I Could Make You Care

I Could Make You Care is a companion quest .
==Quick walkthrough==
==Detailed walkthrough==
===Initiating the quest===
To trigger this quest, the player has to help Veronica see things around the Mojave that cause her to question the wisdom of the Brotherhood of Steel remaining hidden underground and not interacting with the world. There are nine different conversations throughout the Mojave Wasteland that Veronica will initiate in response to nine different situations during exploration. The quest is triggered after completing three of these conversations.
Some of them can only be triggered by lines of dialogue that only happen once, so if it has occurred before recruiting Veronica, the conversation with her cannot be triggered. Importantly, there are three conversation triggers that remain constant before and after recruiting Veronica: the main doors at Camp McCarran terminal building, the entrance ramp of Vault 3, and traveling near Nelson or Cottonwood Cove. The Boomer museum trigger can be activated even if Pete's mural speech has already been listened to, just ask him to repeat it again to get the trigger.
If Veronica does not initiate the listed conversation herself, it may initiate if the player character talks to her via companion wheel or waits 30 seconds or so. There is a delay in the conversation trigger, and it will not trigger if the player character is in conversation with someone else. Along with other companion quests, a recent patch has made activating the quest easier; in this instance, two activations are required. One may also try to sit in a chair one or two times and that could trigger the conversation. If she does not talk to the player character in the trigger zone, sitting and standing up in any other zone will result in her talking to them about what she was last triggered by.
The nine trigger conversations and Veronica's responses confirming one of the required triggers has been met are as follows:
* Casa Madrid Apartments – The trigger is some of Tom Anderson's lines. Specifically, the line "I'm with the Followers of the Apocalypse...," (responding to the question "What do you do here?"), and all of his lines confessing to the murder of Corporal White (part of the quest The White Wash). All of these lines are only given once. Veronica contrasts his good cause and lack of resources with the Brotherhood of Steel's incredible resources but lack of a good cause. This can also be triggered outside of the quest (but only if Anderson is still alive).
* Vault 3 – The trigger area is on the outside, about a third of the way down the ramp to the door. Veronica talks about how the Fiends are giving the NCR more trouble than the Brotherhood ever did.
* Nelson/Cottonwood Cove/The Fort – The trigger is traveling to one of the locations and staying for around 30 seconds. The trigger areas are large squares larger than each location, so it may trigger before the player actually sees the place, or while passing through a corner while on the way to another location. The three locations share a single trigger, so going to all of them does not count more than once. Veronica comments on "ordinary guys with knives and bullets, and they're taking over Nevada."
* Camp McCarran terminal building, trigger 1 – The first trigger is just inside the terminal building, at the center set of main triple doors or the eastern set of triple doors closest to Colonel Hsu's office. The third set of triple doors on the west side will not trigger the conversation, as there is no trigger zone there. It is not necessary to pass through the doors; just walk very near them on the inside of the terminal. Veronica talks about her surprise at how many NCR troops there are.
* Camp McCarran terminal building, trigger 2 – The second trigger is the line "A pleasure to meet you! I'm Dr. Thomas Hildern..." when talking to the OSI researcher, which only occurs once. Veronica talks about the NCR investing in new research, unlike the Brotherhood. Alternatively, walking around the first floor and walking near the location of Dr. Hildern can also cause a trigger.
* Nellis Air Force Base, the Nellis Boomer museum – The trigger is the last line of Pete's mural speech. Veronica remarks on the similarities between the Boomers and the Brotherhood of Steel.
* Old Mormon Fort – The trigger is Julie Farkas' line "Are you here to drop off medical supplies? ..." which only happens the first time the player character meets her. Veronica is impressed with the work they're doing. Some people have been able to trigger Veronica's dialogue in the Old Mormon Fort even after the player has already met Farkas, in which one must talk with the unnamed doctors in the camp.
* REPCONN test site – The trigger is Jason Bright's line "We wish to escape the barbarity of the wasteland..." which is his response to the first question about the "Great Journey." This line is only given once. Veronica compares Jason Bright to her old mentor, Elijah.
* Silver Rush – The triggers are Gloria Van Graff's greeting "Welcome to the Silver Rush..." and her line "Please let me know if anything catches your eye." which is the response to the player character saying, "I'm just browsing." Some of these lines will not happen during certain stages of Birds of a Feather. Veronica comments on all the energy weapons.
Some events may force the quest to start at a later stage, even if three of the above triggers have not happened.
* Hidden Valley – Have Veronica open the bunker door after having armed ARCHIMEDES II during That Lucky Old Sun and having separately obtained Euclid's C-Finder. The quest will start with "Bring the rangefinder to the elder" and can be completed normally.
* The quest can sometimes be activated without having Veronica in the party, by picking up the rangefinder after meeting Veronica, and knowing about the Hidden Valley. However, the quest will not continue further without Veronica.
