Fallout 4 Slave Collar Mod

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  1. Fallout 4 Shock Collar
  2. Fallout 4 Under The Collar
  3. Fallout 4 Player Slavery Mods

As part of the Unified Community Platform project, this wiki and 38 others will be migrated to the new platform in the next few weeks. Minimal changes are expected as part of this migration. Read more here.

For an overview of slave collars throughout the Fallout series, see Slave collar.

Under the Collar is a radiant side quest in the Fallout 4 add-on Nuka-World. Upon acquiring the quest and traveling back to the Commonwealth, the Sole Survivor needs to locate the target. Fallout 4 Slavery System Mod; Fallout 4 Slavery System; All Discussions. Nuka World Slave Traders Still Have Collars. Theres a code to spawn them with console commands on the Fallout Wiki, under the name Shock Collar. Or you can just pickpocket/kill the slaves. Last edited by VeteranFruitshop; Sep 3, 2016 @ 10:26am #8. Find this guy in Good.

DR/DT
31
Item HP150
Weight5 (apparel)
1 (item)
Value50
RepairSlave collar
QuestsLeft My Heart
base id0002f563 (apparel)
00022ff0 (item)
'

Not quite. If you fit it just right, their body never gets used to the feeling of wearing it. It cuts in just enough when they swallow or turn their head to remind them who they belong to. And it's that constant reminder that keeps them docile.

'— Silus, Fallout: New Vegas

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. Spellforce 2 anniversary edition cheats.

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. Aventura the last zip. 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]

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.

Characteristics

It is commonly used on slaves, and explodes via remote trigger (usually held by a slaver) or attempting to interfere with the collar's wiring. The captives in Left My Heart - Mrs. Weathers and her two children, Kenny Weathers, and Sammy Weathers - are also equipped them.

Variants

Locations

Most slave collars can be obtained through quests, but certain collars, such as the destroyed collar and deactivated collar, can be obtained by the player and worn but don't actually work, as their name states.

Related quests

Notes

  • It is said on one of the Fallout: New Vegas loading screen tips that there is no known pre-War usage for these collars, yet it is undisputed that they are pre-War technology.

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.

References

  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)
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Slave_collar_(Fallout:_New_Vegas)&oldid=2010561'

As part of the Unified Community Platform project, this wiki and 38 others will be migrated to the new platform in the next few weeks. Minimal changes are expected as part of this migration. Read more here.

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

Fallout
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]

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.

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.

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.

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.'.

Fallout 4 Shock Collar

Locations

Sniper ghost warrior 2 highly compressed. 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.

Fallout 4 Under The Collar

Bugs

  • 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

  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)

Fallout 4 Player Slavery Mods

Retrieved from 'https://fallout.gamepedia.com/index.php?title=Slave_collar_(Fallout_3)&oldid=2010562'




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