000cb60a - OutfitUniqueMerc05 Merc Grunt Outfit
0006b464 - ArmorTeslaPower Tesla Armor
000cb60b - OutfitUniqueMerc06 Merc Cruiser Outfit
0006b465 - ArmorTeslaHelmet Tesla Helmet
000cb60c - OutfitUniquePrewarBusinesswearDirtyDARK Power-Suit Armor
000cb60d - OutfitUniquePrewarCasualwear Pre-War Casualwear
0006b467 - OutfitMysteriousStrangerHat Mysterious Stranger Hat
000cb60e - OutfitUniquePrewarNegligee Sleepwear
000cb60f - OutfitUniquePrewarSpring2 Pre-War Parkstroller Outfit
0002b385 - OutfitWastelandMerchant01 Roving Trader Outfit
0012b86d - GamblerMHat02 Suave Gambler Hat
0012b86e - GamblerMHat03 Well-Heeled Gambler Hat
0012b965 - VaultSuit34 Vault 34 Jumpsuit
0012b966 - VaultSuit11 Vault 11 Jumpsuit
000abbe2 - MQ04PlayerOutfit Pre-War Outfit and Watch
0010bee9 - HelmetNVNCRTrooperMP MP Trooper Helmet
0010c67c - OutfitJailhouseRocker Jailhouse Rocker
0006c587 - MountedVaultSuit101Armored Armored Vault 101 Jumpsuit
0010c876 - OutfitFollowersDoctor Followers Doctor Coat
0008c83c - OutfitMerc04 Merc Veteran Outfit
0010cda4 - OutfitGannonArcadesDoctor Arcade's Lab Coat
000acd5a - OutfitElderMcNamara Brotherhood Elder's Robe
000acda4 - GlassesThreeDog Sunglasses
000ccebf - HatNCR1stReconBeret 1st Recon Beret
0010d2cd - OutfitTrooperFatigues NCR Trooper Fatigues
000cd270 - HatNCRBeret Beret
0002d11b - HelmetMayorMacCready MacCready's Helmet
0010d8db - BountyHunterDuster Bounty Hunter Duster
0010d8dc - ArmorCombatBlack Combat Armor
0002dc05 - ArmorLeatherUnplayable Leather Armor
000cdf63 - HatPartyDestroyed Destroyed Party Hat
0002dd80 - OutfitLucasSimmsHat Sheriff's Hat
0010e1dd - OutfitGambler01 Fancy Gambler Suit
0010e1de - OutfitGambler02 Well-Heeled Gambler Suit
0010e1df - OutfitGambler03 Dapper Gambler Suit
0010e1e0 - OutfitGambler04 Shabby Gambler Suit
000ce26d - HatNVNCRRanger Ranger Hat
000ee47b - ArmorNVCLExplorer Legion Explorer Armor
000ee47c - ArmorNVCLRecruit Legion Recruit Armor
000ee47d - ArmorNVCLPrime Legion Prime Armor
000ee47e - ArmorNVCLVeteran Legion Veteran Armor
000ee47f - ArmorNVCLVexillarius Legion Vexillarius Armor
000ee480 - ArmorNVCLPraetorian Legion Praetorian Armor
000ee481 - ArmorNVCLCenturion Legion Centurion Armor
000ee482 - HelmetNVCLExplorer Explorer Hood
000ee483 - HelmetNVCLCenturion Centurion Helmet
000ee484 - HelmetNVCLVexillarius Vexillarius Helmet
000ee485 - HelmetNVCLRecruit Recruit Helmet
000ee486 - HelmetNVCLRecruitDecanus Recruit Decanus Helmet
000ee487 - HelmetNVCLPrime Prime Helmet
000ee488 - HelmetNVCLPrimeDecanus Prime Decanus Helmet
000ee489 - HelmetNVCLVeteran Veteran Helmet
000ee48a - HelmetNVCLVeteranDecanus Veteran Decanus Helmet
000ce552 - ArmorNVSpaceSuit Space Suit
000ce553 - ArmorNVNCRRangerPatrol NCR Ranger Patrol Armor
000ee68d - Brotherhood T-51b Power Armor
0014e834 - VMS49ExplosiveCollar Destroyed Collar
000ee68e - HelmetNVNCRTrooperGoggles Goggles Helmet
000ee68f - HelmetNVNCRTrooper Trooper Helmet
000ee690 - ArmorNVNCRTrooperFaceWrap NCR Face Wrap Armor
000ee691 - ArmorNVNCRTrooperBandoleer NCR Bandoleer Armor
000ee692 - ArmorNVNCRTrooper NCR Trooper Armor
000ee693 - ArmorNVNCRTrooperMantle NCR Mantle Armor
0004e6a0 - HelmetEyebot Eyebot Helmet
0010ea7f - GamblerMHat01 Dapper Gambler Hat
0010ea80 - GamblerFHat01 Stylish Gambler Hat
0010ea81 - GamblerFHat02 Fancy Gambler Hat
000cee21 - HelmetNVSpaceSuit Space Suit Helmet
000ef1cb - OutfitRepublican01 Caravaneer Outfit
000ef1cc - OutfitRepublican02 Field Hand Outfit
