Slave Collar Fallout 4



Third Official Expansion Pack for Sim Settlements

Overview

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At the surface, this expansion appears to be entirely about Raiders. Aesthetically, it definitely is. We decided to fully embrace the visuals and even gameplay behind raiders. Functionally, though, this expansion will add a ton of additional possibilities and benefits to all Sim Settlements players.

Conqueror is about providing new ways to play--both at the beginning of a new game, through the Pre-Built settlements and the Raider questline--and at the later stages by offering you a way to convert your settlements to operate like military outposts.

Like the expansions before it, Conqueror will continue to receive bi-weekly updates for the foreseeable future to improve and expand the gameplay based on community feedback.

You don't HAVE to do this. Really.

The explosive collar is a piece of headwear in Fallout: New Vegas. 1 Background 2 Characteristics 3 Locations 4 Notes 5 Bugs 6 References Slave collars have a simple, but deadly design. Encased in five pounds of durable steel is a small explosive charge, a microphone/speaker and a radio wave receiver and transmitter. When remotely triggered, the receiver signals the detonation of the charge. Straight out of the Dead money DLC We have made the Slave collar Prop. This Wearable collar (one size fits most) closes with a click mechanism at the back. Led (red colored) is powered by a 9V battery (battery not included). Paint-job may vary due to craftsmanship. I put a slave collar on every named Raider and Gunner for Nuka-World. The Fallout 4 Subreddit. Talk about quests, gameplay mechanics, perks, story.

Workshop Framework Required

This expansion requires Workshop Framework, though Sim Settlements and the Three-in-One do not. Workshop Framework offers a host of new features that Conqueror is taking advantage of, one of which is a much faster threading engine to allow for pre-built City code to run fast enough.

Rise of the Commonwealth is not required.

Features

Pre-Build Cities - When you start a new game, you may choose to cause the City plans to run autonomously. It includes a variety of options to customize things, such as which Settlements, which City Plans, how populated they should be, what level they should go to, etc.

Whether you want to build an empire to conquer, or just want a new experience with Cities to discover and explore, this feature will dramatically change the way you experience Fallout 4.

If you use the City Plan Startup Wizard, you can use plans from add-on packs, including the monthly contest entries. Conqueror can randomly choose from available plans, or you can choose them yourself.

Play as a Raider - Many players have lamented that there’s no way to play a bad guy. While we can’t provide a complete experience like the base game, we’re offering an interesting alternative. You’ll be able to join up and do quests with a raider right near the beginning of the game in Concord.

At launch, there is a relatively simple quest line to help you take over the settlements for your Gang. In the future, we’ll continue to expand this questline and add more raider features to give you a more fully fleshed out experience.

Conquer Settlements - As part of the above mentioned Raider quest line or with a Faction Pack, you’ll be able to conquer settlements, converting these settlements into Outposts and Vassals where you build up an army instead of a village of settlers.

Outposts are a more military focused settlement, with less concern on growing food, and more focus on growing an army. Vassals provide the food and supplies needed to run your Outposts.

After capturing a settlement for a faction, the following can occur (depending on what is configured for the faction)

See full list on fallout.gamepedia.com
  • Decorations for that faction will be dispersed throughout it the next time you return.
  • Plots with faction skins available will have those factions applied.
  • Settlement flag will be converted to the faction flag.
  • Dynamic soundscape will be adjusted to match the tone of the faction.
  • Instead of settlers, all newly recruited NPCs will be faction appropriate.
  • Visitors will be replaced with faction appropriate, or disabled.

Run an Empire - Focus on your settlements as a whole, and control your empire with military might.
After converting settlements to Outposts or Vassals, their needs are transformed into military focused stats that can be handled by assigning troops in an optimal way, running attacks to raise morale, and fighting back enemies from taking over your new settlements.

  • Setup soldier Patrols between your Outposts and Vassals.
  • Assign different roles to your soldiers to maximize the effectiveness of your settlements.
  • Establish firm control of your Outposts and Vassals or risk losing them to enemy attacks.
  • New HUD elements added with HUD Framework to help manage the new mechanics.

Building Skins - This expansion introduces a method for buildings to be dynamically changed. This can happen in response to events, or manually by using the Customize Plot menu on the ASAM Sensor.

This system is part of the 4.0.0 patch of Sim Settlements and includes a variety of paint jobs for the default Sim Settlements buildings. Building Skins are available without installing Conqueror.

Conqueror also includes Raider-themed versions of all of the default Sim Settlements buildings.

