Slave Collar Fallout 4

  1. The Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it.
  2. 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.
  1. Slave Collar (Fallout: New Vegas) - The Vault Fallout Wiki ..
  2. Buy A Slave, Blow Him Up! - Buy A Slave And Slave Collar ..
  3. See Full List On Fallout.fandom.com

Third Official Expansion Pack for Sim Settlements

Overview

Aug 30, 2016 Fallout 4’s final DLC expansion does indeed let you become a raider, great news for those of us who had always wanted to join the filthiest, most blindly violent faction in the wasteland. Slave Collar - posted in Fallout 4 Mod Requests: Apologies if this has already been suggested, I couldnt find an easy way to check and there arent currently any mods out there that seem to incorporate this. Unlike previous Fallout games, F4 doesnt lend itself as well to evil characters and the whole slaver system seems to have been completely removed. Im surprised that they didnt gear.

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.

Instruction manual for smk xs78 qb78 22cal. 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 Fallout 4

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.

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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.

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

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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.

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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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