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

Must be INT related. Tried to stroll there with default INT 5 Narg right now, the line won't appear. After raising his INT with editor everything worked fine - "Where's San Fran from here?" line appeared immediately and she marked the location on my map.
 
Must be INT related. Tried to stroll there with default INT 5 Narg right now, the line won't appear. After raising his INT with editor everything worked fine - "Where's San Fran from here?" line appeared immediately and she marked the location on my map.
That's it then! My char has Int 5, so that explains it. And yeah, I took another look at the script, it does have that requirement.

Actually, when I first came to town I was addicted to Psycho, so my INT was 3 and the bartender would barely talk to me at all. I laughed my ass off when I tried to "shake the robot's hand" on the slot machines and my character freaked out.
 
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 two conditions to be met:
1. Dr Schreber must be dead within two weeks of getting the reward from Gruthar (impossible to do without the car), and
2. You must never return to Vault 13 after those two weeks have passed, even if you killed Schreber.

If you do not kill Schreber and do not get the final reward from Gruthar, you get no ending for V13 at all.

Wait, you mean Dr. Schreber from Navarro, who stands in a sound-proof room? I thought ThatZenoGuy meant the Enclave doctor who lives in NCR, in downtown, right across the weapon shop. You can get the second cyberdog from him and steal his papers for Merk. Isn't that him?
Looks like they will both die, he-hee:)
 
Wait, you mean Dr. Schreber from Navarro, who stands in a sound-proof room? I thought ThatZenoGuy meant the Enclave doctor who lives in NCR, in downtown, right across the weapon shop. You can get the second cyberdog from him and steal his papers for Merk. Isn't that him?
Looks like they will both die, he-hee:)
Why on Earth would it be him? Dr. Schreber is the one who's about to report to the Enclave that the Deathclaws are intelligent. Doc Jubilee doesn't even know they exist. He's still an evil bastard, though.
 
Why on Earth would it be him? Dr. Schreber is the one who's about to report to the Enclave that the Deathclaws are intelligent. Doc Jubilee doesn't even know they exist. He's still an evil bastard, though.

A sad truth is, Deathclaws wil die anyway. If you won't keep away from there after you got the Geck.
Still, there is an option to mention Vault 13 to Tandi, after you watch the massacre of Deathclaws and take Goris with you (or should Goris be dead too? I don't recall...). In this case, iirc, Tandi thanks you and gives you some reward. In other cases, you mention the Deathclaws in there and get directed towards the door by Tandi.
 
Wow its been a while since worthy conversation of this magnitude has graced the forums.
Now I want to go save those silly deathclaws. I had honestly believed up until now that they just could not be saved.

It's a shame I cant dip them and turn them into super deathclaws...
 
It's a shame I cant dip them and turn them into super deathclaws...

Well, I guess it would seriously break the balance of the game. Just imagine - there are super mutants already, which are quite tough and can kill you even if you have APA and gauss, then wanamingo/aliens - not a problem for me, but I never play on hard difficulty - and the deathclaws, which are already super deadly and tough! If to dip deathclaws either you'll have an army of allies even Enclave cannot beat, which will make the game, at least the final part, too easy for you, or you'll have a horde of nearly unbeatable enemies, comparing to which the Enclave would be like Mandalorian children with tiy weapons, which will make the game nearly impassable. I'd say, there's no need to dip the Deathclaws, they are already a product of evil genius enough. Them, as well as super mutants, created for one purpose - to become super soldiers, stupid enough to never rise against their creators, clever enough to carry out orders and not to have problems with friend-or-foe identification.:-)
 
I don't believe dipping a deathclaw would yield any actionable results considering their current form is another mutation brought on by FEV (If I remember correctly).

However in Tactics deathclaws could be part of the player's squad, but they were not nearly as "powerful" compared to their western cousins.
 
Apologies for the necro (especially as a first time poster).

Coming back to Fallout 2 after having played it around release, still owning the boxed copy, I went with a digital copy from GOG, SFall 4.2.0.1 and the Fallout Restoration Project Updated at version 2.3.3u18.

After seeing the inhabitants of Vault 13 massacred, I decided to spoil myself in an attempt to save them.

I already had gotten the location of San Francisco, and even talked to Matthew who gave me the location of Navarro. I reloaded a safe prior to visiting Vault 13 losing a lot of gameplay hours, and dropped off my party at the tribal village in order to be able to pass as a potential recruit at Navarro.

I went into Navarro, stumbling around the base looking for Schreiber, ignoring anything else. And I finally found him.

As the door closed behind me, he barfed at me for being out of uniform. I shot him on the spot.

Then I went to Vault 13, installed the voice module, got the GECK from Gunthar and had my party wait a full three weeks at the NCR Bazar right after.

Going back to Vault 13, everyone still is alive after that, at least for the time being.

Thanks to those participating in this thread. Being able to (for now) save this Vaults inhabitants is quite a treat.
 
Back
Top