Slave Collar Fallout 4

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. Unable to remove Slave Collar. Hi, I used console commands to give me 65 points in the Science skill and spoken to Grouse to know about the Slave Collar (and about mezzing). But I am still unable to remove the collars from any slave and got these reactions from them instead. Default Slaves (eg.

  1. Bodrake's Slave Shock Collar At Fallout 4 Nexus - Mods And ...
  2. Fallout 4 Collar Mod
  3. More Slave Collar Fallout 4 Videos

Third Official Expansion Pack for Sim Settlements

Overview

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.

Slave Collar Explosion MOD at Fallout 4 Nexus - Mods and ...

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.

Bodrake's Slave Shock Collar At Fallout 4 Nexus - Mods And ...

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)

  • 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.

Fallout 4 Collar Mod

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.

Collar

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.

Retrieved from 'https://simsettlements.com/web/wiki/index.php?title=Conqueror&oldid=5674'

Those that know me will know that, despite having almost 400 hours on it, Fallout 4 is not a game that I think highly of. For me, it falls into the same trap that I think most Bethesda games do. What it gains in open world exploration, it looses in everything else. I tend to refer to Bethesda games, including Fallout 3 and 4, as “open world simulators” rather than “role-playing games”. Despite this, Fallout 4 does have a few features and characters that I thoroughly enjoy, such as settlement construction or Piper Wright. Modding Fallout 4 helps keep the content I enjoy engaging, drawing me back to the game again and again. Here’s my full list of Fallout 4 mods that I use to enhance my experience in the wastes of the Commonwealth.

Characters, Armour and Weapons

More Slave Collar Fallout 4 Videos

  • 5.56mm Combat Rifle: Adds a 5.56 receiver to the Combat Rifle, so that this much better looking weapon can use the plentiful ammo type used by the Assault Rifle.
  • Amazon Women: Makes women taller than men. Don’t ask.
  • Armor and Weapon Keywords Community Resource: A dependency for several other mods, the AWKCR is a framework used by modders to standardise certain mod parameters to harmonise development and prevent mod conflicts.
  • Armorsmith Extended: Adds some notable changes to how armour works, such as permitting the wearing of armour with any outfit and rebuilding the entire clothing mod system from scratch. Definitely worth using.
  • Automatically Lowered Weapons: Does exactly what it says on the tin. Lowers your weapon when you are out of combat.
  • Better Looking Piper (VK’s Subtle Companion Changes): Makes a few cosmetic changes to Piper to alter her appearance. I almost always travel with Piper, so it feels natural to have a modification that I believe enhances her somehow.
  • Bodrake’s Slave Shock Collar: Adds slave shock collars as apparel items. Fun to pair with Prisoner Shackles
    and the built-in pillory for unruly settlers or Raider gameplay.
  • BodySlide and Outfit Studio: Another dependency of some other modifications. I don’t use it per se, but I hav it enabled because it is required by the next mod.
  • Caliente’s Beautiful Bodies Enhancer: Makes some of the body forms less… awful. No more anorexia nervosa for my player characters.
  • Cass’s Clothing: Not exactly lore-accurate to Cass’s actual clothes, but I like the outfit nonetheless.
  • Combat Rifle .308 Caliber Automatic Receiver: Another Combat Rifle mod. The .308 is the most powerful receiver that the Combat Rifle can be outfitted with, but in the base game, it has no automatic version. This mod rectifies that.
  • Crimsonrider’s Accessories: A fantastic collection of apparel accessories for personalising and beautifying your Sole Survivor and their companions.
  • Eli’s Armour Compendium: Another excellent collection of apparel, this time in the form of outfits.
  • Glory: A simple mod that provides a bare-bones companion of Glory. I felt she should’ve been made a companion in the first place, so this helps get over the grudge I feel for how her involvement in the story ends.
  • Legion Armor by Mr. Mobius: A minor but wonderful mod that adds craftable Legion armour to the Commonwealth Wasteland. A perfect companion to the Legion Workshop mod in the Settlements section.
  • NCR Ranger Veteran Armor: Much like the previous mod, this one brings another piece of the Mojave to Boston by introducing Ranger Veteran Armor.
  • Tacoduck’s Lore-Friendly Armor Pack: Yet Another Armour Pack, bringing its own styles and tastes in fashion to Diamond City’s Upper Stands.
  • The M2216 Standalone Assault Rifle: An assault rifle. A nice assault rifle, but that’s about it.
  • Unlocked Paint Jobs: Nothing is more annoying than having to unlock every single power armour paint job on your thirtieth playthrough. This mod skips all of that fuss and unlocks them all at the start.
Slave Collar Fallout 4