000ef1cd - OutfitRepublican03 Settler Outfit
000ef1ce - OutfitRepublican04 Prospector Outfit
0008f571 - ArmorTeslaPowerFX Tesla Armor
0002f563 - SlaveCollar Slave Collar
0008f775 - LLFFArmorRaider03Helmet Boogeyman's Hood
000efb23 - VaultSuit3 Vault 3 Jumpsuit
0013002c - OutfitKimballSuit President Kimball's Suit
001300af - VaultSuit19 Vault 19 Jumpsuit
001300b0 - VaultSuit24 Vault 24 Jumpsuit
0003064d - ArmorRecon Recon Armor
00110a71 - OutfitProstitute01 Chained Prostitute Outfit
00110a72 - OutfitProstitute02 Exposed Prostitute Outfit
00110a73 - OutfitProstitute03 Prostitute Outfit
00110a74 - OutfitKings Kings Outfit
00050e44 - HatParty Party Hat
000b1056 - Grimy Pre-War Businesswear
000b17a0 - HelmetEyebotCaravanSpecial Crow's Eyebot Helmet
00112daf - OutfitMemphisKid Memphis Kid Outfit
00133166 - ArmorPowerRemnants Remnants Power Armor
00133167 - ArmorPowerRemnantsHelmet Remnants Power Helmet
00133168 - ArmorGannonTesla Gannon Family Tesla Armor
00133169 - ArmorGannonTeslaHelmet Gannon Family Tesla Helmet
0013316a - ArmorPowerNCRSalvaged NCR Salvaged Power Armor
0013316b - ArmorPowerNCRHelmet Salvaged Power Helmet
00033078 - ArmorRadiationSuit Radiation Suit
0003307a - ArmorRadiationSuitAdvanced Advanced Radiation Suit
0003307c - ArmorRaider02 Raider Sadist Armor
0003307d - ArmorRaider03 Raider Badlands Armor
0003307e - ArmorRaider04 Raider Blastmaster Armor
0003307f - ArmorMetal Metal Armor
00033080 - ArmorMetalHelmet Metal Helmet
000f3797 - ArmorFiendHelmetRare Motor-Runner's Helmet
00153a0e - OutfitJumpsuitRepconn Repconn Jumpsuit
00033598 - HelmetHockeyMask Hockey Mask
00133f31 - ArmorRemnantsTesla Remnants Tesla Armor
0017409d - OutfitJessupBandana Jessup's Bandana
00134094 - ArmorRemnantsTeslaHelm Remnants Tesla Helmet
00073d57 - OutfitWastelandHat05 Bandana
00134490 - NVGenOliverCap General Oliver's Cap
000340c1 - KIDHatPrewarCapKid Kid's Baseball Cap
000340c3 - KIDOutfitPrewarChild Pre-War Kid's Outfit
000340c4 - KIDOutfitPrewarChildOld Dirty Pre-War Kid's Outfit
000340c8 - HatPrewarHat Pre-War Hat
000340cd - HatPrewarBonnet Pre-War Bonnet
000340cf - OutfitPrewarCasualwearDirty Dirty Pre-War Casualwear
000340d0 - OutfitPrewarSpring Pre-War Spring Outfit
000340d1 - OutfitPrewarSpringDirty Dirty Pre-War Spring Outfit
000340d7 - OutfitProjectPurityDoctor Lab Technician Outfit
000340d9 - OutfitRivetCityScientist Scientist Outfit
000340de - OutfitEnclaveOfficer01 Enclave Officer Uniform
000340e1 - KIDHatPoliceChild Kid's Police Hat
000340e4 - KIDOutfitLittleLamplighter01 Kid's Cave Rat Outfit
000340e6 - OutfitPrewarNegligee Sexy Sleepwear
000340e7 - KIDOutfitMayorMacCready Mayor MacCready's Outfit
000340ed - VaultSuit87 Vault 87 Jumpsuit
000340ef - VaultSuit112 Vault 112 Jumpsuit
000340f2 - KIDVaultSuitChild101 Vault 101 Child's Jumpsuit
000340f8 - KIDOutfitWastelandChild01 Ragamuffin Outfit
000340f9 - KIDOutfitWastelandChild02 Junior Officer Outfit
000340fa - KIDOutfitWastelandChild03 Wasteland Scout Uniform
000340fb - KIDOutfitWastelandChild04 Athlete of the Wastes Outfit
000340fd - GlassesBlackrimmed Eyeglasses
000340fe - OutfitWastelandDoctor01 Wasteland Doctor Fatigues
000340ff - OutfitWastelandDoctor02 Wasteland Surgeon Outfit
00034105 - MS18RangerHelmet Ranger Battle Helmet
0003411a - OutfitJumpsuitRobco RobCo Jumpsuit
0003411b - OutfitJumpsuitRedRacer Red Racer Jumpsuit
00034122 - OutfitMerc01 Merc Charmer Outfit
