Mole Mayhem (Tenintech) Mac OS

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Fallout: New Vegas

Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Platforms: Windows, Xbox 360, PlayStation 3
Released in US: October 19, 2010
Released in EU: October 22, 2010
Released in AU: October 21, 2010

This game has unused areas.
This game has unused enemies.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused abilities.
This game has unused music.
This game has unused sounds.
This game has unused text.

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Fallout: New Vegas is the fourth (canon) entry in everyone's favorite post-apocalyptic RPG series. Developed by Obsidian, which includes a bunch of folks who worked on the original two games. It was released for Windows, Xbox 360 and PlayStation 3 in October 2010 to positive reviews and extensive bug complaints.

Most of this content can be played with in the Windows version through the use of the console (~) or the New Vegas edition of the G.E.C.K.. Some of it requires FO3 Archive Utility and/or NifSkope to view.

To do:
Unused climates Lucky38WorldspaceClimate, NVHooverDamBattleWeather, NVHooverFinalBattle, and NVLegateBattleWeather
  • 1Sub-Pages
  • 3Unused Perks
  • 4Unused Audio
  • 5Cut Quests
  • 6Miscellaneous

Sub-Pages

Unused NPCs
They survived the apocalypse, but not New Vegas' rushed development.
Unused Creatures
Some critters and contraptions that never quite got to roam the wasteland.
Unused Items
All sorts of unused or inaccessible armor, weapons, ammo, keys, and the like.
Unused Maps
Test rooms and other miscellaneous unused areas.
Unused Notes
Text notes from quests that were changed or cut entirely, as well as other random text strings and e-mails.
Unused Dialog
Words left permanently unspoken, either due to impossible criteria or because they were horrible.

Downloadable Content

Dead Money
A LOT of Vera Keyes.
Honest Hearts
Pick your poison.
Old World Blues
Weird skeletons and even weirder old men.
Lonesome Road
The final secrets of The Divide.

Unused Graphics


An unused piece of graffiti hinting at the first New Vegas DLC, Dead Money. This is only unused in the base game and can be seen with the Dead Money expansion installed.


Unused Yes Man faces.


These audio test cells appear as static world objects in the G.E.C.K.. There is one for every footstep sound effect in the game.

Checkmark for the boxes

A medical history test. This was used at some point to determine the player's traits. It is done through the menu in the final game. Some of the answers on the test do not have corresponding traits in the final game, either.

Prerelease screenshot showing the preliminary face

An unused ending slide, showing a different, creepier face for House than is used in the final game.

Models for child characters without clothing/armor equipped remain in the game from Fallout 3 (where they could be seen by removing equipment and entering third person when the player character is a child), but can't be seen without console commands or mods in New Vegas.

Unused Perks

Survivalist

This Pip Boy image can be found in the game's BSA but there is no corresponding code. A similarly named perk in Fallout 1/2 increased the player's survival (outdoorsman) skill. There aren't any skill upgrade perks in New Vegas, so this may have done something different.

For the following perks (which are usable in-game), type player.addperk [form id] to give them to your character.

Child At Heart

Form ID: 03142

Mole Mayhem (tenintech) Mac Os Pro

Seemingly a carryover from Fallout 3, but there are a few uses for it hidden in the game's code (see unused dialogue). Since there are mercifully very few children in New Vegas, it would have been almost completely useless.

DeathClaw Omelet

Form ID: 136e14

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing.

Spicy Casserole

Form ID: 1613be

Mole mayhem (tenintech) mac os 7

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing. In the game, the only way to get the casserole made is to ask Ruby to make one for you in exchange for a Radscorpion Poison Gland. The ingredients are Flour, a Jalapeño Pepper, Mole Rat Meat, and a Radscorpion Poison Gland, and it would have required a Survival skill of 30.

Unused Audio

Music

  • Fallout 3's death theme.
  • A piece of music intended for use at night in Legion-controlled territories.
  • 'Hangover Heart' by Hank Thompson is listed in the credits as one of the radio songs, but does not appear in the game, or in the game's files. Likely cut due to licensing difficulties.
  • The complete Fallout 1 and 2 soundtracks are present in the game's files in 128 CBR mp3 (used music is encoded in 192) in the directory DataMusicFallout1and2. The Fallout 1 soundtrack is named and fully tagged in such a way that it looks like it was copied from somebody's home music collection. Several tracks that were not used in New Vegas are included in these files.