Settlements

  • Ambient Power Turrets: Removes the need to wire turrets by granting them ambient power sourcing, like lights.
  • Better Settlers: A whole bunch of options to alter your settlers. I personally use this mod to encourage more female settlers to migrate to my towns, but it has a lot more options built in.
  • Boston Airport Workbench Fix: Lets us use the giant Boston Airport area as an actual settlement by fixing the workshop.
  • Cleaner Far Harbor Environment: Makes Far Harbor a little cleaner. That’s it.
  • Craftable Animated Flagpoles: Adds various real-life flags that you can build in your settlements. The Union Flag goes especially well with the Radio Freedom mod in the section below.
  • Craftable Castle Wall Patches REDUX: Finally let’s you patch up those damn Castle walls.
  • Finch and Graygarden Overpass Lifts: Adds lifts to the overpasses over Finch Farm and Greygarden, so you don’t have to build awkward paths to get up there for your settlements.
  • Homemaker – Expanded Settlements: A must-have for any serious settlement constructor, Homemaker adds tonnes of new kit to your workshops. Everything from entire building types such as greenhouses and bunkers to new decorations and furniture for every fashion trend.
  • Legion Workshop 1 by Mr. Mobius: Brings a selection of Legion and Legionesque decorations and fixtures from the Mojave to the Commonwealth. A great addition to the Legion armour mod above, made by the same mod author.
  • Moddable and FIXED Professor Goodfeels: Let’s us keep that no good Commie hippie robot Professor Goodfeels at the Sunshine Tidings Co-op.
  • New Infinite Settlement Budget Plugin: Get’s rid of the maximum cap on how much you can build in your settlements. May incur the wrath of the Deities of Performance.
  • OCDecorator: No more fiddly placing of items on shelves only to knock them off or accidentally pick them back up. OCDecorator enables the placing of everything from Cram to Jangles the Moon Monkey as if it were a standard decoration!
  • Prisoner Shackles: Goes well with the shock collar mentioned earlier for that perfect slaver-raider aesthetic.
  • Rebuild – Modular Sanctuary Build Set: A selection of modular structure parts so you can rebuild Sanctuary to its pre-war glamour and glory.
  • Red Rocket Settlement Extended: Want to build a giant settlement at Red Rocket, but frustrated by the encroaching fuel station preventing expansion? This mod’s got your back, stretching the borders of the Red Rocket settlement all the way to the Sanctuary bridge.
  • Repair The Castle: Yet Another Mod for fixing those blasted Castle walls!
  • Settlement Management Software: Essentially a replacement for the town bell and endless manual assignment of duties, Settlement Management Software adds a simple holotape that you can plug into any terminal to control your local settlers like a truly lazy dictator.
  • Silent Generators and Turrets: Makes those noisy turrets and generators quieten down a little. Well, maybe a lot.
  • Snappable Junk Fences: For some reason, Bethesda didn’t see fit to make the junk fences snap together, which rendered them essentially useless. Fortunately, modders come to our rescue yet again with this simple mod that adds snap points to every junk fence. Includes snap points for raised floors so you can use your junk walls as fortifications.
  • Snappy HouseKit: Another essential for the serious settlement architect. Adds various snappable wall, floor and roof segments of different styles that are already present in the Commonwealth, including bunkers, parking garages and townhouses.
  • Spring Cleaning: Finally, a broom! Now you can sweep up, or rather scrap, some of the awful litter that… litters your settlements.
  • Stackable Concrete Foundations: I don’t think I need to explain this one, either.
  • Thematic and Practical: Introduces an immersive selection of scavenger themed and trader themed workshop items to add a new rural caravan vibe to your favourite settlement.
  • Vault 88 – More Vault Rooms: Introduces many of the missing Vault rooms and content that really should’ve been included in the Vault-Tec Workshop add-on.
  • Vault-Tec SimuSun Lighting: Reduces the falloff and fade of every Vault-Tec Workshop light, whilst increasing all of their effect radii. Complements the Workshop Overhaul below nicely.
  • Vault-Tec Workshop Overhaul: Makes the constructable Vault lighting more realistic and includes new snap points on vault walls and ceilings.