===Acquiring the technology===
Once the three required conversations have been triggered, Veronica expresses more of her frustration about the Brotherhood's self-destructive isolation and their refusal to adapt to the new circumstances in the Mojave. She culminates in asking the Courier to come with her back to Hidden Valley in order to confront the elder and hopefully make them see reason. The Courier can agree, ask to wait on it, be dismissive, or flat-out tell Veronica to return on her own.
When they do eventually return to the bunker and meet with the elder in charge (who it is depends on if and how Still in the Dark has been resolved), Veronica is dismayed to see her pleas fall on deaf ears and she is ignored once again. Through further conversation, the Courier and Veronica conclude that they have to discover some kind of technology that can serve as undeniable proof that the Brotherhood's future will be catastrophic without change. To that end, Veronica asks to find a comms terminal that she and her former mentor often used to exchange secrets, from which she digs out a list of possible options for the technology they need. The options are as follows:
* Option 1: Euclid's C-Finder and the ARCHIMEDES II orbital satelliteNote: If the player character has already completed That Lucky Old Sun and made any choice other than to power up ARCHIMEDES II, this option cannot be completed. It also appears that if That Lucky Old Sun has been completed at all and/or one has obtained Euclid's C-Finder, choosing this option during this quest may lead to glitches. Also, if the player character obtains Euclid's C-Finder but the quest has not yet been initiated, this can provide a quick shortcut to the end of the quest.
** Obtain Euclid's C-Finder from Max in Freeside. It can be pickpocketed from him while he is sleeping, or bought for 1,000 caps (20 caps with 45 Barter).
* Option 2: New farming technology
** Talking with Thomas Hildern points to the overgrown ruins of Vault 22, overrun by giant mantises and spore carriers, starting There Stands the Grass. Note: If the quest has been completed beforehand, choosing this option may lead to glitches. A workaround exists, see Fixes section (PC only).
** The goal is getting the research data and if completing the quest, not allowing Keely to delete it. Make sure to leave with a copy of the data in the inventory before returning to the bunker.
*** If one has already collected the data prior to starting this portion of the quest and has not returned it to Dr. Hildern, then the quest will update and tell the player character to go to the elder.
* Option 3: The pulse gun
** Locked away in the armory within Vault 34, it resides inside a footlocker with a Very Hard lock. If the Lockpick skill is not up to the task, then a key to the footlocker can be found in a filing cabinet in Pearl's barracks at Nellis Air Force Base. The cabinet is the rightmost of a pair standing to the left of her desk. Note that the key must be stolen, which results in a Karma loss.
*** On an unpatched game, the pulse gun may sometimes be purchased from the Silver Rush, or may be carried by higher-level Fiends. This was fixed in the first patch.
*** Should the pulse gun have already been retrieved before starting this quest, it will not be marked complete unless the gun is in the inventory by this stage.
* Note that at any time while doing options 1 or 2, the player character can go get the key from Nellis Air Force Base or the pulse gun from Vault 34 and switch to option 3; it is not necessary to talk to Veronica and explicitly switch paths.
===The Brotherhood is not pleased===
Once the desired technology has been acquired from the wasteland, Veronica urges to take it back to the elder immediately. However, even with clear proof of the error in their ways, the Brotherhood's leader still refuses to forgo the Codex, leaving Veronica despondent. At a complete loss, she asks the opinion of the Courier about whether she should stay in the Brotherhood and try in vain to help or abandon them entirely and leave the bunker for good. They can choose for her, or tell her it is her choice, in which case she will choose to stay.
Regardless of what choice is made, Veronica will want to go outside to get some air. Upon exiting the bunker, a team of Brotherhood of Steel paladins are waiting who are angry at Veronica and the Courier for spreading subversive ideas in the elder's head and threatening the Brotherhood's integrity. The paladins must be dealt with to continue, and can be in one of the following ways:
====If Veronica decided to leave the Brotherhood====
The Courier can inform the paladins that they won't have any more trouble from Veronica, and they agree to let them leave but tell Veronica never to come back. There is an optional 95 Speech check here (rewards no XP for passing it), but it has essentially the same outcome.
* Note that attacking the paladins at this point will fail the quest and make Veronica leave.
====If Veronica decided to stay in the Brotherhood==== 
When told that Veronica will remain, the paladins are even more angry and threaten to execute her and the Courier on the spot. The only solutions are:
* Pass a 95 Speech check to get them to leave peacefully (this rewards no XP). As above, killing the paladins after succeeding the check will fail the quest and make Veronica permanently leave the player character. This aggressive "option" has been fixed in patch 1.4.0.525 by forcing the Courier to wait for them to disappear before moving.
* Scare them off with Terrifying Presence, which is only a temporary solution. They will be there every time one returns to the Hidden Valley bunker until one of the permanent solutions is taken.
* Fast travel before they have a chance to engage in conversation as soon as one exits the bunker. This method is also temporary, but will give the player character enough time to get a 95 Speech skill or gather supplies for defending against them. After fast traveling away, one can ask Veronica about finding the other options.