00034123 - OutfitMerc02 Merc Troublemaker Outfit
00034124 - OutfitMerc03 Merc Adventurer Outfit
00034125 - OutfitEulogyJones Eulogy Jones' Suit
00034126 - OutfitEulogyJonesHat Eulogy Jones' Hat
00074296 - HeadWrap01 Head Wrap
00074334 - HeadWrap04 Head Wrap
00074335 - HeadWrap03 Head Wrap
00074336 - HeadWrap02 Head Wrap
0007494c - KIDOutfitWastelandChild05Hat Blast Off Helmet
00074950 - KIDOutfitWastelandChild01Hat Ragamuffin Tophat
00074952 - KIDOutfitWastelandChild03Hat Wasteland Scout Hat
001350ef - OutfitCass Cass' Outfit
00014c08 - ArmorPowerT45dHelmet T-45d Power Helmet
00014e13 - ArmorPowerT45d T-45d Power Armor
00015038 - PipBoy Pip-Boy 3000
00075201 - Brotherhood T-45d Power Armor
0011689a - OutfitTrenchcoat Trenchcoat
0011689b - OutfitFedoraHat Fedora
001168a4 - VMS18WhiteGloveMask White Glove Society Mask
00116e26 - VFSCalebMcCafferyHat Caleb McCaffery's Hat
00096cb7 - OutfitTenpenny Tenpenny's Suit
001370d6 - OutfitNVSlave1 Slave Rags
001370d7 - OutfitNVSlave2 Slave Rags
001370fd - NVSlaveHat01 Slave Scarf
001370fe - NVSlaveHat02 Slave Scarf
000b73f1 - VaultSuit108 Vault 108 Jumpsuit
000b73f2 - VaultSuit106 Vault 106 Jumpsuit
000b73f3 - VaultSuit92 Vault 92 Jumpsuit
001176e3 - OutfitVivaVegas Viva Las Vegas
000b75e2 - HatPartyStanley Party HatStanley
000d7779 - HVBrokenArmorPowerHelmet Broken Power Helmet
000d777a - HVBrokenArmorRecon Broken Recon Armor
000d777b - HVArmorPowerBroken Broken Power Armor
00157cd2 - ArmorLeatherGladiator Gladiator Armor
000b7f53 - HatNCRBoonesBeret Boone's Beret
00158615 - OutfitFollowersDoctorUnique Followers Lab Coat
0007836e - MS14PowerArmorMorphine Prototype Medic Power Armor
00078643 - KIDOutfitLittleLamplighter01Hat Kid's Murray the Mole Hat
00078644 - ArmorRaider02Helmet Raider Arclight Helmet
00078645 - ArmorRaider03Helmet Raider Wastehound Helmet
00078647 - OutfitEnclaveOfficer01Hat Enclave Officer Hat
00078648 - OutfitWastelandMerchantHat Roving Trader Hat
00138dc2 - ArmorVault34Security Vault 34 Security Armor
00138dc3 - ArmorVault34SecurityHelmet Vault 34 Security Helmet
00018de5 - OutfitWasteland01 Brahmin-Skin Outfit
00079f09 - VaultSuitUtilityDad Dad's Wasteland Outfit
0015a935 - ArmorNVpapakhanHelmet Papa Khan Helmet
0015a937 - NVPapaKhanArmor Papa Khan Armor
0011a970 - ArmorMask White Mask
0013b1a8 - NVLegionExplorerAuraToken Aura Token Kicker
0009b185 - KIDOutfitWastelandChild04Hat Kid's Ballcap with Glasses
0009b186 - OutfitWastelandHat01 Motorcycle Helmet
0009b188 - OutfitWastelandHat03 Biker Goggles
0009b189 - OutfitWastelandHat02 Stormchaser Hat
0001b5bd - OutfitEnclaveScientist Enclave Scientist Outfit
0005b6e8 - ArmorRaider04Helmet Raider Blastmaster Helmet
0005b6ea - KIDOutfitWastelandChild05 Blast Off Pajamas
0011bacb - PimpBoy Pimp-Boy 3 Billion
0011bcf8 - PimpBoyNPC PimpBoy 3 Billion
0001ba00 - OutfitWasteland02 Wasteland Wanderer Outfit
0005bb63 - OutfitPrewarCasualwear2 Pre-War Relaxedwear
0005bb66 - OutfitPrewarSpring2 Pre-War Parkstroller Outfit
0005bb6f - OutfitPrewarCasualwear2Dirty Dirty Pre-War Relaxedwear
0005bb70 - OutfitPrewarSpring2Dirty Dirty Pre-War Parkstroller Outfit
0013bf53 - ArmorNVCaesar Caesar's Armor
0011bee2 - OutfitAmbassadorCrocker Ambassador Crocker's Suit
0007c109 - ChildBlastoffHelmet ChildBlastoffHelmet
0007c17d - MS03StealthHat Shady Hat
0001c295 - GlassesReadingClr Tinted Reading Glasses
0001c296 - GlassesReading Reading Glasses
0005c682 - OutfitPrewarBusinesswearDirty Dirty Pre-War Businesswear
