Fredy View Profile View Posts. Hey gueys, just finished playing Fallout New Vegas. Could you tell me, how many endings there actually are and how they influence the game after the event. Thanks Fallout-Fellas!
Showing 1 - 15 of 31 comments. Ladez View Profile View Posts. Not with this mod. Actually 5 endings if you count the mini ending you can get in Dead Money. Plus all the variations for towns and factions. Going to take you a very long time to see everything this game has to offer. Absurdity View Profile View Posts. There are 5 endings.
Adding further complexity wasn't going to help matters, and despite plans being in place for post-game additions, not much work had actually gone into making the content.
In some areas, in fact, no work had been done at all. It was at this point the decision was made to cut the post-game in its entirety.
And while some designers had planned for it - for example, our lead writer had lines for Mr. House in place for post-game reactivity and Strip Securitrons - not all areas had post-game design work.
Surprisingly, the additions planned for the post-game were actually fairly minor, with "minimal reactivity to the events of Hoover Dam". Some characters were to get special lines, and a few NPCs would spawn with specific post-game dialogue - but Avellone said the main intention was to allow "players [to] keep wandering the wasteland, explore the 'dungeons' and fight random encounters". This also means those theories about special post-game quests - inspired by the discovery of mysterious quest files such as 'Viva Las Vegas' - are sadly incorrect.
To Avellone's knowledge, nothing was planned "beyond reactive barks and a few potential NPC spawns in places to account for whichever faction was in charge of a certain area. Something that did make it to the final version, however, were the game's end slides - which were always part of the plan and remained unaffected by the post-game cuts. Similar to Fallout 2, the original idea was to show the player the slides before allowing them to explore the world afterwards with new content.
Funnily enough, Avellone said even Fallout 2's end slides nearly got the chop, thanks to "pushback" against that as well. Personally, I find it hard to imagine how Fallout 2 and Fallout New Vegas would have wrapped up without those end slides.
Despite getting the chop at the Beta stage, this wasn't quite the end for the endgame content. Obsidian later considered introducing it in a more round-about way: via the game's DLCs.
This was partly inspired by player feedback and requests on the forums - but this route brought its own problems. In less than a day, the lead level designer produced a sample save to demonstrate how this would work, but the team concluded they simply didn't have the resources to make it happen. According to Avellone, a "good chunk" of the DLC resources went into fixing the main game after release, something that "definitely impacted [the DLC's] development" and left little room for constructing the post-game.
But it was clear we'd be putting the already shaky game stability at risk by looking by creating post-Hoover Dam option, even in a minimal fashion. The most we could manage was level-scaling for key enemies like the Legate with the introduction of the new level caps in the DLCs, since the additional levels made the previous boss fights too easy for the player.
But an evaluation of that revealed that it would likely break a number of scripts companion weapon removal, teleportation scripts , and even scripts for the other DLCs that automatically removed companions from your party. So, that was that. While the crucial reserved save game slot before the Hoover Dam battle was added, the DLCs went ahead without post-game content, and were firmly based in the time before the battle for Hoover Dam something even Kazopert wasn't able to reconcile in his FPGE mod - he recommends finishing the DLCs before attempting the final battle.
For Avellone, the sacrifice of post-game content was "necessary and right" in order to improve the core game's technical problems, even if the cut came as something of a surprise. Still, it's a feature he'd liked to have seen implemented. It's fun to imagine what the post-game would have looked like: which ending would have changed the Mojave the most, and which would have felt the most appropriate? Avellone reckons Caesar's ending is "ultimately dull without strong reactivity in the Strip, although the tone is appropriately ominous".
The most interesting option, in Avellone's opinion, is independent New Vegas, "since it adds more drama and another, solid faction to the Mojave and was more feasible with the existing set-up. House would keep New Vegas stable and secure for future generations. The Courier, who had a mixed history in the Wasteland, kept the status quo at Hoover Dam.
House would keep New Vegas stable, if not free, for generations. House afforded the Courier every luxury at his disposal in the Lucky The Courier, cruel and merciless, had ensured that Mr.
House would maintain complete control over New Vegas and everyone in it. Though some super mutants and nightkin continued to journey to the legendary Utobitha , they found little trace of its existence. Some eventually found their way to Jacobstown , but many wandered off into the wastes, confused and disheartened. Tabitha and Rhonda went east, through Caesar 's land. Occasionally tales of their exploits found their way back west, though few believed them.
Eventually the stories concerning the duo were collected and published, and proved to be quite popular with children. Rhonda repaired and returned to Tabitha. Black Mountain Radio continued to broadcast its peculiar form of propaganda. Raul Tejada faced his execution each day, though pardoned in the end.
Travelers venturing too near Black Mountain continue to be harassed by Tabitha's followers. Black Mountain left unresolved. Tabitha, enraged by Raul's escape, took the remaining nightkin of Black Mountain with her and vanished without a trace. Travelers in the region soon learned to avoid the roads at night, as caravans were repeatedly attacked by unseen assailants.
