Yes Man: Cheery doormat who's just a tool to let anyone with the will take over New Vegas, or a sadistic Starscream who's been setting the player up from the start (though the latter interpretation has since been Jossed)?
Mr. House: A well-intentioned benevolent dictator and the best hope for restoring the world to pre-war glory and stability, or a Corrupt Corporate Executive who's totally out of touch with the realities of the wasteland and only using the people as justification for appointing himself as an autocrat?
NCR: A nation dedicated to the ideals of democracy, freedom, and individual rights, or a power on a slippery slope that's destined to repeat the mistakes of the old United States?
Opposite Graham, Daniel: A fool who doesn't understand the need for violence even to defend one's self, or a naïve but hopeful pacifist trying to shield the tribals from the harshness of the "civilized" world.
Ulysses: A Well-Intentioned Extremist hoping to exact sweeping changes in people by destroying the flawed nations and symbols they follow? A vengeful Omnicidal Maniac who only wants revenge on all those responsible for destroying the symbols he followed in life? Or is he a Stealth Mentor for the Courier, seeking to test his/her character and challenge the symbols that he/she in turn follows? Or perhaps even a Woobie, Destroyer of Worlds who went off the deep end after the destruction of his adopted home? Or is he a complete loon making a ton of unsubstantiated claims that follow no internal logic? The fact that you can talk him down at the end of the DLC doesn't help.
Most Legionaries: brainwashed fanatics who worship Caesar as a god and look back on the destruction of their former tribes as a positive step which uplifted them, or just putting on a "legionary persona" when talking to anyone but their closest friends (if that), out of fear that if they let it slip that they're not completely in accord with the Legion outlook, word will get back to Vulpes and they'll end up on a cross?
Caesar's Legion in general (and by extension Caesar himself): They torture, they murder, they enslave, and they conquer, but traveling merchants will tell you the lands under Caesar's control enjoy greater stability and security than anywhere outside his influence. So, are they brutal conquerors whose ideals are nothing but an excuse to indulge in sadistic cruelty, or Well-Intentioned Extremists whose harsh methods will unite humanity and create a relatively safer, more ordered world in the long run? Then there's Caesar's brain tumor. Something like that doesn't come about overnight. Who knows how long Caesar's mental processes have been affected by it... and in turn, who's to say he isn't some measure of insane for it, and if he is, how far back does it go? Could Caesar's rise to power be a result of a brain tumor affecting his neurological processes and he isn't in full control of his faculties?
Per the creators: The additional Legion locations would have had more traveling non-Legion residents of Legion territories. The Fort and Cottonwood Cove made sense as heavy military outposts where the vast majority of the population consisted of soldiers and slaves. The other locations would have had more "civilians". It's not accurate to think of them as citizens of the Legion (the Legion is purely military), but as non-tribal people who live in areas under Legion control.
The Brotherhood of Steel: A bunch of fundamentalist hypocrites with Skewed Priorities that'll inevitably result in their downfall, and whose destruction is better for the Mojave in general than their continued existence (made worse by the fact that, without an NCR ending in which a truce is formed between them, they'll harass travelers if they're left alive), or a group of Well-Intentioned Extremists whose ideology is perfectly rational, considering that the last time humanity had such widespread access to technology, it ended in atomic war?
The Great Khans: A clan of woobies who have well-justified grievances against the NCR and, as such, are morally in the right, or just a group of bandits hiding behind flimsy justification to excuse their raider tendencies?
Annoying Video Game Helper: Played straight and spoofed with the Stealth Suit Mk II. The suit's AI will remind you, quite often, that your Pip-Boy light is on if you use it while sneaking. Spoofed when it warns you of incoming hostiles, then retracts it as a joke. It'll also inject you with Med-X at every sight of a moderately threatening enemy. Not only will this waste Med-X you were saving for serious encounters, but it can also get you addicted to it.
If you have the Confirmed Bachelor perk, you can chat up an NCR Major at Mojave Outpost, who'll say that he'd want to be your "friend", but the mood around the outpost is too conservative for him to wanna deal with everyone he works with knowing. This comes across as a snipe at Don't Ask, Don't Tell, which becomes Hilarious in Hindsight following the repeal of DADT.
Throughout the game, the moral of "let go of the past before obsession gets you killed" is very obvious. It's even heavier in the DLCs, where the idea is hammered in almost every conversation you have with NPCs.
Dead Money takes the Aesop on why greed is bad Up to Eleven. Naming the Casino Sierra Madre makes it really obvious to anyone who has seen the film. Though it's possible to actually beat the house, as it were, and turn this into a Broken Aesop.
The Fiend leaders are at least several times more powerful and durable than the generic mooks, but still fall under this.
Benny, if you opt to fight him in the arena, will tell you beforehand of his knife-fighting prowess from his tribal days. Depending on your level and skill, he turns out to be a pushover.
General Oliver is almost a Zero-Effort Boss if you have the Securitrons, since your own side's weapons are a greater danger to you than he is. Even if you're fighting against him for the Legion, his Elite Mooks are far more of a threat than he is.
Father Elijah from the Dead Money add on is actually pretty easy to kill. His turrets are pretty strong, but it's possible if you have 50 unarmed to just smash the generator, making those turrets useless, which will cause him to charge you himself, and that's hardly the only way to stop the turrets. He may be packing a Gaussrifle, but Elijah himself is only wearing a Brotherhood robe and is therefore a huge Glass Cannon, so killing him isn't very hard. The Final Boss was likely this way to make up for the rest of Dead Money. Made even easier if you reprogram the turrets and turn them against Elijah instead, then just sit back and let them do all the work.
Salt-Upon-Wounds, the White Legs warchief and 'Final Boss' of Honest Hearts, especially if you sided with Joshua Graham and used his idea of simply crushing the White Legs. Joshua will hold him at gunpoint, then Salt-Upon-Wounds will drop to his knees and start begging for mercy. If you don't intervene, Joshua just kills him right there. To actually fight him, you tell Joshua that he should be allowed to die on his feet, with honor, whereupon he attacks you. While his stats are objectively pretty good (he has high combat skills, a unique power fist, a few mooks backing him, and can have anywhere from 600 to 700 hitpoints), this hardly matters since JoshuaGraham is on your side. In fact, the only way to not make this an anti-climax boss is to consider speech checks a boss fight, since you need very high speech to convince Graham to spare the warchief for the good ending.
The Think Tank in Old World Blues, if you opt not to befriend them and talk them down, are pretty big pushovers. There are only five of them, and their health and weaponry are equal or inferior to all the things you've been facing as semi-regular enemies the whole DLC, if one does the DLC at the recommended level or higher. Klein is the only one of the Think Tanknote The current Think Tank, that is. Mobius also scales with level. that scales with level, which all semi-regular and regular enemies also do. They keep pace no matter the level (indeed, they can even get worse), while 4/5 of the Think Tank becomes less and less of a threat the higher the Courier's level.
As in all previous installments, all 'final bosses' (save for Father Elijah mentioned above, though he can be tricked) can be persuaded to abandon their cause.
The Vault 34 Overseer has a lot of health for a Feral Ghoul, but doesn't actually attack unless the player gets close, instead letting two turrets do the fighting. A sufficiently powerful ranged weapon can take the Overseer out without him fighting back.
Author's Saving Throw: The revelation in Dead Money that Matter Replicators were "a common pre-War convenience" created all kinds of strange continuity issues, seeing as how the Great War was fought over resource scarcity, broken replicators have never been scavenged from ruins, no replicators are found in the possession of the Brotherhood or the Enclave, etc. So when Old World Blues came out, it was "revealed" that the replicators were an experimental technology developed at Big MT and the characters who told you how common they were either wrong or lying.
Mr. House. If you were orphaned as a kid and left with nothing by your swindler half-brother, then went on to found one of the most successful companies of the pre-War era at age 22 and ended up being a billionaire several times over by age 30... well, you're well in your right to be an arrogant jerkass. And that's not getting into what he did about the war itself or what he does during the game.