0005c99f - GlassesShades Sunglasses
0005c9a0 - GlassesDoctorLi Doctor Li's Glasses
0005c9a1 - GlassesTortiseshell Tortiseshell Glasses
000fcebb - ArmorFiendHelmet02 Fiend Warrior Helmet
000fcebc - ArmorFiendHelmet03 Fiend Helmet
0001cbdb - OutfitWasteland03 Wasteland Settler Outfit
0001cbdc - VaultLabCoat Vault Lab Uniform
000fd175 - VaultSuit22 Vault 22 Jumpsuit
0007cfef - CG00BirthSkirt BirthSkirt
0013d3b5 - ArmorLightAudioTemplate ArmorLightAudioTemplate
0013d3b6 - ArmorHeavyAudioTemplate ArmorHeavyAudioTemplate
0003d1fe - MS13Collar Slave Collar
000fd561 - OutfitNVJumpsuitRaulPetroChico Raul's Petro-Chico Jumpsuit
000fd771 - VaultSuit3Utility Vault 3 Utility Jumpsuit
0005dc82 - GlassesReadingChild GlassesReadingChild
0013e25a - HelmetNVLegate Legate Helmet
0015e35d - OutfitGeneralOliver General Oliver's Uniform
0003e54a - RegulatorDuster Regulator Duster
0015ea6d - OutfitRaulJumpsuitArmor Raul Jumpsuit Armor
0003e591 - MS03SurgicalMask Surgical Mask
0013eb32 - ArmorPlasticAudioTemplate ArmorPlasticAudioTemplate
0013eb33 - ArmorMediumAudioTemplate ArmorMediumAudioTemplate
0013ec03 - ArmorNVNCRDeadTrooper01 NCR Trooper Armor
0013ec04 - ArmorNVNCRDeadTrooper02 NCR Trooper Armor
0013ec05 - ArmorNVNCRDeadTrooper03 NCR Trooper Armor
0013ec06 - ArmorNVNCRDeadTrooper04 NCR Trooper Armor
0013ec07 - ArmorNVNCRDeadTrooper05 NCR Trooper Armor
0015ef66 - ArmorCombatReinforcedMark2 Combat Armor, Reinforced Mark 2
0015ef67 - Combat Helmet, Reinforced Mark 2
0015ef8b - CassHat Cass's Hat
0001ea6d - OutfitPrewarCasualwear Pre-War Casualwear
0013f297 - ArmorPowerAudioTemplate ArmorPowerAudioTemplate
0013f3a2 - DamWarPowerArmor DamWar power armor
0013f3a3 - DamWarEnclaveOfficer DamWar Enclave Officer
0013f3a4 - DamWarLegion DamWar Legion
0013f3a5 - DamWarCenturion DamWar Centurion
0013f3a6 - DamWarEnclaveScientist DamWar Enclave Scientist
0013f3a7 - DamWarRanger DamWar Ranger
0013f3a8 - DamWarCombatRanger DamWar Combat Ranger
0013f3a9 - DamWarGreatKhan DamWar Great Khan
0013f3aa - DamWarTrooper DamWar Trooper
0013f3ac - DamWarCombatRangerHelm DamWar Combat Ranger Helmet
0013f3ad - DamWarLegionHelm DamWar Legion Helmet
0013f3ae - DamWarFaceMask DamWar Face Mask
0013f80e - OutfitJumpsuitHooverDamCivilian Civilian Engineer Jumpsuit
0013f80f - OutfitJumpsuitHooverDamNCR NCR Engineer Jumpsuit
0011f87b - OutfitNCRRangerCivilian01 Ranger Red Scarf Outfit
0011f87c - OutfitNCRRangerCivilian02 Ranger Vest Outfit
0011f87d - OutfitNCRRangerCivilian03 Ranger Casual Outfit
0011f87e - OutfitNCRRangerHat01 Ranger Brown Hat
0011f87f - OutfitNCRRangerHat02 Ranger Grey Hat
0011f880 - OutfitNCRRangerHat03 Ranger Tan Hat
0011f881 - GlassesNCRRangerCivilian Authority Glasses
000bf6fd - OutfitJumpsuitTLHandyman Handyman Jumpsuit
0015fd5c - ChineseStealthArmor Chinese Stealth Armor
0015fd5d - ChineseStealthHelmet Chinese Stealth Helmet
0007836e - Prototype Medical Power Armor
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ITEMS
[edit]
00165AF0 - SplashDamage
00165AEF - PlasmaSpaz
00165AEC - TheProfessional
00165AE6 - NukaChemist
0016581B - HandLoader
00165816 - VigilantRecycler
00165815 - JuryRigging
0016578B - ShotgunSurgeon
00165789 - LaserCommander
001656FD - RadChild
00165449 - Stonewall
00165447 - UnstoppableForce
00165446 - Slayer
001651B6 - HitTheDeck
00165182 - CenterOfMass
00165181 - SprayAndPray
00165180 - FerociousLoyalty
00165118 - FriendOfTheNight