NukaWorld Red Rocket City Plan - A raider-themed City Plan for the NukaWorld Red Rocket is included. Unlike most city plans, this one will change depending on who has control of it. Each of the three NukaWorld raider gangs have their own version at level 3.

Heavy Agricultural Plot - The first ever 3x3 plot is introduced. This provides 50% more food than a 2x2 plot, but also requires power, and has higher water and defense penalties.

By default, the plans included with Conqueror will be locked until you complete part of the Raider quest. Add-on pack authors will be able to release building plans for it that do not require any quests to unlock. When those are installed, those plots will be available immediately. The Heavy Agricultural Plot is part of Sim Settlements 4.0, and is available without installing Conqueror.

New Building Plans - Several new building plans have been added for Martial, Industrial, and Recreational plots with a very dark vibe to fit Conqueror’s Raider theme.

New Leader Options - You can now make leaders an optional requirement for building City Plans. We’ll also be introducing more leaders as the Raider questline unfolds throughout the post-launch patches of Conqueror. New Leader Options are part of Sim Settlements 4.0, and is available without installing Conqueror.

The Future

Control Battle - We imagine an end-game, where enemy factions make attacks on your smaller outposts and vassal settlements to try and take them from you, in a constant battle to remain dominant over the Commonwealth. You’ll have to manage your troops, resources, and actions to ensure you retain control over your empire.

More Raider Mechanics - We want this to provide a full raider experience from the beginning of the game, so we’ll be adding more activities and gameplay mechanics to help with that.

Continued Story - The raider quest line is kind of a Chapter 1 to something much larger that we have planned.

Better NukaWorld Integration - We’ll tie in the new Outpost mechanics to also work with the Raider Gangs of NukaWorld. As well as make use of those gangs in various ways as Conqueror evolves.

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For an overview of slave collars throughout the Fallout series, see Slave collar.
DR/DT
31
Item HP150
Weight5 (apparel)
1 (item)
Value50
RepairSlave collar
QuestsStrictly Business
Strictly Profitable
The Kid-Kidnapper
base id0002f563 (apparel)
00022ff0 (item)

If a slave's going the wrong direction, we push a button, and boom. His head pops.

— Grouse Jurley, Fallout 3

The total pacification collar (commonly referred to as a slave collar) is a pre-Warprisoner control device developed at Big MT Research and Development Center,[1][2] and adapted by slavers after the War for the purpose of capturing and forcing slaves into submission.

Background

The following section is transcluded from Slave collar. To modify, please edit the source page.

Slave collars have a simple, but deadly design. Encased in five pounds of durable steel is a small explosive charge, a microphone/speaker and a radio wave receiver and transmitter. When remotely triggered, the receiver signals the detonation of the charge, obliterating everything above the neck of the wearer without damaging the surrounding area. The collar's transmitter constantly broadcasts its position and environmental input to the controller, meaning wearers can be constantly monitored and eavesdropped upon.[3][4][5] In addition, the collars are designed to detonate if they are removed without a disarming signal; it takes quite the expert in explosive circuits to get one off without such a signal.[3][6] The collars can even be adjusted to detonate if the outgoing signal of another nearby collar goes silent.[7] However, their simple design can be their downfall: the collars do not have selective radio wave jammers, meaning that rogue background electromagnetic waves can interfere with the receiver and set off the collar.[8][9]

Left My Heart

After the war, they have found widespread use among the survivors, usually slavers. However, some also use it for simply ensuring cooperation, such as the Brotherhood of Steel[10] and Father Elijah, without the risk of hostilities.

More Slave Collar Fallout 4 Videos

Characteristics

There are two versions of this item; the first is a quest item given to the player by Grouse for use in the quest Strictly Business, along with a Mesmetron. It has a weight of 1 and a value of 0, and cannot be removed from the player's inventory except by enslaving an non-player character. The second version of this item is a hidden apparel item that is generated on non-player characters enslaved by the player.

Slave Collar Explosion MOD At Fallout 4 Nexus - Mods And ...

The slave collar is used by the slavers from Paradise Falls. The collars send a frequency to Paradise Falls to keep track of where every collared slave is.

It is possible to remove a collar from an enslaved non-player character simply by talking to them and select the appropriate conversation choice. Success in removing the collar is based on the player's Science skill: your level must be at least 25 to attempt to remove the collar, with only a 50% chance of success. The likelihood of success increases in steps (at levels 50 and 75) up to a 100% success rate.

Outside of initiating conversation, the player character may be approached in the Wasteland by an escaped slave still wearing a slave collar, who will beg for the collar to be removed.

