372.12Hz ULF radio signal

The 372.12Hz ULF radio signal, or Christine's Collar Radio,Name used internally for the quest that implements this station, NVDLC01RadioChristine is a radio station .
==Characteristics==
The signal can be listened to throughout the Sierra Madre. It allows one to eavesdrop on Christine Royce through the frequency of her bomb collar, including her idle conversations with Dean Domino and Dog and God. Several of these conversations are bugged on the radio, but can be heard without problem when in-person at the fountain.
As long as Christine is alive, the radio signal will be active whenever the player character is either in a different cell from Christine or is in the same cell and more than 2000 units away from her. If Christine dies, the radio signal will end permanently. Because Christine is mute for much of Dead Money, and because radio stations do not display subtitles, most of Christine's "dialogue" in the station is silent; these lines do have associated audio files, but they contain no sound. Despite this, audio descriptions for Christine's lines exist in the game files and will be listed below.
 Due to an error, none of the radio dialogue for Act 2 or Act 3 will ever play, as the station is conditioned on the status of an unused main quest, Return to the Fountain, and so does not update correctly. On PC, this can be fixed using the console command or , which will cause the station to update to its Act 2 and/or Act 3 dialogue. This problem also affects the other three collar radio stations in Dead Money; the 546.14Hz ULF radio signal, the 631.08Hz ULF radio signal, and the 743.00Hz ULF radio signal. There are also several other bugs associated with these stations, some of which are masked by the fact that this bug prevents them from occurring. These bugs will be listed below.
==Opener==
All of the radio messages begin with a sound effect of a radio turning on (as used when turning on radios in Fallout: New Vegas). The messages then proceed based on progression through the Dead Money storyline. The following line is used internally to describe this audio:
==Act I==
The following messages are used as long as not all three of the companions have been recruited yet (have not yet talked to Elijah during Fires in the Sky).
===Christine not rescued===
If Christine has not been rescued during Find Collar 12: Christine yet, the following audio of Christine banging on the Auto-Doc (alongside the Auto-Doc saw buzzing) is looped at random:
Internally, this line is used as a subtitle to describe the audio:
===Christine rescued===
The following four sets of messages are used once Christine has been freed from the malfunctioning Auto-Doc. They are looped at random, although the three conversations can only occur if Christine and the conversation partner are both dismissed and waiting at the Villa fountain, and other bugs transpire to reduce the options further. The three conversations can also be heard in person if the Courier is at the fountain.
====Christine and God====
This conversation is spoken by God, but it can occur even if Dog is the active personality. This is not true for the in-person version of the converesation.
Speaker 	Conversation
God 	{Amused, evil}What's this little doll? Were you carved by a craftsman, little doll, or were you mauled by a drunk who didn't know his tools?
Christine	[Christine narrows her eyes, gets into a combat stance.] {Since this is a radio conversation there should be some shuffling sounds}
God 	{Chuckles}I'm not going to hurt you... yet. Much. Scars tell a story, some old, some new... {slow}and the one on the throat is fresh and red.
====Christine and Dean, part 1====
This conversation will only play once on the radio, no matter which prompt is used (see part 2 below). This is because the conversation depends on the dialogue variable NVDLC01RadioChristine.nDeanConversation being 0 at the start, incremented for each successive line. However, the final line increments the variable to 5 instead of resetting it, so it becomes unavailable after the first run through.
Speaker 	Conversation
Dean 	So... what's your story, beautiful?
Christine	[Christine studies Dean, frowns.]
Dean 	Don't... eh... don't talk much, do you?
Christine	[Christine shakes her head slowly.]
Dean 	{Sighs, irritated at being rebuffed}All right, then. I'll just wallflower it over here.
====Christine and Dean, part 2====
This conversation is not set up correctly and so does not play in full. In-game, provided the part 1 conversation has not played before, the part 2 prompt may play, but will simply segue into the part 1 conversation and then lead to the other bug described above.
Speaker 	Conversation
Dean 	{Gently bringing it up, worried she remembers him}Eh... those scars? What happened, somebody... something carve you up, or...?
Christine	[Christine frowns, tilts her head slightly.]
Dean 	{Testing the waters}Damn shame, hate to think if someone put you in there. Who bailed you out again, the new guy? Interesting.
====Generic====
The following audio is generic and can be used at any time. Unlike the previous three, these are both randomly selected. However, the static can never be heard in-game because it is conditioned incorrectly: it requires that Return to the Fountain simultaneously be completed and be incomplete, which is a contradiction, on top of that quest being unused otherwise.
Speaker 	Line
Christine	<AUDIO: After freeing Christine, she's at the fountain or at the Clinic alone.>{Normal Christine breathing.}
Christine	[STATIC] {Static Sound}
==Act II==
Due to a bug described above, these messages do not play in-game. They would be used while Trigger the Gala Event is active.
===Gala Event not triggered===
These messages play while the Gala Event has not yet been triggered, and Christine (and her conversation partner, if applicable) is still waiting at the fountain.
====Christine and God====
Like the earlier conversation with God, this can play even if Dog is the active personality.
Speaker 	Conversation
God 	{Curious}Someone wanted to cut your voice, little doll. Or they didn't finish their work, or didn't know how to.
