Can't complete Brahmin quest?

lancelott

First time out of the vault
I'm using the US version 1.02 of Fallout 2. I originally started with an old version of killap's patch (I thought the "final" literally meant it was the final version and didn't bother checking for a more recent version) from 2006. I completed all but one of the Klamath quests. I have Sulik and Vic in my party.

Anyway, I had entered The Den to do the quests and then upgraded the patch to the most recent version. I took up Torr's quest. I killed the first scorpion then scared the Duntons off with their radscorpion costume. I killed the rest of the scorpions. Torr stopped having dialog (just the floating one thanking me for the task).

I left the map and it said I failed the quest. That doesn't seem right.

So is there any way around this? Or do I have to start a new game? I didn't read anything about upgrading killap's patch versions.
 
Wrong area of the forum for this since this is an unofficially patched version.

I remember reports of this long ago (like in 2006) and have since fixed all issues surrounding the Torr quest. Thus if you are still running a version of this time (2006), grab the latest release from June 11th 2007. Make a backup before doing this, though I don't think there will be any save compatibility problems since you have at least run a version of my patch.

EDIT:
Oops, tis late and missed the part of you already installing the latest version. Hmm...well not sure what is the issue then. The problem you reported was an issue in the 2006 releae but was corrected since then. Are you sure all the scropions died? You got the message in the window declaring this the case?
 
I have an idea. Rename your current scripts folder in your fallout2/data folder to scripts_backup. Now copy over just the scripts folder from the latest version of my patch. Try the quest again.
 
Well, I did that and got the same result--mission failed despite telling off the Duntons and killing all the scorpions.
 
Hmmm.. Ok, send me a save game then. Use the address found in the readme of my patch. I'm going to bed now so I won't be able to look at it until I wake up hours from now.
 
Ok, found the problem though I don't know what caused the problem.

The Torr quest will fail if any of the following are true:

A_SCORP_SURVIVES
global_var(GVAR_TORR_BRAHMIN_KILLED) > 0
global_var(GVAR_TORR_DEAD) == 1
global_var(GVAR_ENEMY_TORR) == 1

Thus if a scorpion survives, a brahmin is killed, Torr is killed, or you make Torr angry then you have failed. I checked each variable in your save game and the only only that is true in the above checks is the brahmin killed variable. Its value is 527362 both before and after you do the quest. This value makes absolutely no sense since the variable is only increased by 1 each time you kill a brahmin. Therefore according to this you killed 527362 of Torr's brahmin which is...ummm... impossible. Were you using the Fallout 2 cracker for anything? Did you by chance kill any of Torrs brahmin? Mess around with save games in any way? I have never seen this before and quickly looking through the scripts don't see any reason for this to occur. Thus if you did not mess with anything then this seems like an occurence of random variable corruption. If you really want to finish this quest you can edit your save game with the Fallout 2 cracker and change variable 202 (the brahmin killed variable) to the value of 0.
 
Thanks for the reply.

I didn't use a Fallout 2 cracker, nor did I kill any Brahmin during the game.

I'll try that solution of yours. But do you think if this was messed up that a lot of the game would be too?
 
I'll try that solution of yours. But do you think if this was messed up that a lot of the game would be too?
Who knows. It's possible. I wish I knew why this happened though...
 
this stupid brahmin quest is full of bugs! I had exactly the same problem, after digging through scripts for hours I found out it's due to the

Code:
(global_var(202) > 0)

code. It basically means you killed Torr's brahmins if you go to Den before finishing this quest in Klamath. I suggest removing this part of code from the script temporarily. Killap, I read you fixed this problem, but haven't released the fix yet. Could you please release the fix or at least tell us what causes the problem? Global var is set to a wrong number, but where and why?

Also, the Unofficial fallout 2 mod 1.5 changes the scorpion limbs in the grazing area hut to a standard scorpion tail. Man, can't you developers coordinate your efforts? I spent like 5 hours searching for the problem!

Condition in kcdutton script being

Code:
obj_is_carrying_obj_pid(dude_obj, 285)

dude, there is no object 285 in klagraz.map, because some stupid modder changed it to number 90 something. You need to include the map file in your package to avoid probs with other mods.

Also, if your town reputation in Klamath is too high, the Dunston brothers will still say, "we got a job for you", but if you say "I am interested", they just reply, "get the hell out of here, we got work to do." What the fu...?!! This doesn't make any sense! Does this make any sense to anybody? First they say, we got a job for you, then they tell me to phuck off. No, man, this won't do. This can't be fixed through scripts, this must be dealt with in the kcdutton.msg file, must be edited for each particular language, they must say something like this:

{530}{}{*Taking a closer look at you* You do-gooder are not suited for da job.}

Well, this makes more sense, doesn't it?