Caesar as well: regardless of your actual opinion of him, the man managed to rise from being a lowly missionary of the most pacifistic and put-upon faction in the game, to taking over a tribe, to taking over a series of tribes, forcibly erasing their history and uniting them and any others underneath a single banner, carving out a feared empire that holds complete dominion over a sizable chunk of the country, and setting himself up as some kind of deified god-king. By the time you meet him, Caesar's clearly let this power go to his head, but the respect isn't altogether unwarranted.
Not only the regular old versus new shtick, but also hardcore mode versus standard mode is emerging.
Dead Money has also been causing a debate. Both parties agree that the voice acting is amazing and it's much harder than any other sections of the game, but that's all they agree about. Either it's a brilliant, atmospheric, fun, strategic, Survival Horror adventure, or a frustrating, ugly looking, linear path filled with Trial-and-Error Gameplay, Fake Difficulty, and Demonic Spider enemies and fiendish/dickish traps (the Ghost Trappers and speakers in particular get a lot of hate).
While most love the game, there's a faction that dislikes the massive amount of assets recycled from Fallout 3, to the point New Vegas has been called an expansion of 3, or even a glorified fan mod.
The Boomers. They really like guns, and bombs, and cannons... or anything else that uses gunpowder at all.
Can't forget that one of the customers note Yes, one of the customers. Not the owner of the Atomic Wrangler himself. He's very quick to point that out. in Atomic Wrangler is asking to have sex with FISTO, a robot.
Oddly, the Stealth Suit and the Light Switches in Old World Blues appear to have crushes on the Courier. Hell, the switches even act like catfighting girlfriends.
Vulpes Inculta, leader of the Legion's Frumentarii spy network, engages in shady tactics that even Legate Lanius considers highly dishonorable. At one time when the Courier meets him, he razed Nipton to the ground note although the town was inhabited by Asshole Victims, enslaving, executing and crucifying most of the inhabitants while coldly imploring the Courier to examine it in detail before informing the NCR of his presence. Additionally, he also commanded his men to open radioactive waste containers at Camp Searchlight, which caused a mass wave of death and ghoulification. He also was secretly arranging with the Omerta bosses to chlorine bomb New Vegas.
Nero and his right-hand-man, Big Sal, are the Omerta family bosses. The only rule the Omertas have is "don't go against the family," which is punishable by death, but rather than emphasize loyalty, it is instead intended to keep others from standing in the way of the bosses' plans. Such plans involve secretly working for Caesar's Legion to massacre the entire population in New Vegas as soon as the battle at Hoover Dam begins, with a promise that they'll have control over the city. They are selling out the Mojave to the Legion not because they agree with Caesar's ideals, but because of lust for power and loathing of Mr. House for what they perceive to be his lording over them. They also framed a man for murder to blackmail him into working for them, get their prostitutes addicted to drugs to force them to be dependent upon their bosses, and give them to Clanden to be raped, tortured, and killed.
Clanden, an operative working with the Omertas, at first seems like a perfectly normal, friendly man, but he is in fact a Serial Killer who makes snuff films of himself raping and torturing women to death. In exchange for a constant supply of hookers to kill, he makes chlorine bombs for the Omertas to use in their attack on New Vegas. If the player blackmails him into leaving New Vegas, he’ll be okay with it, saying he can always "find more girls to play with" elsewhere.
Father Elijah is the former elder of the Mojave Brotherhood of Steel and the Big Bad of the Dead Money expansion. His obsession with old-world technology led to him getting his people slaughtered at the battle for HELIOS. After fleeing the battle, he sought out the fabled Sierra Madre Casino, a treasure-trove of lost technology which he wanted to use to "wipe the slate clean." In order to obtain the casino's treasures, he kidnapped dozens of people, attached slave collars to their necks, and blew their heads off unless they acted as Cannon Fodder for the Sierra Madre’s defenses. Once the Player Character reaches the Sierra Madre, Elijah orders him/her to kill off the allies that had helped them, and later tries to kill the Courier him/herself for outliving their usefulness. Elijah’s ultimate goal is to use the Sierra Madre’s technology to kill off every person in the Mojave and then build a new nation where every person will be collared and forced to obey him.
No-Bark Noonan. Despite his delusions, hallucinations, and general paranoia, he's the most informed and insightful person in Novac. His observations aren't just hilariously zany, they're more or less spot on. Especially, but regardless of whether one takes his statements figuratively. Either way, he's a lot easier to understand than those nightkin holed up in Black Rock Cave.
Lily, a schizophrenic Nightkin grandma wielding a weaponized vertibird propeller as a sword, and, apparently, Tabitha and Rhonda, if their post-game narration is any clue.
The Think Tank. Each one of them is a Mad ScientistBrain in a Jar with serious mental issues. However, their inventions are nothing short of spectacular.
The Courier with the Wild Wasteland Perk. You have to seriously wonder if your companions are even seeing the same things that you are, wondering why their boss just referred to a street gang as a bunch of "violent old ladies", some mercenaries as "aliens", or picked a fight with a dog they believed was a "Mini-Deathclaw?" And even without Wild Wasteland, there's nothing stopping the player from roaming around in a pretty floral bonnet and a set of spiked football pads while beating the crap out of people with a golf club.
Creator's Pet: Ulysses. All four DLCs build up the confrontation with him in ways that can seem forced, he's shilled by several other characters as being just as badass as you if not more, and Chris Avellone has acknowledged he's his Author Avatar that represents his views on the Fallout universe. He also has insanely high stats of 10s in every spot, has the most hit points of any human character topping out over 1,000, and regenerates.
Critical Dissonance: The game scored an eight out of ten from most game journalists: basically a slightly above-average ranking, significantly lower than Fallout 3's scores. However, mostfans consider New Vegas and 3 roughly equal, and favor one or the other mostly due to personal preferences (with fans of the older Fallout games generally leaning in favor of New Vegas). Downplayed example, though, because this game's scores weren't particularly low – just unanimously less than the previous entry in the series, due to the nearly identical game engine, graphics, and relatively minimal improvement on gameplay.
In the final game, Cook-Cook was the worst of the worst. Cut content included dialog option with him, turning him into a fast-talking Large Ham verging into Black Comedy Rape territory. Now he's funny.
The entire quest surrounding FISTO. The idea of a sexbot is pretty squicky, and then it's just crossing the line again and again. From Mick & Ralph (who are used to dealing with all sorts of strange things) being freaked out by the idea, to FISTO requesting you to "assume the position," and James Garret's reaction of finally getting his... eh, customer's sexbot.
And on the Country side, "Big Iron" is utterly badass.
Whenever you hear the track Serenity, it always has an exceptionally calming effect.
Darkness-Induced Audience Apathy: Can suffer from this. Mr. House is very efficient and competent, but only cares about Vegas and it's unclear whether he can implement his plans for the city. Caesar's Legion are very effective at bringing order and safety to the untamed wastelands, but their kind of order is brutal, unforgiving, technophobic, and misogynistic. The NCR means well, but its bureaucracy and military overexertion mean it couldn't effectively govern or protect the Mojave. You could go Wild Card, but can you forge a Vegas that's any better than what was there before?
Cazadores. They're as tough as nails, have a very potent poison, and travel in packs as large as eight at some times. They also move too quickly to get a decent shot off outside of VATS, and it's almost impossible to headshot them in VATS mode due to a minor glitch which makes their head impossible to click at times. The icing on the cake, however, has to be their poison. Pre-patch, it killed companions basically on contact thanks to a bug that made it never wear off. They fixed that, but in doing so actually made Cazador poison even more potent than it already was. It wears off, but it takes such a long time that you have to dope your companions with nearly a dozen stimpacks if they've taken more than one sting. If that weren't enough, Honest Hearts gives us Giant Cazadores, and those bastards come right out of nowhere if your eyes aren't glued to the compass. Thankfully, Old World Blues adds a perk that makes you immune to poison, negating at least some of the damage they do. They still hit like trains and are insanely difficult to hit without VATS, though.