00164ED1 - LooseCannon
0014609F - PiercingStrike
0014609E - SuperSlam
0014609D - RunNGun
0014609C - HeaveHo
0014609B - PackRat
0014609A - Meltdown
00146099 - LivingAnatomy
00146098 - LongHaul
00146097 - WeaponHandling
00146096 - TravelLight
00138562 - Cowboy
00137B02 - BuiltToDestroy
00137AFE - GoodNatured
00137800 - MissFortunePerk
001377FE - QuickDraw
001377FD - RapidReload
00136E14 - DeathclawOmelet
001361B4 - ConfirmedBachelor
001361B3 - CherchezLaFemme
00135F75 - Purifier
00135F18 - Hunter
00135F05 - Kamikaze
00135EC9 - GhastlyScavenger
00135EC8 - TriggerDiscipline
00135EC7 - FastShot
00135EC6 - SmallFrame
00135EC5 - HeavyHanded
00135EC4 - FourEyes
00135EC3 - MathWrath
0010F09E - Retention
00099834 - GrimReaperSprint
0009982D - Chemist
00099828 - Commando
00099827 - ChemResistant
00094EC4 - AdamantiumSkeleton
00094EC1 - Finesse
00094EBF - FastMetabolism
00094EBD - NightPerson
00094EBC - Cannibal
00094EBB - Gunslinger
00094EBA - BloodyMess
00094EB9 - LadyKiller
00094EB8 - BlackWidow
0007B202 - ActionGirl
00044CB1 - IntenseTraining
00044CB0 - Infiltrator
00044CAF - ConcentratedFire
00044CAA - ParalyzingPalm
00044CA9 - LeadBelly
00044CA7 - NerdRage
00031DE5 - Explorer
00031DE3 - FortuneFinder
00031DE1 - Comprehension
00031DE0 - Toughness
00031DDE - StrongBack
00031DD9 - Entomologist
00031DD8 - Educated
00031DD3 - SwiftLearner
00031DCC - Ninja
00031DC5 - SolarPowered
00031DC4 - ComputerWhiz
00031DC2 - RoboticsExpert
00031DBD - Tag
00031DBC - MysteriousStranger
00031DBB - BetterCriticals
00031DBA - ActionBoy
00031DB7 - LightStep
00031DB5 - AnimalFriend
00031DB4 - Sniper
00031DB3 - SilentRunning
00031DB2 - Pyromaniac
00031DB1 - LifeGiver
00031DAD - MisterSandman
00031DAC - HereandNow
00031DAB - DemolitionExpert
00031DAA - Scrounger
00031DA9 - RadResistance
00165AEF - PlasmaSpaz
00165AEC - TheProfessional
00165AE6 - NukaChemist
0016581B - HandLoader
00165816 - VigilantRecycler
00165815 - JuryRigging
0016578B - ShotgunSurgeon
00165789 - LaserCommander
001656FD - RadChild
00165449 - Stonewall
00165447 - UnstoppableForce
00165446 - Slayer
001651B6 - HitTheDeck
00165182 - CenterOfMass
00165181 - SprayAndPray
00165180 - FerociousLoyalty
00165118 - FriendOfTheNight
00164ED1 - LooseCannon
0014609F - PiercingStrike
0014609E - SuperSlam
0014609D - RunNGun
0014609C - HeaveHo
0014609B - PackRat
0014609A - Meltdown
00146099 - LivingAnatomy
00146098 - LongHaul
00146097 - WeaponHandling
00146096 - TravelLight
00138562 - Cowboy
00137B02 - BuiltToDestroy
00137AFE - GoodNatured
00137800 - MissFortunePerk
001377FE - QuickDraw
001377FD - RapidReload
00136E14 - DeathclawOmelet
001361B4 - ConfirmedBachelor
001361B3 - CherchezLaFemme
00135F75 - Purifier
00135F18 - Hunter
00135F05 - Kamikaze
00135EC9 - GhastlyScavenger
00135EC8 - TriggerDiscipline
00135EC7 - FastShot
00135EC6 - SmallFrame
00135EC5 - HeavyHanded
00135EC4 - FourEyes
00135EC3 - MathWrath
0010F09E - Retention
00099834 - GrimReaperSprint
0009982D - Chemist
00099828 - Commando
00099827 - ChemResistant
00094EC4 - AdamantiumSkeleton
00094EC1 - Finesse
00094EBF - FastMetabolism
00094EBD - NightPerson
00094EBC - Cannibal
00094EBB - Gunslinger
00094EBA - BloodyMess
00094EB9 - LadyKiller
00094EB8 - BlackWidow
0007B202 - ActionGirl
00044CB1 - IntenseTraining
00044CB0 - Infiltrator
00044CAF - ConcentratedFire
00044CAA - ParalyzingPalm
00044CA9 - LeadBelly
00044CA7 - NerdRage
00031DE5 - Explorer
00031DE3 - FortuneFinder
