A few oddities from the Fallout world. I didn't include everything
that didn't make it into the final versions, because there's nothing
curious about that.
The main reason that NPC interaction (I'm talking about follower
NPCs) was so bad in Fallout was that the engine was never intended
to support a party. It was all Jess Heinig's idea, and he created
the party members as simple scripts.
There are some graphics for torn wallpaper in Fallout 2, complete
with prototype files (scenery 111739),
which were never used. It's just strange because
there doesn't seem to be a particular reason not to use them.
There are several graphics that were obviously designed
assuming you could put one wall on top of the other:
Double-high columns for Vault 13
(scenery 9/COLUMN2; COLUMN1, no proto);
an older version of the garage where the low wall on the
roof is technically a wall and not a floor;
The large vent for Vault 13 fits directly above the pipes
(scenery 27/28; VOSP000, VOSV000).
Not counting the end bosses,
there are three NPCs with unique sprites in Fallout
(Overseer, Lieutenant, Gizmo),
but only two in Fallout 2: Lynette and Myron.
There is a gold locket item from a never implemented Fallout
quest (Julianna). Yet, when the
designers needed a locket for the ghost quest
in the Den, they created a new one.
At least four quest items from Fallout continued a totally
useless existence in Fallout 2. On the other hand, only one useless
item from Fallout served as a (sort of) quest item in Fallout 2.
The designers could never quite agree on where Gizmo's casino
is located: Killian's dialog lines place it at the entrance, from
the logic of map design it would be found at the west end of L-shaped
Junktown, from the way the exit grids are placed it is in the east.
Older screenshots show that originally you could equip only one
two-handed weapon, or two one-handed weapons, which were than displayed
side by side. Therefore the graphics for one-handed weapons are a
maximum of 95 pixels wide. Interesting enough, nearly all the new
weapons graphics for Fallout 2 still follow this norm.
For Fallout 2, many things including three locations were planned
but never executed, a common occurrence in the game industry. But for
the original Fallout, more than a dozen NPCs
and several quests were completely scripted, but later thrown out
again.