Fallout 2 Restoration Project, how do I save Vault 13/Smart Deathclaws?

I remember finishing Vault 13 as a stupid character, and pumping the gas to Navarro so I could kill Schreber (I had tagged Repair and actually managed to get it high enough to get the car), but even after I did, when I returned to V13 I got to see the massacre. But I had Goris with me the whole time, and he never gave me the "pack in danger" routine.

I think there are thwoconditions to be met:
1. Dr Schreber must be dead within two weeks of getting the reward from Gruthar, and
2. You must never return to Vault 13 after those two weeks have passed.

Nope.

Just kill the Dr before you meet the deathclaws, and they survive.
 
And how would I find San Fran without the survey map from the Military base, which only Goris can tell me about?

0_o

By running around aimlessly to search every square?

The only way to save the deathclaws is to kill the Doctor before you meet them, as far as I am aware of...
 
0_o

By running around aimlessly to search every square?

The only way to save the deathclaws is to kill the Doctor before you meet them, as far as I am aware of...
No, you have a two week window afterwards, Killap confirmed it. But if you ever return to Vault 13, things get iffy.
 
No, you have a two week window afterwards, Killap confirmed it. But if you ever return to Vault 13, things get iffy.

If they die when you return, that means you never really saved them...

After killing the doctor, and returning to meet them for the first time, they never were killed for me.
 
I just checked DUDE_OBJ.ssl and Schreber's script. Looks like killing him sets a Gvar that is checked for whenever the timer to trigger the sequence (or Goris' disappearance) is supposed to happen. Personally I would rather make it disable the timer entirely, but there you have it.

So I guess I must have been mistaken, as long as Schreber is dead two weeks after you get Gruthar's reward you'll never see the massacre.
 
I just checked DUDE_OBJ.ssl and Schreber's script. Looks like killing him sets a Gvar that is checked for whenever the timer to trigger the sequence (or Goris' disappearance) is supposed to happen. Personally I would rather make it disable the timer entirely, but there you have it.

So I guess I must have been mistaken, as long as Schreber is dead two weeks after you get Gruthar's reward you'll never see the massacre.

Wait, so you have to get the Geck, wait OVER two weeks, then kill the Dr? Or before 2 weeks?
 
Wait, so you have to get the Geck, wait OVER two weeks, then kill the Dr? Or before 2 weeks?
Getting the Xp reward from Gruthar for fixing the voice module starts a timer of two weeks. When those two weeks elapse, IF Schreber is not dead, the massacre will happen.
 
Getting the Xp reward from Gruthar for fixing the voice module starts a timer of two weeks. When those two weeks elapse, IF Schreber is not dead, the massacre will happen.

Interesting.

I kinda dislike how scripted Fallout1-2 is with timers, but ahh well...

Wait, what if the deathclaws...Closed the door to the vault?
 
The military base can appear on the map without the need of someone telling you, if you are close enough. (and several people can give you the location)
 
The military base can appear on the map without the need of someone telling you, if you are close enough. (and several people can give you the location)
Okay, but finding Navarro before Vault 13 is still playing the game arse about face. Your character gets so many clues to go from Vault City to NCR, they'd have to be either stupid or have given up on Arroyo if they don't go there.
 
You don't need to repair vault 13 module to get the geck or clues to move forward.
Beside, by the time you reach vault 13, it has most likely been years since you are looking. You are most likely to drift a bit in that period.
 
Interesting.

I kinda dislike how scripted Fallout1-2 is with timers, but ahh well...

Wait, what if the deathclaws...Closed the door to the vault?

Fallout Fixt lets you remove the timers from Fallout 1 or increase the time you have available.
 
Last edited:
You don't need to repair vault 13 module to get the geck or clues to move forward.
Beside, by the time you reach vault 13, it has most likely been years since you are looking. You are most likely to drift a bit in that period.
Ask bartender in Redding, she'll mark the SF location on your map.
You mean Lou in the Malamute? She's mentioned something about flying machines, but definitely no San Fran on my map. She never said anything about San Francisco, either. Do I need a high Intelligence to ask her?
 
Yep, Lou. No idea what the prerequisities are, could be INT or Speech related.. She marked it on my map everytime after these lines:
Code:
{115}{}{Where's San Fran from here?}
{148}{}{San Fransisco is quite a ways south of here. You're a long ways from there. South and jist a tich to the west. It's right next to the ocean, don'tcha know. Don't know why any sane person'd want to go there for.}
That's how I roll usualy - Tubby in Den reveals Redding location, Lou in Redding reveals San Fran. Tested in RP 2.3.3, definitely working.
 
Yep, Lou. No idea what the prerequisities are, could be INT or Speech related.. She marked it on my map everytime after these lines:
Code:
{115}{}{Where's San Fran from here?}
{148}{}{San Fransisco is quite a ways south of here. You're a long ways from there. South and jist a tich to the west. It's right next to the ocean, don'tcha know. Don't know why any sane person'd want to go there for.}
That's how I roll usualy - Tubby in Den reveals Redding location, Lou in Redding reveals San Fran. Tested in RP 2.3.3, definitely working.
Yeah I checked her script and she should definitely have that line. There's no prerequisites for it. That's really odd.
 
Back
Top