* Talk to them until they turn hostile and attack, then kill them all. One will not gain infamy with the Brotherhood or lose Veronica's trust by killing them, at least if the paladins shoot first.
* While the load screen is up when exiting the bunker, if one has a weapon out and holds the trigger button, the paladins will not engage in conversation upon exit, but can be heard asking the player character to calm down. It is important to pull and hold the trigger during the load screen to avoid firing on them. One can quickly sidestep them at this point, then fast travel from a distance. They will not be hostile, as they have not engaged in conversation to threaten the player character. If one stays within a few feet of them, however, they may begin dialogue, so it is important to sidestep them. The player character can also re-enter the bunker using this strategy, allowing them to dispatch them at their leisure.
* Use a Stealth Boy directly after the dialogue ends with the orders to execute the player character.
* Approach the speaker paladin close enough to trigger dialogue, but far enough to require him to walk to the player character. Enter the bunker and he will follow alone, and if he attacks first, the rest of the Brotherhood will help the player character fight him. The rest of the team will remain outside, but will not turn hostile.
===Conclusion===
Once the paladins are dealt with, the next actions depend on whether Veronica decided to leave the Brotherhood or remain a member.
If Veronica chose to remain with the Brotherhood, she comments about her decision, and the difficulties of staying with such a dogmatic group. The quest concludes, the player gains 1,000 XP and Veronica gets the Bonds of Steel perk.
If Veronica chose to leave the Brotherhood, she expresses an interest in joining the Followers of the Apocalypse and suggests going to the Follower's outpost to see if they'll take her. At the outpost, talking to Doctor Alvarez reveals that Dr. Schiller makes the decisions, and he is gone for the day and they can come back later. Leaving the outpost and waiting 24 hours updates the quest to return.
However, upon reentering the outpost, the place has been ransacked and the Followers slaughtered by the paladins, who accuse Veronica of sharing forbidden knowledge with outsiders. There is no talking them down here, so all the paladins must be killed (the Terrifying Presence perk can frighten them into submission, giving the player character an advantage and a unique line of dialogue from Veronica after the fight). Killing them will not gain Brotherhood infamy and will not make Veronica leave. However, if the player attacks the paladins first without talking to them, then the quest is immediately failed and Veronica leaves permanently.
After the paladins are dead, Veronica will blame herself for putting the Followers at risk by leaving, but it just reinforces that she made the right decision. The quest concludes, the player gains 1,000 XP and Veronica gets the Causeless Rebel perk.
From here on out, one can still return to the Hidden Valley bunker with Veronica; however, she will refuse to enter and will instead wait outside.
==Quest stages==
==Notes==
* During the search for Euclid's C-Finder, Sarah Weintraub in Vault 21 tells the player character that a man with a "strange metal collar" already purchased it. Veronica may make a comment about Father Elijah. When one finds the man in Freeside, his head has been blown off. Veronica does not comment near the body. 
* Veronica's final conversation with the elder is based on which technology item is currently in one's inventory when they step into the elder's office, not which technology the player character selected to pursue in dialogue with Veronica. For example, if Veronica is told to pursue the pulse gun, but one enters the elder's office with Euclid's C-Finder instead, then the quest completion dialogue for the rangefinder will play.
* If one has already completed That Lucky Old Sun and chosen not to power ARCHIMEDES II, but the player character has Euclid's C-Finder in their inventory already, they can ask Veronica about it, but the route will ultimately be discarded.
* When triggering the quest via Vault 3, Veronica states that the Fiends are giving the NCR more trouble than the Brotherhood.
* The Fallout: New Vegas Official Game Guide erroneously lists traveling to Nipton as one of the triggers needed to begin this quest.
* This quest may appear to interact poorly with That Lucky Old Sun, if one wishes to complete that quest by sending power to anywhere other than ARCHIMEDES II. However, this is not the case. When pursuing the quest stage to divert the power from HELIOS One to ARCHIMEDES II, the Courier is free to change where the power is diverted at any point before realigning the reflectors. Simply selecting the ARCHIMEDES II option from the list is enough to complete this quest stage, and the player can then divert the power elsewhere.
* In the case that both That Lucky Old Sun and There Stands the Grass have been completed, getting the pulse gun will advance the quest.
* If Elder McNamara has been replaced by Hardin, the dialogue between him and Veronica will be different. He will agree with Veronica that leaving the bunker is the correct decision, but will say that instead the Brotherhood should wage war against the NCR, changing the goal of the quest to be convincing Hardin about the futility of war with the NCR.
==Behind the scenes==
The title is a reference to the Frank Sinatra song "I Could Make You Care."
==Bugs==
===Fixes===
Category:Fallout: New Vegas companion quests
Category:Fallout: New Vegas Brotherhood of Steel quests
de:Alle Menschen werden Brüder
es:Puedo hacer que te importe
it:Potrei risvegliare il tuo interesse
pl:Mogę sprawić, że się przejmiesz
ru:Сплошные заботы
uk:Суцільні турботи
zh:我可以让你在乎