Craps

Craps was going to be a casino game at one point. There is little left to support this other than craps tables in the Lucky 38 and the fact that dice rolling sound effects for craps are stored in the exact same naming scheme as the regular casino games. It's unknown if any actual coding for it exists at this point.

Liberty Prime?

These sound effects were found along with other monster voice files in a folder named 'robotlibertyprime'. Despite the folder name, the sounds seem to be someone making goofy hurt/death sounds.

Cut Quests

Big Winner: The Tops

One objective:

Objective IndexObjective
10Visit your private Suite on the 13th floor of the Tops

Chip Provenance

Called 'VChipHistory' internally. This appears to be the remnants of a quest that tracks the ownership of the platinum chip - at one point, it was possible to give it to a faction, steal it back, then return it again. The script file for this quest is incomplete but revealing:

Of note is the variable tracking chip ownership by the Followers - they are the only faction with which the player cannot side in the final game, nor can the chip ever enter their possession.

The House Always Wins

There is no 'The House Always Wins', only parts I-VIII.

Objective IndexObjective
5Talk to Mr. House at the Lucky 38.
10Bring the Platinum Chip to Mr. House
12Recover the Platinum Chip from Benny at the Fort.
20Deliver the Platinum Chip to Mr. House.
25Go to the Basement of the Lucky 38.
26Observe Upgrading of Securitrons.
27Return to Mr. House.
30Use the Platinum Chip to open the secret bunker at Fortification Hill.
31Enter the hidden bunker.
32Upgrade Mr. House's secret Securitron army.
36Report back to Mr. House for further instructions.
40Convince the Boomers to support Mr. House.
42(Optional) Neutralize the Boomers by killing the tribe's leaders.
45Inform Mr. House that the Boomers will support his cause.
47Inform Mr. House that the Boomers have been neutralized.
50Investigate the Omertas and stop them if their plans oppose Mr. House's interests.
52Inform Mr. House that the Omerta threat has been neutralized.
60Find the Brotherhood of Steel and destroy them.
62(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood.
64Inform Mr. House that the Brotherhood's bunker has been destroyed.
70Go to Hoover Dam and protect President Kimball during his visit.
72Inform Mr. House that President Kimball survived the assassination attempt.
74Inform Mr. House that President Kimball is dead.
80Go to Hoover Dam and defeat Caesar's Legion.

The House Always Wins V

This quest has an unused stage:

Objective IndexObjective
62(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood.

It is impossible to negotiate peace between House and the Brotherhood.

The House Always Wins: Lockdown

An unused quest that would have the player locked out of the Lucky 38 for misbehavior.

Objective IndexObjective
10Escape the Lucky 38 until Mr. House's security lockdown expires.
12Escape the Lucky 38 or kill Mr. House as Caesar directed.
14Escape the Lucky 38 or neutralize Mr. House as Colonel Moore directed.
16Escape the Lucky 38 or neutralize Mr. House as Yes Man directed.
18Escape the Lucky 38 or neutralize Mr. House.
20Deliver the Platinum Chip to Mr. House when his 24 hour security lockdown has expired.
30Return to Mr. House when his 24 hour security lockdown has expired if you want to continue working with him.

Its associated script contains the following variable and description:

Infected Brahmin Meat

The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use for an unmarked quest which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew and dog bowls, but the scripts attached to the message are nonfunctional. The slave girl Siri would have been involved in this quest, as remnant dialogue strings indicate. There are also leftover dialogue strings indicating that dropping the infected meat on the plate would result in the death of the Legion's mongrels, but the results of adding it to the stew remain unknown.

IDNameTextMenu Button 1Menu Button 2
FortDogBowlMsgDog PlateMeat intended for the Legion's mongrels is usually dropped onto this plate.Leave the plate alone.Drop the infected Brahmin meat on the plate.
FortPotMsgStew PotThis pot contains ingredients for the Legionaries' stew.Leave the pot alone.Added the infected Brahmin meat to the mix.

Jailhouse Rock

An NCR sidequest involving the unused NPCs Trooper Willis, MP Fretwell, and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, VMS27 and VMS28 (VMS29 is Kings' Gambit).

The Moon Comes Over the Tower

This quest includes an unused stage:

Objective IndexObjective
15Disable the Lucky 38's network encryption from three executive consoles.

These three consoles are located at Camp Golf, H&H Tools Factory, and New Vegas Steel.