Fallout

Under The Collar Fallout 4

The collar will also explode if struck by the Mesmetron. As the slave collar's instructions state, 'The Mezzer rays trigger the collar's self-destruct mechanism, so once the collar's on, don't shoot the slave with the Mesmetron, unless you want to pay me for a new collar.'.

Locations

The slave collar can only be obtained through accepting the quests marked below as there are no collars placed in the game world.

Related quests

Behind the scenes

  • Exploding collars are frequently used as plot devices in fiction entertainment. The earliest known use of an exploding collar was in the Starchild Trilogy, a trio of novels published between 1964 and 1969.

Left My Heart

Bugs

Raider Pet - Downloads

  • If the player receives more than one slave collar, enslaves multiple people, and then returns to Paradise Falls, Grouse will say that you have lost the collar, and will make you pay for a new one. Also, if the player receives more than one slave collar and enslaves more than one person, Grouse may still pay you for only one slave, and you will receive one collar.
  • PC Removing a collar via dialog from any non-player character who has been enslaved by the player (other than Red, Flak, Arkansas, and Susan Lancaster) may cause a crash to desktop. A small number of non-player characters, such as Bone, will always cause a crash in this instance.
  • Xbox 360 If you put a slave collar on an Enclave scientist (the ones wearing a glass helmet), their body will become invisible leaving only their hands and head visible.
  • Xbox 360 If the player receives the slave collar for the quest and kills Grouse the quest will end, and the slave collar will be 0 WG instead of 1 WG it usually adds.

See also

References

More
  1. Little Yangtze terminals; Little Yangtze Log Terminal, Log Entry 03
  2. The Courier: 'Where did you get the collars?'
    Elijah: 'The collars. '
    The Courier: 'If they're Pre-War tech, where did you get them?'
    Elijah: ' Were two others there... a woman. And a man, a courier. the other... I don't know what happened to him.'
    (Elijah's dialogue)
  3. 3.03.1The Lone Wanderer: 'How does the collar work?'
    Grouse Jurley: 'It's got a radio signal we monitor here at Paradise Falls. If a slave's going the wrong direction, we push a button, and boom. His head pops. Once you get a collar on, you can't take it off in the field. They're wired to blow if anyone tinkers with it. So don't.'
    (Grouse Jurley's dialogue)
  4. The Courier: 'I convinced him that staying here was more dangerous than moving on.'
    Nolan McNamara: 'Yes, you exploited his fear of Powder Gangers very effectively. The collar includes a microphone, you see. Part of the test. He'll keep his distance, setting ambushes, never suspecting that these bunkers house something far more dangerous to him than criminals. Well-played.'
    (Nolan McNamara's dialogue)
  5. Elijah: '
    The Courier: 'Collar? What are you talking about?'
    Elijah: ' Do what I say, and the collar won't go off... refuse, try and run, me? I'll kill you and find someone else. There's no escape from here until I let you go. '
    The Courier: 'As long as you can find me, you mean.'
    Elijah: '[FAILED] As long as you're wearing that collar, you're not far from me. A press of a button, and I'll find you - I'll just listen for the explosion.'
    (Elijah's dialogue)
  6. The Courier: '
    Kenny Weathers: '[SUCCEEDED] Hey, you did it! Nice work!'
    (Kenny Weathers' dialogue)
  7. Elijah: '
    (Elijah's dialogue)
  8. The Courier: 'Radios and speakers?'
    Elijah: ' Speakers and radios interfere with the bomb collar frequency, and can trigger the detonators... prematurely. It is an unfortunate side effect, one I did not anticipate. I was unable to calibrate the collars to block the signals - so you'll have to make do.'
    The Courier: 'Radios and speakers can set off my collar?'
    Elijah: ' There are damaged speakers, and shielded ones... the damaged ones you can destroy at range - don't get close, you switch them off like a radio. The damaged speakers are sparking, ha... hard to miss. The casings are resistant to vandalism - punching or hitting them will destroy them.'
    (Elijah's dialogue)
  9. Slave collar instructions
  10. The Courier: 'I can take care of the Ranger.'
    Nolan McNamara: 'Very well. I'll be interested to see how thoroughly and efficiently you carry out your mission. Paladin Ramos will escort you back to the bunker's entrance and set you loose. Notice that I said 'loose,' not 'free.' You are not free to carry the secret of this bunker's location beyond Hidden Valley - until I'm convinced that you're capable and dependable. To underscore this point, you'll be fitted with an explosive collar. Wander off, and it will detonate. Focus on your mission, and you'll be fine.'
    (Nolan McNamara's dialogue)
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