00031DE1 - Comprehension
00031DE0 - Toughness
00031DDE - StrongBack
00031DD9 - Entomologist
00031DD8 - Educated
00031DD3 - SwiftLearner
00031DCC - Ninja
00031DC5 - SolarPowered
00031DC4 - ComputerWhiz
00031DC2 - RoboticsExpert
00031DBD - Tag
00031DBC - MysteriousStranger
00031DBB - BetterCriticals
00031DBA - ActionBoy
00031DB7 - LightStep
00031DB5 - AnimalFriend
00031DB4 - Sniper
00031DB3 - SilentRunning
00031DB2 - Pyromaniac
00031DB1 - LifeGiver
00031DAD - MisterSandman
00031DAC - HereandNow
00031DAB - DemolitionExpert
00031DAA - Scrounger
00031DA9 - RadResistance
ACCESSORIES
[edit]
00147620 - ModNV127mmPistolSilencer
00129878 - ModNV10mmPistolSilencer
0010C86F - ModNVSilenced22SMGDrums
0010C86E - ModNVMissileLauncherGuidanceSys
0010C86D - ModNVGatlingLaserCFFrame
0010C86C - ModNVGatlingLaserFocusOptics
0010C86B - ModNVPlasmaRifleMagneticAccelerator
0010C86A - ModNVLaserRifleBeamSplitter
0010C869 - ModNVLaserRifleFocusOptics
0010C868 - ModNVLaserRifleScope
0010C867 - ModNVMinigunHighSpeedMotor
0010C866 - ModNVMinigunDampedSubframe
0010C865 - ModNVSniperRifleCarbonFiberParts
0010C864 - ModNVSniperRifleSuppressor
0010C863 - ModNVAssaultCarbineExtMags
0010C862 - ModNVHuntingRifleExtMag
0010C861 - ModNVHuntingRifleCustomAction
0010C860 - ModNVHuntingRifleScope
0010C85F - ModNVFlamerExpandedTanks
0010C85E - ModNV10mmSMGRecoilCompensator
0010C85D - ModNV10mmSMGExtMags
0010C85C - ModNV44RevolverHeavyFrame
0010C85B - ModNV44RevolverScope
0010C859 - ModNV10mmPistolLaserSight
0010C858 - ModNV10mmPistolExtMags
0010C857 - ModNVGrenadeMachinegunHSKit
0010C856 - ModNVGrenadeRifleLongBarrel
0010C855 - ModNVPlasmaCasterHSElectrode
0010C854 - ModNVLaserRCWRecycler
0010C852 - ModNVLightMGExpandedDrums
0010C851 - ModNVServiceRifleForgedReceiver
0010C850 - ModNVServiceRifleUpgradedSprings
0010C1AD - ModNVFatManLittleBoyKit
0010B968 - ModNV9mmSMGLightBolt
000F18FC - ModNV9mmSMGDrums
000F0FE9 - ModNVHuntingShotgunChoke
000F0FE8 - ModNVHuntingShotgunLongTube
000EEEDB - ModNVVarmintRifleNightScope
000EEEDA - ModNV357RevolverLongBarrel
000EEED9 - ModNV357RevolverHDCylinder
000EEED8 - ModNVVarmintRifleExtMags
000EEED7 - ModNVVarmintRifleSilencer
000EED3D - ModNV9mmPistolExtMags
000EED3C - ModNV9mmPistolScope
000EED3B - ModNVCowboyRepeaterMapleStock
000EED3A - ModNVCowboyRepeaterLongTube
000EED39 - ModNVCowboyRepeaterCustomAction
000EEA72 - ModNVBrushGunForgedReceiver
000EEA70 - ModNVTrailCarbineScope
00129878 - ModNV10mmPistolSilencer
0010C86F - ModNVSilenced22SMGDrums
0010C86E - ModNVMissileLauncherGuidanceSys
0010C86D - ModNVGatlingLaserCFFrame
0010C86C - ModNVGatlingLaserFocusOptics
0010C86B - ModNVPlasmaRifleMagneticAccelerator
0010C86A - ModNVLaserRifleBeamSplitter
0010C869 - ModNVLaserRifleFocusOptics
0010C868 - ModNVLaserRifleScope
0010C867 - ModNVMinigunHighSpeedMotor
0010C866 - ModNVMinigunDampedSubframe
0010C865 - ModNVSniperRifleCarbonFiberParts
0010C864 - ModNVSniperRifleSuppressor
0010C863 - ModNVAssaultCarbineExtMags
0010C862 - ModNVHuntingRifleExtMag
0010C861 - ModNVHuntingRifleCustomAction
0010C860 - ModNVHuntingRifleScope
0010C85F - ModNVFlamerExpandedTanks
0010C85E - ModNV10mmSMGRecoilCompensator
0010C85D - ModNV10mmSMGExtMags
0010C85C - ModNV44RevolverHeavyFrame
0010C85B - ModNV44RevolverScope
0010C859 - ModNV10mmPistolLaserSight
0010C858 - ModNV10mmPistolExtMags
0010C857 - ModNVGrenadeMachinegunHSKit
0010C856 - ModNVGrenadeRifleLongBarrel
0010C855 - ModNVPlasmaCasterHSElectrode