Raul Alfonso Tejada freed. Crazy, Crazy, Crazy. Still grappling with self-doubt over his usefulness in the face of old age, Raul was never able to find peace with himself. Eventually, he left the Mojave and assumed a new name, as he had done so many times before. Raul was freed from Black Mountain. Do not complete Old School Ghoul. Invigorated by his travels with the Courier, Raul once more took up his guns in memory of his lost Rafaela.
Soon after, the Mojave was filled with tales of the ghost-vaquero who hunts down those who prey on the weak. Complete Old School Ghoul by encouraging Raul to become a vaquero. Convinced that his time as a gunslinger was past, Raul made peace with the idea of growing old. After traveling with the Courier for a time, he retired and settled down in Outer Vegas, where he would spend his days fixing ancient machinery.
Complete Old School Ghoul by encouraging Raul to settle down and retire. Without organized leadership, the remaining Boomers slowly drifted away, leaving Nellis Air Force Base to be flooded by prospectors and scavengers. All of the Boomers ' accumulated knowledge quickly scattered, and their existence slowly faded from memory. Kill Pearl and Loyal.
After the battle of Hoover Dam , the NCR mounted several campaigns against the Boomers, but all were quickly ended by the Boomers' artillery. Over time, as the Boomers found a need for gun powder, they developed a relationship with the Gun Runners , trading their surplus crops for munitions. Complete Eureka! Do not complete Volare! Kill Pearl. House showed little interest in the Boomers and left them to themselves in Nellis.
The tribe remained fortified in Nellis with their backs to the world. Complete All or Nothing Do not complete Volare!
The Boomers defended themselves against many attacks from the Legion, but they eventually fell to the Legion's superior numbers. The Legion enslaved the Boomers and erased any memory of their existence from the wasteland. Complete Veni, Vidi, Vici. With little law left in the wasteland, the Boomers continued to defend themselves against the prospectors and scavengers invading their territory. Complete No Gods, No Masters.
Eventually the Boomers began wandering out into the wasteland, while still preventing outsiders from entering Nellis. Complete Volare! House showed little interest on the Boomers, who eventually began venturing out of Nellis to meet and trade with travelers. Complete All or Nothing Complete Volare! The Boomers remained isolated but have been seen flying over the Mojave Desert from time to time.
Though the Wasteland became anarchic after Hoover Dam, the Boomers' display of power dissuaded fortune seekers from attempting to penetrate Nellis. Buried beneath tons of rubble, the Mojave chapter of the Brotherhood of Steel was no more. Those few who were outside the Hidden Valley bunker when it was destroyed settled into new lives, or headed west to find a new chapter to join.
Trigger the bunker's self-destruct or kill everyone in the bunker. Overrides any other ending. The Brotherhood and the NCR in the Mojave Wasteland declared an official truce, despite continued hostilities between the two in the west.
As per their agreement, the NCR handed over all suits of salvaged power armor and in return the Brotherhood helped patrol I and Highway Complete Eyesight to the Blind. With no organized opposition, their patrols began monitoring trade along I and Highway 95 , seizing any items of technology they deemed inappropriate. Complete Tend to Your Business. In the relative peace that followed, Brotherhood patrols appeared along major roads, harassing travelers over any bits of technology they had.
At odds with leadership over the Brotherhood's future, Veronica looked to the Mojave Wasteland for an answer both she and they could live with. But the answer would never come, and the dangers of the world that had left the Brotherhood of Steel behind would eventually claim her life. Hoping to lead the Mojave Brotherhood down a new path, Veronica sought to learn from the thriving cultures of the desert.
Absent a firm solution, Veronica's expression of frustration with Brotherhood leadership would lead to her banishment. She ended her days a wandering tinker.
Despite her departure from the group, the Brotherhood's peace treaty with NCR came as some relief to Veronica. Though she remained friendly with surface patrols, she was never again permitted to enter the bunker she once called home. Fearing for the safety of anyone she associated with, she continued her solitary life as a scavenger. But reports would emerge from Mojave scientists and social workers of old equipment miraculously repaired and research notes mysteriously completed.
Complete For the Republic, Part 2 by forming a truce with the Brotherhood. Though she'd seen the writing on the wall, the destruction of the Mojave Brotherhood came far more suddenly than Veronica had expected.
The news devastated her. Despite her best efforts to leave her past behind, she found herself compelled to make one final journey to Hidden Valley. There, she paid her last respects to the only family she had ever known. Destroy the Hidden Valley bunker. The Brotherhood's open aggression along the New Vegas highways troubled Veronica greatly. Nevertheless, it removed all doubt from her mind that in leaving them she had made the right choice.
Eventually she would take to the road, less in hopes of finding a new home than of leaving memories of the old one behind her. Still, 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.
The death of the Mojave Brotherhood came much too soon for Veronica, and in their absence, she felt truly lost. Yet in its wake, she took small comfort in her decision to remain by their side through their few remaining days. Veronica put her moral sensibilities aside and supported the Brotherhood's new campaign of aggression as best she could. Yet deep down, she understood that it meant their end would surely be soon to follow.
