^
Ok, so that is what you mean.
You should have been be able to tell Mad Bob about the clerics stealing scrap after you talked to them. It seems that you broke the quest because you killed them first, i.e. it is probably a bug.
Thing is, if you say him that, at least on english, he goes on a rant "So you play both sides huh? you cheeky bastard you just weht!" - even if you didn't agree with klerik or just don't want to deal with them. There is no choice to disagree - because if you disagree with klerik, he hammers you into the ground.
I just want - murder kleriks. "were kleriks. I killed them regardless of me being level 10 and them skulls enemies with 3 power hammers. we bros? gib elex".
or: "there are kleriks. give me 2 extra people, I go kill them. then gib elex!".
Easy.
Btw if you kill Riley and / or Fenk in Abessa NPCs still blame them for dome getting destroyed... but that quest is so strange, bugged and I feel underdeveloped, that it's easy to just get over it.
Btw, you can take broken clerik weapon in Goliet after doing quest, then it just stays in your inventory forever. So strange.
Really, this is what I don't like about this game the most. I can close eyes on everything, from translation to combat to exploration with cigarettes, but if you pretend you're doing Fallout/Arcanum quests, then do it right. If there is quest item, like bag of elex, it must be steal-able. If you collect derp-roots, it must be like in Morrowind - don't give me that 7/8 shit. If you need to tell someone about some separatists, you must have option to be smarter and tell another guy. If there is C&C for being asshole, they must trigger without you knowing, not when you basically ask "am I a bad guy, berserker-sama?". And there shouldn't be immortal NPCs. This linear scripted shit design a-la Stormson quest should not exist. Sometimes you just walk to handle the quest knowing NPC would fuck you up (like at least one or two quests in Abessa, like to close quest about guns you must talk to klerik who would ban you from leaving city if you chose to give guns to outlaws) because quest would't close itself properly. I hate this kind of linear scripted approach to quests. It is so awkward. Sure there's "reactivity", but often it's more like you close eyes on picking between 2 bad options, or follow set of quests where you don't really have good options, and THEN you get reactivity. (like Rat quest line - you can't even make mistake there, since NPC would say" what? bullshit fuck off". and Rat himself is immortal. lol.)