Deathclaws actually got worse since the previous game. They're just as fast, but now they're stronger, tougher, and crippling them is that much harder without the Dart Gun. Then there's the variants in Quarry Junction, which are even more deadly, featuring twice the health and a stronger attack. Worse still are the boss variants, the Alphas and Mothers, who are about twice as strong as the regular ones. Topped off by the Legendary Deathclaw, which will almost certainly one-shot you on any level and have as much health as Lanius.
You think Mojave Deathclaws are bad? Divide Deathclaws are worse, being a pretty-much One-Hit Kill if they get into close range. The fact that you usually encounter them in tighter spaces than Quarry Junction and the abandoned railyard makes them worse. Then you get into Irradiated Divide Deathclaws in the Courier's Mile, and hell has a new entrance ticket with your name on it.
Nightkin, blue-skinned Super Mutants with Stealth Boys that make them near-invisible. Sure, they may shimmer like water, but just try and spot that when they're moving at any speed faster than a walk. These guys hide behind rocks until you're mere meters away, and they don't decloak until they're literally two feet away in mid-swing. On top of that, they're deceptively fast, recloak almost instantly, and can send you flying (no joke here). Even if you have ED-E, who negates a fair portion of their advantages, they can still catch a non-VATS user by surprise.
With the reintroduction of damage threshold (DT), the Super Mutants are much harder to kill when they use heavier weapons against you.
Legion Assassins and NCR Ranger hit squads if you have no followers with you, otherwise they're closer to Goddamned Bats. They spawn in dozens of locations near fast travel points on the main road, appear in groups of four, chase you relentlessly until they catch you, then declare you are a criminal and kill you where you stand before you have a chance to react. Unless you get the opening shot, only a high-level, well-armored player will live through their assault. Plus, they target NPCs from hostile factions as well, which means that a pack of Legion Assassins can and will cut down quest-essential NCR characters and merchants if you lead them into the wrong areas.
Even at lower levels, the common Jackals and Vipers can still spawn with grenade rifles, which can kill you way before you're inside any of your weapons' effective ranges. Even worse in Hardcore mode, as you'll typically have to limp all the way back to Goodsprings to get 4 of your crippled limbs healed.
Speakers and radios in Dead Money. Imagine there are these small devices hidden all around the environment. Imagine that if you stay in their field of range for more than about ten seconds, you die instantly. Imagine most of the speakers are indestructible, and the ones that aren't are hard to find due to (usually) being hidden just out of sight and in the dark. Imagine the radios being ham radios, which you'll likely instinctively ignore, or brown Sierra Madre radios, which blend with the background. Now add on to the fact that in addition to making sure your head doesn't explode, you have to worry about the poisonous gas that's usually paired with this obstacle. Hope you studied the locations of the radios and speakers in advance, or you'll spend most of the DLC searching for them.
The Yao Guai are back in Honest Hearts. In Fallout 3, they were tough, but not Deathclaw tough. Honest Hearts will teach you to fear them.
Some of the White Legs in Honest Hearts can pack some pretty strong guns, including 12.7mm SMGs, Brush Guns, and Anti-Materiel Rifles.
Robo scorpions from Old World Blues. They shoot lasers from their tails, are ridiculously tough for their size, are somewhat resistant to EMP weapons, and when you finally destroy them, they blow up in your face.
Designated Hero: The Brotherhood of Steel are either this or a Designated Villain (see below). They're considered a good-aligned faction, to the point where killing them provides Bad Karma. Their interactions with the Mojave are anything but good, however; in any ending where they're left alive (aside from an ending where a truce with the NCR keeps them on a shorter leash), they end up patrolling the highways harassing travelers for any advanced technology they possess. Last but not least, a group of rogue Paladins cross the Moral Event Horizon in Veronica's companion quest (see that trope's entry below).
All four factions want the Courier to handle the Brotherhood of Steel, and at least three of them would prefer it if you blew them up due to their fanatical views on technology.note Caesar views technology as a hindrance, Mr. House knows they don't approve of his usage of technology, and the NCR still remembers the assault at HELIOS The problem, though, is that of all the representations of the Brotherhood in the Fallout canon (including the widely discreditedFallout: Brotherhood of Steel), the Mojave Brotherhood are, by and large, the least capable because they'd forsaken the "help your fellow man out within reason" credence in favor of a survivalist mentality by holing themselves in a bunker and awaiting the inevitable due to the battles with the NCR. This can be confirmed if the Courier elects to have Paladin Hardin usurp the position of faction Elder, and effectively sealing its fate. However, by doing so, Hardin will have your test of loyalty be destroying the Van Graff operation, who can be argued as one of the more villainous factions in the region.
The Garret Twins. In game, they're referred to as psychopaths, and even bunched in with the Van Graffs. However, aside from ordering the death of a backstabbing bounty hunter, none of their actions come across as remotely evil. They're certainly pragmatic, and are only convinced to work with the Followers because it means upgrading their distilleries, but they treat their employees well, even the prostitutes, are forthright in their dealings, attempt to call in their debts in a non-lethal fashion, and are second only to the Tops in terms of all around decency as a casino.
Draco in Leather Pants: Vulpes Inculta, of all people, has this status among fangirls. Despite ransacking Nipton and butchering its inhabitants, having a very blasé attitude about all the blood that he's shed, and speaking in aCreepy Monotone, fangirls still find Inculta attractive for his smooth voice, civilian suit, and calculating nature.
Joshua Graham has become very popular among the fans.
No-Bark Noonan and Fantastic are two highly hilarious side-characters, the former being a raving madman who knows more than he lets on, the latter being a man who knows far less than he lets on. "I know exactly what I'm doing! I just don't know what effect it'll have!"
The Enclave Remnants are so popular that they singlehandedly rehabilitated the Enclave's image among wide swathes of the fandom.
The Kings as a whole, being an entire faction of Elvis impersonatorsnote specifically, the young, slender, and handsome version, as well as being the nicest faction in the entire Mojave. The fact that they base their ideology around the idea that every man can be a king, something Elvis Presley himself would likely approve of, only makes them even more endearing to the players.
Esoteric Happy Ending: Unless the Courier did something about those Tunnelers making their way from the Divide to the Mojave, they'll end up with this no matter what faction they chose. However, the only reason the player might believe the Tunnelers are heading towards the Mojave (or anywhere else outside the Divide) is because Ulysses said they are. Ulysses is an Unreliable Narrator, so they might not be the problem he claims them to be.
Even Better Sequel: Fallout 3 created approximately two factions in the fanbase: fans of the first two games that disliked the third game's weaker writing and gameplay and setting shift, and those that liked the third game just fine regardless of whether they played the first two or not. New Vegas appeased the first camp thanks to many of the designers from the first game working on it and bringing back the strong writing and the familiar setting, and the second camp could enjoy more complex and balanced gameplay in addition to the superior writing. The result- New Vegas is generally agreed to be superior to 3.
Though there's nothing in-game to confirm it, the fandom generally accepts that the Gobi Campaign Scout Rifle is the rifle Boone used to kill his wife, and that the Sniper's Nest where you find it is where he shot her from. A hard-to-find note in Camp McCarran disproves this, however.
Downplayed, but several fans think that considering how both Veronica and Arcade seem to get the shaft in some way with all of the game's endings, that they eventually left the Mojave and joined Lyons's Brotherhood of Steel on the East Coast, which would be a more positive and safer organization befitting of their talents and personalities.
Looking online at a lot of fan-made maps of the western US will show that a plurality of fans take the Great Khans'best ending (where they just leave the Mojave for Wyoming and team up with the Followers of the Apocalypse to "carve a mighty empire out of the ruins of the Northwest") as canon.
Foe Yay: Ulysses' obsession with the Courier edges onto this. It's not all because of The Divide, either. He mentions hearing about you long before that, and implies he sometimes followed and watched you while you were on a job.
