Before I address the bugs, there are a couple of things I want you to keep in mind.
First, it was ported from the demo of Fallout 1. There are lots of issues that have come about with this location. I slowly tackle them as I can. In many instances, the only real fix is for me to completely rewrite scripts.
Second, because of it's origins, it is like an easter egg location. It is definitely not crucial to the game. Because of that, it is not high on my list of things to correct.
I'll try and pull just that script file from 2.45.4 patch...
@MIB88
Is the dog supposed to help in combat? He's just standing about.
The problem is not the script. It seems more like some variables are messed up... like they got corrupted somehow.
And no, the dog is not supposed to fight on your team. He only follows you around town. (This is in one of the readme files.)
Some things about Scraptown...
Summary of bugginess:
1) Children and unarmed townspeople attacking people with miniguns.
2) Message about important information after repairing generator seems inaccurate.
3) Townspeople think you are a Blade or Fool even though you betray either and kill all gang members.
4) Delay for gangs to get to rumble point not long enough.
5) The delay between the insults they yell at each other is not long enough. All the insults happen at once.
6) Rayze (Blades leader) has only 30x 10mm JHP ammo but no SMG in his inventory so uses fists.
7) Skippy (agile merc of the Fools) has a loaded SMG in his inventory but never draws it and fights with fists.
8) Front gate guard says something like: "tell them Rok sent you" when you ask for a drink but no one offers drinks in the Blades bar.
1., 6., 7. The miniguns and SMGs will be removed from that location. The fight happening the way it did is not buggy... just the way the engine handles things. All hell broke loose because brahmin or townsfolk are hit. They are on the same team. If your party accidentally hit a brahmin, the townsfolk would consider you an enemy. As for people charging into combat bare hands against miniguns, that is just the current AI of the critters. They are not set to coward. Although, I probably should at least make the children run away...
2. The message is an incomplete attempt at making that location relevant. When you break the generator, though, only you know your motives. So, the drop in karma should happen. However, fixing the thing should yield more karma than you lost.
3. I need to look at the scripts and rework how the loyalties work. It's probably something pretty straightforward, but maybe it doesn't account for betrayals.
5. I don't know what I can do about this. Some of them use the same script. They get to the fight area at different times even though this activation happens at the same time. I can slow down the speed at which they say things. I don't think I can change how long a message appears on the screen. I can alter the time between floats and when they move, but there is no guaranteed way of keeping their floats from overlapping.
8. Is that at the bar? No, I think you are supposed to use that as your entrance to talk to the leader... like a letter of reference.
This character doesn't want to join either gang but acted like he was in so he could ultimately destroy all of them and it works but the scenario doesn't seemed designed to join one so you can destroy them all.
There are 5 ways to deal with the situation:
1. Kill Blades only (Not ideal)
2. Kill Fools only (Not ideal)
3. Kill both gangs (One ideal situation)
4. Give the gangs a reason to leave (Another ideal situation)
5. Do nothing
Finally, as you play the game, don't get wrapped around the axle about the Brotherhood Bunker. You can go through that location and find a ton of bugs. Better to focus bug-hunting on other locations, for now. Thanks for the report.