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- Slave Collar Insructions is a paper note in Fallout 3. It is received from Grouse Jurley along with the Mesmetron, a slave collar and the Mesmetron manual - summary page when starting the.
- Under the Collar is a radiant side quest in the Fallout 4 add-on Nuka-World.
Would getting more than one collar for Strictly Business be a glitch? I assumed it was one collar for each target since I received 3 collars with 3 targets alive.
I'd appreciate any criticisms or comments. The design is real-world implausible but physically consistent. The lock is based on a handcuff and would work, but you would have to have the mindset of a Fallout raider to build it this way. It's far bulkier than any real collar, but much less bulky than the slave collar from Fallout 3.
- Yes, there's a bug in which Grouse congratulates you more than once for a single target, and that always comes with a new collar. Because the collars are marked as quest items, you can't drop them ... at one point, I had four of 'em. Shadowgm 13:49, 5 January 2009 (UTC)Shadowgm
Can you get many Slave Collars(I mean more than 10)?
Instant death when freeing slave
I saw a video on youtube that showed how to 'Convert Enclave Soldiers' to Brothers of Steel. Basicly, you mezz an Enclave troop and slip on the collar, replace his armor with BoS power armor and tell him to run to Paradise Falls. Before he gets away, talk to him and remove the collar, now the 'converted Enclave Soldier' will now be friendly towards you for the rest of the game. But in some cases, when I remove the collar, the soldier will say: 'Hey, I think it worked!' (no, its not: 'Is it supposed to vibrate like that?' I know that means I failed the science 'check') but when the dialouge ends, the soldier drops dead (his head doesn't explode). The weird thing is that it seems to happen randomly. At times it will work, other times he will just die. I'm on the 360 version, I just wanted to check out why this is happening.
The video can be found here: http://www.youtube.com/watch?v=zYSbJ5V6cVI (It's not in English, unfortunatly.)Revelations 21:6 02:09, 2 April 2009 (UTC)
EDIT: Actually, it seems that person dies when you place items on them, I placed 3 Stimpacks in their invintory so that they could heal themselves, so when you take the slave collar off, they die. I'm not sure what triggers this, since I'm on the 360 Revelations 21:6 23:25, 10 May 2009 (UTC)
It could be a reference to Dungeon Siege 2, too.
removing collars
i ran across some slavers and decided to kill them, then i tryed removing a collar from one of the slaves but it failed and gave me bad karma so i had to reload (my PC is good karma only).
what stats do you need to remove a collar without it exploding?--82.11.236.112 12:54, 10 May 2009 (UTC) WB
You need Science 65 to get a slave collar off without it exploding.
trivia
We need to narrow this down a bit. We really don't need a reference to every movie or whatnot that had a similar item. If it had that item for the purpose of slavery than great. If it just featured one but no one knew what it was for than it needs to be removed.--Kingclyde 17:09, September 16, 2009 (UTC)
- Couldn't we just keep the earliest one and claim the others were based on that original? SpoonLeave me a freakin' message 17:11, September 16, 2009 (UTC)
- We should just remove all the batshit fucking worthless ones and put them here and leave the decnent Trivia tidbits in there. HOLD!RELEASETIME! 17:12, September 16, 2009 (UTC)
- I agree with you all, so how about something like, '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.' --GuildKnightTalk2me 18:23, September 16, 2009 (UTC)
- Excellent.I vote we use it. 18:25, September 16, 2009 (UTC)
How do you use the thing?
Maybe I'm just an idiot, but I can't figure out how to put a collar on to an NPC. I try mezzing them and then using the collar, but I can't figure out how to 'use' it.
- Use dialog, the option will come up to add a necklace or something similar.--Kingclyde 01:29, October 30, 2009 (UTC)
- also make sure they are dialouge mezzed, if they are aggresive mezzed you can't use it - RASIC 01:35, October 30, 2009 (UTC)
- Oh, thanks. I guess that I should have read the mesmetron page first. I seem to have just gotten angry people with exploding heads so far, I'll keep playing with it.
- No problem, remember aggresive is the neutral karma way of murdering someone (if they don't see you doing it of course) - RASICTalk 01:49, October 30, 2009 (UTC)
The capital 'C' in 'Slave Collar'.
I've noticed that the article's title capitalizes the 'C' in 'Collar', despite the fact that the word 'Collar' is the second word in the title. Is there a reason for this (such as the item's name in-game), or is this an accident or something? --M.C.Tales 23:05, December 2, 2009 (UTC)
- It's the ingame spelling of the item's name. -- Porter21(talk) 23:42, December 2, 2009 (UTC)
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. Btreadbox, Break): Can only tell them to run out of the place (and get killed by Slavers if I did not intervene)
Slaves I Mezzed: Kept fleeing from me, unable to talk to them
Did I miss anything out? Thanks!
Slave Collar (Fallout: New Vegas) - The Vault Fallout Wiki ...
218.186.11.236 18:08, February 9, 2010 (UTC) He who Mezz with the Wasteland
- Freeing slaves like that only works with generic NPC slaves (usually as part of a random encounter). I think the named slaves have to be freed by other means, and I haven't tried using the Mesmetron at all.
Game freezes everytime i remove the collar
I'm enslaving to make a 'city' so to set everyone to the same faction removing the collars sets them to permanatly on your side but every time i take the collar off they thank me then the game freezes. every time even with different npc's. any suggestions? on a xbox 360
where is the slave collar?
i spawned a slave collar to my inventory using the command player.equipitem 0002F563
More Slave Collar Fallout 4 Images
but where is it i can t find it anywhere! is it non-viewable? it would be very appreciated if somebody answersFrizstyler 14:46, August 30, 2010 (UTC)
i spawned a slave collar in my inventory
See Full List On Fallout.gamepedia.com
and cant find it just like the above person
- To answer both of you: that command doesn't spawn anything. You'll want to use player.additem instead of player.equipitem.
- no,that doesn 't work,did you try it your own?it doesn 't do anythingFrizstyler 14:46, August 30, 2010 (UTC)
Fallout: New Vegas
Can anyone confirm of deny the presence of Slave Collars in Fallout: New Vegas? I know the Legion keeps Slaves but am unsure if they use collars, and if they do are they the same as this item?
More Slave Collar Fallout 4 Videos
Can't remove collar from inventory
I got the quest from Grouse so that I could have the Mesmetron as a trophy item, then killed all the slavers in Paradise Falls. Now I have a stupid Slave Collar quest item in my inventory that the game won't let me remove, but is taking up 1 WG. Should this be listed as a bug? I'm going to try player.removeitem 00022ff0 to see if that gets rid of it. --HunterZ 03:38, April 18, 2011 (UTC)
- Update: That worked. Also, someone just updated the article to claim that on XBox360 it weighs 0 WG if you kill Grouse; is that really true? On PC it takes up 1 WG no matter what. --HunterZ 06:23, April 23, 2011 (UTC)
Success' chance for usage on enemies
Is one able to do that neckband also on enemies, as for example Raider apply? I am sure that yesterday I had tested and observed with how a Raider had a stiff neck, one saw it in his position! Alessio79 12:07, July 27, 2011 (UTC)
Left My Heart
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
- 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.
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
Fallout 3 Slaves
- 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.