0010C854 - ModNVLaserRCWRecycler
0010C852 - ModNVLightMGExpandedDrums
0010C851 - ModNVServiceRifleForgedReceiver
0010C850 - ModNVServiceRifleUpgradedSprings
0010C1AD - ModNVFatManLittleBoyKit
0010B968 - ModNV9mmSMGLightBolt
000F18FC - ModNV9mmSMGDrums
000F0FE9 - ModNVHuntingShotgunChoke
000F0FE8 - ModNVHuntingShotgunLongTube
000EEEDB - ModNVVarmintRifleNightScope
000EEEDA - ModNV357RevolverLongBarrel
000EEED9 - ModNV357RevolverHDCylinder
000EEED8 - ModNVVarmintRifleExtMags
000EEED7 - ModNVVarmintRifleSilencer
000EED3D - ModNV9mmPistolExtMags
000EED3C - ModNV9mmPistolScope
000EED3B - ModNVCowboyRepeaterMapleStock
000EED3A - ModNVCowboyRepeaterLongTube
000EED39 - ModNVCowboyRepeaterCustomAction
000EEA72 - ModNVBrushGunForgedReceiver
000EEA70 - ModNVTrailCarbineScope
MISCELLANEOUS
[edit]
00058FDF - PowerArmorTraining
000A6F78 - ArmorPowerT51bHelmet
000A6F77 - ArmorPowerT51b
00014E13 - ArmorPowerT45d
00014C08 - ArmorPowerT45dHelmet
0006B463 - TeslaPowerArmorHelmet
0006B462 - TeslaPowerArmorGO
00060C6F - OutcastPowerArmor
00138DC3 - ArmorVault34SecurityHelmet
00138DC2 - ArmorVault34Security
00134094 - ArmorRemnantsTeslaHelm
00133F31 - ArmorRemnantsTesla
0013316B - ArmorPowerNCRHelmet
0013316A - ArmorPowerNCRSalvaged
00133169 - ArmorGannonTeslaHelmet
00133168 - ArmorGannonTesla
00133167 - ArmorPowerRemnantsHelmet
00133166 - ArmorPowerRemnants
00129254 - ArmorNVNCRRangerCombat
00126500 - ArmorCombatReinforced
001264FF - ArmorMetalReinforced
001264FE - ArmorLeatherReinforced
0010D8DC - ArmorCombatBlack
000F3797 - ArmorFiendHelmetRare
0015DB3D - SnowglobeTheStrip
0015DB3C - SnowglobeNellis
0015DB3B - SnowglobeTestSite
0015DB3A - SnowglobeGoodsprings
0015DB39 - SnowglobeHooverDam
0015DB38 - SnowglobeMtCharleston
0015DB37 - SnowglobeFortmormon
000A6F78 - ArmorPowerT51bHelmet
000A6F77 - ArmorPowerT51b
00014E13 - ArmorPowerT45d
00014C08 - ArmorPowerT45dHelmet
0006B463 - TeslaPowerArmorHelmet
0006B462 - TeslaPowerArmorGO
00060C6F - OutcastPowerArmor
00138DC3 - ArmorVault34SecurityHelmet
00138DC2 - ArmorVault34Security
00134094 - ArmorRemnantsTeslaHelm
00133F31 - ArmorRemnantsTesla
0013316B - ArmorPowerNCRHelmet
0013316A - ArmorPowerNCRSalvaged
00133169 - ArmorGannonTeslaHelmet
00133168 - ArmorGannonTesla
00133167 - ArmorPowerRemnantsHelmet
00133166 - ArmorPowerRemnants
00129254 - ArmorNVNCRRangerCombat
00126500 - ArmorCombatReinforced
001264FF - ArmorMetalReinforced
001264FE - ArmorLeatherReinforced
0010D8DC - ArmorCombatBlack
000F3797 - ArmorFiendHelmetRare
0015DB3D - SnowglobeTheStrip
0015DB3C - SnowglobeNellis
0015DB3B - SnowglobeTestSite
0015DB3A - SnowglobeGoodsprings
0015DB39 - SnowglobeHooverDam
0015DB38 - SnowglobeMtCharleston
0015DB37 - SnowglobeFortmormon
Comments
Vault Jumpsuits EXTREME is a lore-friendly mod for New Vegas for those who want to roleplay as a Vault dweller. The mod lets you armour up your Vault jumpsuits at a crafting workbench and break down them into the resources used to craft it. The mod also expands the variety and usage of Vault Utility Jumpsuits; you can obtain these from Vaults or by converting normal Jumpsuits.
Feel free to point out any errors or suggest anything I should add to the mod in the comments.
DETAILS:
• Vault Jumpsuits can be converted into armoured versions at a workbench (requires 1 scrap metal, 6 leather strips and 30 Survival). The Armored Jumpsuits can also be broken back down into the items used to make it.