Getting locked out of The Strip. Virtually all of the main plot missions take place there, and most of the action as well. Fortunately, it's easily fixed by hitting ~ to go to console, entering 'unlock' and clicking on the gate. You can also take the monorail at Camp McCarran; worst-case scenario, you'll need to don an NCR disguise first. Finally, you can just snipe one of the Securitrons guarding the entrance and loot the key if you manage to remain unseen.
Cazador poison won't wear off companions. Or rather, it will wear off companions eventually, but unless their health is full, it's a moot point because the poison lasts so damn long. Attempting to use a Stimpak on them will kill them, since using a Stimpak on a poisoned companion will "cure" the poison by dealing the full amount of damage at once before applying the Stimpak's healing. If they got stung more than once, it's just your choice whether to kill them now or later. Sometimes they'll heal themselves, but it's generally better to have them wait before heading someplace with Cazadores.
Vault 11 has a bugged turret in the final room which is aligned to the Lucky 38, and by destroying it, you fail Mr. House's quests automatically and turn all the Securitrons hostile. So if you did more exploration than plot chasing before coming to New Vegas, you probably won't be able to join his faction at all. Thankfully, it doesn't seem to happen often with the latest patch, so you can probably get away with it.
If you have ED-E with you when you start Dead Money in the 360 version, he becomes hostile upon returning to the Mojave.
If you enter Dead Money while suffering from withdrawal, the debuffs sometimes become permanent.
Vendors never restock. This is only fixable by starting a new file, and might not become immediately evident until several hours into the game.
One bug that's annoying enough to make one want to restore an earlier state involves Boone talking to you without prompt after re-recruiting him in the Lucky 38. As like ng as he's with you, this makes any movement or gameplay impossible thanks to him interrupting you with an infinite loop of "What is it?"
Some merchants sell multiple copies of a single Caravan playing card. Buying more than one copy at once will make the game freeze.
In the NCR questline, when you have to deal with the Great Khans, choosing to side with them without going back to report to Moore that you'll try a diplomatic solution (instead of killing them all, which is your initial objective) may have the effect of freezing the quest. The quest isn't considered as failed, but the quest-giver won't consider it done. The only solutions are to load an earlier save and reporting to Moore before achieving the mission, kill them all, or continue the game by switching sides.
When you enter The Tops casino, all your weapons are taken from you. You may not get them back when you leave.
When you enter Gomorrah, your follower loses all their weapons and ammo (even the hidden infinite ones they use as default), even if you told them to wait in front of the building. You have to dismiss them to avoid this, though sending them back to the Lucky 38 can trigger another glitch which erases said follower from the game.
When you send a non-human companion (such as ED-E or Rex) to the Lucky 38, there's a chance that they may be erased from the game entirely, meaning that their companion quests become Unwinnable by Mistake.
Several of the general meta game "dump" stats are obviously important for both stat checks and because you can't use items or companions to try to replace the function of those stats.
You lose all of your equipment for the duration of Dead Money. The weapons of choice are mainly an energy weapon with limited ammo, an automatic weapon that requires higher than average strength, and explosives. All weapons often ignored by meta gamers. This was fixed after a patch.
Sneaking around requires a high amount of the skill and proficiency in actually sneaking around (walking quietly, not walking into direct line of sight, turning off your light, etc.). You can't hoard stealth boys and walk straight past everything.
Your funds, ammo, and consumable items are limited. You can't run off to farm caps. You have to make do with what you have.
Reading messages and postings on terminals gives a lot of major clues about the easiest method to get past obstacles. You can't just keep following the arrow, shooting everything in your path.
Your choices matter far more than in the main game. Elijah will kill you if you mouth off to him even a little, and whether or not Dean and Christine betray you is determined by your choices throughout your time with them, not simply during your final dealings with them as you may be used to.
Companions aren't expendable. If they die, you die due to linked bomb collars. Their contribution in battle is also important due to your limited ammo.
Once you leave the Sierra Madre, you're not allowed to go back. If you want the exclusive items the area has to offer, you have to get them while you're there.
Subverted by some of the perks introduced in new DLC which carry over into Dead Money once obtained. Implant GRX has been mentioned above, but Mad Bomber takes the cake, allowing you to turn unwanted energy/gun ammo and easily scavenged parts into makeshift (and disproportionately powerful) bombs. This perk, ideally coupled with some explosive skill/perk placement, can turn an otherwise tense and difficult DLC into a hilarious curbstomp with Stuff Blowing Up. The Auto-Stimpacks from Lonesome Road also help significantly and are made from stims you can buy from the Madre Vending Machines and sensor modules (which are everywhere). The perk "Them's Good Eating'" gives you a large number of healing items for free, eliminating the problem of health almost entirely.
You can easily get through the rest of the game without resorting to your fists or melee weapons. In Dead Money, ammo is limited and most of the weapons are in poor shape, so you might have to whack your enemies instead.
According to Jane, Mr. House's favorite snow globe is the one depicting the Nevada Test Site. Howard Hughes (Mr. House's inspiration) absolutely despised the Nevada Test Site, so much so that he tried to bribe Presidents Johnson and Nixon into closing it down.
In Real Life, Nipton was built up economically by the California lottery;note Nevada didn't have a lottery, and Nipton was right next to the border between Nevada and California, so it got a lot of visitors from Nevada wanting to try their luck. Meanwhile in the Fallout universe, Vulpes killed Nipton with a lottery.
Geckos, coyotes, rats, giant mantises, nightstalkers, small radscorpions/bark scorpions (thanks to their venom, larger radscorpions are Demonic Spiders), etc. Also, Cazadors at higher difficulties. They can't do much damage to a hulking player character wrapped in power armor and carrying a plasma caster, but they move around lightning fast, close in on you in seconds, are almost impossible to hit outside of V.A.T.S., have a bug that prevents from targeting their heads in V.A.T.S, come in groups, and poison you, forcing you to waste Antivenom and stimpaks.
Tunnelers from the Lonesome Road DLC. They have incredible strength, attack in packs, can crawl on the walls and ceilings, can pop out of the ground beneath you, and take a lot of punishment. If you get surrounded, you're screwed. Even by using their weakness of the flaregun, they only panic for a short while and run away from you, forcing you to chase them so you can use the small window of opportunity to kill them. Oh, and they're found in small cramped tunnels with minimal running room.
Bear traps in Dead Money. Prolific in many areas, hard to spot, don't do enough damage to kill you but are likely to cripple your legs, forcing you to waste a stimpack healing the damage.
While attempting to kill or disable Mr. House in one quest, all the Securitrons in his penthouse will just stand there rather than attack you. Considering that they may have all been upgraded to their Mark II OS, and are now armed with rocket and grenade launchers, this is extraordinarily helpful. This was fixed in a later patch; the Securitrons will now fight, but still won't use their heavy weapons.
A glitch on the PS3 version renders the Mick & Ralph's crier unable to spawn. Shouldn't have spoken up about having stuff they aren't even allowed to sell.
One developer revealed that Boone's utter lethality was actually out of proportion compared to how he should have been (with a guns skill going straight over 117% at level five).
Unarmed weapons tend to have a habit of turning invisible, which may make it irritating when trying to figure out what weapon you're using, but the fact that your bare fists can launch people into the skybox as if you're Goku makes it amusing, nonetheless.
While the doctor's at the Followers safehouse, the fridges can be looted repeatedly for infinite food.
While under the effects of Turbo, certain fully automatic weapons will expend their magazine and then some when used in VATS, especially during bad framerate.
The Holorifle and the Anti-Materiel Rifle can be repaired past their max conditions using weapon repair kits, thus increasing their condition and value to completely insane amounts.
Once you've completed the "That Lucky Old Sun" quest after setting the power to "full region", keep telling it to Ignacio for infinite XP, stimpaks and Doctor's Bag. Just make sure you have at least one companion to help you carry those bags!
