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Discussion in 'Fallout General Modding' started by killap, Jan 13, 2008.
EDIT: Never mind, quest is timed. Got the encounter. YAY.
Thanks alot, i thought the ini was only for graphics
Maybe I'm slow, but what's the catch with the brahmin quest in Klamath? Tried rustling the cows for the Duntons, picking up limbs and looking at cows up north, rescued Torr - about every darn thing listed in this thread and in the walkthrough, really. Is there something I'm forgetting, here?
Hm do you have the "Figure out who is rustling the Brahmin" quest? If you do, get the limbs and check the Brahimins for fake brandings, then talk to the Duntons about it. After that report em to the Buckners.
If you dont have the quest yet you have to talk with the older of the Buckners (I think) and she will tell you that someone is rustling Brahmins.
Apart from that there 2 more quest related to Brahmin in Klamath. Guard em and rustle em... thats all i think!
Guess I wasn't clear enough - that's the quest that's bothering me. I followed Morticia's RP walkthrough to the letter, but there isn't jack happening as far as completion goes. From what I can tell, you're supposed to be able to tell the Duntons to stop messing with Torr and Buckner wants more proof(brandings), but none of this has happened so far after multiple attempts.
Well, do you have that quest active in your pipboy?
It's the younger of the Buckner women who gives it to you, but the Mom you report to.
Talked to Maida, got the quest. Went up north of the Dunton place, looked at the branded brahmin. Talked to Torr, killed the scorpions and picked up the limbs. Went to the Duntons, brought up the claw findings but no option asking them to stop harrassing Torr. When trying to talk to Mrs. Buckner about her missing brahmin, I only get the 'nevermind' alternative.
The only difference I noticed was if you agreed to rustle the brahmin and when talking to Mrs. Buckner about rescuing Torr, you kind of tell her that the Duntons are behind it but it doesn't complete the quest in any way.
Do you have to complete some of the other quests beforehand, or is there some other interaction that is required before you can proceed with the quest?
You need speech over 50% to confront the Dunton's, I mean for the dialog to go all the way. There is a random element involved too, so they may turn hostile instead of confessing.
So, +50% speech ensures that they'll confess so you can reveal it to Old Hag Buckner? Or will it end with that "mind your own business" shindig?
When the Dunton's says "You better keep your mouth shut....." if you have speech +50% you get the option to say "No, I'll tell you what you use these for. You dress up as bugmen...", after that there is a roll to see if they confess or attack.
Turned out alright after all, had to pop one more skill point to make it happen. Thanks for the help!
So it's prolly a good idea to add the skill points required to do certain things to the guide page, since you guys are all nit-picky about spending your skill points!
What else would be a good addition for the RP guide?
Well, here's a few adds for some quests and some info:
1. Broken Hills - Determine whether Chad is skimming money from the caravan runs.
When you have finished talking to Max about Chad and the lock mechanism, go and talk to Chad and simply ask him about the stolen money - he'll deny it. Now, when you go to his house and the moment you reach for the cabinet to pick up the briefcase, he will appear behind you and initiate dialogue (doesn't matter if you come here during the day or night). After some short conversation he will initiate combat and make a run for it. I didn't try to chase him - I assume he has a briefcase on him and you have to kill him to get it.
So, don't talk to him about the quest before you take the briefcase if you want to expose him the "regular way".
There is a Stealth Boy in one of the lockers in the copying room (E section of the basement). This is not the one that Brother John gives you when you fetch him the heart pills.
On the Residental area map of Den there are two drug dealers standing by the barrel. Most of the time one of them will have one Buffout on him (sometimes none and sometimes both of them will have it) and they will both have 2-3 stimpacks always on them - all of these you can steal easily. I think they restock in 2-3 days. Infinite source of free Buffouts early in the game !
Found some more stuff but not sure if they're bugs or not.
Theres a scout manual in the Abbeys library in one of the shelfs that say they only contain uninteresting stuff. Use steal on them and you can access them anyway
This only happens if your perception is under 7 or your intelligence is 4 or lower.
I guess I must not jump to conclusions before I find out every possibility . Thanks for the info, I did have 6 PER whilst doing this quest.
I wrote that post having in mind simply adding to Morticia's RP guide.
Yeah I know, it's easy to do with this game, so many possibilities.
I saw it was for the guide. I had no idea Chad could walk in on you, so good job.
I took a little closer look at Chad:
Chad is a coward, if you are wearing anything better then a leather jacket, he will run away instead of fight.
He does not have the briefcase on him, but if you look in the drawer again after the fight you'll find it there.
After that you can report back to Marcus. If you don't kill him and just end the fight you can still talk to him and bribe him as usual. Also when you go back to the western part of Broken Hills, Chad is back with the caravan people, and you can get Marcus to arrest him. I would consider it a bug that he still hangs around.
When trying to bribe Chad you have two chances to to do so, first a speech roll (skill -15%), fail that and you get another speech roll (skill -35%).
I have a small request, could you add something about the pop rocks and nuka-cola combo for the EPA? It's funny.
@ Noor, Nice discovery about Chad. I will add that to the guide page. Do you remember if any part of that dialogue gave you the option to not turn him in? Probably not, if the designer intended that blackmail requires a certain level of intelligence, but I'm curious anyway.
@ Fury, I suppose the Scout Manual could be considered a useful item, but they aren't that hard to find and I never read them. (Who wants to avoid random encounters? - and I haven't wrecked my car yet.) I did forget about that Stealth-Boy. That's in the basement, isn't it? I'll add that if you confirm where it is. That's another item I considered useless, but then it could be useful getting in to see Shadow-Who-Walks when most people don't want to waste skill points on Sneak.
@ Darek, I found this much "Eat the Pop-Rocks you find in EPA and then drink a Nuka-Cola by 'using' both from your item slots. It doesn't work when you use them from inventory." So nobody ever said what this does?
Has anyone figured out the skill levels required to find the trap and open the door in Vic's shack?
- I played again the Chad quest with a new character, and as Darek said, this happens only when you have PER < 7 and INT < 5. My character has 9 INT and Speech 102%, and that forced dialogue with him doesn't offer you any paths to not turn him in. It's practically his monologue where he threats you (even with death ), but then he flees (again as Darek said, if you're wearing anything stronger then a leather jacket).
- There are three lockers in the small room in the east part of the basement in the Abbey (the copying room). The Stealth Boy is in the third.
- I unlocked the door in Vic's shack with:
1. Lockpick 36% (tagged) - for the lock
2. Traps 16% - first to find the trap (try to use Traps on the door even if the pip boy tells you there are no traps there) and then to disarm it
I tried all this between 5 - 20 times, and it worked more than once.
The odd thing is, when you unlock the door and then save, and when you reload, the door is locked again - this could be a bug.
About the pop rocks, I don't wanna spoil it, but I'll say this: save before you try it, and preferably stand next to your NPC's.
Actually, if you read the description on the pop rocks I think you'll get the idea.
To find and disarm the trap, there's a traps skill roll. If these work the way I think they do, it's your current skill % out of a 100, so if you have 20% in traps, you have 20% chance of making it.
To open it, it's your current lockpick skill -30% out of a 100, so you need over 30 % in lockpicking to even have a small chance of making it.
You can obviously try as many times as you want, well, until you get a critical failure.
Stealing a molotov cocktail from the drunk town greeter and throwing that on the door is a viable alternative.