Also, if your town reputation is low and the brothers agree to hire you for the job, you can use the speech skill on them and tell them they are being watched or some shit like that, they will then run off, but if you come back later and talk to them, my PC just apologizes to them for not completing the rustling quest, you can't talk about the radscorpion limbs, and so the entire "who's rustling the brahmin" quest cannot be finished, because you can't talk to Buckner girl, you go talk to her, "about the missing brahmin", only option is "nevermind".

Another thing: this has been noted already by somebody else, checking for radscorpion limbs in inventory is not the original way:


Code:
if ((obj_is_carrying_obj_pid(dude_obj, 285) > 0) and (global_var(734) == 1))

vs.

Code:
if (map_var(MVAR_Bug_Parts) == 1) then

What's up with this global var 734 anyway? 734 = GVAR_KLAMATH_FIND_RUSTLERS. What does this mean? Original kcdunton.ssl doesn't even check for that. Someone proposed the conversation option should be activated as soon as your PC gets close (line of sight) to the scorpion limbs. I agree. Would be more in line with what the fallout developers intended
 
First of all I don't like your tone!
Calling modders stupid and just complain really makes people want to help you. :roll:


For Torr's brahmins and global_var 202:
Going to the eastern parts of the Den before completing Torr's quest will break it. The problem is with ZIGENGRV.INT (Generic grave script) which there are lots of on that map. The first time you enter a map with that script it randomly names the graves and puts that info in Gvar 200 and 201. The script only specifically calls Gvar 200, but the game reserved Gvar 201 as well for it. The problem seems to be that it will use as many following Gvars as it needs and most of the time it flows over into Gvar 202.

So the proper fix for this would be to let the graves have gvar 202 as well and give another one to Torr's brahmins.

Edit: I just tested with Redding and Golgotha, they mess up Gvar 202 as well.

As for the scorpion limbs:

You didn't mention if you use the Restoration Project or only the patch.
The "who's rustling the brahmin" quest is only in the RP.

Since that quest was never finished in the original version, why do you care what it checks now?
Comparing it to the original is just silly.
With Gvar 734, maybe there is more to the quest than you know, use a walkthrough if you can't figure it out.
 
Man, can't you developers coordinate your efforts? I spent like 5 hours searching for the problem!

dude, there is no object 285 in klagraz.map, because some stupid modder changed it to number 90 something. You need to include the map file in your package to avoid probs with other mods.

This sounds to me that you use more than one mod on your fallout 2 installation. Well, then you've maybe produced bugs by yourself because most Fallout 2 mods are not compatible to each other.
 
Darek said:
First of all I don't like your tone!
Calling modders stupid and just complain really makes people want to help you. :roll:

It's common in him to do that.

I know this guy from the Neverwinter Nights 2 forums and he always does this over there too.

Don't bother with him too much, he'll probably go away and never post again
 
You didn't mention if you use the Restoration Project or only the patch.

I didn't know about the restoration project first, so I installed that useless unofficial mod 1.5 first, then I found the restoration project, installed it, but the game was still using the wrong map file for the grazing area. that's why I say the RP modder should have included it in his package.

So the proper fix for this would be to let the graves have gvar 202 as well and give another one to Torr's brahmins.

Edit: I just tested with Redding and Golgotha, they mess up Gvar 202 as well.

so if I understand you correctly, I should change the variable number for GVAR_TORR_BRAHMIN_KILLED in VAULT13.GAM and then adjust the gvar number in the klagraz script, correct?
 
WRFan said:
so if I understand you correctly, I should change the variable number for GVAR_TORR_BRAHMIN_KILLED in VAULT13.GAM and then adjust the gvar number in the klagraz script, correct?
Nah, just fix your save and leave fixing the bug for killap.
Get vad's Fallout 2 savegame editor and change the Gvar value of 202 to 0 temporarily, then put it back to whatever it is now after you're done with the brahmin quest.
 
I actually fixed this while doing this mission by removing the condition from the script so the script didn't even check for killed brahmin. I was just wondering in case I were to re-play the game some time in the future lest I run into the same problem, I don't want to remove the check permanently from the script, I only removed it temporarily to complete the mission successfully. As far as I understand, the next Killap version should contain the fix, but when will it be released?
 
i got the same problem, i solved it by checking the scorpion pincers inside my inventory that is found inside a shack south after defeating the duntons and radscorpions, a new script mrs buckners conversation about the quest that will let you complete the quest
 
Back
Top