Switching ammunition types drastically cuts reload time for weapons that load bullet-by-bullet; when switching, only one bullet is loaded, but it fills the whole clip.
The Autodoc in The Sink can wreak some real havoc by swapping out Traits. Swap out Skilled to keep the free skill points but lose the XP debuff, or just select it again for another free +5 to everything (you can also do this while leaving Goodsprings, granting a staggering 195 free skill points, 15% of those available in the entire game, or a 130 (10%) without a drawback). Take Logan's Loophole, then swap it out around level 29 (the drawback doesn't apply until level 30).
You can get infinite money by getting 32,678 chips, dropping them, and then cashing them in again and again.
A programming error makes "Big Iron" play twice as often on Radio New Vegas as other songs.
The Hotkey Ammo Glitch. Find a type of ammo you'd like to use and equip a weapon that uses that type of ammo. After equipping the weapon, hold down the button to hotkey an item, move left, highlight the ammo you'd like and hotkey it like normal, release the hotkey button, then equip a different weapon. After backing out of the Pip-Boy menu, hit whatever button you've hotkeyed the ammo to and you can use that ammo despite not having the right weapon equipped. This works for any type of ammo on any type of weapon. Have fun with a flare gun that shoots incendiary grenades, or using the Laser Detonator to fire an endless, rapid stream of mini-nukes, or giving boxing gloves the same attack power as a mini-nuke (only without explosions)! Even better, you can use coinshot with weapons like the MF Hyperbreeder to shoot an endless stream of money. Or use 4/0 buckshot ammo with C4 causing four explosives to appear where you threw one essentially giving you an endless source of easy money when you sell them so long as you have at least one C4.
On one quest, the player is tasked with tracking down a serial killer who's been targeting refugees; you get positive karma for persuading him to stop killing without violence. However, the murderer is (rightfully) at Very Evil Karma, which isn't changed if you convince him to stop; therefore, you can get good karma for getting him to stop killing nonviolently, then another shot of good karma if you choose to shoot him in the back as he's walking away.
The fully functional missing laser pistol that you're tasked with retrieving for a couple of Brotherhood of Steel students is classed as a key item, meaning that literally nothing and nobody in the entire game can remove it from your inventory until you voluntarily give it back to complete the quest. It can even be taken into Dead Money; Elijah will still steal any of the ammo you brought, but more can be found easily enough.
If you kill the Enclave Remnants after completing "For Auld Lang Syne" (which requires a few bricks of C4 and a Detonator, as the door needed to reach them permanently locks upon completion of the quest), the game will act as though they're still alive during the Battle of Hoover Dam, resulting in a hilarious scene where their bodies are airdropped out of a Vertibird right in the middle of The War Sequence when they're supposed to show up and assist the player.
Using a mod which increases the maximum number of followers allows to bring most of them (minus the first humanoid and the first robot) in some areas in which you're supposed to be alone, like Mr House's penthouse.
If you are playing in Hardcore Mode, upon entering DLCs, your hunger, thirst and exhaustion are all set to zero. However, due to a glitch, the exhaustion will remain at zero, and this will carry on beyond the DLC.
When you blow someone's head off, sometimes the game will fail to apply the physics to the resulting gibs that would normally be sent flying all over the place. As a result, you are left with the bloody pieces of a person's head, carefully arranged into the proper shape and floating in the air in the position where it was shot. Even better, this can also happen with an attack that blows the enemy's entire body into bloody chunks, leaving behind a grotesque mannequin made of body parts.
If Raul is rescued before dealing with Tabitha in "Crazy, Crazy, Crazy," she's scripted to confront the Courier and attempt to kill them. However, she's not given a flag to stop pursuing the Courier if they somehow get away without at least starting the encounter. This means that, if Raul is dismissed, the Courier doesn't have ED-E or Rex (or dismisses them), and uses a Stealth Boy to get around her without engaging her at all, she willwalk the breadth off the Mojave until she catches up to you, regardless of where you are, like a Terminator. Among other things, this can result in her getting ventilated by the Securitrons at the Strip's gate for trespassing without doing a credit check, getting fragged by the Boomers' artillery if she attempts to enter their territory, or simply appearing on the horizon and start charging at you in the middle of the desert, in-game weeks after the rescue, babbling like a madwoman. Even better, if she finally gets her encounter and is successfully avoided again without her getting killed, she'll walk the entire way back to Black Mountain if she doesn't run into the Courier on the way.
A physics glitch makes the top half of a skeleton in a bathtub in the Bison Steve Hotel fly across the room if you grab the chems that are littered around it, which is always good for a laugh.
There's a marauding army who've taken over significant chunks of a war-torn desert, claiming to bring order and stability in a region that had little of either. They follow a regressionist ideology that seeks to recreate a society based on an idealized past and seek to exterminate any group or demographics that do not follow it. Their leader carries a title that's been officially abolished, but still holds significant strength in the minds of his followers. They employ crucifixion and other terror tactics to instill fear and obedience in their territories and deter opposition, and their society is very much a No Woman's Land. They're currently (as of September 2014) fighting a stalemated battle for a dam and are marching towards the regional capital. And last of all, this faction mints coins of gold and silver and use them as their official currency.And it's not the Legion. By December 2016, however, they've been successfully pushed back from the dam by the combined air and ground assault of several different factions cooperating together, and their main base of operations has been substantially eliminated, leaving them in disarray. Eureka!
Dead Money is this now that Catalina Island's Avalon Casino (an old 1920s Arc Deco building whose architecture and aesthetics is very similar to the Sierra Madre's) has decided that they're installing holograms to lure younger guests to the casino. They probably don't shoot lasers. Probably.note It should be noted that the Catalina Casino isn't an actual casino and is only called that because "casino" is Italian for "gathering place".
Admittedly a case of Black Comedy, but visiting the Boomers and seeing the destroyed Brotherhood patrol is funnier after playing through one of the endings to Fallout 4 (the Minutemen ending where they wipe out the Brotherhood). Appears the Brotherhood has artillery bombardments as a common weakness!
There's a panel in All Roads that has a quite a bit of subtext.
Manny Vargas sounds downright jealous of Boone's wife, not just disdainful of her like the others. A female with Black Widow can't get relevant quest information out of Manny, while a male with Confirmed Bachelor can.
In the epilogue, Arcade Gannon is subject to quite a lot from Caesar, of all people. If sold into slavery, the very anti-Legion Arcade becomes Caesar's "intellectual sparring partner", despite Caesar's general intolerance of people who disagree with him. When Arcade eventually kills himself, Caesar is distraught.
You can do this with Dr. Dala in Old World Blues, too. Mind you, her attraction to the PC is irrespective of gender, and it's the fact that the PC is a living organism that gets her off.
Keely and Angela Williams (from the There Stands the Grass Quest) seem to be quite fond of each other, to the point that Angela will pay you a good amount of money to ensure that Keely makes it back alive. This happens even if you destroy the Vault 22 data.
Idiot Plot: The White Gloves' quest "Beyond The Beef." To start, Mortimer's men screwed up, not only letting their target get away, but then grabbing the son of the most powerful brahmin baron in the NCR as a replacement. To proceed with the questline, the player must ask Mortimer for the key to the room of an investigator looking into another disappearance that happened a week ago. The player finds the investigator's corpse in his room and is then attacked by White Glove members, a fight that'll likely spill into the hall where everyone can see (not to mention the ridiculousness of the White Gloves leaving the investigator's body in his room for what's likely several days). The player can then use a clue on the investigator's corpse to meet with a White Glove contact who has information – said contact has apparently been coming to the meeting spot at the designated time every day, and is entirely unaware the investigator is dead. Finally, the player can talk Mortimer into revealing his plan with a rather easy 62 Speech check (or by having the Cannibal perk), but can't do anything with this information including approach Heck or Marjorie with what they know. You have to play along with the investigation route. In summary, everyone involved with the quest is completely incompetent, including the player.