My Kind of Town

The quest to recruit a sheriff for Primm has unused variables to allow for the player to recruit a new sheriff after one has been killed off. This is technically impossible on the game's quest engine, as it requires a quest to be completed, then started again. Johnson Nash has a bit of unused dialogue to accommodate this.

Additionally, there is a variable remaining from a time when the method of recruiting an NCR sheriff was through petition. Johnson Nash has something to say about this as well.

Run Goodsprings Run

This quest has an unused variable to set the Bighorners free, presumably to run amok.

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This variable can be found in VMS16bQuestScript.

Talent Pool

It seems Bruce Isaac's portion of the quest once involved a bounty hunter, presumably hired by Mr. Bishop. This unused variable can be found in VMSTheTopsTalentPoolScript.

TempMan

Quest associated with Test Man.

The Thorn Mayhem

Red Lucy's PC, likely intended as a component of this quest

At some point it was possible to open the Thorn's cages, releasing the creatures within and causing widespread mayhem. Methods of doing so may have involved Red Lucy's otherwise useless computer terminal, or some unused keys. Unused dialogue was recorded for multiple NPCs' reactions to this event. The quest's script explains in no uncertain terms why it was never completed:

Underpass Water Purifier

The Underpass, located near the mole rat ranch.

An unmarked quest that has the Courier fixing a water purifier in the Underpass, a location north of the Mole Rat Ranch that is still in the game but almost empty (Carlyle St. Clair and a few mad Brahmin live there). This quest would have likely been assigned by an unused NPC by the name of Meg Reynolds. While the quest exists in name and very incomplete script form only, the unused message for solving it is still around:

Viva Las Vegas!

Unused post-endgame stage of the main quest. It has variables for each outcome of the final battle at Hoover Dam, but nothing else.

Quest StageLog Entry
10Independent Vegas stub
20NCR Stub
30Legion Stub
40Mr House Stub

Welcome to Fabulous New Vegas

There are two quests with this name: one of them for a press demonstration, another that tracks dialogue for an unused in-game rendered version of the introductory cutscene. The press demo version has only one stage:

Objective IndexObjective
20Kill the Raiders.

The White Wash

There is an early version of this quest, the quest object itself having been repurposed to hold variables for the final version of the quest, though its original objectives are intact.

Objective IndexObjective
10Speak to Lieutenant Romanowski about the water shortage.
20Check the East Pump Station computer for evidence of a water shortage.
25Talk to Wrench about the water shortage.
30Return to Lieutenant Romanowski with the information you uncovered from the East Pump Station.
35Buy Wrench's Super Tool Kit back from Angelo's Pawn Shop and find out what he knows about the water shortage.
40Catch someone in the act of stealing water from one of the western cisterns.
50Confront Anderson about the water shortage.
60Complete the White Wash to resolve the mystery of the missing water.

World Changes Post-Endgame

There is no post-endgame, the game just ends.

End States for The Strip

Post-endgame content. See above.

Freeside Post-Endgame Content Quest

See above.

Hidden Quest Names

These are not unused, but they still have names you cannot see in gameplay.

  • A Difference of Opinion: This is the name of the quest dealing with Chief Hanlon at Camp Golf. The quest was instead consolidated into Return To Sender.
  • Arachnophobia: Second half of the Camp Searchlight quest, consolidated into Wheel of Fortune.
  • Caesar's Foe: The negative counterpart to Caesar's Favor. Never actually assigned, Legion Assassins just start showing up to kill you.
  • Like Water For Stealth Boys: This is the part of Come Fly With Me involving the Nightkin in the REPCONN basement. Its objectives were consolidated into Come Fly With Me.
  • Limited Access: The NCR equivalent to Caesar's Hire, for mixed NCR reputation.
  • Most Wanted: The NCR equivalent to Caesar's Foe.
  • Stocking Up: Bring holotags to Camp Forlorn Hope.
  • Team Spirit: Bring Legion Ears to Camp Forlorn Hope.

Miscellaneous

Big Guns

The Big Guns skill was removed from the game late enough in development to leave references to it in a few places.

  • Every time a skill check is conducted in dialogue for any or all combat skills, Big Guns is checked along with the other five used combat skills. Neil has one of these checks.
  • Additionally, searching through the texture files reveals that True Police Stories was the original Small Guns skill magazine through its filename. Milsurp Review was originally intended as the Big Guns skill magazine until the two skills were fused.