Quality of Life, Graphics and Sound

  • Achievements: Re-enables earning of achievements when you have mods enabled, which was disabled by Bethesda with the launch of their creator’s club.
  • Bandit Radio replacer for Classic Radio: Adding to the post-apocalyptic feel by introducing the one and only Bandit Radio of S.T.A.L.K.E.R. to the wasteland.
  • Companion Infinite Ammo and Unbreakable Power Armor: Companions running out of ammo for their late-game weapon and eradicating their own X-01 set is on of my biggest pet peeves with Fallout 4. This mod rectifies tat.
  • Concealed Armors: Hides armour from view with certain outfits without removing the armour’s effects. Stops you from looking suspicious or downright silly when you walk around with combat armour slapped over a dilapidated trench coat.
  • Diamond City Auto Close Gate: I always thought it was silly that the green jewel of the Commonwealth would have high walls and an impressive gate, only to leave the gate wide open the moment your character enters Diamond City for the first time. This mod makes the gate close, so you have to open it to enter the city each time you arrive in the area.
  • Faction Housing Overhaul – Vault 81: Adds some life, and actual features, to the home you can be given at Vault 81.
  • FAR – Faraway Area Reform: Helps reduce system resource consumption by reforming the rendering of distant textures.
  • Infinite Fusion Core: Makes power armour function the way it used to – for longer than we will live.
  • Louder Rainy Sound: You can probably guess what this does.
  • No More Creation Club News: Removes the annoying news screen that appears when you launch Fallout 4. The mod appears to have been removed from the Nexus, but I will include the link for completionism’s sake.
  • No shaded Power Armor HUD: Removes the dark shading that appears along the bottom of the Power Armour HUD.
  • Optimized Vanilla Textures: Optimises some of the game’s original textures to help improve the game’s otherwise horrendous performance usage.
  • Piper Interview Restored: Brings back some cut content for Piper’s initial interview with our intrepid Blue, fleshing out the quest so it seems less inane.
  • Ponytail Hairstyles by Azar and Ponytail Variations: Two sets of ponytail hairstyles and variations. I don’t go out of my way to use these, but they are very nice to have on hand.
  • Sleep in Publick Occurrences: I spend all that time romancing Piper, and I can’t even sleep in her bed? Well, not anymore! This mod allows sleeping on the beds in Publick Occurrences office in Diamond City.
  • Stimpaks Heal Radiation: Since the ridiculous merging of the radiation level and health points isn’t going anywhere anytime soon, the least we can do is have Stimpaks get rid of that green glow we keep picking up.
  • The British Are Coming: No more Yankee Doodle for me! Appealing to my British sensibilities, this great mod replaces the music of Radio Freedom with patriotic British marching anthems.
  • The Eyes of Beauty Fallout Edition: There’s something captivating about eyes that I don’t quite understand, but this mod helps bring that experience to Fallout 4 by adding swathes of beautiful 5122 eye textures.
  • True Storms – Wasteland Edition: An impressive atmospheric addition to the wastes, True Storms adds an array of new weather and environment effects to Fallout 4 such as heavy dust storms and radiation rain, as well as new sounds and visuals for existing weather effects.
  • Unanimated Stimpaks: Along with the annoyance of the mixed health-radiation system, the addition of stimpak animations frustrates me after so many games where stim use does not interfere with gameplay. This mod seeks to rectify this grievance.
  • Unofficial Fallout 4 Patch: A huge, unofficial patch that fixes many of the issues with the game that Bethesda simply don’t want to fix. You’ll have to dig through the changelog to truly understand the scope of this mod.
  • Vault 81 Close Door: Stop letting that irradiated draft in! Just like the Diamond City Gate mod, this mod closes the door to Vault 81, rather than leaving it open for everyone to mosey on in after you.
  • Vivid Fallout: Last but not least, Vivid Fallout introduces a selection of VRAM-usage friendly textures that help create a less bleak environment for the Sole Survivor to conquer.

The Fallout 4 Mods I Can’t Live Without

“Can’t live without” might be a tad bit of an exaggeration, but nevertheless, I thoroughly enjoy the additions that these modifications bring to the Fallout 4 experience. Some of them conflict with one another and I don’t use them all at the same time, but on the whole, they all seem to work and play quite nicely.

As always, drop a comment below or join my Discord server if you have any comments or questions.