Their leaders destroyed by the Courier , the Fiends scattered throughout the wasteland. Overrides other endings. Though NCR repulsed the Fiends, they suffered heavy losses in the process. Do not kill any Fiend leaders. House 's Securitrons could deal with them. Kill less than three Fiend leaders. Complete All or Nothing. In the anarchic months that followed, the Fiends asserted dominance over Outer Vegas. NCR repulsed the attack with minimal losses and, in the following days, destroyed the remaining Fiend leaders, breaking their power forever.
Kill any Fiend leader. Caesar , unimpressed with their performance and their dependence on chems , had them exterminated. When Mr. House asserted control over Outer Vegas, his Securitrons eradicated the remaining Fiends entirely. Kill three Fiend leaders. They continued to be a nuisance throughout Outer Vegas, but never established full control over the area. With no clear leader to guide efforts in Freeside , the Followers of the Apocalypse lost control of Old Mormon Fort to local thugs and junkies.
Eventually, using the Followers' remaining supplies to manufacture drugs, the Old Mormon Fort quickly devolved into little more than a junkie den. NCR further "encouraged" them to leave Outer Vegas entirely, and the Followers had no choice but to comply.
Old Mormon Fort expanded its services and was able to aid more people, becoming a refuge for the less fortunate citizens of New Vegas.
After the Legion's victory, the new Caesar learned the Followers had "defamed" the original Caesar 's noble origins. The Followers of the Apocalypse were hunted down and exterminated, and Old Mormon Fort was turned into a pile of rubble. Let Caesar die during Et Tumor, Brute? After the Legion's victory, Caesar, out of a strange respect for his old fellows, allowed the Followers safe passage out of the wasteland.
Save Caesar during Et Tumor, Brute? After the Courier ensured New Vegas remain free, the Followers found that independent Vegas was even more unstable and violent than before. Old Mormon Fort became excessively burdened by the influx of patients, struggling to provide even the most basic of services.
Though Arcade's intentions were pure and his goals were noble, he ultimately succumbed to the harsh brutality of the Mojave like so many before him. Tricked by The Courier and imprisoned by the Legion, Arcade remained Caesar 's personal physician for several years. Caesar grew fond of speaking with such an educated man on philosophical matters. Arcade became his unwilling intellectual sparring partner. After years of such servitude, during an unguarded moment, Arcade used a surgical scalpel and his bare hands to disembowel himself.
Lacking any other skilled medical personnel, the Legion was unable to prevent his death. Caesar mourned his loss for months. Though the Legion was victorious at Hoover Dam, the Legate did not have the same medical needs as Caesar.
Lanius quickly tired of Arcade's acerbic wit and had the doctor crucified. Kill Caesar. During the retreat of Caesar's Legion from the Mojave Wasteland, Arcade was a sad casualty, one of many.
His body was heaped with those of many others in a nameless ravine on the Legion's long march home. Do not complete Veni, Vidi, Vici.
Unfortunately, when word spread that Arcade was once a member of the Enclave , he was forced out of the Followers of the Apocalypse. Pursued by bounty hunters , NCR rangers, and the Brotherhood of Steel , Arcade pushed deep into the eastern plains and was never heard from again.
He tended to the sick in Freeside for a while longer, then returned to NCR territory to become a teacher with the Followers there. Unfortunately, a NCR ranger identified his father's armor as Enclave property. He was arrested, tried as a war criminal, and imprisoned indefinitely. When news reached Freeside that Legion forces were approaching New Vegas, Arcade did his best to help people escape with adequate supplies.
A Legionary explorer saw Arcade helping locals escape and pointed him out to a centurion. Arcade's group was run down somewhere near Westside. There were no survivors. Arcade was outraged by Mr. House 's power play following the defeat of Caesar's Legion at Hoover Dam.
Though he remained in Freeside for a short time after the Securitrons established widespread control, he eventually traveled back into NCR territory. Disillusioned with the Followers of the Apocalypse, he settled down in the outskirts of the Boneyard , where he worked happily as a family doctor. Though Arcade was proud to have been one of the defenders who turned back the Legion at Hoover Dam, he was crushed by Mr. House's ascent to power.
Saddened by the loss of life and liberty in the area, Arcade left the Mojave Wasteland for parts unknown. He was never heard from again. Arcade was proud to have been one of the defenders who helped repel the Legion from Hoover Dam.
He was prouder still to see the area freed from the shackles of the NCR and Mr. Though independence for New Vegas was not all he hoped it could be, Arcade used his Enclave knowledge and technology to keep order wherever he could.
Though he found that independence for New Vegas was not all he hoped it would be, Arcade did his best to help the locals govern themselves.
Travelers continued to stop by Goodsprings Source for water on the Long 15 , but rarely would anyone venture into the ruins of Goodsprings itself. Those who did were almost always tourists, come to visit the graveyard where the Courier "rose from the dead.
Complete Run Goodsprings Run or wipe the town out. Goodsprings saw more trade along I after NCR gained control of the Mojave Wasteland , but with that came a heavy burden of the Republic's taxes. Some old-timers, unable to handle the cost, were forced to move on, grumbling all the while.
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