Jerkass Woobie: Cachino, if what he says in his journal is true. He knows that raping and hooking the prostitutes on drugs is wrong and wants to quit, but he seems to lack the willpower. He's essentially a slave to his own evil.
You can very well be one if you go for the Wild Card ending. You manipulate and use the three biggest political factions in the Mojave so you can come to power and variably kill their leaders or exile them from the region, and in the process the other major factions in the Mojave are either dead or have sided with you. By the end of the game, through a combination of guile and bloodshed, you've gone from a humble package courier to the liberator of one of the most powerful civilizations in the world.
Mr. House. Instead of letting New Vegas be annexed by NCR, he's been exploiting them both economically and politically to build up New Vegas while slowly gaining influence over NCR, as well as gaining lots of intelligence on them while keeping his own abilities and agenda hidden from them. The result is that he's fully capable of taking over the Mojave once he gets the Platinum Chip, is intending to execute just that sort of plan very soon, and the NCR has no idea.
Vulpes Inculta was named after the Trope Namer, and it shows; as The Spymaster to Caesar, he's all about subterfuge and sabotage to take out the Legion's enemies. You meet him after he's done destroying Nipton by bribing them to capture the Powder Ganger and NCR forces they serviced, then sprang a trap to round up all of them as prisoners. His quests show just how far the Legion's reach spreads, and makes you realize he's possibly the most powerful man in the Legion.
Boone, a thousand times over. People have even begun referring to awesome things in other video games as "Boone-tier."
Joshua Graham in-universe. Just to hammer home the point, 1st Recon has had several "confirmed kills" against him, and after failing Caesar at Hoover Dam, he was covered in pitch, set alight and thrown into the Grand Canyon. Caesar's slaves seem to revere him as some sort of heroic figure and even Caesar himself has spies patrolling Utah looking for him, suggesting his reputation as an unkillable badass might not be too inaccurate. He shows up in the second DLC. He really is incredibly tough, with a damage threshold of 50. This basically means any weapon not called the rocket launcher, anti-materiel rifle, YCS-186, Holorifle, Fatman, or Alien Blaster will only do Scratch Damage.
Joshua: *glares at a Courier pointing their weapon at him* Make the first shot count. You won't get a second.
Every Veteran Ranger (see the cover) is a Memetic Badass to the NCR Troops.
Random Trooper: They're sending the veteran rangers from Baja. I hear they chew nails and spit out napalm.
Caesar's Legion has a surprisingly large amount of fangirls despite being a society of misogynistic zealots religiously devoted to the practice of mass rape, mass murder, and mass slavery. Though most of them really only love the Legion because of Vulpes Inculta's (and to a lesser extent, Caesar's) Draco in Leather Pants status.
For some reason, a certain quote of Joshua Graham's ("I survived because the fire inside burned brighter than the fire around me.") has taken on a life of its own, with it being reposted on many inspirational blog sites, even quoting Graham as the creator of the quote. Graham's writer (and New Vegas Lead Designer) JE Sawyer actually stumbled across the quote written on a trail in his home state of Wisconsin and some people have reported teachers using it in English class as an inspirational quote. Even then, if you take the quote as inspirational (it can be interpreted as such), the lack of context ruins the inspiration Graham puts behind the words (Graham says the fire inside was the love of others, while many of the inspirational meme versions without context imply internal strength is said fire).
Moe: Veronica Renata Santangelo. Bonus points for being voiced by Felicia Day.
While horrific, most of the Legion's early actions seem to follow a guideline of the ends justify the means or are designed to punish wastelanders for their depravity. However, a slave at the fort reveals that they endorse rape, sometimes even targeting children and old women. She'll even warn the female player character that some of the soldiers are planning on raping you. Combined with the chilling holotape message where they brag about raping one of the soldiers in Ranger Station Charlie, this pushes many players from seeing them as extremely dark well-meaning extremists into complete monsters and hypocrites.
It's hard to say where exactly Elijah crossed it- was it when he got hundreds of people killed over his own pride? Was it when he enslaved a mentally handicapped Nightkin? Or was it when he kidnapped and murdered dozens of people in an attempt to access the Sierra Madre? Or when he plotted the mass murder of everyone in the Mojave Wasteland using the Cloud, and got damn close to accomplishing this? He will accomplish it if you side with him at the climax of Dead Money, though this results in a Non Standard Game Over.
Vulpes Inculta manages to cross this the very first time you meet him. If not, he's getting damn close to it, though, and when you learn about what he did against the NCR camp at Searchlight and his plans of massacring the civilians at New Vegas, then he's definitely crossed it.
The Courier can probably cross one of the largest in all the Fallout games. In Lonesome Road, you can chose to launch ICBMs at either one particular or all the factions vying for power in the Mojave.
Caesar passes this in Honest Hearts when he orders the destruction of New Canaan just to get back at Joshua Graham. While previous Legion targets at least had some military significance or were at least morally questionable, New Canaan had never fought the Legion and was actively trying to improve the Wasteland, while Caesar destroyed them purely for personal revenge on one man.
When Lanius passed this is somewhat debatable due to his multiple-choice backstory. If what Caesar claims is true, it was when he demanded the surviving males of his tribe be exterminated in exchange for his admission into the Legion. However, he definitely passes it when he threatens to rape a female Courier.
The Brotherhood of Steel, or at the very least one squad of them (it's unclear whether the squad was under orders or taking matters into their own hands), in one route of "I Could Make You Care". If you convince Veronica to try to join the Followers of the Apocalypse, you connect with an outpost of unarmed doctors (though, admittedly, with a couple armed guards) and are told to come back later, when the Follower in charge of recruitment arrives. When you come to make that appointment, you find that the Brotherhood has slaughtered the entire outpost, because there was a faint possibility that Veronica had revealed Brotherhood secrets (she hadn't). And then they try to summarily execute Veronica for trying to do a good thing, and you for helping her.
The ringing noise at the Police Station in Dead Money when recruiting Dog.
The warning klaxon that plays if you trigger the self-destruct mechanism for the Brotherhood of Steel's bunker. Especially since, if you didn't shoot your way in, you'll be fighting your way out for quite a while, and it won't stop until you've left.
Your companions in Dead Money are set to repeat the same two or three phrases over and over. Since a good deal of the expansion can involve scouring around for Dean's hidden stashes or finding out how to reach your next objective, all while fighting Ghost People and avoiding traps all over the place, hearing Dean say "What's next?" for the twentieth time may lead to a holorifle blast to his face followed by a reload.
Every single Legion member in a ten-mile radius screaming "Retribution!" when you attack one of their soldiers.
COME TO MICK & RALPH'S FOR ALL YOUR SHOPPING NEEDS!
This seems to be a reflection of everyone who works at the Tops, which takes camp and Narm Charm and turns it into an art form. There's the tap dancing show, for one. Talk to one of the clerks there, and they'll ask you how they can make your stay "the Tops" with a straight face. Benny's second in command also seems as emotionally bland as Benny himself is, even after his Klingon Promotion. The Tops and its employees all seem to be trying hard to embody the camp of the days of Frank Sinatra and Dean Martin.
The ending narration for Dead Money is either sad or touching, depending upon your actions, and very effective at conveying emotions. That being said, hearing everyone chant "It's letting go" at the end is more funny than poignant.
Try to fight cazadors in first person view, and you'll see nasty and scary giant wasps attacking you in fast speed; even if you aren't afraid of bugs, you won't forget them.
One of the clients for the Atomic Wrangler wants a male ghoul Cowboy dominatrix. And indeed, you can find a ghoul meeting all of the requirements, except that she's female. The client you hire her for expresses sadness that it wasn't a he, but that you can't get everything you want, and the customers might not even notice. You can also use her services.
The "Bill of Sale" you find in Boone's companion quest, because it's sickeningly official and specific. The line "Payment of an additional five hundred bottle caps will be due pending successful maturation of the fetus" was enough.