• Vault Jumpsuits can be converted into Utility Jumpsuits and vice versa, requiring only 30 Repair
• The Improved Armored Vault 21 Jumpsuit can be made using the normal Armored Vault 21 Jumpsuit and reinforced leather armour (75 Survival, irreversible)
• The Improved Vault 21 Utility Jumpsuit can be crafted using the normal Vault 21 Utility Jumpsuit, 5 Wrenches, 5 Hammers, 5 Turpentine and 10 Wonderglue (75 Repair, irreversible)
• The stats for the Vault Lab Coat have been changed (using a separate effect) to +5 Science and +5 Medicine
• The Vault Lab Coat can be crafted from a Scientist Coat or bought from Sarah Weintraub as usual
• The Improved Vault Lab Coat can be created from a Vault Lab Coat and a Big Book of Science (75 Science, irreversible)
• Custom icons have been created for each new item of apparel
• Added new texture sets for male and female pristine Vault 13 jumpsuits.
• Armored Vault 13 Jumpsuit from the Classic Pack has been renamed “Worn Vault Dweller’s Armored Jumpsuit'
• The Worn Vault Dweller’s Armored Jumpsuit and an Improved Armored Vault 21 Jumpsuit can be used to create the super-duper 'Vault Dweller's Armored Jumpsuit' (100 Repair, irreversible)
• New crafting category for the Vault Jumpsuits
• Slightly buffed the Vault Jumpsuit effects from +2 to +5
• Utility Jumpsuits have been added to the levelled lists of the appropriate Vault.
STATS:
ITEM; DT; HEALTH; EFFECT; VALUE
Vault Jumpsuit; 0; 100; +5 Speech, +5 Melee Weapons; 6
Armoured; 8; 100 +5 Guns, +5 Energy Weapons; 180
Utility; 0; 100; +5 Repair, +5 Lockpick; 10
Lab Coat; 0; 100; +5 Science, +5 Medicine; 180
Improved Armored; V21; 16 250; +1 END, +10 Guns, +10 Energy Weapons; 2500
Improved Utility; V21; 0; 250; +1 INT, +10 Repair, +10 Lockpick; 2500
Improved Lab Coat; 0; 250; +1 INT, +10 Science, +10 Medicine; 2500
Worn Armored Vault Dweller's; 8; 100; NONE; 70
Armored Vault Dweller's; 16; 500; +2 END, +10% Crit Chance; 7500
FUTURE PLANS:
• MCM Uninstallation
• TTW version (could be difficult since I don’t have Fallout 3 as of yet)
Feel free to point out any errors or suggest anything I should add to the mod in the comments.
DETAILS:
• Vault Jumpsuits can be converted into armoured versions at a workbench (requires 1 scrap metal, 6 leather strips and 30 Survival). The Armored Jumpsuits can also be broken back down into the items used to make it.
• Vault Jumpsuits can be converted into Utility Jumpsuits and vice versa, requiring only 30 Repair
• The Improved Armored Vault 21 Jumpsuit can be made using the normal Armored Vault 21 Jumpsuit and reinforced leather armour (75 Survival, irreversible)
• The Improved Vault 21 Utility Jumpsuit can be crafted using the normal Vault 21 Utility Jumpsuit, 5 Wrenches, 5 Hammers, 5 Turpentine and 10 Wonderglue (75 Repair, irreversible)
• The stats for the Vault Lab Coat have been changed (using a separate effect) to +5 Science and +5 Medicine
• The Vault Lab Coat can be crafted from a Scientist Coat or bought from Sarah Weintraub as usual
• The Improved Vault Lab Coat can be created from a Vault Lab Coat and a Big Book of Science (75 Science, irreversible)
• Custom icons have been created for each new item of apparel
• Added new texture sets for male and female pristine Vault 13 jumpsuits.
• Armored Vault 13 Jumpsuit from the Classic Pack has been renamed “Worn Vault Dweller’s Armored Jumpsuit'
• The Worn Vault Dweller’s Armored Jumpsuit and an Improved Armored Vault 21 Jumpsuit can be used to create the super-duper 'Vault Dweller's Armored Jumpsuit' (100 Repair, irreversible)
• New crafting category for the Vault Jumpsuits
• Slightly buffed the Vault Jumpsuit effects from +2 to +5
• Utility Jumpsuits have been added to the levelled lists of the appropriate Vault.
STATS:
ITEM; DT; HEALTH; EFFECT; VALUE
Vault Jumpsuit; 0; 100; +5 Speech, +5 Melee Weapons; 6
Armoured; 8; 100 +5 Guns, +5 Energy Weapons; 180
Utility; 0; 100; +5 Repair, +5 Lockpick; 10
Lab Coat; 0; 100; +5 Science, +5 Medicine; 180
Improved Armored; V21; 16 250; +1 END, +10 Guns, +10 Energy Weapons; 2500
Improved Utility; V21; 0; 250; +1 INT, +10 Repair, +10 Lockpick; 2500
Improved Lab Coat; 0; 250; +1 INT, +10 Science, +10 Medicine; 2500
Worn Armored Vault Dweller's; 8; 100; NONE; 70
Armored Vault Dweller's; 16; 500; +2 END, +10% Crit Chance; 7500
FUTURE PLANS:
• MCM Uninstallation
• TTW version (could be difficult since I don’t have Fallout 3 as of yet)