We all know 'em. Jacklyn, the fairly un-bright cap stealer, the ol' super mutant captives that just run off into the sunset, and...Err, well, those are the only two that come to mind.
Anyhow! The purpose of this thread is to gather a list of all the NPCs that get disabled, when they could function perfectly well as characters that persist after their quest/interaction is over.
Once I can be fagged, and there is a decently sized list, I'll go ahead and take a look at each NPC and see if I can stop 'em from being plot'd away; and then see about giving them some good ol' radiant life. Or just a generic sandbox package. Whatever.
So yeah. Start de list!
NV
- 
Jacklyn - SSHQJacklyn - Disabled via package once unloaded from view (destination is Mojave Outpost) - 
Tomas - SSHQTomas - See Jacklyn. - 
Powder Ganger Captives - [Quest] Booted - Package takes them to "SLOldNuclearTestSite", where they are killed by feral ghouls. If they aren't dead, they just stand there. - 
Harland - Harland - At the end of "Come Fly With Me", he lines up at the launch pad, but doesn't go into the rocket. - 
Davison - Davison - During "Come Fly With Me", once informed about the stealth boy shipment, he is disabled once he leaves the cell. - 
Malcolm Holmes - SSHQMalcolmHolmes - After the random encounter where he greets the player, he is disabled once unloaded. - 
Ackerman - BCTrooperHostageAAM - After being saved from the Khans in BC, he is disabled once he leaves the cell. - 
Gilbert - BCTrooperHostageCF - After being saved from the Khans in BC, she is disabled once she leaves the cell. 
DC
- 
Wasteland captive - N/A - Disabled via package once unloaded from view (destination is wilderness cell at edge of map) - 
Silver - MQ01Silver - After the oh-so-short Moriarty sequence, she does nothing but stay inside her house at Springvale. 
	