No Yay: Happens a lot with the Legion. According to Siri, several Legionaries want to rape the Courier if you're female. Lanius himself can potentially threaten to rape you, depending on your choice of dialogue.
Lonesome Road contains a minor instance: By nuking Legion territory and opening up Dry Wells, you can obtain a suit of armor that's very similar to what Vulpes wears. Chris Avellone himself has said it was included because many players liked Vulpes's armor and wished they could wear it during the game.
Chris Avellone also explained that, when looking at what the fanbase and the modders added most often to the game, home bases came up again and again and so The Sink in Old World Blues was designed specifically to fulfill that need: give players a true home base to operate from.
The Ghost People from Dead Money. What's that clicking sound? Is someone there? Hey, wai—
Vault 34, especially if you have no companions. Feral Ghouls behind inaccessible doors? You just know they'll break out eventually after your back is turned... so you end up constantly looking behind you, expecting them to be charging at you at any given moment. In general, if you're alone and with the radio turned off, any dark derelict building, vault or cave can quickly make you creep onwards very slowly and carefully. The horror-esque ambient music these areas often have doesn't help.
There are some terminals in Vault 22 mentioning noises coming from inside the air vents. Turns out they're right. And those whispering noises never, ever stop. As it turns out, they are produced by giant mantises; they never jump out of the vents, but still...
Vault 11. Everyone inside is long dead... the IEDs they left behind aren't.
The mines in Lonesome Road.
Silver Peak Mine if you know about the Legendary Cazador in advance, but don't know what triggers its appearance.
The Lonesome Road DLC delivers a couple of these. Most notable is a deliberately engineered one where as you journey through the Divide with ED-E, you learn more and more about the Eyebot's past, and can even interact with it. Then, at the end, it can potentially sacrifice itself to prevent missiles from being launched.
Another DLC, Honest Hearts, delivers a fantastic one at its start. You've just arrived in Zion with a group of caravaneers and are looking forward to a nice peaceful caravan trip to deliver supplies. Suddenly, White Legs. Your entire group is shot to bits before you can even blink.
One of the ends of Veronica's sidequest can give this off. See the spoilers under her The Woobie entry for what happens in that end. This is even further exemplified in that if you do choose to do nothing, she's simply banished from the Brotherhood without having the self-guilt mentioned below.
A musical example: "Johnny Guitar". Many fans complain about it being the Most Annoying Sound. It isn't a bad song, though most people hate it because they feel it plays on the radio too much and it doesn't fit well with most situations in the game. It probably didn't help that a bug that haunted the game for quite a while caused it to be played more frequently than other songs.
The Mick & Ralph's Crier, considering there's a handful of mods available to either shut him up, remove him from the game completely, or have him tied to a crosswhile on fire. PS3 players will thankfully never have to deal with him, due to a bug that prevents him from spawning at all.
A low reputation with either the Legion or the NCR will cause these groups to send assassination squads after the player. The squads are made up of four members pulled from one of three "tiers" based on the player's level, making them a rather challenging fight for nearly any character build, especially early in the game. They respawn every three days to come after the player, making matters worse if you rest or fast travel frequently. The "scrappiest" part of it all, though? They'll always come straight for the player to declare that the player has been marked for death, even if the player has a 100 Sneak skill and is invisible thanks to a Stealth Boy. The only way to get the drop on them is to see them coming from a long way off, which isn't always easy (or even possible). Thankfully, some game mods exist which change their respawn rate to a more reasonable 7–10 days and/or remove them completely from the game.
The inability to mod most Unique Weapons. Wanna add a scope to the Mysterious Magnum or a silencer to A Light Shining in Darkness? Nope, sorry, you can't. There's some justification with a few of the weapons because they're slightly different models than their generic counterparts, so it would be logical that the same modifications may not fit, but this is true only for a minority of cases. This also results in the irony of some fully-modded weapons being preferable to their unique counterparts because said mods make them more effective in spite of the fact that unique weapons usually have better stats.
The slave collar in Dead Money. As if that expansion wasn't hard enough without the risk of having your head blown off because of some unseen radios and loudspeakers screwing with its signal. And what's even more irritating is that the damn thing is stuck on you the moment you start the questline and doesn't come off until you finish it.
Ulysses' dialogues with you in Lonesome Road, as well as the Courier Duster you get at the end of the DLC, are based on your reputation with The Strip (For Mr. House), NCR, and the Legion. The problem is that reputation with the three has nothing to do with which of the three you may have actually sided with in the main questline; in fact it's quite possible to have a mediocre reputation with your faction of choice, while you can rather easily rack up a high reputation with one of the others. Cue conversations where your player is spoken to, and speaks like, an NCR backer, even if you've thrown in your lot with House or Caesar. Naturally, fan mods exist to change this so he recognizes your alignment properly based on quest progress.
While most of the above can be fixed with mods if playing on PC (along with many of the bugs, glitches, and crashes), one problem left: the walking and running speed feels slow. And for immersion-based players, ridable vehicle mods are often buggy, although there's a relatively bug-free motorcycle mod that works similarly as a fast travel would.
Ships That Pass in the Night: For some reason on the Kink Meme, Julie Farkas/Veronica has gained a large following despite the fact that they never directly interact, save for one instance in Veronica's quest... where the player does all the talking anyway.
Sidetracked by the Gold Saucer: It's entirely possible to go into a casino, buy a whole load of chips, blow everything at the betting tables, and get so involved that you end up pawning off your possessions to buy more chips in pursuit of that fabled hot streak that will make you rich beyond your wildest dreams. Just like in the real Vegas.
If you call out Benny for trying to have you killed, he'll state that all the factions fighting to control the Strip would kill to reach their goal. He's absolutely right.
Elder McNamara of the Mojave BoS wants to have his chapter just hide beneath the earth in their bunker due to them having too many enemies on the surface – especially after their humiliating defeat at HELIOS One. While his position as a Principles Zealot towards the Codex is correctly shown to be self-destructive and negative for the Brotherhood, he's not exactly wrong in wanting his chapter to be as subtle and seen as non-threatening as possible to the outside world, since they have barely any soldiers left and would be easily crushed by the NCR, Mr. House, and even the Legion without the Courier's help.
General Oliver will make some legitimate points if you go the Wild Card route. Do you have the means to govern properly and renovate the surrounding areas and monorail as they and Mr. House had plans to? This is also reinforced with any of the quests involving non-aligned New Vegas residents (especially "Someone to Watch Over Me"); it's made clear that the only reason the locals hate the NCR besides harassing them over "squatting" and imperialism is... they don't want to pay taxes, because they view that as stealing. Several locals also despise businesses like the Crimson Caravan (especially desk jobs), not even viewing them as merchants, just thieves. Pretty much the locals have no interest in building up local infrastructure or business, and are unlikely to support anything but total anarchy. And while Vegas might get some tax income from the Casinos on the Strip, two of the three families are on the verge of reverting to their tribal natures, and if you fail to do their quests in the right manner, they will. The only consolation prize is that Benny has to be killed in this path, replacing The Starscream with Swank, who's quite happy with how Vegas is run now.
Squick: Siri reveals that women in Legion territory are constantly raped, though children and old women are usually left alone... usually. She also warns you that some of the soldiers are planning to “Try you out.” And just when you thought it couldn’t get any worse, JE Sawyer confirmed that all women in Legion territory are used for forced breeding until their bodies can’t take any more.
Characters using ranged weapons like guns and energyweapons will actually have a really easy time beating Lanius, because he's only armed with a BFS and it is possible to take him out with one sneak critical from the YCS/186. However, melee characters have to go up against him up close, and up close he may randomly use an attack that sends the player flying 50 feet and stuns them for several seconds, more than enough time for him to run up to you and slash you to death while you are helpless. If he uses that attack and you don't block it, it's pretty much a One-Hit Kill.
Lakelurks' armor-piercing sonic shriek will rip anything from a player to a Veteran Ranger apart in seconds, especially since they're nearly always found in groups.
