Issues with the Brahmin quest in Fallout 2 (with RP)

CrashGordon94

First time out of the vault
Hey, sorry if this is the wrong place, game help thing but it said to put it here if I'm using any unofficial mods and I'm using the current Restoration Project.

Currently doing the Brahmin quest following Per Jorna's walkthrough and the RP supplement/errata and like he suggests I'm trying to agree to the Duntons' plan, scare them off and then scare away Torr so I can get the quest to save him later but whenever I talk to either of the Duntons they ask me if I'm interested, I say yes and then they tell me to get out.
What am I doing wrong? How do I sort this out?

If any additional details are needed, let me know.
 
From what I remember, if you have too high of a karma, or good reputation with the town, they'll reject you trying to work with them. Did you do anything positive in Klamath before that to where you got positive karma points? That may be a reason this happened.
 
I helped Whiskey Bob, that's it so far.

Well I'm pretty sure helping Whiskey Bob nets you some positive karma with the town. So essentially you're going to need to go back before you helped Whiskey Bob if you want to help the Duntons. They're evil, so they don't want some "goody goody" helping them in their schemes, they're worried you'll blow it. Sort of like how Mortimer in New Vegas won't let you help him with his schemes in the Ultra-Luxe if your karma is too high.
 
Shall I try winding back and giving the still to Sajag?

Just wind back and do the Dunton quest first, don't bother helping Whiskey Bob or anyone else until after you help the Duntons. Though you said you're siding with the Duntons due to the character you're roleplaying as, what sort of character are you trying to roleplay as? Because there's at least 3 ways to do the Dunton/Torr quest.
 
No, I'm just double-teaming like Per Jorna's walkthrough said (as specified in the first post, talk to the Duntons, scare them off with the Speech check and then scare away Torr), so I can do the Brahmin quest the good way and still get the quest to rescue Torr (for extra EXP and Sulik since I can't manage saving Smiley now).
 
No, I'm just double-teaming like Per Jorna's walkthrough said (as specified in the first post, talk to the Duntons, scare them off with the Speech check and then scare away Torr), so I can do the Brahmin quest the good way and still get the quest to rescue Torr (for extra EXP and Sulik since I can't manage saving Smiley now).

Ah. Alright, well, either way if you want the brothers to help you, you'll need to go back to when you basically haven't done anything in Klamath yet. Make that one the first quest you do.
 
Alright, I'll give that a shot and see how it goes.

EDIT: I tried it first, I managed to get the Duntons to help but once I scared them off I couldn't tell Torr to run away anymore...

EDIT 2: Doing it the other way around didn't seem to work either, nor did spamming A. What's going on here?
 
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I did it one time that way you describe, and if I remember correctly you need to agree to help the Duntons (choose evil option), then scare Torr and make him leave, then return to the Duntons but refuse their reward (be good again).
 
When was the walk through written? I seem to remember something that with the recent version of the RP, they gave you a higher good karma rating when you went into Klamath for some reason. If you'll notice, the kids will bug you and follow you around, but originally they were afraid of you, or left you alone until you did some good deed there. This could be a factor also with the Duntons.
 
AFAIK if you have high Charisma, entering Klamath for first time will give you high enough town reputation.
In my playthrough even if I have 10 CH at the beginning, the kids will still be afraid of me when I enter Klamath until I finish a 'good' quest.
 
All this would explain why I couldn't get them to talk to me on my original saves (held onto both the "good path, helped Whiskey Bob" saves and one where I went straight to the Brahmin quests after getting Spiked Knuckles), for the record I have 6 Charisma. But now that I have, it seems strange that I can't scare away the Duntons and then Torr as well in the save where they spoke to me, didn't mention any changes like that in the readme for the patch (it just says "Extended Cattle Rustling Quest." and things related to these questlines), were their scripts silently toyed around with by the RP patch?

Meanwhile I tried what KL1 said, it did cross both quests off, but it seems I didn't get the credit for both quests like if I managed to scare them both off like it says in the walkthrough. I don't know if I got the EXP for scaring away the Duntons, and I certainly didn't get the Karma since I had 7 points of Karma and the "Antipathy" reputation in Klamath after doing this. There was another trick with scaring away the Duntons, killing the Scorpions and then talking to Torr with the number keys instead of using the mouse, but I couldn't get that to work (after killing the Scorpions I couldn't get the dialogue window up when talking to him).
This is really strange.
 
...it seems strange that I can't scare away the Duntons and then Torr as well in the save where they spoke to me, didn't mention any changes like that in the readme for the patch...
Oh really?
Unofficial patch changelog said:
• After scaring off the Duntons (thereby failing the rustle quest), you can NO longer tell Torr to run away as well which would allow you to get the quest to rescue Torr which should only be gotten after a successful rustle quest. Several script flukes occurred as the result of this but no longer after applying this patch.
Granted that it was not mentioned in the changelog for the RP MOD, but as it was considered a "vanilla" bug it is mentioned in the changelog for the unofficial patch instead.

As for the town reputation problems being discussed, you can lower it with up to -14 by arm-wrestling with the Dunton brothers. When you win the arm wrestling you lose 5 town rep points, and when you lose the arm wrestling you lose 2 town rep points. You can only lose town rep twice from each brother though (win + loss).
Just mentioning it as it may be a preferable option to reloading a previous save.
 
Ah right, thank you. Didn't realize that, just looked at the "Restoration Project Changes" file, this all all clear to me now so thank you.

I guess I'll be good and just do it the nice way, then expose the Duntons. I'll figure out another way to get Sulik.
 
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