Unused Reputation

Menu icon
Message icon

The only reference to a Primm reputation is in Testacles' dialogue. In the final game, Primm is mostly independent/leaning NCR. There's also a corresponding graphic that goes unused with Primm Slim on the left and what looks like an older wasteland settler, possibly representing Johnson Nash.

The Fallout series
WindowsFallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout Shelter • Fallout 4
DOSFallout (Prototype)
Mac OS ClassicFallout
Mac OS XFallout 2
PlayStation 3Fallout 3 • Fallout: New Vegas
Xbox 360Fallout 3 • Fallout: New Vegas
Nintendo SwitchFallout Shelter
AndroidFallout Shelter
iOSFallout Shelter
PlayStation 4Fallout Shelter
Xbox OneFallout Shelter
Retrieved from 'https://tcrf.net/index.php?title=Fallout:_New_Vegas&oldid=960171'

App Inventor Classic • App Inventor Classic • FOR APP INVENTOR 2 CLICK HERE• App Inventor Classic • App Inventor Classic

In the game MoleMash, a mole pops up at random positions on a playing field, and the player scores points by hitting the mole before it jumps away. This tutorial shows how to build MoleMash as an example of a simple game that uses animation.

The tutorial assumes that you have completed the HelloPurr and PaintPot tutorials.

Download Book Chapter (PDF)

Getting Started

Connect to the App Inventor web site and start a new project. Name it 'MoleMash', and also set the screen's Title to 'MoleMash'. Open the Blocks Editor and connect to the phone.

Also download this picture of a mole and save it on your computer.

Introduction

You'll design the game so that the mole moves once every half-second. If it is touched, the score increases by one, and the phone vibrates. Pressing restart resets the score to zero.

This tutorial introduces:

  • image sprites
  • timers and the Clock component
  • procedures
  • picking random numbers between 0 and 1
  • text blocks
  • typeblocking

The first components

Several components should be familiar from previous tutorials:

  • A Canvas named 'MyCanvas'. This is the area where the mole moves.
  • A Label named 'ScoreLabel' that shows the score, i.e., the number of times the player has hit the mole.
  • A Button named 'ResetButton'.

Drag these components from the Palette onto the Viewer and assign their names. Put MyCanvas on top and set its dimensions to 300 pixels wide by 300 pixels high. Set the Text of ScoreLabel to 'Score: ---'. Set the Text of ResetButton to 'Reset'. Also add a Sound component and name it 'Noise'. You'll use Noise to make the phone vibrate when the mole is hit, similar to the way you made the kitty purr in HelloPurr.

Timers and the Clock component

You need to arrange for the mole to jump periodically, and you'll do this with the aid of a Clock component. The Clock component provides various operations dealing with time, like telling you what the date is. Here, you'll use the component as a timer that fires at regular internals. The firing interval is determined by the Clock 's TimerInterval property. Drag out a Clock component; it will go into the non-visible components area. Name it 'MoleTimer'. Set its TimeInterval to 500 milliseconds to make the mole move every half second. Make sure that Enabled is checked.

Adding an Image Sprite

To add the moving mole we'll use a sprite.

Sprites are images that can move on the screen within a Canvas. Each sprite has a Speed and a Heading, and also an Interval that determines how often the sprite moves at its designated speed. Sprites can also detect when they are touched. In MoleMash, the mole has a speed zero, so it won't move by itself. Instead, you'll be setting the mole's position each time the timer fires. Drag an ImageSprite component onto the Viewer. You'll find this component in the Animation category of the Palette. Place it within MyCanvas area. Set these properties for the Mole sprite:

  • Picture: Use mole.png, which you downloaded to your computer at the beginning of this tutorial.
  • Enabled: checked
  • Interval: 500 (The interval doesn't matter here, because the mole's speed is zero: it's not moving by itself.)
  • Heading: 0 The heading doesn't matter here either, because the speed is 0.
  • Speed: 0.0
  • Visible: checked
  • Width: Automatic
  • Height: Automatic

You should see the x and y properties already filled in. They were determined by where you placed the mole when you dragged it onto MyCanvas. Go ahead and drag the mole some more. You should see x and y change. You should also see the mole on your connected phone, and the mole moving around on the phone as you drag it around in the Designer. You've now specified all the components. The Designer should look like this. Notice how Mole is indented under MyCanvas in the component structure list, indicating that the sprite is a sub-component of the canvas.

Component Behavior and Event Handlers

Now you'll specify the component behavior. This introduces some new App Inventor ideas. The first is the idea of a procedure.