Cazadore Poison. It's long lasting and drains your health at a surprisingly rapid rate. This is why you'll see experienced players hoarding all of the Antivenom they come across. And prior to a patch, the poison never wore off of your companions, meaning that, yes, it will kill them. It's best to tell them to wait far away from areas with Cazadores.
Enemies armed with grenade launchers and other explosives can easily one-hit you, and even if you survive, you will get crippled. Even worse in Hardcore.
Enemy satchel charges in the Lonesome Road DLC. In addition to being hard to see thanks to their brown packaging blending into the road, they have a ridiculously short fuse and do massive damage, more than the bottlecap mine.
You thought the Bloatflies were nothing but weak cannon fodder? The Legendary Bloatfly would like to tell you just how wrong you are. To wit: the thing can fly above melee range at high speed, kill you almost instantly with its plasma projectiles, and has 2,000 hit points. Lanius has 920 and the Legendary Deathclaw has 1,000 hit points.
Near the end of the "For Auld Lang Syne" quest, telling the Enclave remnants to side with the NCR, then failing a speech check when Orion Moreno confronts you initiates a 1v1 battle against him. He's equipped with a Minigun and Enclave Power Armor; also known as the toughest armor in the whole game. Worst of all, winning the battle means failing the quest, because Orion is meant to stay alive to complete it. This battle isn't a requirement for the quest (getting into this fight will fail it), but if your character's Speech skill is underdeveloped, there's no way to get out of it unless you stall it by not entering the bunker until you grind more levels to invest into a decent amount of Speech skill points, or if you order the squad to side with the Legion, which has its own downsides.
For storyline bosses, Legate Lanius is this for many players, especially if you're underleveled. He has nearly as much HP as the Legendary Deathclaw, has a number of Prime Legionaries and Praetorian Guards backing him up (unless you convince him to fight you one-on-one), and he has a tendency to retreat, spraying the battlefield with grenades the whole time, in order to unleash even more enemies to swarm you. He can heal himself, too. Unarmed or Melee builds are at a particular disadvantage, as they have no choice but to deal with his sword and its tendency to hitstun you to death.
From the DLC, Ulysses, should you choose to fight him. He's tough enough on his own, having a 10 in all of his special stats and over 1,000 hitpoints, as well as having one of the game's strongest melee weapons and a stronger machine gun. But he also dispatches an army of Enclave eyebots to dwindle your health and are difficult to target without VATS and you have to deal with a flood of Marked Men who come in behind you to gun you down.
There's a segment where you have to activate a bell tower. After you do, you get a Zerg Rush of about forty Ghost People. By this point, you're very low on health and ammo, so fighting your way back through them is gonna be anything but a cakewalk.
On your way up to the tower, you keep seeing "RUNRUNRUN" written near doorways in the "wrong" direction. After setting off the fireworks, on your way down, oh yes... now you know why "RUNRUNRUN" is written on some of the doorways.
Near the end of the DLC where you have to make your way to the vault proper. The way there is a gigantic complex filled with winding catwalks. The level is supposed to be a Final Exam Level where you have to make your way through poison clouds, speakers that will set your collar off, and holograms. However, many of the speakers in the area are unbreakable, with no terminal to turn them off, meaning that the majority of this section is making a mad dash and hoping you find a safe spot before your collar goes off.
It's telling how punishingly difficult the entire DLC is when mods exist that register it as complete when the game begins.
Lonesome Road wasn't out long before many players went crazy due to The Courier's Mile. To elaborate, the area is small, about the size of Quarry Junction. You just nuked it, so it's teeming with radiation (at least +10 rads). One side is filled with Marked Men, who regenerate health at an absurd rate thanks to the radiation. The other side is filled with Deathclaws, and the radiation has made them stronger, too. Add on to that the fact that DLC Deathclaws and the Marked Men level with the player, making them even stronger on top of that (unless you managed to get there at a low level). Get spotted by even one Deathclaw, they Zerg Rush you. They can take two shots to the face from the YCS unless you get a sneak critical, and you'll only get one of those. It's a ridiculously difficult battle.
Oh My Papa, a quest that's required for any good ending involving the Great Khans, has a downright nasty section. While convincing Jack and Diane is insanely easy, and convincing Regis is only dangerous if the player has ticked off the Legion enough to shoot on sight, convincing Melissa is agonizingly hard—or, rather, simply reaching her is. She's set up on a ledge that's mostly encompassed by an impassible mountain range, and has exactly two paths to get to her. The first goes through Quarry Junction, which crawling with roughly a dozen Deathclaws. The second has a few Cazadors... and about half a dozen Deathclaws. The two paths converge just far enough away from Melissa that if you get too close to her ridge (which is pretty much the only high ground suitable enough to fight on) while the fight is active, the sounds of gunfire will attract some of the Deathclaws from the other path. Even worse, the quest instantly fails if Melissa is killed, regardless of how many of the other objectives in that quest are completed and while her and her two Khan brethren will engage any Deathclaw that gets within range and slowly chip them down if given enough time, a single Deathclaw is enough to tear them apart if it gets close enough. In other words, what was supposed to be a simple rendezvous can quickly turn into an Escort Mission with lasting repercussions (the Khans will have to be killed on an NCR run if this quest is failed) that can escalate into the Courier, possibly a companion, and three Khans versus anywhere between 12–15 Deathclaws and nowhere to run. Hope you brought Stealth Boys and/or some serious firepower.
Getting the Pimp-Boy 3 Billion involves the quest How Little We Know, where on top of the usual stuff required for it, the player has to find out why the Omertas aren't buying guns from Mick anymore. If the player just wants the Pimp-Boy without a care, all they have to do is side with the Omertas at the end of the quest, but for more moral players, it's far more complicated. The player must do a extremely specific sequence of events involving Troike and Big Sal's dialogue trees (clicking the wrong thing can lock you out of the Pimp-Boy) before blowing up the Omertas' gun shipments and completing the quest. Additionally, sometimes the game will just glitch out and not let Mick give you the Pimp-Boy anyway, making it all for nothing.
Unintentionally Unsympathetic: The game tries to make the Great Khans look sympahtic due to the events at Bitter Springs and the state they're in when the player arrives at their camp. While the tragedy of Bitter Springs is exactly that, it's pretty difficult to find the group sympathetic beyond what happened to the group's non-combatants. For starters, the Great Khans had been harassing the NCR after they arrived in the Mojave Wasteland, forcing the NCR to fight back despite warnings the NCR would utterly decimate them. Adding to that, Bitter Root, a former member of the Khans, elaborates on how life was before Bitter Springs, and itdoesn'tpaint the group as being sympathetic at all before the events of Bitter Springs, while also saying the Khans had it coming for messing with the NCR. After Bitter Springs, the Followers of the Apocolpyse even took pity on the group only for the Khans to then turn the knowledge given to make drugs to sell to other groups, including the Fiends. Making all of this worse is that Papa Khan wants to join the Legion, all so he can get back at the NCR despite being responsible for war with the NCR to begin with. Really, the only reason you might feel sorry for them is the deaths at Bitter Springs, which the game makes clear wasn't an act of evil by the NCR, but a result of not having any idea the Khans would be sending their non-combatants down a guarded area during a major battle.
Viewer Gender Confusion: In an early Xbox Magazine article, Tabitha was said to be an insane cross-dressing male. She's female, but Super Mutants lack secondary sexual characteristics and thus males and females look exactly the same at first glance.
Vindicated by History: The game initially received mixed reviews, thanks to Obsidian rushing the game to release in an unfinished state (13 months, 3 of which were spent on stuff like Q/A, as Bethesda mandated). Reviews criticized the game for its numerous bugs and for using the same engine as Fallout 3. To this day, New Vegas is now heavily praised for its open-ended choices, its Grey and Gray Morality, and its excellent writing. Many RPG fans consider it one of the best modern role-playing games of the last ten years. In fact, many people now consider it a Tough Act to Follow for Fallout 4.