Christine	[Christine frowns.] {This will need some sound effect.}
God 	Oh, it wasn't me... I have no use for your neck beyond what encircles it. {Snarls, to himself, disgruntled}The lack of screams when I finally kill you... that is what I'll regret.
====Christine and Dean====
There are two issues with this conversation on the radio. First, the prompt for Dean to start the conversation is missing (in-person, the line can be heard and is "Look, you obviously {emph}hear good - even if you aren't much of a talker."), and second, the lines are erroneously set up using Christine and Dog, so they would not play with Dean present either way.
Speaker 	Conversation
Christine	[Christine's eyes narrow.]
Dean 	Don't get me wrong, that's a plus in my book.
Christine	[Christine eyes narrow to slits.]
Dean 	Still, are you getting any shred of your voice healed up, or...? Like anything?
====Christine alone====
Speaker 	Line
Christine	<AUDIO: If the player hasn't dropped Christine off at the Gala Event and she is alone at the fountain, this will be crackling silence.>{Clicking or Christine breathing, "normally" for her.}
===Gala Event triggered===
 These lines would be used when Christine has been brought to her position for the Gala Event as part of Mixed Signals. However, they are not conditioned correctly and so do not play.
* The first two lines would be used as long as Christine was in position, depending on whether Christine was brought there in the "good" or the "bad" way. However, they are dependent on two quest objectives in Trigger the Gala Event that do not exist, possibly deleted during development, which prevents them from playing. The first line has no audio file.
* The third line would be used after the Gala Event is triggered, but before Heist of the Centuries is started. However, it is dependent on completing the objective to enter the Sierra Madre casino, which auto-starts that quest.
Speaker 	Line
Christine	<AUDIO: If the player has left Christine at the Gala Event in a "good" way, this is the signal that will play.> {Christine is breathing slightly faster than normal, no banging or panic. She taps on metal, as if tapping a message in Morse code for "hurry up" - if}
Christine	<AUDIO: If the player has left Christine at Gala Event and she hates the player, she'll bang on the doors of the elevator to be let out.>{Hammering on door, desperate, her breathing ragged and panicked.}
Christine	<AUDIO: After Gala Event, not Act 3 yet.>{Frantic beating on the elevator door, desperate breathing, sounds of Gala event in streets above, muted.}
===Generic===
This audio can play at any point.
Speaker 	Line
Christine	[STATIC] {Static Sound}
==Act 3==
Due to a bug described above, these messages do not play in-game. They would be used while Heist of the Centuries is active (i.e. once the player enters the Sierra Madre Casino & Resort). In practice, the radio would be completely silent until the executive suites are first entered during Last Luxuries.
There is a second, additional bug that prevents the radio dialogue for Act 3 from playing: when the player enters the Sierra Madre, Heist of the Centuries will fail to activate because the script will set it to a nonexistent (or deleted) quest stage, making it so that Heist of the Centuries will only start up once all three of the companions have been dealt with. On PC, this can be fixed by using the console command immediately upon entering the casino. This similarly affects the other three collar radio stations.
=== Christine saved, testing her voice===
Judging by the associated script note, if Christine was saved, some of Christine's ambient dialogue from her testing her new voice in the executive suites would also have played on the radio, adjusted to have a radio sound filter. These lines were not copied to the radio station and do not exist; the one line for it implemented in the radio station quest is a placeholder (which uses audio from Christine being trapped in the Auto-Doc from Act 1).
Speaker 	Line
Christine	<AUDIO: Needs radio filter for this, and ambient sounds outside suites after Christine has been saved and is speaking to herself.>{Mikey, we'll dupe Christine's radio barks while she's in the Exec Suites with her voice back and add a filter.}
=== Christine alive===
The first line here could be selected as long as the player had not entered the Sierra Madre vault; the second line here would be selected after that occurred, but the placeholder line above will take precedent over it. The static line could occur whenever.
Speaker 	Line
Christine	<AUDIO: Christine in Executive Suites.>{Christine breathing, normally, she sounds like she's walking around and doing stuff. Any ambient sounds from the suites should be duped.}
Christine	<AUDIO: Christine after Executive Suites, still lost voice.>{Christine breathing normally, calm. Any ambient sounds from the suites should be duped.}
Christine	[STATIC] {Static Sound}
=== Christine dead===
This is a flatline sound that would be used after Christine is dead. However, since the radio station shuts down after she dies, it is unused.
Speaker 	Line
Christine	<AUDIO: Christine after Executive Suites, killed her. Static.>{Nothing but a flatline signal.}
==Behind the scenes==
* The actual speaker source used to broadcast the radio signal is a talking activator which uses the model of a wall terminal, placed out of bounds in the Villa, behind the facade of the building to the right of the gate back to the Mojave Wasteland; all of the DLC's other radio speakers are set up the same way and can also be found there. They are enabled when Dead Money starts.
* Akil Hooper wrote the script that controls when the radio signal is active.Self-credit in NVDLC01RadioChristineSCRIPT, viewable in the G.E.C.K. Mikey Dowling worked on some of the sound effects used in the station, as noted in the dialogue script notes.
==References==
Category:Fallout: New Vegas radio stations