A procedure is a sequence of statements that you can refer to all at once as single command. If you have a sequence that you need to use more than once in a program, you can define that as a procedure, and then you don't have to repeat the sequence each time you use it. Procedures in App Inventor can take arguments and return values. This tutorial covers only the simplest case: procedures that take no arguments and return no values.

Define Procedures

Define two procedures:

  • MoveMole moves the Mole sprite to a new random position on the canvas.
  • UpdateScore shows the score, by changing the text of the ScoreLabel

Start with MoveMole:

  • In the Blocks Editor, under Built-In, open the Definition drawer. Drag out a to procedure block and change the label 'procedure' to 'MoveMole'.The to MoveMole block has a slot labeled 'do'. That's where you put the statements for the procedure. In this case there will be two statements: one to set the mole's x position and one to set its y position. In each case, you'll set the position to be a random fraction, between 0 and 1, of the difference between the size of the canvas and the size of the mole. You create that value using blocks for random fraction and multiplication and subtraction. You can find these in the Math drawer.
  • Build the MoveMole procedure. The completed definition should look like this:Leave the arg socket for MoveMole empty because MoveMole does not take any arguments. Observe how the blocks connect together: the first statement uses the Mole.X set block to set mole's horizontal position. The value plugged into the block's socket is the result of multiplying:
    1. The result of the call random fraction block, which a value between 0 and 1
    2. The result of subtracting the mole's width from the canvas width
    The vertical position is handled similarly.

With MoveMole done, the next step is to define a variable called score to hold the score (number of hits) and give it initial value 0. Also define a procedure UpdateScore that shows the score in ScoreLabel. The actual contents to be shown in ScoreLabel will be the text 'Score: ' joined to the value of score.

  • To create the 'Score: ' part of the label, drag out a text block from the Text drawer. Change the block to read 'Score: ' rather than 'text'.
  • Use a join block to attach this to a block that gives the value of the score variable. You can find the join block in the Text drawer.

Here's how score and UpdateScore should look:

Add a Timer

The next step is to make the mole keep moving. Here's where you'll use MoleTimer. Clock components have an event handler called when ... Timer that triggers repeatedly at a rate determined by the TimerInterval.

Set up MoleTimer to call MoveMole each time the timer fires, by building the event handler like this:

Add a Mole Touch Handler

The program should increment the score each time the mole is touched. Sprites, like canvases, respond to touch events. So create a touch event handler for Mole that:

  1. Increments the score.
  2. Calls UpdateScore to show the new score.
  3. Makes the phone vibrate for 1/10 second (100 milliseconds).
  4. Calls MoveMole so that the mole moves right away, rather than waiting for the timer.

Here's what this looks like in blocks. Go ahead and assemble the when Mole.Touched blocks as shown.

Here's a tip: You can use typeblocking: typing to quickly create blocks.

  • To create a value block containing 100, just type 100 and press return.
  • To create a MoveMole block, just type MoveMole and select the block you want from the list

Reset the Score

One final detail is resetting the score. That's simply a matter of making the ResetButton change the score to 0 and calling UpdateScore.

Complete Program

Here's the complete MoleMash program:

Variations

Once you get the game working, you might want to explore some variations. For example:

  • Make the game vary the speed of the mole in response to how well the player is doing. To vary how quickly the mole moves, you'll need to change the MoleTimer's Interval property.
  • Keep track of when the player hits the mole and when the player misses the mole, and show a score with both hits and misses. To do this, you'll need do define touched handlers both for Mole, same as now, and for MyCanvas. One subtle issue, if the player touches the mole, does that also count as a touch for MyCanvas? The answer is yes. Both touch events will register.

Review

Here are some of the ideas covered in this project:

  • Sprites are touch-sensitive shapes that you can program to move around on a Canvas.
  • The Clock component can be used as a timer to make events that happen at regular intervals.
  • Procedures are defined using to blocks.
  • For each procedure you define, App Inventor automatically creates an associated call block and places it in the My Definitions drawer.
  • Making a random-fraction block produces a number between 0 and 1.
  • Text blocks specify literal text, similar to the way that number blocks specify literal numbers.
  • Typeblocking is a way to create blocks quickly, by typing a block's name.

Scan the Sample App to your Phone

Scan the following barcode onto your phone to install and run the sample app.

Download Source Code

If you'd like to work with this sample in App Inventor, download the source code to your computer, then open App Inventor, go to the My Projects page, and choose More Actions Upload Source.